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If there isn't an ELO system established QL will be dead!
That's not this game.
You're elevating the status of scoring a hit by pointing at it against a game that has more potential moves than there are atoms in a grain of sand.
You are ego hunting where it isn't necessary.
And that's where millions of gamers don't want to go. They don't go there because there's no fun in it and they know the quantity of their friends not to care who should play whom.
There's too little of you with a ratings gratification count, where you then determine if you're a winner or not before you've played the game with the player who you either know is going to win or is going to lose to you.
That's not gaming.
It never will be gaming.
Basically the entirety of the old Quake Live system was to support Elo and matchmaking. Someone has to pay the money to keep a master server up and online that will gather and crunch all this data.
If elo comes back it must award consistent skilled play not just a win or lose.
I agree that elo ratings have to be back. 8 of 10 matches im losing time playing with total noobs. Same time they are frustrated not being able to even kill me.
You'd basically be rewriting QuakeLive.com again, and that's kind of the reason they moved away from it all.
Some people say it would be hard because you can change your nick now. This isn't true because your steam account is unique.
QuakeLive.com may have not generated the stats, but it hosted all the information that QLRANKS needed to create the stats. On top of that QLRANKS has to be ran and updated on it's own accord (which it seems like it was able to do), which is not free.
So the current Steam version of Quake Live has to store some kind of server-side stats (possible, but not enabled by default), and then expose these stats to QLRANKS (who themselves have to rewrite parts of their code to handle SteamIDs instead of unique handles), who can then begin to crunch the data again.
The biggest problem comes from the fact that the average server operator probably isn't going to care to configure their server to properly report match statistics and history.
None of this is impossible, but realize that QuakeLive.com brought two things to quake:
- Matchmaking
- Stats gathering and generation
QuakeLive.com is now gone and so all that's left is the base game and a dedicated server binary. All the stats generation and storage is now a player-operated enterprise, which just makes things harder overall.
(I do hear people constantly stating some dev has said matchmaking will be coming later, but I have no evidence of that.)
You'll be playing within an ever retreating circumference of your own, soon enough.
Players enjoy games - no matter what the odds are - because of luck.
Quantum Chance.
Whatever you want to call it.
The past is an object that you can point at, but never touch.
That's the Elo System.
quote
Sneak peek at qlstats.net pre-early- access-alpha v0.0.1.
http://qlstats.net:8080/
I'm not yet scrubbing any data, just to get something in the database to show. It includes aborted matches and practice data. It will be all wiped at some later time.
Elo and Ranking are not visible yet, those require a minimum number of matches per player.
So, if anyone wants to take it over... I'm happy to get rid of it :)
unquote
So within a month you'll see ranked servers again. I imagine ctf servers will provide there own website with top scores exclusive to that server. Even public servers might have the same setup. Its just a matter of time.
People keep forgetting that the quake community is among the brightest of all the gaming communities around. Learn how to set up dedicated servers with minobot and you'll be able to say you helped. Don't just point out a problem, help fix it.
Because dumb people take that long to figure it out after experiencing it not working for the same amount of time.
The only reason Quake exists so anybody even knows about it, is investors milking these intelligent people of everything they've got before they're too old, for advertising and marketing of the "now we own it" product.
Gaming can't be like this.
It must be luck-based. It must be chance based. It must be based on the solidarity of a network of supporters.
It shouldn't be like Blizzard does it.
If numbers drop because their developers are incompetent, reduce the number of developers without firing them and move them to a different project. This compensates for the loss of a population by doing nothing whatsoever to improve it.
As long as the profits don't cancel out developer [and development] costs.
Quake Live existed because Quake needed to be changed.
Intelligent Gamers knew what was needed to make that change to meet the changes the games industry was moving into.
Too cut a long story short - they then got f-cked by it.
Then blamed the users not paying for it.
They didn't have enough reason to explain to Bethesda why it wasn't making enough money; but if they told the truth, there was no money in it to begin with.
How do you stop this.
Simple.
If you're intelligent enough, start your own game company, make the game just like it is without the naming convention and work from there.
Other developers are doing this.
Using the "Quake" name is like using onions to make salt water.
Intelligent People.
"Is there a way I can get into this or out of this with the maximum benefit and the least error."
Dumb people.
"I don't know what's going on, but it seems important."
100 years later.
Gravestone. <Your Name Here>. "They were very nice and everybody loved them dearly."
Stop competing against each other.
That's what corporations and capitalism are - literally - banking on.