Quake Live - What Happened?

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Quake Live has always been that reliable "go to game for a quick 15 minute fragging sesh" game to me, but I just went on it now and something has happened. Something BAD.

You have loadouts now, yup loadouts in a quake game. Yeah there's still the same guns lying around you can collect but you have to choose two guns to start with...this is quake?!

To top it off the FOV looks horrible, if you have a widescreen monitor which you do if you're on this forum then the game looks squished and horrific.

Forget this game, and move on.
 
They're trying to attract new players, by making the game easier to get into. You can still play with the "classic" rule set.

Patch notes:

New Quake Live Ruleset
Players may now hold jump to continuously jump.
Players may now hold forward and jump to 'bunny hop', allowing them to slowly gain up to 2x their base movement speed.
Introduced Loadouts in select modes; allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (sg, gl, pg, mg).
Added the command "weapon toggle" to toggle between your Primary and Secondary weapons. Defaults to "f" for new users.
Unified weapon respawn time to 5 seconds across all game modes.
Unified friendly fire, disabled across all game modes.
Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
Reduced ammo respawn time from 40 seconds to 10 seconds.
Added in-world item timers for "major" items, including armors, megahealth, power-ups, and medkit.
Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
Added Power-up Spawn POIs, that appear 10 seconds before a power-up spawns.
Added Power-up POIs, that indicate when an available power-up is available in the arena.

For players who wish to largely avoid the new major changes, the legacy style of play has been preserved within a "Classic" ruleset. All of our public Duel servers run in Classic mode. Subscribers may host additional classic servers using our "Create Match" feature. This includes the launching of Standard Classic servers, which any player may freely join.

In addition to our major ruleset changes, the following global game changes have been made:

General Game Changes
Added a new weapon, the Heavy Machinegun (HMG).
Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.
New higher resolution font added.
Widescreen Support for huds (see default huds for implementation examples).
New in-game UI (menu and loading screens).
Disabled the pk3 encryption. Paks can now be opened like a zip file; maps load up to 25% faster.
Added flagstand POIs in CTF.
Enabled self-kills with an additional 1 second respawn penalty.
Quad firing sound reduced on high rate of fire weapons: mg, pg, cg, hmg.
Added damage number indicators for damage dealt, can be customized by various color styles and enabled or disabled per weapon.
Fixed a bug in that could cause the best weapon selection to fail.
Machinegun now drops to grant users mg ammo.
Infected zombies now have air control and can double jump.
Fixed the CHEATS ENABLED notification on the map loading screen from lagging behind its proper state.
Reduced the default amount of player movement bobbing.
Reduced the default amount of damage kick movement.
By default, don't show weapons you don't have in inventory on your weaponbar.
By default, bob major items when simpleitems are enabled.
Prevent broken shader image on crosshair '30', '60', '90', which would equate to crosshair "none" as the cycle repeats.
Bots now randomly select loadouts, when applicable.
Greatly reduced multiple pickups prediction errors.
Removed the option to move to FreeCam while dead in elimination based gametypes.
The PQL ruleset has been renamed 'Turbo'.
Stonekeep map layout slightly modified.
Trimmed out 19 maps will be added back later after being updated. (Arena Gate, Bloodlust, Cobalt Station, Concrete Palace, Dies Irae, Double Impact, Eviscerated, Focal Point, Forgotten, Golgotha Core, Hell's Gate Redux, Hero's Keep, Power Station, Proving Grounds, Sacellum, Solid, Sorrow, Space Camp, Spillway, Terminal Heights, Terminus)

Create Match Features
Ruleset selections (Quake Live, Turbo, Classic) are all available for standard servers.
Now support custom values of starting ammo in AD, CA, DOM, and RR.
Added optional Double Jump physics player movement mechanic.

Arena Changes
Removed Team Arena Runes from all maps.
Proxy Launcher removed from all maps.
Chaingun and Nailgun removed from several maps.
Heavy Machinegun added to several maps, some depending on ruleset or mode.

http://www.quakelive.com/forum/showthread.php?37858-Quake-Live-Update-August-27-2014

I don't know what you mean about the FOV, seems fine. May be something to do with the added widescreen support for HUDs.
 
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Quake Live has been dead since they switched it from a browser based game to a dedicated application that still ran through your browser. Could never get on with it after that, and the player base seems to have undergone a massive decrease in both skill and number.
 
Quake Live has been dead since they switched it from a browser based game to a dedicated application that still ran through your browser. Could never get on with it after that, and the player base seems to have undergone a massive decrease in both skill and number.

Agreed.

I have had hours of fun on Quake live in the past,but, they have killed it by trying to fix what wasn't broken.
 
Unfortunately people these days cant handle skillful and/or challenging games. Too used to their console shooters and need their hand held to play an arena fps.

Holding forward and jump to bunny hop? lol really. This generation of gamers are so bad its embarrassing. I am just glad i grew up through the competitive quake era :)
 
Unfortunately people these days cant handle skillful and/or challenging games. Too used to their console shooters and need their hand held to play an arena fps.

Holding forward and jump to bunny hop? lol really. This generation of gamers are so bad its embarrassing. I am just glad i grew up through the competitive quake era :)

well they are the COD generation Spawn/camp shot :) dead are the days I was raised on Quake 2 and Quake 3
 
Unfortunately people these days cant handle skillful and/or challenging games. Too used to their console shooters and need their hand held to play an arena fps.

Holding forward and jump to bunny hop? lol really. This generation of gamers are so bad its embarrassing. I am just glad i grew up through the competitive quake era :)

100% correct.
I've just bought Insurgency which is a breath of fresh air and makes getting owned (a lot!) quite fun. :)
 
I couldn't justify the time commitment in the higher tiers which stopped me playing entirely in the end. Practicing that type of game simply doesn't translate into success in other games (beyond speed + precision mouse control). We need the new UT sooooooon!
 
Yeah I kind of stopped playing it after it moved to a stand alone program, though you can stick with classic mode to avoid the dumbed down gamplay.

FOV with widescreen has always been ad - the engine was developed waaaay before most people had access to anything non 4:3.
 
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Unreal.

This is ID software giving in! Those rules... the most amazing hooks of quake/2 for me were those insane double/circle jumps, lumped on with the strafes.

Inch perfect you had to be, under presure, dm, tdm, duel. Those moves, the fakes/sounds, everything.

Sad to see all that lost to generation next:/
 
I still play about 5 hours per week, great fun. Been playing Q3 since '99 nothing comes close.

To reduce rage, I play only lighthearted games such as freezetag, red rover and CTF. Stay away from Clan Arena, those guys are toxic.

I have a paid membership so can setup my own games, which makes it a lot more fun.
 
Stay away from Clan Arena, those guys are toxic.

Clan arena is completely toxic :| should have seen the **** I got, the amount of votes to shuffle teams from whichever team I ended up on, etc. after not playing for quite a long time and jumping into a fairly high ranked game (as that was the level QL remembered me as playing at) and obviously not playing my best for the first half hour or so - strangely enough 1-2 people actually recognised my name and were giving me some support. Then had the satisfaction once I was back into my groove of mopping the floor with the silly kiddies.

Ah yes, happy days - took me literally years to make the 'bridge to rail' jump.

I could do that one endlessly in practising but failed so hard at doing it in an actual game under pressure lol :| my movement was never anything that great but it made me quite happy to be able to do this one in an actual game https://www.youtube.com/watch?v=7nl6aO-rBzM
 
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I am just glad i grew up through the competitive quake era

110% agree with that. It was mega fun, there were lots of great Quake mods out there. Man, Weapons of Destruction was crazy fun.
 
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God I miss Q2 CTF and Q3 CCTF. I need a grapple and a railgun in my life. Sadly I lost interest in Quake Live some time ago and once my subscription lapsed I didn't bother going back. I may try it again one day.

I too am so grateful for living through the competitive Quake era. It really did bring me an immense amount of pleasure. I miss those days so much.
 
God I miss Q2 CTF and Q3 CCTF. I need a grapple and a railgun in my life. Sadly I lost interest in Quake Live some time ago and once my subscription lapsed I didn't bother going back. I may try it again one day.

I too am so grateful for living through the competitive Quake era. It really did bring me an immense amount of pleasure. I miss those days so much.

If you ever do, add me nitram100 I am always playing something and can even set up a private server to mess around on if only to do a few rocket jump>rail shots xD
 
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