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 (esreality.com). Sadly their official forum is neglected.
2. Strongarming tactics - in order to get people to pay for Pro Accounts when one cannot startMy 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 (esreality.com). 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).
http://img829.imageshack.us/img829/8606/anothersatisfiedcustome.jpg
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. http://img841.imageshack.us/img841/4840/hahahasucker.jpg
http://img839.imageshack.us/img839/9871/ggidlol.jpg
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.
http://img820.imageshack.us/img820/6645/cyrmoredickwad.jpg
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). http://img824.imageshack.us/img824/549/ripql.jpg
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.
http://img822.imageshack.us/img822/8967/306withtechissueslol.jpg
7. Lack of Transparency. The Ql Developers promised in several interviews that exclusive content would not be implemented into the overall plan...
http://img837.imageshack.us/img837/8771/liesallies.jpg
http://multiplayerblog.mtv.com/2009/02/25/id-software-hopes-quake-live-lasts-at-least-a-decade/
http://webcache.googleusercontent.com/search?q=cache:0lAfCD2CLxUJ:www.quakelive.com/forum/showthread.php%3Fp%3D65350+marty+
http://img843.imageshack.us/img843/7696/liesa.jpg
http://www.quakelive.com/forum/showthread.php?325-To-those-wanting-to-play-Q3-%28CPMA%29/page4
...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.
http://img695.imageshack.us/img695/8316/truthhurts.jpg
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).
http://img810.imageshack.us/img810/6909/fanboyliar.jpg
...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.… Expand