TheMoon from the future, partway through writing this post: this small comment turned into a longer rant, sorry:I posted this in the gyro thread, but it might be useful for people in here. I've been playing on PS5 with a DualSense:
I rate the game's gyro implementation a 6/10. (This rating does not reflect the overall quality of the game, just how good I feel the controls are)
The main issues:
Overall, many things that could be improved, but I'm still enjoying the experience so far. Even slightly subpar gyro controls are far superior to standard right stick aiming. I haven't noticed any gyro drift, although this is probably masked by the deadzone and low sensitivity.
- No gyro disable button. There is a vertical recentre that you can map to any button, which is helpful, but a gyro disable button would still be better (imagine if you couldn't lift a mouse from a mousepad).
- Limited max gyro sensitivity, I think the highest setting is equal to a sensitivity of 2 (in that it will turn 360° per 180° you move the controller). The sensitivity scale they use is non-standard.
- A small, but noticeable deadzone based on the gyro displacement speed. (The reticule will be static with small movements).
- The maximum right stick turn speed is also too slow. I wasn't expecting flick stick, but the best alternative is to crank up the analogue stick sensitivity, which you can't do enough here.
I've been playing on Nightmare with aim assist turn off, and it's not really as hard as I was expecting so far. Although I've had some slightly painful moments with those bouncing blue ball enemies that appear in later levels, and have a tendency to blow up in your face :p
I've now beaten the main campaign, and I'm now a couple of hours into Scourge of Armagon. I do really like the new laser weapon in the expansion. You can wipe out a room of enemies really quickly with some precise shots.
TheMoon from the future, partway through writing this post: this small comment turned into a longer rant, sorry:
I wish there was some sort of gyro aim assist association where a standard would be established with multiple variations and guidelines and tips and whatnot for devs to exchange ideas and get input from and so we'd have a central hub for all things gyro aim. Personally I'm not having issues with this one on a very casual level but I can still see things could get improved further and I understand the complaints (except those who claim the controls "don't work" because ...they simply do).
There are so many games who jump in with "we have gyro support!" and you go "yay awesome!" and then there are no options or the defaults are so misguided that you can't use them. It's not the case here, they're just not optimal but I've played quite a few where things were much worse and it feels like lots of devs just don't know what people either want from the feature to begin with or what good gyro aim assist is supposed to be (or even can be). This trickles down to the games media at large generally treating gyro aim as some bizarro fetish for weird people and you always get "turned that off immediately" comments if a game has it on by default. So we'll never get a public chorus of gyro evangelists who "get it" after experiencing good gyro outside of usually some Nintendo-focused personalities who tend to be relegated to fan-sites or youtube channels and don't have the wider industry pull. And thus you don't really get proper support behind it and a wider understand of what it should and could be and you get more devs who put it in without understanding it or many just still don't even bother because they don't even think about it.
Add to that that something cool like flickstick is like a new street drug you only hear whispers about in the backrooms. It's all such an objectively good thing for controls in general and you could have it on all platforms (except for Xbox for some strange reason) but it's still just a struggle. :/
But then again, we still have games released without remappable buttons or toggles for certain control types all the time...
The actual un-exaggerated truth. For single player they are serviceable for even Nightmare and I'm now winning multiplayer games even against PC users. Upping the sensitivity and giving yourself time to get acclimated is a must. Having said all of that hopefully Nightdive can make things better. I have to imagine they were aware of what they were shipping. Adding controller support to a game that wasn't designed for it at all is tough. I'm guessing there's plenty of brand new code they are having to add in to make it work.Simply put I think we can say this port's controls are totally serviceable but could do with more tuning options globally.
Maybe or maybe not. Quake isn't exactly Doom or Wolfenstein in terms of brand recognition. Add to that that multiplayer is what the series is known for and things become complicated.Sooooo…does anyone know if this means that we'll get a proper Quake 5 or Quake reboot at some point? I'd imagine id/Microsoft got this out there similarly to how Perfect Dark received a remaster and announced a new game years later. Hell, if Rage got a sequel, I'm sure Quake deserves another shot as well, right?
Sooooo…does anyone know if this means that we'll get a proper Quake 5 or Quake reboot at some point? I'd imagine id/Microsoft got this out there similarly to how Perfect Dark received a remaster and announced a new game years later. Hell, if Rage got a sequel, I'm sure Quake deserves another shot as well, right?
I hope this isn't common on the Switch version. 15 fps is quite bad.
Knowing what settings are enabled when seeing this performance would help. Turning things like depth of field and ambient occlusion off are said to help. I actually have to imagine that's why ambient occlusion isn't on by default across all platforms.
Yeah I don't know what is up with that. Highly suspicious especially with the working, mostly working labels.I find it odd that they have 15 ad-ons. I only have Quake 64 the last time I played.
Yup. This is the first time i've played through episode 4 in years and years because of these. I adore Quake, but I agree.I had completely forgotten about these.
By far the worst designed enemy I have ever seen in any FPS.
Well Doom Eternal and 4 were more linear compared to this and introduced many new mechanics that weren't in Quake or classic Doom.What would Quake 5 even be at this point? Doom 2016 and Eternal as they stand are just more of this, but with the Doom bestiary.
What would a new singleplayer Quake have to differentiate it from Doom? I mean, Quake Champions has the Hero Shooter angle to it, but I'm not sure "Doom, but with Abilities" is any more than a stone's throw from Eternal.
Would probably make more sense to integrate Quake into "Doom 3".
Shooting enemies in the face with big guns.
Wait, you could use the axe for that? I feel stupid now lol- I straight up didn't fight at all.Couldn't sleep last night so decided to go for the achievement for beating level 1 on nightmare without firing a gun. hiding round corners with the axe and luring enemies was actually quite fun
What would Quake 5 even be at this point? Doom 2016 and Eternal as they stand are just more of this, but with the Doom bestiary.
What would a new singleplayer Quake have to differentiate it from Doom? I mean, Quake Champions has the Hero Shooter angle to it, but I'm not sure "Doom, but with Abilities" is any more than a stone's throw from Eternal.
Would probably make more sense to integrate Quake into "Doom 3".
OK, I laughed.
I hope this isn't common on the Switch version. 15 fps is quite bad.
I didn't see the other Tweets, so I did not know it was hacked.context matters. stop looking at hacked in stuff to gauge Switch performance lol
this is a hacked switch/with user-modded quake, these mods are not in the game.
that's also what the tweet is telling you, that they're trying maps/mods from the PC version.
below that, they retweeted:
context matters. stop looking at hacked in stuff to gauge Switch performance lol
Oh wow Malice works on this port?
I gotta try this later on PC. Hopefully they put it on there officially as that mod is really damn cool.
Yeah it was an interesting time. I kinda miss that stuff.I was going to see if I could import the PAK files from my CD at some point too, that and the X-Men TC as well. Amazing that those were both retail releases at the time!
I only managed to play online on the switch once, every other time I get a "checking online multiplayer entitlements" message, it disappears and nothing happens. Anyone knows what's up with that?
Anyway, Quake came installed with my first PC, so this has been a nostalgia trip, especially the sounds which were recorded in my brain. I think my version was probably a shareware version with only a few levels, I don't remember anything past the beggining. The game certainly has its fair share of bs moments, but overall I'm having a lot of fun. I'm playing in normal and I always feel a bit "fearful" because it's kinda easy to die, even if health packs are aplenty. I never felt like a quasi-invincible killing machine like in Doom, which really helps to set the oppressive mood.
Deathmatch is a damn blast, which is also a nostalgia trip, I think Quake was my first online game as well as my first FPS. I'm not very good, although the gyro aiming helps immensely, but it's so fast paced and fun, I don't really care when I lose. There are always weapons and enemies around the corner, so there's no dull moments, it's a blast.
I'm already logged in, but I'll try that through the options, thanks.Try this:
- Go to Options > Bethesda.net
- Sign in / Authenticate your Bethesda account.
After doing that go to Online and try again. It should work now (I had pretty much the same problem).
About Quake 64Two questions:
-On Steam now the game should use the Bethesda account, so if I play the game on Game Pass and boot the Steam version it should recognize my account and unlock all achievements, right?
-is Quake 64 an entire new game like Doom 64 was?
I found that using weapon wheel on PC introduced all sorts of weirdness. Controls become floaty, movement becomes jittery. Best to unbind weapon wheel button until this is fixed to prevent accidental presses.Just hit a weird issue, where between boot-ups of the game, I've gone from precise control of the game via KB/M on PC, being able to stop on a dime etc. to suddenly ice-skating all over the place?
Anyone know if I've accidentally enabled/disabled a menu setting, or if a console command can fix this? I've not got a controller plugged in, so that can't be affecting it.
I found that using weapon wheel on PC introduced all sorts of weirdness. Controls become floaty, movement becomes jittery. Best to unbind weapon wheel button until this is fixed to prevent accidental presses.
As another poster said, no it isn't. It's a gimped version of the game that IMO isn't worth touching unless you have nostalgia for it. The only additions as it were are colored lighting and a different soundtrack but you are missing parts of levels and entire levels all together.
Yes, except PlayStation.If I type something in chat on steam, will players on consoles see what I type?
Oh, I thought it became official when Nvidia leaned into it and got official approval... Or was that a different game?Only unofficially, and it's based on DXR (Direct3D) rather than KHR (Vulkan), but, yeah, there's solid groundwork upon which Night Dive and co. could build should the higher-ups at Bethesda be so inclined.
Answered above, but funnily enough Quake 2 on N64 is an entirely new game for some reason.
I mean they were already making compromises to the original to get it on the system. At a certain point just making something different is easier than creating a port of a game that won't run. IMO Quake 2 on the N64 is all the better for being a unique experience compared to the gimped Quake 1.Answered above, but funnily enough Quake 2 on N64 is an entirely new game for some reason.
Not trying to gotcha -- just genuinely curious: how did the PSone ver of Quake 2 get by so well then? I thought N64 was stronger.I mean they were already making compromises to the original to get it on the system. At a certain point just making something different is easier than creating a port of a game that won't run. IMO Quake 2 on the N64 is all the better for being a unique experience compared to the gimped Quake 1.
The platforms had different strengths but regardless the PS1 port was a complete rebuild including models. They approximated the PC original but it isn't the PC original whatsoever.Not trying to gotcha -- just genuinely curious: how did the PSone ver of Quake 2 get by so well then? I thought N64 was stronger.