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On the UT Party

Brandon "YelloMarine" Reinhart updated his .plan with a debriefing after the big old Unreal Tournament party at the Playing Fields, talking of the game's positive reception. The update's pretty huge, and he apologizes for the "game pimping crappage," pointing out he's just really excited about the feedback. Here's a portion where he talks of the feedback from some old school Quake players as well as word on what's being tweaked due to player's reactions:

During the party I talked to a lot of players and media types. Everyone thought UT kicked ass! I am so floored. Its very cool hearing the hardcore QuakeWorld dudes actually saying they thought your game was worth playing (these are the guys who passed on Quake2 and Quake3). I was surprised at the feedback on Assault. I'm more of a CTF person myself, but everyone was really loving Assault. We played about four Assault maps. AS-HiSpeed (the train assault mission) got the highest praise, but they also liked AS-OverLord (the WW2 D-Day mission) map also.

Most of the negative comments surrounded three issues. First, that the pickup radius for items was too small. (Consider it changed.) Second, that walking was more or less pointless because footsteps still made sound. (Consider it changed.) Third, that ping was too high. I explained that UT's ping calculation is equal to network ping plus the average frame time of the server, but the perception that a higher ping is always inferior was still there. We'll be changing ping so that it reflects network latency. (What most people think of when they say ping.)

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