• Join Us |
  • |
  • Sign in with:

Quake3 & Character Classes

by Steve Gibson, Jul 01, 1999 9:11am PDT
Related Topics – E3, Quake 3 Arena

While sending everyone over to read that John Carmack interview a couple of days ago that was so interesting I never even got a chance to read the full thing myself. Well witzbold spotted this one important bit out of the article that most of you guys should find interesting. It looks like Quake3 will officially not have character classes. Check it:

"One thing that will not make it into the game is a character class structure. The team toyed with the idea, but eventually found it to be unworkable in a deathmatch environment."




Comments

48 Threads | 52 Comments





  • Foozeymelon:

    For years id focused on many things: Tech advances, single player sections, etc. (mouselook is now the default for games like this, but hey, they should have stuck to just the way control was in Doom, right?). They made some of the best kick ass games around. WTF is \"Pure DM\"???

    And how can you judge a game (Unreal Tournament) when you haven\'t even played a \"test\" (read: actual demo but with wussy name so we can say it\'s not indicative of the final game if you don\'t like it)?

    Here\'s what you do: Open up QERadiant; make a big cube, put a super shotgun in the middle; add some lights and spawn points and turn mouselook off. Viola! \"Pure\" DM!

    BTW, Tribes is a KICK@ss DM game!






  • I\'m suprised most people here are down on player classes. I would think that people would want more variety, but I guess not. The way I see it, it\'s like playing street fighter and only being able to select Ryu. \"This match is Ryu vs. Ryu, and the next match will be Ryu vs. Ryu, and the one after that, you guessed it, Ryu vs. Ryu!\" I assume most of the people posting here didn\'t like Shogo cause it had 4 (ooh, scary) player classes. At least when playing on mecha maps.

    (This here isn\'t related to the player class thing...)
    In response to Anonymous #14, curved surfaces add exactly what to deathmatch gameplay? :) I wasn\'t trying to compare the engines, I just meant that UT will have more gameplay modes out of the box than Q3, making it the better buy if you\'re looking for multiplayer action:

    Q3 UT
    Deathmatch Y Y
    Team DM Y Y
    CTF Y* Y * I think it will be in,
    Last Man Standing N Y I haven\'t heard for sure
    Domination** N Y **Capture and hold for you
    Assault N Y Tribes players ;)

    UT will also have voice communication via pre-recorded sound files for communication with your team mates, a la Tribes.

    Even though neither game is out, the developers have promised certian features, and UT is in it\'s final testing phases, so the play modes I mentioned above are pretty much guaranteed to be in, that\'s how I can say that. :)



  • Good move, good job iD.

    This has held true for most if not all FPS games:
    AIM trumps SPEED trumps STRATEGY trumps LUCK

    If your aim is hot enough that whenver the trigger is pulled, the enemy feels pain you dont
    have to be hotshit pilot to get around the level and you won\'t need strategy to deny resources
    because it will take just a another shot to do the job. If you have great speed (strafe running, wall running
    strafe jumping, trick jumps, etc) and can just get around the level fast that means you can run away fast
    and beat people to the resources even if they had a head start. If you aim isnt great, thats ok, your speed
    gets you a second or third chance to do the job.

    This all pointed towards the class that could move fast was going to be the only
    real class to compete becuase the light class could use any weapon the heavy class
    could...plus move faster.

    iD just saved us players from having to \"try\" the other combinations which would
    have just ended back to the light class anyway.

    -wiseguy
    teamabuse.com



  • I think that pretty soon people would pretty much agree on the best character class in deathmatch - probably the light, fast class because it would always be able to escape a heavier class - but it could have added a nice bit of variety to single player. Didn\'t unreal have character classes in DM with slight differences? Male/Female/Startrooper (or something?) Did most people use the same class in that?
    What I would like to see is the ability to simulate a high ping against the bots in single player. That would make it good practise for net play.








  • I think classes WOULD be a good idea, especially for CTF. Since I don\'t have a fast connection, I was looking forward to playing the heavy/slow class.

    Due to Southern Bell\'s pitiful policies, I\'m limited to 26.4 Kbaud. This is because they\'ve recently added additional A/D and D/A units to share the copper pairs. I used to get much better baud rates. When I complained to them (several times), I got the \"We\'re only required to provide 9.6 Kbaud; be happy you get more than that\" line!

    I can\'t wait until fast connections are available in my area. MediaOne should wire my neighborhood for broadband in the Q4 timeframe. That\'s when I say goodbye to Ma Bell!











  • I\'m personally dissapointed that classes won\'t make it in. Once again id is sticking to the \"If it ain\'t broke, don\'t fix it\" addage. If it were up to me, I\'d put tons of different options in the game itself, then program different game modes, such as a tournament mode, where there\'s no quad, no BFG, and only the medium player class or something. Feature for feature, Q3 is waaaaay behind UT, (and yes, I\'m aware that UT doesn\'t have player classes) I guess if you want player classes, go play Daikatana, if it ever comes out. I personally thing DK is really fun. One question tho, since there won\'t be player classes, are we going to see fewer player models in the game? I had read that they were making different player models for the different weight classes....