Enemy Territory Quake Wars Delayed, Maybe

In announcing "record" Third Quarter Fiscal Year 2007 Preliminary Results, Activision, Inc. also reveals a delay to Enemy Territory: Quake Wars, saying Splash Damage's eagerly anticipated multiplayer shooter is now expected in Fiscal 2008. Word is: "The company believes that its fourth quarter results will be significantly impacted by higher legal expenses relating primarily to its internal review of historical stock option practices, including expenses relating to the previously announced informal SEC inquiry and derivative litigation, and its decision to move the release of Enemy Territory(TM): QUAKE Wars into fiscal year 2008." ET: Quake Wars' official release date was previously sometime in 2007 (story), and Activision's fiscal 2008 runs from April 2007 through March 2008, so it is still possible for the game to make its most recent announced release window while still suffering this delay as far as the accountants are concerned.
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66.
 
Re: No subject
Jan 28, 2007, 09:44
66.
Re: No subject Jan 28, 2007, 09:44
Jan 28, 2007, 09:44
 
Rumor has it that they are actually using finances (have you ever heard of accounting pushing back a game before???) to cover up the real reason because people would be so completely ultra-pissed if they knew that they were morphing ET:QW to be a Vista-Only game. But if you make a delay here & there, then announce it with additional DX10 eye-candy screenies then it will make the game feel fresh again. So likely we're looking at a Christmas release because of the push required to get people to upgrade their computers & OS.

65.
 
Re: No subject
Jan 28, 2007, 00:49
65.
Re: No subject Jan 28, 2007, 00:49
Jan 28, 2007, 00:49
 
I liked the fact that you could press a button, e.g. right-click, to ski.

Tribes 2 did the same thing without butchering the physics of skiing. And wtf, right-click is supposed to be Jet. =P

I wasn't really bothered by the lack of bots. It's almost impossible to program bots to ski and if they can't ski, they are worthless. Refer to the T2 bots for examples.

Irrational should have just skipped the whole SP component and focused solely on multiplayer. And actually paid attention to beta reports. I played both the closed and open betas of the game and they were almost exactly the same as the final game. I bought T:V in the hopes that they had heeded all the complaints about the beta but alas, 'twas not the case.

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64.
 
Re: No subject
Jan 27, 2007, 23:13
64.
Re: No subject Jan 27, 2007, 23:13
Jan 27, 2007, 23:13
 
I just finished playing single player Q3 with bots. Almost made it to tier 3.

I was going to go to sleep, but darnit, now I'm kicking ass in ET for the hell of it.

Hope you all are having a great night!

Cheers

Avatar 19418
63.
 
Re: No subject
Jan 27, 2007, 22:29
63.
Re: No subject Jan 27, 2007, 22:29
Jan 27, 2007, 22:29
 
One of the biggest mistakes with TV was the choice of game engine. They should have "never" used the Unreal 2 engine for a Tribes game. Any Tribes game better be built on an engine that can support vast terrain without any hard boundries, excellent netcode. Unreal 2 with all the tweaks in the world, couldnt support either.

I respect Irrational, but they were a poor dev choice for a Tribes game. They are good at making nice linear style single player games or cute console style mp games like Freedom Force. Swat 4 was built on the tweaked Tribes Vengeance engine. Its a linear style fps squad oriented game so it worked. Hard lesson to learn.

Also its not a bad idea to make skiing easier, but they should have done what they did with Tribes 2 where you could ski just by holding down the space bar. It at least still felt like Tribes jump skiing. With Tribes Vengeance they complatey changed the physics of skiing. It was like literal snow skiing without any carving etc. Any Tribes game must emulate the skiing physics and movment of Tribes 1/ Tribes 2 classic as its base.

Anything else will be met with dissapointment. Thanks Vivendi for your shitness.
This comment was edited on Jan 27, 22:36.
62.
 
Re: No subject
Jan 27, 2007, 19:57
62.
Re: No subject Jan 27, 2007, 19:57
Jan 27, 2007, 19:57
 
And Riley, the biggest issue with T:V wasn't bugs. It was poor design choices.
For me it was a combination of the damn bugs, the badly broken SDK, and the fact that Irrational screwed up the Unreal engine because it didn't leverage its existing assets like the terrific UT200X AI and its standard model and map formats. Sure Irrational added pixel shaders and Havoc physics to the engine, but it threw out and changed almost everything else that was good and familiar about the engine so existing tools and plug-ins won't work. The AI is so bad in the game I can't believe it is the same engine that powers UT200X, and the multiplayer game has no AI bots at all. I wanted to use the game to make a mod since on paper it went beyond UT2004 as a mod platform, but in actuality the game as a development platform is a big, fucked-up mess. It also sucks as just a game.

Things like making skiing literal
I liked the fact that you could press a button, e.g. right-click, to ski. It's a game for pete's sake. Why make it harder than it needs to be?

turning health kits into powerups, adding barriers around the map, turning vehicles into pure spamming machines, adding a wholly unbalanced grappling hook, making base turrets manual-only... the list goes on.
Yes there are a lot of poor design choices in the game. Major ones for me are the fact that you can't have custom player models, there are no multiplayer bots, and the mutator menu and other server admin functions are broken or missing.

This comment was edited on Jan 27, 20:04.
61.
 
Re: No subject
Jan 27, 2007, 15:20
61.
Re: No subject Jan 27, 2007, 15:20
Jan 27, 2007, 15:20
 
Cease with the smileys.

And how exactly can you be subtle with TKing? Every time you do it, a message pops in the text window and you a lose a point. Most decent servers have a TK limit too, meaning you'll automatically get kicked and banned for a certain time if you get too many TKs. I can only assume you were playing on newb servers.

And Riley, the biggest issue with T:V wasn't bugs. It was poor design choices. Things like making skiing literal, turning health kits into powerups, adding barriers around the map, turning vehicles into pure spamming machines, adding a wholly unbalanced grappling hook, making base turrets manual-only... the list goes on.


This comment was edited on Jan 27, 15:30.
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60.
 
Re: No subject
Jan 27, 2007, 11:18
60.
Re: No subject Jan 27, 2007, 11:18
Jan 27, 2007, 11:18
 
They balance it for that amount of players but I read in a Q&A that they support unlimited player counts. Its up to you how many

59.
 
Re: No subject
Jan 27, 2007, 11:10
59.
Re: No subject Jan 27, 2007, 11:10
Jan 27, 2007, 11:10
 
http://www.playusa.com/ Play.com in the US and they ship to anywhere in Europe and are also a merchant portal.

You know you have the power of search engines to find good online stores. I rarely buy in the store, I do go in to stores and inspect items but then purchase online from anywhere in the world (mostly in the Eurozone though)

There does exist stores beyond Google Checkout, eBay and Amazon you know

Another good thing about play.com is the order sits for a while in our outstanding orders for a cooling off period where you can cancel

I never had problems with them with refunds and so on.


This comment was edited on Jan 27, 12:59.
58.
 
No subject
Jan 27, 2007, 10:57
58.
No subject Jan 27, 2007, 10:57
Jan 27, 2007, 10:57
 
Re: AGREE! Jan 26, 15:16 mOOzilla

ET is unlimited player counts

The server probably can handle it but what about the clients? What if all those players are in the same visible region?

Would be fun to be on a 512 player server though Imagine the carnage


Uhm...Quake Wars maps supports 24 players by design. It might be possible to push the player count higher but that just defeats the purpose of the gameplay since the battles are focused on specific areas. Think of it this way, the higher the player count and it becomes a deathmatch game.

Something tells me the other 'Battlefield Killer'... Frontlines: Fuel of War might be released before this.%)

This comment was edited on Jan 27, 11:04.
57.
 
Re: No subject
Jan 27, 2007, 10:04
57.
Re: No subject Jan 27, 2007, 10:04
Jan 27, 2007, 10:04
 
mOOzilla: play.com.. yep great site. Cept its in the UK. Bastards!!


56.
 
Re: I can wait :)
Jan 27, 2007, 09:08
56.
Re: I can wait :) Jan 27, 2007, 09:08
Jan 27, 2007, 09:08
 
ET will own all your bases.

Avatar 19418
55.
 
Re: I can wait :)
Jan 27, 2007, 07:52
55.
Re: I can wait :) Jan 27, 2007, 07:52
Jan 27, 2007, 07:52
 
Please stop reminding us of Tribes Vengeance, it does not deserve the name nor to be repeated in public

54.
 
Re: I can wait :)
Jan 27, 2007, 07:50
54.
Re: I can wait :) Jan 27, 2007, 07:50
Jan 27, 2007, 07:50
 
Irrational made Tribes: Vengeance, which was screwed up beyond all repair by the aforementioned media conglomerate.
Well, you are half right. Irrational put the bugs in Tribes Vengeance not Vivendi. Vivendi simply didn't further pay Irrational to fix them, and Irrational wouldn't produce or release a patch on its own.

Irrational didn't start to get its shit together with the Unreal engine until SWAT 4. It's a damn shame that Tribes Vengeance customers had to pay for Irrational's learning experience.

This comment was edited on Jan 27, 08:15.
53.
 
Re: If we are bring up...
Jan 27, 2007, 07:49
53.
Re: If we are bring up... Jan 27, 2007, 07:49
Jan 27, 2007, 07:49
 
We dont want it to be a nintendo game either

52.
 
Re: I can wait :)
Jan 27, 2007, 07:49
52.
Re: I can wait :) Jan 27, 2007, 07:49
Jan 27, 2007, 07:49
 
Actually no, the trick and fun part was to be subtle and get away with it I once managed to get our entire team to loose hopelessly and they never knew ( I think they kicked just about every other player though )

51.
 
Re: If we are bring up...
Jan 27, 2007, 07:11
51.
Re: If we are bring up... Jan 27, 2007, 07:11
Jan 27, 2007, 07:11
 
the problem with a high-learning curve is that new players might be discouraged. granted we don't want the CS and DOTA kiddies to flood the servers, but we certainly don't want QW to be another 1-month-wonder.

A balance has to be reached and I hope Splash Damage has found that balance. I am confident they learned from ET and hope that QW becomes a better game.

50.
 
If we are bring up...
Jan 27, 2007, 05:56
50.
If we are bring up... Jan 27, 2007, 05:56
Jan 27, 2007, 05:56
 
Old team based Shooters that were a bit tricky to start with dont forget the various Team Fortress versions there have been over the years . Hopefully QW will bring back the mentality of needing to spend hours and hours to learn to get the most out the game, so that it has a lasting appeal.

49.
 
Tribes..are we talking Tribes again
Jan 27, 2007, 04:58
49.
Tribes..are we talking Tribes again Jan 27, 2007, 04:58
Jan 27, 2007, 04:58
 
I so dearly loved Tribes and Tribes 2. There are a so many run strafe shooters on the market and yet even today nothing compares to good ol Tribes gameplay. Tribes is the only fps that has the combined gameplay of a tactical team based warfare game and a fast grab and chase twitch fps all in one. Thats why it throws off new players.

Tactical folks get into a game walk over to deploy something and grab a vehicle to fly somewhere, before they know it, some capper comes flying in matrix style with a flag grab on a route and its all a blur. He's thinking wtf, As he watches defensive chasers responding to the chase at blistering speed...300 Spartan style.

Then the new twitch guy joins the game and every vet can spot him a mile away as he runs up, starts strafing left and right firing, one defender hits him with a laser rifle as another defender comes flying from above with a disc and mine shot to the head...The twitch guy re-spawns and goes wtf! What happened?

X,Y and Z baby! Jump skiing, carving, HO runs, shrike ram woot. Lots of closet Tribes players would come out from hiding with a proper successor.

I look forward to Quake Wars, but when they talk about forcing more linear gameplay and such I kind of worry. But I trust Splash Damage, afterall, some of them were avid Tribes fans as well.

This comment was edited on Jan 27, 05:37.
48.
 
Re: I can wait :)
Jan 27, 2007, 04:45
48.
Re: I can wait :) Jan 27, 2007, 04:45
Jan 27, 2007, 04:45
 
You mean the art of getting banned or vote kicked within a minute?

Avatar 20715
47.
 
Re: I can wait :)
Jan 27, 2007, 04:15
47.
Re: I can wait :) Jan 27, 2007, 04:15
Jan 27, 2007, 04:15
 
Tribes 2 was GREAT! I enjoyed the team spirit of it, it was amazing, then I went to the dark side I discovered the art of "teh funnay!" of the tker I have never looked back

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