In my opinion they should just copy QuakeWorld TDM item balancing and timing to make TDM fun again. In QW TDM players communicate and play together in a team to fight for ressources and share them to maximize map control. I think QL item timings are too complicated and weapons are too weak and not much fun to use. Also nobody wants to play large TDM with more than 4 players on each team. With so many players in such a fast game it's extremely hard to communicate with teammates and playing coordinated together... People who just want to play solo in a team setting can gladly go play Clan Arena...
The bungie era halo game had a bunch of unique techniques like pressure launching, grenade jumping, moving weapons with grenades, sword flying, and the button combos from Halo 2 just to name a few.
I would add a third category like MOVEMENT to make it a trianglue, for example halo is an arena with slow movement but valorant is tactic with high movility. Something like that
so sad you didn't use für elise by beethoven as background music. i think it would have been useful for your video to get viral and then for them to put bones back in the game so we can all play champions. maaan
All they need to do is add Bones and then the game will make billions! Jokes aside, Quake champions failed because free to play, battle pass, and loot boxes doesn't belong in an old school style shooter. The older generation is less susceptible to modern garbage like that. And the younger generation that is susceptible to those tactics would rather play something that doesn't have a very high skill ceiling, but instead, they'd rather play the thing that their casual gamer friends are into at the moment.
i actually like the fact that x y or z character has specific movement tech, you don't realize this unless you play with every character and you get the idea, altho character powers were one stupid decision, this thing of each character has its movement tech gives a reason to just not default to the smallest hitbox character (nobody played tank junior) or force play with wrack or whoever the fuck was the dude that was the default model for competitive.
these are all great ideas. the only ones i'm sketchy about is the one that you mentioned was sketchy. like the idea is cool but implementation is tricky but loadouts are dogshit and i prefer straife jumping to bhopping no contest.
Arena shooters are heavily map dependent by design. It's supposed to be an honest contest of player skill, starting even. They didn't fail, people got tired of the formula.
I think the closest thing to a perfect modern arena shooter game was Lawbreakers. It has movement complexity that is definitely above that of just sprinting and jumping, had the sort of player choice that a lot of modern games opt for, in place of a complex weapon system it gave players very dynamic character kits that allowed players to focus on skillsets that matter to them. I genuinely think it's a shame that game never took off.
Hey, great video! Former Q3A player and currently still playing Doom 2016 Multiplayer online on PS4/5 here. You forgot to mention that you need to manage AMMO too, not only health, weapons and power-ups. Also, Gyro and flicking are gimmicks. I can aim better with the right stick. Just needs practice. Have won many Q1 matches on the remastered only Rockets online cross-plat while playing on a Dualshock 4 without aim assist. If you know the game, you can play it anywhere. Quake 1 and 2 support M&K on Ps5, but definitely EVERY GAME SHOULD DO SO.
I think some positive things quake 6 could implement for newcomers could be a weapon shuffling system in casual modes (so good players can’t camp good weapons from them). Perhaps advanced movement could be tied to equip-able items, that way the player makes an active choice and would understand their movement toolkit better. Like having b-hopping or air control being two different items, and having a max capacity so players can’t do everything. Like you could take reduced rocket jump damage and air control, but it would lock you out of having a grappling hook of something. Perhaps some would take up two slots at once. More causal modes, ones where balance is not the priority. Players need to be able to feel good playing a game and I wish quake had more dumb fun modes.
Sorry dude but Quake 3 was the best for a reason. Heck it was even part of the A+ training back then and was used to bench mark hardware and software alike. I have played games my whole life from the old handheld football dash games to today. Now as far as being a noob and starting out if you wanted to get competitive you took your frags in stride. I went from being humiliated to running rooms empty. You have to be willing to take your lumps to be able to give them. The first COD and the expansion pack reminded me of Q3 you had to develop your talent and hone your skills. Now days games seem to be missing the raw element that once you gather your abilities and become competitive you get to play against a lot of great players no matter who or how old they are. They will make you better than you thought you could be. That is when the fun becomes addictive. I still dig Q3 arena out every now and then to dust it off and i still think it is a lot of fun and is a great multi-player game. If only servers where running it heavy and the younger gen knew about it, i bet it would have a second life.