Quake Live Loses Beta Tag, Adds Two Subscription Plans to Go with Free Play

By Garnett Lee, Aug 06, 2010 2:45pm PDT Quake Live is "offline for maintenance" right now but when it returns it will be without the beta tag. It will also come with two new subscription packages to supplement the 'Standard' version which will continue to be free.

For $23.88 a year (that breaks out to $1.99 a month) you can get a 'Premium' subscription which includes:

  • Access to 20 QUAKE LIVE Premium only maps at launch with more to come. Premium maps are a combination of brand new maps and frequently requested community favorites from previous QUAKE games such as Aerowalk, Theater of Pain, Japanese Castles, and Realm of Steel Rats
  • An all new 'Freeze Tag' game mode
  • Exclusive premium level awards
  • Create your own clan and join up to five separate clans
  • Custom QUAKE LIVE profile wallpaper
  • Match statistics stored for six months
For twice that much, $47.88 a year ($3.99 per month), you get a 'Pro' subscription which includes everything in the Premium level plus:
  • The ability to start your own game server, specify a server location, determine the game mode and invite who you want to join you
  • With the Pro Subscription, you can invite three friends with Standard level memberships to play with you in any Premium level map
  • Exclusive pro awards
  • Create your own clan and join up to ten separate clans
  • Match statistics stored for 12 months
Free play in the standard version will continue as before with more than 40 arenas and five game modes. Friends lists, access to one clan, matchmaking, and in-browser stat keeping will also remain free.

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21 Threads | 67 Comments

  • A question....the splash damage on the rocket launcher in this...is it a constant value or does it have a minimum value...or is it in a range from 1 to whatever?

    I know they reduced the splash...but if it does like a minimum level of damage of like 50 or something (in Q1 and Q2 there was a minimum level of damage a rocket would do resulting from the way splash damage was calculated) or even if it was just the same damage across the board I could actually kind of get behind that. If its just reduced splash damage though...thats another move in this general direction that I don't really like.

    It seems that deathmatch style games have had more and more a tendency towards less damage from weapons...and I get the idea of having more prolonged 1v1 combat going on...but that generally happened when you had both players with armor and what-have-you even in games like DOOM and Q1 and Q2 where you had heavy damage dealing weaponry. It seems that this sort of setup tends to encourage these sort of unfinished battles where one guy will run away and that was trickier to do before.

    Then again I'm really a DOOM2 guy at heart (though DOOM1 and the Quakes also resonate strongly with me) so I like really punishing weapons in my DM. I'm not arguing for excessive overkill mr pants style weapons or anything (I'm not even saying we need UT99 style stuff)...I just feel that there is a trend toward weaker and weaker weapons in DM games like this to the extent that its almost become expected and I wonder if that best serves this style of gameplay, or if it adds a certain blandness.

    Maybe I need to stfu and actually resurrect D2F as a completely different game or something (though I need to actually get the "advanced" lighting system I'm working on actuallly working for the GenArena guys before I do anything else...VBOs, GLSL, and what-have-you are kicking my ass...OpenGL can be a harsh mistress).