Poor_Billy
2009-08-12 21:41:25
http://www.quakelive.com/
name - Poor_Billy
Poor_Billy
2009-08-12 21:41:25
Panic
2009-08-12 22:09:54
Potato
2009-08-12 22:55:43
Briggs
2009-08-12 23:23:02
whitewolf
2009-08-12 23:54:34
Nutri-Grain
2009-08-12 23:56:34
Ghost Dog_TSGK
2009-08-13 00:21:23
Jelly Fox
2009-08-13 03:00:03
voz
2009-08-13 04:30:12
Poor_Billy
2009-08-13 06:21:09
Potato
2009-08-13 06:46:29
i actually playPoor_Billy wrote:Do any of you guys actually play? or are you posting your names from months ago?
<kyle>
2009-08-13 08:26:33
voz
2009-08-13 09:02:23
herbalizer
2009-08-13 09:24:15
yang
2009-08-13 11:55:16
xDherbalizer wrote:Fatal1ty
Ghost Dog_TSGK
2009-08-13 12:06:40
Dazzle
2009-08-13 14:03:00
Blasphemy
2009-08-13 16:00:17
phantom
2009-08-13 16:36:57
s0iz
2009-08-14 05:24:20
herbalizer
2009-08-14 08:15:16
provost
2009-08-14 09:34:41
Cynips
2009-08-14 13:30:19
Potato
2009-08-14 23:09:26
herbalizer
2009-08-15 14:45:44
Panic
2009-08-15 21:47:11
keefy
2009-08-16 03:20:35
Panic
2009-08-16 06:09:03
keefy
2009-08-16 06:27:38
Panic
2009-08-16 10:01:26
Blasphemy
2009-08-16 11:40:32
Panic
2009-08-16 19:18:51
Blasphemy
2009-08-16 20:46:57
Meow!!
2009-08-17 00:44:07
thatguy
2009-08-17 02:12:26
The Argumentalizer
2009-08-17 04:20:48
Potato
2009-08-17 06:34:58
Creature
2009-08-21 02:59:29
Blasphemy wrote:I'll just leave this here.
Deathwish
2009-08-21 03:02:41
Beef
2009-09-14 04:14:27
keefy
2009-09-14 20:47:57
Cynips
2009-09-15 00:13:23
Too lateStop typing before you type something really stupid.
Ko-Tao
2009-09-15 00:28:02
ninjins
2009-09-25 10:00:15
DEATH-ANGEL
2009-09-25 23:34:56
I agree with this statement on all perspectives as its how Ive felt too.TiGGy wrote:ninjins
i dont play much. .faLLen got me playing it the other day and i was surprised to find how good she is. then she told me she had been playing with poor_billy and i was like no wonder.
I used to be a quake 2 and 3 player from way back. never got into much competition or league play but ive always been a huge DMer since. if i find some fun/good people to play with then i might get back into it.
i still say NOTHING beats quake 3 CPM. not even hl2dm due to the ammount of bugs and bad reg. quake 3 CPM was the most solid, intuitive DM game ever made.
whitewolf
2009-09-29 19:43:37
Blasphemy
2009-09-29 20:49:59
provost
2009-09-29 21:02:11
CSS is fine, everyone hacks, so it's fair.Blasphemy wrote:no top tier player in dm hacks, can't say that about css though.
keefy
2009-09-30 13:45:39
Added cg_speedometer <0-3> (default: 0) to monitor your horizontal velocity:
0 = disabled
1 = lag-o-meter style graph
2 = value and graph under crosshair
3 = value under crosshair
Ghost Dog_TSGK
2009-09-30 13:52:00
whitewolf wrote:haven't played since it was Beta. but I recall thinking " holy fuck these people are insane" <---- true story
and then I see all the hacks for da game and went oh, its not me, its them.
Just like in DM.![]()
I do feel punkbuster fails much more at hack detection then VAC though. based soley on ignorance however.
punkbuster is involved in so many games it only seems logical there would be many more ways around it due to it's popularity as an
anti-cheat
is a joke - b4 the flaming starts.
provost
2009-09-30 18:10:50
{Rx}Crowbar Ninja DJ Z3R0
2009-10-01 06:43:00
thatguy
2010-07-24 05:41:21
Code Changes:
FreezeTag Specific
FreezeTag is now its own game type. (g_gametype 9)
Hud updates to display players remaining
Scoreboard updates to display players remaining
Frozen animation improvements.
Ice gibs when players are thawed
Fix for thaw stealing. Players with a lower client number were able to steal thaws from teammates
Thaw time on a frozen player now slowly increases back to 3 seconds rather than snap back to 3 seconds when leaving the radius of the frozen player. This allow you to push a team mate around with the gauntlet and still eventually thaw them.
Other Code Changes:
Added g_spawnPowerups cvar to allow us to toggle the presence of power-ups in a server instance.
Fix for Com_sprint running out of buffer space
Team locator icons are now visible regardless of the PVS. (i.e. visibility is ignored for teammates)
Flight fuel reduced from 32secs to 16secs.
Map 'author' support added to display level design credit for jointly owned community map additions.
Something secret for testing next week (a little public reminder for myself).
Reduced the blood/gore in many/most player model skins and weapons.
Removed statues depicting decapitation (replaced with alternative statues).
Removed vulgar and suggestive botchat.
Removed the slash/grrl skin option.
Website Changes:
Added Standard/Premium/Pro user site functionality, including the ability to purchase account subscriptions or redeem tokens for subscription.
Most of the site has been revamped or retouched. All features are supposed to be fully functional so please report any and all discovered issues. Be sure to check out the Account Settings page and test ALL of the available options.
Recent code/game changes:
Added FreezeTag
New auto-complete code, including the ability to autocomplete map names during console callvotes.
We now by default force enemy models - cg_forceEnemyModel now defaults to "keel/bright".
Added 'spec pu'.
Added aspect ratio correct crosshairs - crosshairs are no longer squished on widescreen.
Minimum respawn delay lowered from 2100ms to 2000ms.
Removed the biker/cadaver skin option.
Removed the few remaining blood/gore decals (lostworld, beyondreality, campgrounds, forgottenplace, grimdungeons, hellsgate).
Battlesuit balance adjustment, no longer prevents splash damage (all damage including splash is still reduced by 75%; you still take no damage from lava; still take no damage from acid/slime; still cannot drown...).
Known Issues
Limited HUD options
Missing tim_pump.wav sound (trigged by the GUI menu).
Map Changes
We would appreciate it if you heavily tested and provided feedback for the 27 maps listed below. We hope you take the time to play all of them and then give an additional amount of testing to our high priority 'newly designed' maps. You will find that some of these maps are in early testing. During the testing phases maps will move from Blockout, to Alpha, to Beta and then Release Candidate. Please reference the map's Focus Project thread to determine what state the map currently is in, what needs to be tested and what feedback we are currently interested in.
Newly Designed Maps (High Priority):
Black Cathedral #
Cold War #
Leviathan #
Stonekeep #
New Community Additions to QL from QLForum (Intermediate Priority):
Phrantic *
Purgatory
New Community Additions to QL from Q3 (Intermediate Priority):
Aerowalk #
Battleforged #
Canned Heat #
Cannery
Dismemberment
Dreadful Place (was The Dreadful Place ) #
Evolution #
Focal Point
Gothic Rage #
Intervention #
Overkill *
Realm of Steel Rats
Revolver *
Somewhat Damaged *
Theatre of Pain
Three Story
Thunderstruck
New Additions to QL from Q3A/TA (Low Priority):
Death Factory
Evil Playground
Fatal Instinct
Overlord
================================================
In addition to new content, we have pushed new updated versions of all of our existing map content. Some of these changes were made nearly a year ago but never released to the public. Many maps have had slight gameplay adjustments made due to popular demand, while others just have small bug fixes and new lighting. All of the maps now have True Vertexlighting and all of them maps except Bloodrun and our Training maps now have dirt map lighting. Please give these maps a run through. We are interested in any outstanding issues that need to be addressed, both bugfixes and gameplay improvements.
Existing QL Map Content (Low Priority):
Almost Lost #
Arena Gate #
Asylum #
Base Siege
Beyond Reality
Bloodlust #
Bloodrun #
Brimstone Abbey #
Campgrounds
Chemical Reaction #
Cobalt Station
Courtyard (was Courtyard Conundrum) #
Demon Keep #
Dredwerkz #
Dueling Keeps
Eviscerated (was Place of Many Deaths)
Fallout Bunker
Forgotten (was Forgotten Place) #
Furious Heights
Grim Dungeons #
Hearth (was Arena of Death) #
Hell's Gate
Hell's Gate Redux #
Hero's Keep #
Hidden Fortress #
House of Decay #
Inner Sanctums
Ironworks
Lost World #
Nameless Place
Powerstation #
Proving Grounds #
Quarantine #
Rebound #
Retribution (was Temple of Retribution) #
Sacellum (was Temple of Pain) #
Scornforge
Siberia #
Space Chamber
Space CTF
Spillway (was House of Pain) #
Stronghold #
Terminal Heights #
Longest Yard (was The Longest Yard)
Trinity #
Troubled Waters
Vertical Vengeance #
Vortex Portal
================================================
* New as of July 7th
# Updated on July 7th
================================================
More info on Premium & Pro coming soon.
There is two new paid services to QL. Premium, and Pro. Both are XX per month, charged annually. Pro has more features than Premium. All new maps coming into QL with this update can ONLY be played on PREMIUM or higher servers. If you connect to a regular server and want to play Aerowalk, you can't.
Pictures:
http://s913.photobucket.com/albums/ac33 ... lasher/ql/
Changelog:
http://freetexthost.com/bkzfegu1ts
VitaminG
2010-07-24 07:35:32
keefy
2010-07-25 21:39:04
markymark
2010-07-26 09:04:57
keefy
2010-07-31 22:14:14
thatguy
2010-07-31 23:28:53
Pernicious
2010-08-01 05:46:22
I've never played quake live but ive watched a couple of matches etc. Seemed really dull, slow and tedious compared to cpm though <.<TiGGy wrote:ninjins
i dont play much. .faLLen got me playing it the other day and i was surprised to find how good she is. then she told me she had been playing with poor_billy and i was like no wonder.
I used to be a quake 2 and 3 player from way back. never got into much competition or league play but ive always been a huge DMer since. if i find some fun/good people to play with then i might get back into it.
i still say NOTHING beats quake 3 CPM. not even hl2dm due to the ammount of bugs and bad reg. quake 3 CPM was the most solid, intuitive DM game ever made.
thatguy
2010-08-05 19:23:13
They are officially fixing skill matching nowkeefy wrote:This is what i haet most about QL CTF Totally stacked teams I am assumign the players on the opsing side kept voting the shuffles off.
Right is my skill Tier3 then 5 mins after i left it changes into Tier4 with the majority of the players in the oposing team still there.
Obviously my side had tier3 and maybe tier2 players while the oposign side had all tier4 players yet it is somehow suposed to be "skill matched"
http://www.quakelive.com/forum/showthread.php?t=54257Over the course of the past year we have learned a lot about how to provide meaningful matchmaking to players in QUAKE LIVE and we are now ready to begin implementing changes to our current system.
Sometime in the next coming days we will be going down for maintenance and an update and will debut these changes. We currently believe this downtime may begin Wednesday or Thursday, but we will keep everyone posted. Before we begin talking about what is to come, I'd like to first describe the general structure of our current system. The three basic components of our matchmaking are Player Skill, Player Tier and Server Tier.
Player Skill is skill rating number that represents how good a player is at any given gametype. A player's skill rating is potentially adjusted every time a player plays a game of QUAKE LIVE on a ranked server. If you perform better than expected then your skill rating increases, if you perform worse than expected it lowers. Player Tiers, which currently range from 1-5, represent groups of players with similar Player Skill values. Server Tiers represent the average skill level currently present on the server. Server Tier values will increase or decrease as players join or leave the server. A server is skill matched when it has the same tier value as you.
The current system unfortunately tends to allow better players into the match as the match progresses. A server that began as a Tier 3 server would appear as ‘skill matched’ to a Tier 3 player at the time of them joining, but as Tier 4 players joined in, the server would slowly alter and become a higher average tier, encouraging higher skilled players to join.
Beginning this week there will now be six tiers that a player can be in for any game type (other than Duel, which is special). In the near future we will be spawning servers at each of these tiers. Players will only be able to join public servers set to one tier below their level and two tiers above. Private servers spawned via the 'Start a Match' features currently in testing are without tier value and anyone may join. The skill ratings you see on matches in the browser will be the server's native tier, instead of the average of all players on that server. Therefore if you join a skill matched server, it will remain skill matched throughout your match
There is one special case: tier 1 will become a low-skilled safe haven, and only players who are at tier 1 will be able to join those servers. So, for example,
a person at tier 1 can play 1-3,
a person at tier 2 can play 2-4,
a person at tier 3 can play 2-5.
During our update we will be making many backend changes and anticipate that we will be offline for 24 hours or more. We will keep you updated on Twitter during our downtime and look forward to everyone returning to better, well balanced QUAKE LIVE.
keefy
2010-08-07 03:57:59
[HCC] Paco
2010-08-11 17:46:17
Mr. Nervous
2010-08-14 19:34:37
keefy
2010-08-14 19:51:21
CellarDweller
2010-11-05 17:37:58