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Mark Rein teases Unreal Tournament comeback, [More Today]

FuLLBLeeD

Neo Member
https://forums.epicgames.com/threads/985321-The-new-UT-Open-Tournament?p=31823215#post31823215

I guess Open Tournament has nothing to do with the new project and they haven't talked to Epic at all.

I really doubt the game is going back to 2k4 style gameplay. The changes made to UT3 were made in part because Epic thought that game (and 2k3, which was made by Digital Extremes) was a step in the wrong direction and it had some pretty bad balance issues.

That being said the perfect game would probably have UT99 runspeed, UT3 gravity/air control and weapon balance, and the 2k4 doge jump.
 
UC2, you mean? Yeah, that game was one of the highlights of the OG Xbox for me. I liked the almost hybrid FPS/arena fighter vibe it had. Wouldn't mind seeing Epic go back to that particular well for inspiration again one day.

I meant UC2. Never played 1 heard it was terrible.
 

akaoni

Banned
It's the overall gameplay direction that I don't like, the maps are small and ballistics do ridiculous damage, so defence goes out the window and it ends up feeling even more of a spamfest than any other arena shooter, which I feel is the complete opposite of why people liked UT2004 and the defensive heavy/hitscan meta it has. I'm tempted to blame multi-platform for why it ended up the way it did in that regard, combat is just resolved so fucking quickly.
 

FuLLBLeeD

Neo Member
It's the overall gameplay direction that I don't like, the maps are small and ballistics do ridiculous damage, so defence goes out the window and it ends up feeling even more of a spamfest than any other arena shooter, which I feel is the complete opposite of why people liked UT2004 and the defensive heavy/hitscan meta it has. I'm tempted to blame multi-platform for why it ended up the way it did in that regard, combat is just resolved so fucking quickly.

That was intentional. UT2k4 was so defensive with dodge jumping and Shock Rifle primary was SO GOOD it actually broke the entire game. In addition, in UT3, projectile weapons actually have LESS splash damage than in 2k4 and MORE direct damage, meaning they reward accuracy more. Shock Combos also have a smaller blast radius, do far less damage, and are much harder to hit than in 2k4. Bearing this in mind, UT3 is actually the least "spammy" of any of the UT games.

The high damage is also intentional. You are supposed to die fast in Unreal Tournament until you get stacked. In 2k4, most of the weapons were really pathetically weak and it took forever to kill anyone. This was one of the main complaints many classic UT players had against 2k3, and 2k4 didn't really fix it.

Shock Rifle was so good in 2k4 it invalidated most of the weapons. This problem was made worse by dodge jumping. Now, not only is the Shock Rifle far and away the best weapon in the game, Rockets and Flak are useless because its impossible to hit anyone with them. High level 2k4 duels basically involved entirely around controlling the Shock Rifle and Lighting Gun, because none of the weapons were actually good enough to kill you. The term "Shock Tape" was coined in UT2k4 because all you did to kill people was shoot them with Shock primary and then use the knockback to gauge where they were going to land next and kept doing it until they were dead. The running joke was you could play UT2004 by scotch taping down your mouse button and using only the Shock Rifle. This was embarrassingly close to the truth.

It seems like when a lot of people criticize UT3 they don't really understand why the changes were made to that game and how it works on an engine level. 2k4's entire metagame revolved around one weapon, there was no way from a balance perspective Epic wasn't going to change things.

I realize people love UT2004 and for many people it was their first Unreal Tournament game, but its completely busted from a balance perspective and there was no way Epic was going to build off that type of gameplay for UT3.
 
Well, I love UT2004 and still have it installed - in fact I was messing around with some mutator coding just last year. UT3 removed all the fun imo. Weapons too powerful, maps too small, look too grey brown.

Looking forward to the announcement. I'd be all over an updated 2k4, especially if they allow modding and maps like they did on the PS3 version of UT3.
 
If they don't either produce an HD version of UT99 or use that as a starting point for a new game, I'm probably out. They seemed to forget or maybe never understood what made the first one so perfect.

I'm skeptical that the existing Epic could make something like UT99 again -- is any of the original UT99 team even still at Epic?
 

Miker

Member
That was intentional. UT2k4 was so defensive with dodge jumping and Shock Rifle primary was SO GOOD it actually broke the entire game. In addition, in UT3, projectile weapons actually have LESS splash damage than in 2k4 and MORE direct damage, meaning they reward accuracy more. Shock Combos also have a smaller blast radius, do far less damage, and are much harder to hit than in 2k4. Bearing this in mind, UT3 is actually the least "spammy" of any of the UT games.

The high damage is also intentional. You are supposed to die fast in Unreal Tournament until you get stacked. In 2k4, most of the weapons were really pathetically weak and it took forever to kill anyone. This was one of the main complaints many classic UT players had against 2k3, and 2k4 didn't really fix it.

Shock Rifle was so good in 2k4 it invalidated most of the weapons. This problem was made worse by dodge jumping. Now, not only is the Shock Rifle far and away the best weapon in the game, Rockets and Flak are useless because its impossible to hit anyone with them. High level 2k4 duels basically involved entirely around controlling the Shock Rifle and Lighting Gun, because none of the weapons were actually good enough to kill you. The term "Shock Tape" was coined in UT2k4 because all you did to kill people was shoot them with Shock primary and then use the knockback to gauge where they were going to land next and kept doing it until they were dead. The running joke was you could play UT2004 by scotch taping down your mouse button and using only the Shock Rifle. This was embarrassingly close to the truth.

It seems like when a lot of people criticize UT3 they don't really understand why the changes were made to that game and how it works on an engine level. 2k4's entire metagame revolved around one weapon, there was no way from a balance perspective Epic wasn't going to change things.

I realize people love UT2004 and for many people it was their first Unreal Tournament game, but its completely busted from a balance perspective and there was no way Epic was going to build off that type of gameplay for UT3.

Hey, how's the current UT3 community? Are there any regularly populated servers that run the HOLP maps? And by regularly populated I mean join and play without having to round up a crew in IRC or something.

I hope they go back to the original TOURNAMENT concept instead of the naff story they introduced with UT3.

The enemy stole your Field LAttice Generator (FLAG)!
 

FuLLBLeeD

Neo Member
Hey, how's the current UT3 community? Are there any regularly populated servers that run the HOLP maps? And by regularly populated I mean join and play without having to round up a crew in IRC or something.



The enemy stole your Field LAttice Generator (FLAG)!

There's still active servers that run HOLP maps and dedicated group of people over at GalaxyPugs run weekly pick up games on IRC, through Steam groups and their website: www.galaxypugs.com. During peak hours there are one of two good DM servers that are populated, but unfortunately, overall the game is pretty dead. Honestly its really hard to find decent servers for any of the UT games that aren't heavily modified nonsense. Its impossible to find UT99 servers that are vanilla are close to vanilla. Can't speak for UT2004 because I haven't played that game in ages.
 

bawk

Banned
PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE don't be like UT3 and more like UT 2k4 or 99.
 

teepo

Member
I dropped my ipad due to the excitement of having read the first post

a F2P UT will fill the void in my heart that Tribes had created
 

li bur

Member
With how they design fortnite and other certain graphic powerhouse and engine developer foray into F2P, I think EPIC will follow suit and announce F2P Unreal Tournament.

I think they are trying to leave the riskier AAA Games then focus on developing engines and "higher margin" F2P games.
 
"Only" Took 12 hours to make 200 layers by hand and edit it all together.

Hopefully everyone likes it! Because it took my entire Saturday

ENJOY :D

ut_2014_hype_cliff_tercf9l.gif
 

VaizardNL

Banned
I'm looking forward to a remake, since I absolutely loved ut(99) and then especially instagib via Clanbase (RIP). Also the mods people made with crazy weapons/environments were a lot of fun.

One thing I disliked about the later Unreal Tournaments though was that they wanted to make the levels too complex. Not the paths, but the set dressing itself. I just want a regular gauntles/caves/(Not face, ugh)/etc where pillars are pillars and not architectural masterpieces. I did have a lot of fun with 2k3 and 2k4 also though I never played UT3. Furthermore give me the option to turn of Coronas :p
 
I have so many gripes about the fucking tedious FPS multiplayer of this gen and last gen, and hope that this new Unreal Tournament doesn't follow the lead. They have a chance to bring the arena shooter back and rejuvenate the FPS genre and multiplayer experience with this IP. PLEASE DO SO.

zXdo7cm.gif


FOR THE LOVE OF ALL THAT IS UNREAL, PLEASE INCLUDE:


  • A feel like UT99. Bring back the corporate-sponsored ultra-violent death tournament. Forget the politics. Make a solid roster of unique characters, not just re-skinned muscle men and women.
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  • Super-detailed, deep character appearance customisation that actually affects your character's playability and behind-the-scenes stats (e.g., a heavy character is slow but minimises knockback from the larger weapons, a wide character can't fit through small spaces and doors unless they crouch, turn sideways or put their weapon down, etc.). Let me feel my character's weight and size during gameplay, and not just be a floating gun. Let me see my feet. Try to discourage standard skin use. Letting every player look unique and have that look actually affect gameplay adds to the fun of any multiplayer shooter.
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  • Arena-based combat with a focus on weapon variety. No primary weapon or support equipment load-outs. Primary weapons and support equipment (such as grenades) are scattered throughout the map to pick up just like in the good ol' days. Let there be a separate Training Room mode where someone can practice with all the different weapons vs. Bots. or targets.

    You spawn into every match with only your ugly mug, trusty sidearm, CQC object and teleporter. Let the load-out compromise be that you can pre-battle customise your choice of sidearm and choice of melee weapon. Supply lots of interesting choices to the player. Sidearms such as standard semi-auto pistols, revolvers, SMG's, tasers, handheld flamethrowers, shurikens, poison-gas spray cans, sharpened playing cards, wads of credits, exploding frozen anchovy darts, etc. Melee weapons such as the classic impact hammer, axes, knives, hammers, swords, bats, clubs, flails, spears, tridents, whips, nets, snakes, an enormous sack of gold doubloons, twigs, the jawbone of an ass, a giant plank of wood with the player's name engraved on it, etc.

    Include the full roster of classic UT weapons such as the Shock Rifle, Flak Cannon, Redeemer, Bio-Ooze gun, etc. And finally, scatter lots of support equipment around the map, such as smoke grenades, frag grenades, stun grenades, cluster grenades, shock grenades, implosion traps, portable man-cannons, holographic decoys, snare-trap deployables, turret deployables, mines, explosive fake health items, third-person camera drone (converts your view to third-person instead of first-person, floats behind you and can be shot down), etc.

    It's Unreal Tournament, make it Unreal.
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  • Arena-based combat with INTERESTING objectives, not just fucking Deathmatch. I am so fucking tired of Deathmatch, Team Deathmatch, all this fucking Deathmatch in every single FPS multiplayer game. Fuck Deathmatch. Please, use this opportunity to innovate and give us unique, interesting game modes and objectives. Merge that shit with excellent map design. The multiplayer mode and the map design must be as one and complement each other for perfection. I can throw out a few uniquely stupid ideas right fucking now:

    'Kaiju Internal Fight': Two teams are trapped within the belly and organs of a massive space beast. Team victory is achieved by three methods, either: destroying the beast's four hearts, finding enough heavy ordnance to blast a path out of the monster into fresh air or finding and reaching the brain and planting a mind-controller to cause the chambers the opposing team is in to contract, thereby crushing them.

    'Predator Bounce': A free-for-all game mode. Everyone has one life per round. There are several invincible hunter-killer drones in the map, which constantly track and chase all the players indiscriminately. Firing your weapon or melee-ing the drone will push it back away from you, until the moment you stop firing and it resumes its relentless pursuit. The drones' movement speed increases with every death of a player, reaching their maximum speed when only two players are left. The objective is to be the last man standing each round. You are allowed to kill each other as well.

    'Fairground Folly': A free-for-all or team-based King of the Hill-style game mode. A musical piano cart spawns in a random location on the map. Several comfy chairs spawn beside it, but not enough to seat all the players. Once the cart spawns, the first player to reach the cart can turn the crank and start playing the carnival music. The crank-turner is invincible from gunfire while turning the crank, but can be killed by a melee attack. When the music ends, anyone not seated in a chair dies, even players from the turner's team. The crank-turner then becomes invulnerable from everything until the next cart spawns. Note that the chairs are all situated beside the cart, which should result in some frantic fighting once everyone stands up.

    I basically want a Fuzion Frenzy, Mario Party level of variety of different game modes.
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  • Map variety. Map variety. Map variety. I want to fight on a ice desert moon while hail-boulders drop from the clouds. I want to fight on the feathered back of a giant space owl while it slowly re-enters a gas-giant's atmosphere. I want to fight inside the toothed, lightless belly of a ancient cavern worm as it gyrates through the fjords. I want to fight inside a nice suburban four-bedroom house as it rides a tidal wave into a cargo plane. Give us Facing Worlds again.
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  • NO in-match killstreak rewards! It sucks the balance out of the game, game multiplayer that has them eventually turn into super-boring killstreak reward wars. Instead of making some abstract big stick magically pixie itself into my possession every few kills, PUT THOSE REWARDS PHYSICALLY IN THE MAP. Make them objectives that players have to FIGHT over!

    Instead of giving me an airstrike option after 10 kills, put airstrike designator equipment in the map. Instead of care package drops becoming available to me after 3 kills, put a drop-pod request terminal in the map. Instead of hand-waving a neurotoxin carpet-bomb into my D-pad, put a gas-valve control station in the map. Combined with map verticality, randomized positioning and overall good design, tangible, physical in-map rewards would provide a far more fun alternative and feel more rewarding to players.

    LET THE EFFECTIVENESS OF THESE PHYSICAL REWARDS SCALE WITH HOW MANY PLAYERS DIE IN THE VICINITY OF ITS TRIGGER. For example, the amount of rockets that rain from the sky during an airstrike increases by 1 for every 2 deaths that occur near the designator terminal. The amount of care drop pods and the tier of weapons that are contained inside them increases with every death near the communication console. The amount of rabid NPC lions that storm out of the beast cages increases by 1 for every 5 deaths that occurs near the gate-opening control station. So on and so forth. And up to limits of course. Thus, the game rewards EVERYONE with an awesome spectacle the more they fight over an optional bonus.

    DOESN'T THAT SOUND FUN? ENTERTAINING, EVEN? I wish someone important could see and use this idea. I fucking wisshhh. I'm so tired of D-pad wars.
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  • Small-scale vehicular combat only (hover bikes, jet-skis, jeeps, hang-gliders, roller skates, jetpacks, small mech suits, pogo sticks, dinosaur mounts, ridable spider-bots, etc.) No tanks. No fighter planes. No bombers. No gunships. No helicopters. No naval cruisers. Keep the action as personal and tight as possible, and keep the players visible at all times.
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  • Taunts and gestures that snap to a third-person view when done (similar to Team Fortress 2's system, and the range available in the Dark Souls games). Victory dances should also be an option.
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  • PS4, Xbox One and PC; please at least support 32 player matches (whether free-for-all or team-based) on console. PC can have more if able. Have 16 vs. 16 as well as multi-team options (8 vs. 8 vs. 8 vs. 8, or 8 teams of 4 vs. each other, etc.).
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  • Dedicated servers and the ability to join games from a server list. Quick match/matchmaking can also exist.
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  • Bots. And the option to have no-Bot games. Don't make bots mandatory for empty games either. Let bots be a host-controlled option.
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  • Single player should be Bot-filled Field Training for the multiplayer. That's it.
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  • A map editor, custom map builder and theatre mode. Fucking please. On consoles too. It will extend the lifetime of the game and makes it that much more good when players have the chance to shape and share their experiences.
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  • A kickass electronic/techno/bass/industrial soundtrack. Minimal dubstep. Minimal sweeping orchestra. Save that boring shit for Call for Duty.
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  • Gibs, rag-doll and physics. Allow the old-school option to change map gravity.
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  • The score-streak announcer.
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  • A tier-by-tier ranking and qualification system with tangible rewards for playing.

    For example, a five-tier system: beginners at Bronze, then up to Silver, Gold, Platinum then Ruby for experts. The best of the best are in the Ruby tier, and they have the opportunity to fight in a real-life hosted tournament somewhere (probably in the US or Europe) with a cash prize. To deter leaderboard hackers, Ruby players must inform officials via e-mail with their desire to enter the tournament and accept to have their gameplay monitored, and over a period of time their skills in-match are remotely monitored by a tournament official without their knowledge of which matches are being monitored. If the official sees the player is legit, they are invited and brought to participate in the tournament.

    A more outlandish and likely infeasible idea, but it could add an interesting real-life e-sport facet to the game (although at the danger of addicting some people to 'git gud' as with many e-sportified games).

I know there's more I'm forgetting. Will any of this actually happen? Probably not, I doubt anyone at Epic or whatever studio's involved will see this or consider any of these options if they saw it anyway. Everyone's so content with what they have.

I'm so jaded with FPS multiplayer as a whole now. For the past generation, no matter how many actual gameplay mechanic innovations such as free-running or wall-climbing they introduce, developers stick to the tired old mission objectives of some form of deathmatch or some form of point control. It's all either kill fucking everything or stand on a piece of land/hold down a button until a meter fills up while killing fucking everything. No innovation or imagination in multiplayer objectives at all. It's all so tedious.

tumblr_m216q6hgpv1r9c4ug.gif


Fuck me, as if anyone will actually read any of this. I probably just depressed and angered myself over nothing. Sigh.
 

Iadien

Guarantee I'm going to screw up this post? Yeah.
If it's a multiplat from the outset, that guarantees it'll be a huge shitty disappointment for anyone who wants an arena shooter.

I agree. My interest will die completely, if the focus is multiplat, because I know it won't be what I want.

Besides the normal CTF, DM, etc. modes, I love Instagib, Bombing Run (I know this will never return, but I enjoyed it. lol), onslaught, assault, and domination.
 
DOESN'T THAT SOUND FUN? ENTERTAINING, EVEN? I wish someone important could see and use this idea. I fucking wisshhh. I'm so tired of D-pad wars.

Some of that sounds pretty fun, but also not very geared towards competitive play, and there has to be a balance struck. I think UT99 did a good job of providing silliness without sacrificing strategy and weapon balance. But I would lean against having any sort of BFG invisible-hand-of-god type of stuff, so perhaps I'm in the minority.

[*]Small-scale vehicular combat only (hover bikes, jet-skis, jeeps, hang-gliders, roller skates, jetpacks, small mech suits, pogo sticks, dinosaur mounts, ridable spider-bots, etc.) No tanks. No fighter planes. No bombers. No gunships. No helicopters. No naval cruisers. Keep the action as personal and tight as possible, and keep the players visible at all times.

Adding vehicles was the point when UT really jumped the shark. I understand that many UT players were former Tribes players (I'm speaking anecdotally; I heard that often from other players back in the day), but vehicles lead to having bigger maps, and UT was most balanced and competitive in small-to-medium maps, with a map like Lava Giant being on the largest end of the scale. Vehicles also distort weapon balance and make balancing game modes like CTF much harder.


[*]PS4, Xbox One and PC; please at least support 32 player matches (whether free-for-all or team-based) on console. PC can have more if able. Have 16 vs. 16 as well as multi-team options (8 vs. 8 vs. 8 vs. 8, or 8 teams of 4 vs. each other, etc.).

32-player matches were fun for public server scrub fests, but in UT maps it was always a ton of weapon spam. I remember some max-player matches in CTF-November looked like it was raining flak. 8v8 or less were the best for team matches IMO. Past that and it becomes very hard to execute any kind of team strategy (esp. on public servers, it was like herding cats).

In general though, I agree with most of your suggestions, though I suspect whatever we get from Epic will be stripped-down and F2P, and possibly a browser game (Epic already ported Unreal Engine to Flash a few years back and had a demo of UT running in it).
 

akaoni

Banned
That was intentional. UT2k4 was so defensive with dodge jumping and Shock Rifle primary was SO GOOD it actually broke the entire game. In addition, in UT3, projectile weapons actually have LESS splash damage than in 2k4 and MORE direct damage, meaning they reward accuracy more. Shock Combos also have a smaller blast radius, do far less damage, and are much harder to hit than in 2k4. Bearing this in mind, UT3 is actually the least "spammy" of any of the UT games.

The high damage is also intentional. You are supposed to die fast in Unreal Tournament until you get stacked. In 2k4, most of the weapons were really pathetically weak and it took forever to kill anyone. This was one of the main complaints many classic UT players had against 2k3, and 2k4 didn't really fix it.

Shock Rifle was so good in 2k4 it invalidated most of the weapons. This problem was made worse by dodge jumping. Now, not only is the Shock Rifle far and away the best weapon in the game, Rockets and Flak are useless because its impossible to hit anyone with them. High level 2k4 duels basically involved entirely around controlling the Shock Rifle and Lighting Gun, because none of the weapons were actually good enough to kill you. The term "Shock Tape" was coined in UT2k4 because all you did to kill people was shoot them with Shock primary and then use the knockback to gauge where they were going to land next and kept doing it until they were dead. The running joke was you could play UT2004 by scotch taping down your mouse button and using only the Shock Rifle. This was embarrassingly close to the truth.

It seems like when a lot of people criticize UT3 they don't really understand why the changes were made to that game and how it works on an engine level. 2k4's entire metagame revolved around one weapon, there was no way from a balance perspective Epic wasn't going to change things.

I realize people love UT2004 and for many people it was their first Unreal Tournament game, but its completely busted from a balance perspective and there was no way Epic was going to build off that type of gameplay for UT3.

From my experience, a lot of the UT3 maps suffer from anything over 6-8 players, with spawns, map space etc and in combination with the damage numbers along with the loss of mobility it's a spammy mess. They had to know that PC servers would want to be running for higher player counts, on the other hand UT2k4 with the rats-scale and mobility would have breathing space with more players in a similar instance. The focus on hitscan made it less spammy. Doing less damage in AoE does not make up for the loss of mobility and cramped space. Shock combos are harder to hit now, but cores travel faster and combos still do a shit ton of damage naturally. Certain weapons were more reliable in 2k4 and enough to play the game with while other guns would take a backseat, definitely, now however every weapon is a death trap and with the other factors plus poor circumstances it makes the game potentially less fun very easily. Shock rifle was powerful, but breaking the game? Flak and rockets were definitely not useless even if it would seem you were whaling away on A/shield at times with them. I fully understand why UT3 it is the way it is, but it suffered greatly from being a multiplat, my feelings haven't changed since 2007. UT2k4 was not the first UT I played. The groundwork for a really good game is there, I just don't think a console version should have been made outside cash-in port, a fine tuned PC version should've been the focus. On duels I could see UT3 being more fun to watch or play than 2k4.
 

gabbo

Member
I hope they go back to the original TOURNAMENT concept instead of the naff story they introduced with UT3.

I wish any story introduced was more like the ones in a wrestling games career mode. Also, forget what you did to Malcolm in UT3, but keep him around. He can be like the Hulk Hogan of UT.
 

FuLLBLeeD

Neo Member
From my experience, a lot of the UT3 maps suffer from anything over 6-8 players, with spawns, map space etc and in combination with the damage numbers along with the loss of mobility it's a spammy mess. They had to know that PC servers would want to be running for higher player counts, on the other hand UT2k4 with the rats-scale and mobility would have breathing space with more players in a similar instance. The focus on hitscan made it less spammy. Doing less damage in AoE does not make up for the loss of mobility and cramped space. Shock combos are harder to hit now, but cores travel faster and combos still do a shit ton of damage naturally. Certain weapons were more reliable in 2k4 and enough to play the game with while other guns would take a backseat, definitely, now however every weapon is a death trap and with the other factors plus poor circumstances it makes the game potentially less fun very easily. Shock rifle was powerful, but breaking the game? Flak and rockets were definitely not useless even if it would seem you were whaling away on A/shield at times with them. I fully understand why UT3 it is the way it is, but it suffered greatly from being a multiplat, my feelings haven't changed since 2007. UT2k4 was not the first UT I played. The groundwork for a really good game is there, I just don't think a console version should have been made outside cash-in port, a fine tuned PC version should've been the focus. On duels I could see UT3 being more fun to watch or play than 2k4.

UT3 was a PC lead game, despite the awful menus. People forget that the console version had 20% slower movespeed and no dodge mechanic so gamepad players could actually shoot each other. As far as UT2004 maps go, I'd actually argue they were way too big which was one of the reasons hitscan was so prevalent. UT99 maps were a lot smaller.

Regardless, to each his own, I just want this series to come back and have the biggest playerbase possible
 

akaoni

Banned
UT3 was a PC lead game, despite the awful menus. People forget that the console version had 20% slower movespeed and no dodge mechanic so gamepad players could actually shoot each other. As far as UT2004 maps go, I'd actually argue they were way too big which was one of the reasons hitscan was so prevalent. UT99 maps were a lot smaller.

Regardless, to each his own, I just want this series to come back and have the biggest playerbase possible

Consoles do actually have dodging IIRC, I'm not sure if it's limited or something.

I would play anything at this point, it just needs to have the right modes&maps and ship in good condition. They didn't bother with Assault in UT3 because it's the hardest mode to make maps for.
 

Reese-015

Member
He should show up after just 1 time. UT3 is a good multiplayer FPS. Great mechanics and game modes.

Damn straight. I never got around to playing the older UT's but in simple straight-forward deathmatch modes, UT3 was an absolute blast and was one of my favorite gaming experiences ever. Fact that the visuals were incredible helped too.
 
I showed this to michiel van den bos (who made all the unreal and a lot of UT music) if this is really happening Epic needs to bring him on board.

Godtier Facing Worlds

I love that song! Have you heard the slightly remixed version? This one is really good as well: Foregone Destruction Remix

I really hope Epic brings a new UT with all the speed and twitch control as UT99. That last game just felt like a FPS Gears of War, I know the art style had a lot to do with it but come on.....
 

OneUh8

Member
This is awesome news. The unreal series (especially UT99) and the quake series are some of my favorites of all time. What can I say, I love arena shooters...
 

akaoni

Banned
It's either going to be F2P or it's going to be completely dead a few months after launch.

I think Global Offensive was a good display of what they should do. That game was a letdown at launch and Valve turned things around, thankfully the price was always less than £15 or so. Something similar to that with the right options/infrastructure using Steam would do wonders. Convenience plays a large part in why people continue to play the games they do, it was a big part of why I didn't like Quake Live.
 

DocSeuss

Member
As many have said, I'm expecting an uninteresting F2P game that constantly pulls me out of the experience.

I wouldn't mind item drops like weapon skins and stuff, I guess, but what I really want is a solid shooter that prioritizes CTF and Assault over DM.

Make a solid roster of unique characters, not just re-skinned muscle men and women.

I can't think of any games with muscle women tho, so I'm okay with this. :p
 

FuLLBLeeD

Neo Member
I think the game may have a chance of just being straight up free and will have some sort of community interaction where the community makes most of the game's maps and they are added in officially. This would give them a great free game to showcase the engine with. Epic doesn't really make revenue off games anymore; its all about Engine licenses. Historically Epic hasn't really been good at making maps. If there's one thing every UT game has in common, its that most of the stock maps suck. Getting the gameplay/movement/weapons right, and coding the initial gametypes with a handful of maps, then just letting the community make the rest of the maps would work out really well in my opinion.
 

SapientWolf

Trucker Sexologist
I think Global Offensive was a good display of what they should do. That game was a letdown at launch and Valve turned things around, thankfully the price was always less than £15 or so. Something similar to that with the right options/infrastructure using Steam would do wonders. Convenience plays a large part in why people continue to play the games they do, it was a big part of why I didn't like Quake Live.
Global Offensive isn't an arena shooter.
 
Been playing some UT3 again for the first time in years, it's not that bad a game outside the sloppy release product and the horrible console-fied menus, though I think the stock maps for the game are a little tight for how powerful the weapons can be vs space available as a personal preference. I do like the game.

No, it's a bad game.

Environments are often too large and too open. Maps are often labyrinths, which was never the point of UT's maps. Some vehicles were simply imbalanced. Weapons looked uninspired had underwhelming/busy/obnoxious effects. Layout and design of maps disappoint in general. It was not made with the same love or understanding of what made UT great that UT 99/2003/2004/Championship were made with.
 

FuLLBLeeD

Neo Member
No, it's a bad game.

Environments are often too large and too open. Maps are often labyrinths, which was never the point of UT's maps. Some vehicles were simply imbalanced. Weapons looked uninspired had underwhelming/busy/obnoxious effects. Layout and design of maps disappoint in general. It was not made with the same love or understanding of what made UT great that UT 99/2003/2004/Championship were made with.

I give up but then again I feel the same way about UT2004. I guess its up to Epic to make a game that the least amount of people hate.
 
"Environments are often too large and too open. Maps are often labyrinths, which was never the point of UT's maps."


This is the exact opposite criticism people were making of UT3 earlier in this thread. Just a few pages ago people are complaining about how small the maps are. It sounds like you played Onslaught/Warfare primarily, which is unfortunate because that mode does suck, but it also sucked in 2K4.
 

DocSeuss

Member
"Environments are often too large and too open. Maps are often labyrinths, which was never the point of UT's maps."

This is the exact opposite criticism people were making of UT3 earlier in this thread. Just a few pages ago people are complaining about how small the maps are. It sounds like you played Onslaught/Warfare primarily, which is unfortunate because that mode does suck, but it also sucked in 2K4.

I dunno, a few of the deathmatch maps are waaaay bigger than they needed to be, in contrast to some of the DM maps from 2K4.

The real problem, which I will never stop being mad about, was that Assault got cut. Would LOVE to see some hybrid of Assault/Horde mode (since Horde's debut was in UT2K4, not Gears) make its debut.
 

Principate

Saint Titanfall
If its UT4 it will probably suck just like UT3 did and have all the call of duty rank/unlock stuff.

If its F2P it will be full of awful weapon skins/character skins/characters to buy.

I hope its just a port of UT99 or UT2004 in 1080p/60fps for current gen with new netcode and dedicated servers.

Doubt its a remake.

Release a HD remake for an almost entirely PC focused franchise that no one on consoles gives a shit about, and doesn't even play all that well on consoles to begin with.

Sounds like a winner. As bad an idea as the first two ideas are it's better than that. What were you thinking.
 
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