…that gamers all think they know what is best? You don’t! The argument I always hear is, “you don’t play the game enough.” Which, I’ll agree I don’t because I have a family, a job and many other real world responsibilities to take care of. As do many others in the community. I also hear, “let me help, I played since the start and know exactly….blah blah blah” Oh, you do?
I guess 9 years of development and the team still is clueless when it comes to how we should development and promote the game of Urban Terror. One could say we are still learning and we have no idea how to get over this hump. Okay, so I am being a bit facetious with those last two comments. But I had an IRC discussion with a gamer who came at me with, “I played it since start know exactly what u need to change to make it really popular again.”
Whoa money, slow your roll. Correct me if I am wrong, but currently there are more players playing then ever before. Yes, even a larger percentage of gamers playing then back int he 2.x days. I was told, “there was always at least 10,000 [gamers]”, which is not true, Quake III Arena NEVER had that many gamers. Hell, Counter-Strike brought in about 75,000 at times. So we must have done something right along the way to be here 9 years later with gamers at a record high.
Checking GameSpy Stats, we still are the top “mod” (game) for Quake III Arena and rival other retail games such as Soldier of Fortune 2, BF 1942, AA and even ET: Quake Wars. The gamer to server ratio is much higher then any previous version as well. Again a testament to the community.
In this conversation, I will give the anonymous individual one point. In a recent poll when asked what version did you start playing Urban Terror, an overwhelming majority began with 4.x. So there are many new gamers being injected into the community. Again new gamers are not going to have the perspective many old school Urban Terrorists will. This gamer has been around since 2001 and is a good player, but his rational to make it “really a great game” and “a lot more popular with the right adjustments” is a bit skewed.
Many within the community, especially those who were never asked to participate in the quality assurance testing will usually point fingers saying they could have done a better job or how did QA miss this or that. Having an upcoming release, “carefully tested by a few group of very good players” is not how we approaching testing. We cannot cater to the so-called “pro gamer” we must development for a common denominator in the community. This is why the QA team has never been stacked with only clan gamers because you must take into consideration all skill levels and abilities.
The idea of tweaking weapon characteristics does not excite the development team or the community. There is always a collective groan when we mention we are tweaking a weapon. Look at the ruckus raised with a minor change to the SR-8. Have some freakin’ cheese with your whine! So adjusting recoil, damage or spray in order to reward a gamers aim is not going to be met with open arms.
I think many gamers would agree the weapons are acceptable (outside the thoughts on the SR-8) with the latest release. Could there be some changes? Sure, there is always room for change, if that change will truly be beneficial. I don’t think reducing damage and modifying the recoil on weapons will bring new gamers into the community. Sorry, neither does the team.
We have some definite winners when it comes to future ideas, but none of those will be implemented until we know for sure we can be reward with bags of money. Sure these ideas might not be meet with open arms by all, but then again what idea ever is? These ideas are nothing new and have been used in many other games, but it is something that gamers seem to drool over and yearn for more. Just like increasing your post count to see a new tag under your alias other than “Urban Loser.”