From: Hidayat MD
Subject: What's wrong with deathmatch these days?
I think the problem with
deathmatch in Quake2 is:
1. Weapon balancing means
that there is no incentive for staying alive. You can simply die, respawn, run straight
for the most powerful/nearest weapon and be in business again.
2. Maps are not designed with
connectivity in mind. Instead they are designed to encourage roaming. This means that
players do not have the mental edge needed to carry out the calculated moves and feigns
that are necessary when deathmatching in well connected areas. They merely wander around
with big weapons and overpower those they bump into until they get worn down and killed in
which case they just start all over again.
3. Footsteps add an additional unnecessary sound cue which makes stealth almost
impossible. In Quake2 even when u walk you occasionally generate a sound. Hence, stealth
techniques are not viable and this reduces deathmatch to a bigass2 type of gameplay.
4. Armor gives minimal
protection but can be "repaired" by picking up more armor. This again plays into
the roaming style of gameplay. If armor gives good protection but was not easily
rechargeable then people would take more care of their armor, playing more tactically to
strike quick and deadly and control of armor areas would give a more tactical gameplay.
All in all, I think the
truest joy of deathmatch is the development of the mental edge, the way the mind and
reflex works together in an adrenaline high. In Quake2, its easy to spaz out and let the
reflex take control and this makes the game less appealing in some way.
I really hope Id Software
will resolve this issues with Quake3 but from what I've heard so far, this MAY not be the
case although some kind of compromise might be possible.
I understand that the main
reason the points I highlighted above were introduced was to cater to the newbie crowd and
that I think that that is a business decision which won't change anytime soon.
However, It would be nice if
we can have a "hardcore mode" which completely rewrites the rules of the game to
address these issues, so that hardcore deathmatchers can play a true deathmatch game,
unhindered by all the newbie-support, maybe even some connectivity maps for
Is this possible?