But the Changes that Seem to be Attracting the Most Attention are the Ones Related to the Aforementioned "Barriers", specifically:
- 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 in-world item timers for "major" items, including armors, megahealth, power-ups and medkit
There's been Some Positive Reaction to the Changes but, there's an Awful lot of Unhappiness too. Some Players are Upset that, the Update Ignores What they See as More Pressing Problems in the Game, while Others Assert that, they Diminish its Skill-Based Nature; at Least One Poster Said, it will Ultimately do More Harm than Good by Leaving New Players Unprepared for the Demands of Other, Less Accommodating Arena Shooters they Might Encounter at Some Future Date. It is actually Possible to Stick to the Old-Fashioned Way of Doing Things, More or Less. "For players who wish to largely avoid the new major changes, the legacy style of play has been preserved within a 'Classic' ruleset", the Developers Wrote. "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." Even so, the Majority of Forum Posters Seem Solidly Set Against the Update. But, is it Really that Bad — is Quake Live Really Being "Ruined", as so Many Posts Insist — or is it Much Ado about Nothing ? We Won't Know for Certain until it's had Some Time on Steam to Build Up a New Audience (or Not) but, I'm Rather Strongly Inclined to Think (and Certainly Hope) that it's the Latter.
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