A flawless pure classic game that exhilarates the user in high energy game play and super fun experiences for hours of what seems to be endless fun. I've grown up playing Quake Live and other Quake releases on my dads computer and I will always love their games.
about this game I like so that weapons do not take too much damage are the legal maps has some of unreal tournament 3 quake so that playing with servers and horrible
Quake Live is a very good game, because it is funny, free (although there are some premium subscriptions, but which DON'T GIVE YOU EXTRA WEAPONS, only maps) and well optimized.
There are, however, some negative notes:
- Premium and PRO subscriptions: cause of them, it isn't possible, for normal players who haven't paid to get it, to change some game options. Also, there are some ads if you aren't premium or pro. I'd like to play the same maps as the premium players do, why couldn't I? If they put ads, then they get money anyway, even if you don't pay.
- Not a completely open game: Quake Live is a browser game, which is playable thanks to an extension. The extension for the browser creates a folder and various subfolders on the AppDataLocalLow directory, which makes the game very modifiable (you can create cfgs, modify them, see installed maps etc.), but it's not as open as Quake III Arena or other free games based on it, because you can't play on your own maps, you can't make your own gametypes with scripts etc. I'm not sure if you can make your own mods, but, most probably, you can't.
- Outdated graphics: I'm not a person who cares about graphics, because I mostly care about performance, which in Quake has always been excellent, but if I have to review something, I must include graphics on it: yes, they're reviewed, optimized, they've added bloom etc., but it's still very old and not good, because there aren't detailed shadows, etc. This is a 2009 game, not a 1999 one like q3a! id Software could have improved graphics a lot. Also, the bloom is very frustrating, although you can disable it.
Overall, it's a very good game.
My Review of QL (April 2009 - Sep 2010)
1. Poor communication by the QL Developers. For the past 2 years, Syncerror and his team have provided very little feedback to it's community. The only real feedback can be seen on a 3rd party site (****). Sadly their official forum is neglected.
2. Strongarming tactics - in order to get people to pay for Pro Accounts when one cannot start his own private server in a location of their own choice (you must instead choose from an existing list). This is a big misnomer and many people fell for it (and are continuing to fall for it).
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3. Teamsizes. People have been complaining since QL came out of beta about the teamsizes. This continues to be a major issue with the community. ****
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4. Skillmatching. New players to the game can be pitted against veterans on day one of their ql experience. This ofcourse leads newbies to ragequit. For a game that promises people they can "easily play against others at your skill level", the system that is designed for that, barely delivers and some veterans (Like Incubus, close friend with the community manager) abuse the system which has led many people to quit playing the game. Luckily, an adverse affect of the new skill matching system (post-beta) has kept players like him from further exploiting these new players. He was never banned for his exploits but many people still remember.
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5. Low Population of players in North America. Since QL came out of Beta and since the premium/pro membership news came out, people have quit playing. The following screenshot shows my experience about 2 weeks ago and something i had never previously encountered in the previous year. (no team games to be found early in the morning/9:04 a.m est). ****
6. Large # of bugs remain. During the first couple hours after QL came out of beta, 306 people could be found viewing the tech forum to post issues related to the game they had just purchased. Compared to the overall population viewing the forum that day, this was a large % of the userbase. There continue to be issues relating to people being unable to play the game do to punkbuster errors, low fps issues, etc. The game doesn't appear to be ready for mass release yet with the diminished userbase since it's 1 year anniversary last march, the game was released.
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7. Lack of Transparency. The Ql Developers promised in several interviews that exclusive content would not be implemented into the overall plan...
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****/2009/02/25/id-software-hopes-quake-live-lasts-at-least-a-decade/
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...This turned out to be false and furthermore the premium/pro services have further split this small gaming community into smaller groups, mirroring problems that plagued Quake 3 over the years.
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With less people playing, more people are questioning the rationale behind upgrading to Premium/Pro memberships especially when finding evidence from QL's own personnel that those servers are empty. Even during peak hours, the U.S Eastern playerbase is in the low hundreds.. (Western U.S Playerbase is very small in comparison to East).
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...which when comparing to other popular games of old, like wacraft3 is a large failure seeing that wc3 is 6-7 years old now and still embodies over 100,000 players on Lordaeron (U.S West) and Azeroth (U.S East) servers.
Quake Live had a future at one point but the 8 points above have turned away a lot of potential players, fans and positive feedback from its community.
This game is very depressing. First off, it took me over 3 weeks to get the skill to beat Crash in single player mode. This prevented me from advancing to the multplayer realm where I could frag with my BFF's.
I ended up uninstalling shortly after entering the multiplayer realm due to getting **** by |DEA|rdbok in a thunderstruck game. The kid was so superior to me that I realized I had no shot in this game. Everyone on-line was super mean to me and thanks to this game, I have been clinically diagnosed with depression.
After quitting QuakeLive I have become a sponsored pro in Tribes, although I do not get to play in matches.
There is a light at the end of the QuakeLive tunnel....hopefully you can find it like I did.