== UPDATE EDIT ==
Aaaaand it's official.
May the gods have mercy upon our souls.
Official list of official changes to the game from the above official thread of officialness (or the official news post):
== END OF EDIT / START OF OLD OP ==
BASED id & BETHESDA
Did you think this was a joke? Well, you ain't seen nothing yet.
(source)
This was leaked a week ago on reddit. I'd have treated it as a rumour, were it not for the reactions of the staff.
Moderators on the official QL forums have been exceedingly twitchy and cleanse any mention of the rumours, and chat logs have surfaced that at the very least hint at rather unpleasant upcoming changes.
(source)
This ain't no mere nightmare, folks. This is a glimpse at the future of Quake.
Thread title courtesy of xyla.
Aaaaand it's official.
http://www.quakelive.com/forum/showthread.php?37858
But ultimately these changes have not been introduced for the new player alone. We feel that these elements overall help bring Quake one step closer to being a modern shooter, while still holding true to our roots of remaining an incredibly fast paced old school shooter.
I can't even bring myself to read this shit. I just saw a single bullet point and had to close the tab.
May the gods have mercy upon our souls.
Official list of official changes to the game from the above official thread of officialness (or the official news post):
This is not a joke, or a delayed April fool's day prank.New Quake Live Ruleset
- Players may now hold jump to continuously jump.
- Players may now hold forward and jump to 'bunny hop', allowing them to slowly gain up to 2x their base movement speed.
- Introduced Loadouts in select modes; allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (sg, gl, pg, mg).
- Added the command "weapon toggle" to toggle between your Primary and Secondary weapons. Defaults to "f" for new users.
- Unified weapon respawn time to 5 seconds across all game modes.
- Unified friendly fire, disabled across all game modes.
- Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
- Reduced ammo respawn time from 40 seconds to 10 seconds.
- Added in-world item timers for "major" items, including armors, megahealth, power-ups, and medkit.
- Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
- Added Power-up Spawn POIs, that appear 10 seconds before a power-up spawns.
- Added Power-up POIs, that indicate when an available power-up is available in the arena.
For players who wish to largely avoid the new major changes, the legacy style of play has been preserved within a "Classic" ruleset. All of our public Duel servers run in Classic mode. Subscribers may host additional classic servers using our "Create Match" feature. This includes the launching of Standard Classic servers, which any player may freely join.
In addition to our major ruleset changes, the following global game changes have been made:
General Game Changes
- Added a new weapon, the Heavy Machinegun (HMG).
- Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.
- New higher resolution font added.
- Widescreen Support for huds (see default huds for implementation examples).
- New in-game UI (menu and loading screens).
- Disabled the pk3 encryption. Paks can now be opened like a zip file; maps load up to 25% faster.
- Added flagstand POIs in CTF.
- Enabled self-kills with an additional 1 second respawn penalty.
- Quad firing sound reduced on high rate of fire weapons: mg, pg, cg, hmg.
- Added damage number indicators for damage dealt, can be customized by various color styles and enabled or disabled per weapon.
- Fixed a bug in that could cause the best weapon selection to fail.
- Machinegun now drops to grant users mg ammo.
- Infected zombies now have air control and can double jump.
- Fixed the CHEATS ENABLED notification on the map loading screen from lagging behind its proper state.
- Reduced the default amount of player movement bobbing.
- Reduced the default amount of damage kick movement.
- By default, don't show weapons you don't have in inventory on your weaponbar.
- By default, bob major items when simpleitems are enabled.
- Prevent broken shader image on crosshair '30', '60', '90', which would equate to crosshair "none" as the cycle repeats.
- Bots now randomly select loadouts, when applicable.
- Greatly reduced multiple pickups prediction errors.
- Removed the option to move to FreeCam while dead in elimination based gametypes.
- The PQL ruleset has been renamed 'Turbo'.
- Stonekeep map layout slightly modified.
- Trimmed out 19 maps will be added back later after being updated. (Arena Gate, Bloodlust, Cobalt Station, Concrete Palace, Dies Irae, Double Impact, Eviscerated, Focal Point, Forgotten, Golgotha Core, Hell's Gate Redux, Hero's Keep, Power Station, Proving Grounds, Sacellum, Solid, Sorrow, Space Camp, Spillway, Terminal Heights, Terminus)
Create Match Features
Arena Changes
- Ruleset selections (Quake Live, Turbo, Classic) are all available for standard servers.
- Now support custom values of starting ammo in AD, CA, DOM, and RR.
- Added optional Double Jump physics player movement mechanic.
- Removed Team Arena Runes from all maps.
- Proxy Launcher removed from all maps.
- Chaingun and Nailgun removed from several maps.
- Heavy Machinegun added to several maps, some depending on ruleset or mode.
== END OF EDIT / START OF OLD OP ==
BASED id & BETHESDA
Did you think this was a joke? Well, you ain't seen nothing yet.
(source)
GAMEPLAY CHANGES
New Default Gameplay Ruleset
Weapon Changes
- Players may now hold jump to continuously jump.
- The minimum allowed time between jumps has been increased from 50ms to 100ms.
- Players may now hold forward and jump to ‘bunny hop’, allowing them to slowly gain up to 2x their base movement speed.
- When wielding the Gauntlet, ground movement speed is increased 6.25%.
- Introduced Loadouts, allowing players to select one Primary Weapon (hmg, rl, lg, rg) and one Secondary Weapon (mg, sg, gl, pg).
- Added the command “weapon toggle” to toggle between your Primary and Secondary weapons.
- Unified weapon respawn time to 5 seconds across all gamemodes.
- Added global Ammo Packs, in lieu of weapon specific ammo, where each pack grants you a small amount of ammo for each weapon in your inventory.
- Reduced ammo respawn time from 40 seconds to 10 seconds.
- Added in-world item timers for “major” items, including armors, megahealth, power-ups, and medkit. Respawn timers blink once per second, and display one “pie piece” for every 5 seconds that has elapsed.
- Items have taller pickup collision boxes, so that players will not miss items as they jump over them.
- Power-up spawn indicators now appear when a power-up has spawned in the arena.
- Enabled self-kills with an additional 1 second respawn penalty.
- Railgun damage 80->90
- Rocket splash damage 84->100
- Gauntlet damage 50->75
- Added new weapon, the Heavy Machinegun to act as a viable primary infinite range hitscan weapon with some but minor spread.
- Lightning Gun now does 6 damage per cell across all rulesets, or 120 damage per second.
PUBLIC MATCH SETTINGS
From the notes, it seems they are trying to standardize the public normal servers. No more call voting team sizes and it seems all team modes will be capped at 5 players per team. The timelimit has also been cut down to 15 minutes for CTF and TDM. CA has also been cut down to 7 rounds instead of 10.
Public FFA Settings
Public Duel Settings
- New ruleset in full effect
Public TDM Settings
- New ruleset in full effect
Public CA Settings
- New ruleset in full effect
- Friendly-Fire disabled.
- Power-up drops enabled.
- Fraglimit 150
- Timelimit 15
- Teamsize 5 (no callvoting teamsize).
Public CTF Settings
- New ruleset enabled without loadouts (new physics, but ‘all’ weapons – classic ca + hmg)
- Round Limit 7
- Teamsize 5 (no callvoting teamsize).
Public DOM Settings
- New ruleset enabled without loadouts (new physics, mg starter, in-world item timers, etc)
- Timelimit 15
- Teamsize 5 (no callvoting teamsize).
- Public FT Settings
- New ruleset in full effect
- Timelimit 15
- Teamsize 5 (no callvoting teamsize).
Public AD Settings
- New ruleset in full effect
- Weapons drop for additional weapons.
- Self damage enabled.
- Timelimit 15
- Teamsize 5 (no callvoting teamsize).
CLASSIC GAMEPLAY
- New ruleset in full effect
- Weapons drop for additional weapons.
- Timelimit 15
- Teamsize 5 (no callvoting teamsize).
The Classic Quake Live Experience will ONLY be available through create a match, meaning only pro subscribers can unlock classic for others to play.
This was leaked a week ago on reddit. I'd have treated it as a rumour, were it not for the reactions of the staff.
Moderators on the official QL forums have been exceedingly twitchy and cleanse any mention of the rumours, and chat logs have surfaced that at the very least hint at rather unpleasant upcoming changes.
(source)
Also a whole lot more at this pastebin. Look for sponge's replies.
This ain't no mere nightmare, folks. This is a glimpse at the future of Quake.
Thread title courtesy of xyla.