HTTP/1.1 404 Object Not Found Server: Microsoft-IIS/5.0 Date: Tue, 02 Jun 2009 13:46:54 GMT Cluster-Server: WEB1 P3P: CP="NOI ADMa OUR STP" X-Powered-By: ASP.NET Connection: close Content-Type: text/html

404 Object Not Found

Mailbag

HTTP/1.1 404 Object Not Found Server: Microsoft-IIS/5.0 Date: Tue, 02 Jun 2009 13:46:54 GMT Cluster-Server: WEB1 P3P: CP="NOI ADMa OUR STP" X-Powered-By: ASP.NET Connection: close Content-Type: text/html

404 Object Not Found

 Buy Games

News
 Current / Submit
 Archive / Search
 POTD / Submit

Files
 Main Files

Community
 Hosted Sites
 Forums
 Chat
 Help Wanted
 Mailing Lists
 Get Hosted!
 Contact Us
 Advertise With Us
 Staff

Features
 Index
 Articles
 Mod of the Week
 Levels of the Week
 Model of the Week
 QuakeScopes
 QuakeCon 2005
 Dear Mynx
 PQ Poll
 Mailbag
 Rants N'Raves
 Tech Tips
 Week in Review
 Classic PQ


HTTP/1.1 404 Object Not Found Server: Microsoft-IIS/5.0 Date: Tue, 02 Jun 2009 13:46:54 GMT Cluster-Server: WEB1 P3P: CP="NOI ADMa OUR STP" X-Powered-By: ASP.NET Connection: close Content-Type: text/html

404 Object Not Found


    PQ | Features | Mailbag | August 29, 1998
   

From : ****
Subject : Not the game I thought it was...

*SNIP SNIP SNIPPETY SNIP*

I'm sure I've taken enough of your time. You probably get bitchy letters like this daily, and I'm just adding to the file.

Yes, it's another PlanetQuake Mailbag!


Air (Control) Of Confusion

"In, out, in, out, shake it all about..."

Nope, not the hokey-kokey. Air Acceleration in Quake II.


From : Pablo Martinez
Subject : Server-side air control

I think the readers that defended the air control server-side option in last week's mailbag are aiming at the wrong target. I haven't heard (or read about) many people complaining that air control is 'cheap'; it clearly is not, since it can be learned and used by everybody.

But I don't agree with the notion that Zoid added it in in order to give 'advanced' users some new, complicated skills. I think he simply put it there due to pressure from people who wanted a more Quakeworld-like game.

I enclosed the word 'advanced' in quotations, because I think, in this context, it really means 'Quakeworld user'. Since the name of the game is Quake 2, it seems that so many people have come to expect it to be a clear sequel or even a simple improvement over the original Quake.

But the fact is that it's a different game. Failure to accept this fact has caused a lot of unmet-with expectations. It would actually be enlightening to a lot of people to realize that we are talking about two different games here, and that (*gasp*) they may actually appeal to different kinds of players.

*SNIP*

If id wants the air control to revert back to what it was in 3.15, or to EMULATE (NOT 'go back to', please) Quakeworld, I will grumble (for I still think id bowed to the wrong reasons) and learn it, but it will eventually be OK.

What is not OK is to let wacky server admins reduce the enjoyability of the game: I'm not willing to learn the game each time I connect to a server: practicing will become a far less useful thing.

Quakeworld was great, yes; but let's face the shocking truth: Quake II is not and should not be Quakeworld. But it is far better to have retro/nostalgic/silly air physics in Quake 2 than to have random jumping physics.




From : Happy |{illmore
Subject : air movement in Q2.

The biggest problem I can feasibly see with the Air Movement option is that the default value is 0. This means that most large competitions will tend towards using it.

Um... This is Quake II. I don't see what's wrong with having it default to how the game was designed in the first place... /me shrugs.

*SNIP*

Zoid has screwed up once again by giving a scale of options.

What it *SHOULD* be is a setting of "1" or "0", with air control being granted as a default for mulitplayer. Not a whole range of air accelerations. You might find somewhere some crazy server has set it so high that you can jump forward, do 360 and land BEHIND where u intended upon landing.

I agree that a level of "choose your settings" should be implemented, but not to the extent that has been offered here. Luckily, we're looking only at a Beta, there is time to fix it before it is too late.




From : Paul C
Subject : Air control - more thoughts

Firstly, I would prefer not to have air control.

The reason being not because it is more realistic , which is a plus minor point in my view, but because it makes RA style dueling *less* tactical.

It does this because with normal jumping there is this tradeoff between the fact that you are harder to hit mid-jump and the fact that you landing spot is predictable and can thus be exploited by a sufficiently skillfull player.

With air control there is no dissadvantage to jumping in any situation.

However this configurability that Id have gone for is without doubt the worst thing they could have done. Now evertime you log onto a server you will get different physics - ugh.

I would rather have air control on universally (even though I dont like it) rather than this stupid situation where every server is going to have a different setting.




From : David Chase
Subject : Quake II air physics

As a long-time Quake player I have to say that I don't really care about air physics. As long as the game is consistent and we all play by the same rules I don't really care whether I can steer in the air or carry power-ups or shaft people standing on a bridge.

As such, I have to say I was VERY upset when Zoid changed the game phsyics. Yes, they could be kinda fun (the tricks you can accomplish when jumping on crates is a blast!) but I just want to know that Quake2 feels like Quake2 and I don't have to re-learn how to jump to the YA in Q2DM1.

Following that line of logic you can tell that I prefer not to have an air control variable that can be set by a server op. I don't care if I can steer in the air or do backflips, all I care about is that when I jump I'll know where I land. Making game physics configurable is somewhat like a cardinal sin to me.

That having been said, am I upset? Hell no. This is a video game, and even though I spend dozens of hours a week playing it, there's no way I'll let a Quake2 physics change irritate me.

"What do you mean it's only a game?!? Gah!"


Finally, the only mail we got from someone who was happy with what Zoid has done with Quake II v3.18.


From : Nels Nelson
Subject : 3.18 Server-Controlled Acceleration

I really don't see what the big deal with the variable air acceleration is. After all, server ops can set such things as gravity: A few days ago I was playing on a server where the bastard op kept messing with the gravity. One minute I'm floating about, the next minute I'm cratering to my death because I dropped two feet. However, this was a rare exception - usually gravity is left at its standard setting, and I imagine most ops will likewise leave air acceleration at its default.

Let's hope so...


[Main Page] [Features] [Files] [Forums] [Contact] [Hosting Info]

HTTP/1.1 404 Object Not Found Server: Microsoft-IIS/5.0 Date: Tue, 02 Jun 2009 13:46:54 GMT Cluster-Server: WEB1 P3P: CP="NOI ADMa OUR STP" X-Powered-By: ASP.NET Connection: close Content-Type: text/html

404 Object Not Found