>because you can't make a game like this play well on a gamepad fixed
Zachary Fisher
1.Because Quake isn't that fast or interesting unless you master the unintended movement mechanics. Other games give you more shit to master from the get go that don't take as long to learn, making unexperienced players enjoy those games much more. 2. Quake veterans have played this game for decades now, the metagame couldn't be more stale due to how little variety there is in the game. I can go back to Super Street Fighter 2 Turbo and start learning a character I'm unfamiliar with and start seeing the game in a new light, I can play a new civilization/faction in an RTS or adopt a vastly different strategy to the ones I usually use (if the rts is flexible enough that is), Quake just doesn't have enough variety to feel fresh and exciting again. Sure, you can still have fun with the game but very few people will do anything more than just messing around for a couple of days and then go to another game. 3. Most Quake players aren't actually cheetahs with rocket launchers and play in a way clunkier way compared to the glorified style most quakefags like to brag about. The myth that this game was the most intense shit ever couldn't be more far from the truth, most people used to play even Arena with very shitty connections and very rarely doing crazy shit with their mobility. The amount of quakefags that actually can take advantage of all the mobility exploits and have outstanding aiming skills is very small, and a lot of them have move on and aren't all that intrigued with the game(see a lot of the pro players who no longer play the game, while fighting game pros keep playing those games).
Evan Bailey
>Why is this? Because Quake is shit. Tiny ass hup hup hup jumps is garbage movement. Beyond a point, being "fast" contributes nothing to the game. Quake goes way beyond that point. Nobody likes games where the "techniques" are literal exploits used through a not intuitive process.
All of those games in the second line are also shit, but for different reasons (Hats and pushing "Competitive" shit that breeds a community of hostile retards).
Mason Carter
>why aren't we still living on trees like apes because there are things called evolution and progress
Parker Walker
what the fuck am I watching
Jose Young
>Nobody likes games where the "techniques" are literal exploits used through a not intuitive process. Can't disagree with this even if I like the game.
Anthony Sanders
>I can go back to Super Street Fighter 2 Turbo and start learning a character I'm unfamiliar with and start seeing the game in a new light it takes an extremely long amount of time to master a character in ST
funny how you bring up ST, and 'unintended mechanics", when ST has cancels, combos (originally unintended mechanics), and a ton of option selects
Wyatt Hall
>The myth that this game was the most intense shit ever couldn't be more far from the truth, most people used to play even Arena with very shitty connections and very rarely doing crazy shit with their mobility.
wow casuals couldn't play the game right when it was popular, what a surprise
Ian Cox
>it takes an extremely long amount of time to master a character in ST To master the character, but not his techniques one by one. I can learn on the first day the bread and butter combos and basic logic of his gameplan and have fun with that while getting better mastering his most advanced skills in the mean time. >funny how you bring up ST, and 'unintended mechanics", when ST has cancels, combos (originally unintended mechanics), and a ton of option selects Combos were only unintended during the beta test and were reworked later to work better on the final release (world warrior) After that you have all the revisions that only kept improving the system and balancing all the unintended exploits to make them work more properly. Quake has never changed the movement system in a meaningful way to make it more intuitive for newer players aside from the shitty tutorials in Live.
James Flores
quake fans are ridiculous
also its nothing special
Cooper Flores
>intuitive for newer players
because renda cancels and everything else in that game is so intuitive?
Liam Martin
It doesn't matter how you tweak it. Combos are still a shitty mechanic that only adds artificial complexity.
Nolan Collins
It was much more than just casuals, even recurrent players that were playing for hours almost every day would still play without taking any real advantage of the movement exploits. And then you have that newer fpss have casuals who can actually pull a few neat tricks since the techniques a players can master better distributed among the skill ramp unlike quake. You can masturbate your ego over how hardcore quake is but most people play casually to have fun, and this is something vital to keep a game alive.
Jonathan Foster
One-two combos are intuitive, same with links. You don't have to master renda cancels until you're already very proficient at the game, you have simpler combos in the mean time that are always useful. Maybe, maybe not. But if this is true then the movements options of quake are this but miles worse.
Brandon Gray
Because it would mean playing with mad faggots such as yourself.
Christopher Lopez
Cool buzzwords senpai.
Wyatt Powell
This, every time you play Quake you have to do so with "muh quake" fags
Jonathan Myers
>you have simpler combos in the mean time that are always useful.
try to get a noob to do even j.hk cr.mk xx fireball or even land a cross up
Ryder Roberts
>Yet nobody plays it and plays utter piss like tf2, csgo, redditwatch, and pubg. Why is this? same reason almost no new people play fighting games or rts. the people who have gotten gud are so good that anyone who tries to play gets btfo'd.
Brandon Gonzalez
I did that when I was a kid, one of my friends who just bought USF4 on humble bundle is doing it too.
Ryan Reed
Combos allow for people with more knowledge to possibly perform better in specific situations if they took the time to practice the execution. Yes, it's not strictly knowledge based, maybe you should play chess?
Evan Perry
can't believe you think landing combos in ST from nothing is easier than learning to bunny hop from nothing, I'd say they're about the same, you just move the mouse in the same direction as the strafe key- I learned it in half an hour
learning how to play ST on even a basic level takes way longer than the basics of quake
Elijah Diaz
>try to get a noob to do even j.hk cr.mk xx fireball You're underestimating noobs, the issue with them is that they'll only try to land that during the entire match and get dp'd until they rage quit or realize they're playing like retards.
Isaac Gomez
>bitch about exploits >exploit the poor moderation of Sup Forums
Blake Cruz
Can't agree. Doing normal into special is even more simple, adding a jumping move first barely increases the difficulty. You also have that just because you managed to bunny hop a bit this doesn't mean you can apply it properly under pressure while the other player(s) are attacking you since it's very likely said noob will move the cursor trying to retaliate. Also Quake didn't explained this mechanics properly until much later, SF didn't explained combos until Super I think but it's still way earlier.
Jeremiah Kelly
?
William Sanders
Is this available yet? This looks fun.
Nolan Butler
The best part about Quake 1 was the singleplayer, and we'll never get another gothic/lovecraftian campaign like that again.
Joshua Bell
This looks terrible.
Camden Stewart
>The best part about Quake 1 was the singleplayer
singleplayer was unfinished, awful bosses
good map design though
Mason Hernandez
how is the original statement not true? brush geometry just isn't a thing anymore
Evan Evans
That's not a good thing. Implementing a mechanic like that is super easy and if it actually made a game better you'd see a ton of it.
Tyler Butler
Tribes was better.
>tribes ascend only died because Hi-Rez fucked it up.
Ryder Richardson
>Implementing a mechanic like that is super easy and if it actually made a game better you'd see a ton of it. You see combos in a huge amount of games. Also I don't see why it's not a good thing.
Levi Smith
Because people don't understand that in the end it comes down to memorizing a 3D space and understanding that sound cues from item pick ups allow you to have near omniscient knowledge of your enemy. Then it comes down to just controlling the map and obliterating your enemy by having a larger material advantage when you engage in fights.
Adrian Bailey
Quakeworld is absolutely not the best multiplayer FPS because the equipment is balanced around singleplayer. The insane damage reduction on red armor and powerful RL and thunderbolt mean whoever gets the first frag will have an incredibly easy time keeping the lead because the other player(s) have no chance against someone with 200hp/200 NON-DECAYING armor and the LG.
Hunter Hernandez
it's the only fps that doesn't make you dumber by playing it
Brayden Baker
fightinggame might as well by a buzzword because there arent any good ones
Dylan Stewart
Because it makes the game less interactive. If you take it far enough, a game will be reduced to two people just playing by themselves with no input from the other player.
Jose Jones
Nice one, Jaden Smith.
Lincoln Hill
How is it less interactive? Like seriously, I can't see how. If anything combos only add more interaction because the player is able to pick multiple options depending on his needs and skill level.
Xavier Baker
Because what you need to press to perform a combo can not be influenced by the other player. It's literally a quick time event.
Juan Butler
That's why combo breakers are a thing.
Jaxson Peterson
this looks ok
Jeremiah Cruz
So what's the consensus on Quake Champinos?
Eli Evans
Not really, there are games like Guilty Gear or KI that allow the player to escape combos using high risk options. If a combo is too long and the game lacks these options then I kinda agree with you but in the fighting game discussed here (SF2) the combos are very quick and short so the other player doesn't stay doing nothing for no more than a couple of seconds after his fuck up.
Caleb Peterson
Because those games are being advertised while Quake is not at the moment. >The myth that this game was the most intense shit ever couldn't be more far from the truth Yep.
Dominic Gray
>the combos are very quick and short so the other player doesn't stay doing nothing for no more than a couple of seconds after his fuck up.
I play Quakeworld and Quake 2 almost daily. I'm not interested in playing clones of either because they both already exist with tons of mods and custom content.
Adrian Cooper
>hating on Q1 singleplayer Could you be any more obvious?
Andrew Rogers
rocket jumping and monster infighting were two unintended game mechanics that were incorporated into the game do you think they didn't know about strafe jumping before quake 3 came out?
Jordan White
Those are touch of death that you won't see happening too often since: 1. They require deep jump ins, most of the time you won't hit the player with one of these unless he's too incompetent. 2. They require tight links, SF2 runs at a speed in which some of these links are unrealiable due to the acceleration of the turbo mode. 3. Dizzy is an rng factor, sometimes those combos won't dizzy and will end prematurely. Go and see and actual tournament instead of a clip consisting of only ToD footage and you'll rarely see these happening, my dumb frogshit.
Easton Flores
Any length is "too long". It's a shitty fucking exploit that was kept because it "looked cool" and not because there was anything good about it.
Parker Jenkins
it's a poorly balanced mess with barely any content
Isaac Martinez
dj's 7 hit ToD will always dizzy.
Austin Allen
Yup, but as I said, while fighting games actually tried to make them more intuitive for the players (newer versions of SF and DS or Marvel fighting games) while in most arena shooters they remained as something that only some players were going to discover and the manual never mentioned them for example.
Levi Allen
>barely any content What does that mean? The point of Quake is to run around in the same handful of maps shooting dudes.
Luis Turner
>They require tight links, SF2 runs at a speed in which some of these links are unrealiable due to the acceleration of the turbo mode.
cammy's is trivial to do even on free select 3 though.
Liam Watson
Yeah, but you won't see it in most matches because getting in position to do it isn't an easy task.
Ian Jones
it means theres less than a dozen maps spread around 4 gamemodes, two of which are absolute garbage if i want to play the same 5 maps i'll play quakeworld at least they're good maps
Jaxon Fisher
Maybe for you, but for most people it's a great idea that adds a lot of player expression and makes the game more fun to play and watch, which is the most important part of a video game at the end of the day.
Daniel Bennett
all you need to do is cross up with lk I believe and do the autistic execution for it (not that many people can do it outside of a couple but still)
Asher Martin
Cammy is pretty shit so she will have a hard time getting in against any player that knows how to fight. Deep cross up depending on character.
Chase Butler
Only shitty players like it because it create a nice artificial skill curve where it only requires time to get better and not talent.
Parker Morales
Most pros like it because it allows them to have more options. Also you can win perfectly fine without using combos in SF2. Sounds like you're alone on this one to me senpai.
Logan Long
>and not talent. Last time I checked having good execution and hands coordination was a talent. Since you can also learn combos by just practicing them this allows both talented and not talented players to have a go at it which is a good thing.
Joseph Thomas
>Cammy is pretty shit so she will have a hard time getting in against any player that knows how to fight.
safejump it when they wakeup
Dominic Campbell
>that image Pure fucking lies, that user couldn't have been around back then at all.
Jack Fisher
You gotta knock them first if you want that safe jump.
Justin Ward
The real question is why no remake/remaster I would buy it in a second
Eli Johnson
What's wrong with the original?
Asher Gomez
Best thing is that bunnyhopping was a bug.
God I miss QTF..
Ryan Carter
Why can't there just be a good multiplayer game with no autistic mechanics?
Chase White
A remaster would be kinda pointless since there are a lot of source ports to improve the graphics and shit.
Zachary Thomas
megaTF still on weekends
Nolan Jackson
Fuck that.
21 years later, quake 1 is still the best, fastest, most positional, best movement, and most hectic singleplayer fps of all time.
Yet people don't make games like it.
Aaron Jones
>singleplayer was unfinished That didn't stop it being amazing. >awful bosses There is literally no FPS with good bosses. Simple puzzle based bosses like Quake did are literally the best you can do.
Xavier Gutierrez
>caring about SP and not doing duel after you beat it on nightmare
Hudson Campbell
Because it is too hard for nu-gaymers and normies.
The skill floor is absolutely brutal.
Matthew Richardson
I'm not brain damaged enough to lock myself into endlessly retaining one experience countless times instead of going and experiencing new ones.
I said more like it, not the same thing again.
Noah Ortiz
do any NA nibbas want to duel rn
Nathan Gomez
>too hard >multiplayer that's not how it works
Matthew Gray
it is, have you ever played qw duel? even an average player would 50-0 a csgo normie
Benjamin Hernandez
A multiplayer game can't be too hard because the difficulty is based on your opponent.
Zachary Edwards
>what is a skill floor
Sebastian Hall
any minor skill difference in a game like an arena shooter is extremely amplified
it's sort of like the old fighting games where a scrub is never going to take a game off a pro
Xavier Clark
Something that's too low to be relevant in any game made by a competent designer.
Brandon Thompson
Because it has worse single player than Doom so nobody cares about it apart from ridiculous autists (like you, for example).
Jonathan Ramirez
Doom and Unreal are far better singleplayer games.
Jason Reed
>Because it has worse single player than Doom Explain your position.
William Taylor
...
John Allen
But that's blatantly untrue. It's combat is massively more complex than either.
Brayden Sullivan
Original Quake really isn't king at anything, there are better singleplayer shooters like doom and quake multiplayer only got perfected until 3.
Jordan Clark
It has worse and less diverse enemy designs (compared to Doom 2), SSG sucks, Thunderbolt is a boring ultimate weapon compared to fucking BFG.
Jordan Edwards
Complexity has never meant better, and even so Quake weapons and gameplay is way too simple, it never tries anything different from dungeon based level design and weapons are pretty basic, unreal weapons are far more original and enemies have much better AI and variety.