The guy was super excited about everything.Ĥ- Hearing Dev on teamspeak during team Americas' unexpected 4on4 dm3 victory versus milton/bps/trygve/rio. Those beautiful nerds had a network cable running through the hotel hallway to connect their rooms.ģ- Watching Dev be as happy as a kid on Christmas morning. I personally got some really nice compliments that I probably don't deserveĢ- The bootcamp LAN that dev/gt/dirtbox/venom set up. Everyone without exception was super cool and friendly, not that I expected anything different (frankly I wasn't quite sure what to expect). So obviously Quakecon was a super awesome event! Everyone involved deserves a huge thanks, from the staff and organizers (including Dev and the Aussies for their efforts), the developers, the casters (including Andeh!), the sponsors, the fans watching from home, and of course the players who traveled from around the world.ġ- Meeting many of the fine folks that I've been playing with for all these years. There's probably lots of other nuances that I haven't picked up on that could contribute to this (physics, weapons etc Examples are on dm4 if they want to avoid the risk of the enemy respawning at red, or occasionally on dm2 not wanting to give up mega control etc.Įssentially what I'm saying is that I think it is most likely an optimal playstyle that works for that game, rather than just the players having a different mindset. Very occasionally you will actually see this type of thing in a QW duel where a player will not aggressively pursue a weak opponent in favour of maintaining control and stopping the risk of them getting a good respawn. I don't think the enemy can respawn right next to you after dying meaning that spawnfrags are probably less common (don't quote me on this one). I think the spawn models are different too compared to QW i.e. It looks like 'attritional' to me whereby you want to wear them down (typically hitting a rail/rocket) until you have a bigger stack and then attack in a suitable position. I think a fresh spawner in QL probably has better chances than QW because the mid-tier weapons are better so it's like, if you win a fight and are left with 40hp and no position, you haven't gained much because the other guy can then mount a comeback. I stopped playing the game because of the announcer and ranked changes (as a Pro subscriber) so don't think I am defending the devs.Erland I don't know that much about QL but I think that is probably in part due to the game mechanics where they want to maintain control and not risk winning a fight but giving up position and being weak. I didn't want to bring it up since I could not verify the authenticity of the account and didn't have links. Yes I've seen the old announcer supposedly posting on reddit. Either that, or they wanted a somewhat known voice actor to do it(for publicity among the DBZ crowd).Įdit: here's the thread where I got that info: I don't think the lawsuit is the real reason myself, I think they just wanted a more neutral sounding announcer so new players who have never even played a Quake game weren't put off. And he's the one that said it might be because of the lawsuit. That's BS though, the original announcer offered to do the voice again. Syncerror just said it would be difficult to get the original voiceover guy though there was no confirmation they even attempted to contact the original announcer. The lawsuit remark by someone else is not a reason the Id developers have stated. Like Unreal Tournament has their own guy that fits the game, etcĪlso, can't use the original guy due to the lawsuit? How does Occulus stealing trade secerts have anything to do with the guy, or did he go over with Carmack? For how important the music was to Fallout, you'd think Bethesda would understand how people relate the announcer to FPS. It's like he's running out of breath when he says "in". |QUAD| fried rice původně napsal:Play clan arena, when he says "Round beings in" is soooo annoying.
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