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One of many previous discussions on it here: https://bethesda.net/community/post/755255
https://www.pcgamesn.com/quake-champions/quake-champions-engine-saber-interactive
"For one thing, it's most likely that the reason Saber priced out their competitors, is that they are using Bethesda to develop their own technology just as much as Bethesda is using Saber to develop QC. If their had been a stipulation that the game had to be developed on ID tech, the price would have been much higher, and that's the reason it didn't happen. The bottom line is this isn't ID tech. [...] Bethesda is actually not stupid either, and very aware that this is exactly what is going on. This is why the actual development team for QC is likely to be a tiny as possible, and probably even smaller than you'd expect it to be. Bethesda wants to squeeze Saber as tight as possible, productivity wise, and the smaller the development team is, the easier that is to do."
From the second one:
"Let's focus on preventing Galena from planting totems midair, shall we?"
Btw it's a really interesting story. It's quite dangerous to outsource the major risk factors to the gamers via "early access" -however, I still can't see any realy method in order to revitalize this game. Sure, it would be great to have the giants at 'id' work on it, sure it would be nice to have this game financed as like Crysis or whatever and sure it would be great to have it running id Tech and have console-access despite it would be really expensive (for Saber) -but still, as someoone wrote a similar thought: really, we have to feel thankfull that AT LEAST we have this, which is really not on the piece-of-crap-i-wont-touch-this level; it's actually promosing what this title could be so I think with just a little bit of positive behviour (like not shaming the devs and novice players etc) we really may could have a good, working new Quake game. It's not gonna be like the original, it's not gonna be good as Q3 or QL (debatable, I know) but it's gonna be new and different and fun. I think that's what really matters.
What do you think?
id IPs running on Unreal Engine would have been seen as a heresy in the past too, yet that is exactly what some fans are doing nowadays:
https://www.youtube.com/watch?v=QjJx7BqV6Yo
https://www.youtube.com/watch?v=mCigiEuRvrA
If id wouldn't have their talented programmers with them, they'd likely resort to some 3rd party solution for there modern games too (either UE4 or CryEngineV).
It's certainly a break with the tradition though.
https://www.youtube.com/watch?v=9yu8d4e9sR8
Without the engine switch, this port would not have happened.
So QC's eninge isn't bad. But let's really wait out the final version (I know.... SOMETIME) and let's criticise that one. In the meantime, I really really like a very small details on the maps nad gun models and chapions.
How so? Have you played Doom? Or even Wolfenstein TNC?
Of coruse I've played them. Please read through my comment again and focus on the graphical-technical things.
Ya that's fair enough! But I'm talking about microdetalis (not microtransactions:)) -as the engine in DOOM is absolutely fantastic, but as I wrote earlier it's focused on more linear "movin through" like gameplay.
A silly example: there was the game Crysis. Blow everyone away with its graphics. And then there was GTA IV. So if there's a Cryengine why couldn't they make the GTY IV with it? Because it's a different game, it needs waaay bigger maps and because of it's gameplay ur not checking and seeing every small detail.
DOOM is FPS, yes, it runs id tech, yes, but it's different than Quake. And I'm just saying that this engine gives more attention to details because there are always the same maps (I know in DOOM as well but there you mostly run through them) so somebody feelinmeh?
Willits is cheap and thought they could outsource most of the dev work to Saber. Saber only makes ♥♥♥♥ mp games on ♥♥♥♥ engines (see: Halo). Carmack left so why use id tech when no one at Saber understands it.
The end result, a complete mess of a game, featuring state of the 1990s bugs like client-side fps dependent fire rates. Even CSGO with similar ♥♥♥♥♥♥ up origins (Hidden Path) was at least salvagable since it was on the Source engine (which is also kinda ♥♥♥♥ but not nearly this bad).
Besides I had a good laugh on your comment because it's kinda the sad, satiric truth and I like that; still, u folks are slippin those details here :D I'm just talkin' about those very cool super-micro markings, engraves, textures on the weapon and character models. That I like those too. Oh and +1 because u mentioned Carmack. Hell, that man was a FREAKING GENIOUS... and I actually bet, he still kinda is.
At this point it's pretty easy to cry for him but we must not forget that he left for a reason.