apparently it's their highest priority now to scale up and get rid of the queue altogether
http://www.quakelive...ead.php?t=11816
i just hope it hasn't discouraged newbies to the point where they will never return
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Quake Live Open Beta
Started by
j type
, Feb 25 2009 11:13 AM
#41
Posted 26 February 2009 - 11:37 AM
#42
Posted 26 February 2009 - 03:59 PM
this is just hilariously bad now.
Got in after 1 hour of queuing, no games showing because their game tracking server is down as well, go to play a game with bots, crash, when I restart ff, I need to play the freakin skill level match with crash again, despite my profile showing that I've already played several proper matches.
Got in after 1 hour of queuing, no games showing because their game tracking server is down as well, go to play a game with bots, crash, when I restart ff, I need to play the freakin skill level match with crash again, despite my profile showing that I've already played several proper matches.

^^ UNION FLAGGAN! DONT FUCKING MESS WITH THE UK! ^^
#43
Posted 26 February 2009 - 06:38 PM
There is no way the queues are ACTUALLY at 500,000. When I check it's, maximum, 70K. 500K is definitely an error.
EDIT:
Wall of text, but a very important one.
EDIT:
QUOTE (id Software)
As most of you know, we currently host only public matches that all players can join. These matches are running on server boxes in various locations throughout the world that are completely controlled by us and our back-end system. There are many benefits to doing things this way - our servers run more efficiently (hosting more people per physical box), our servers are always up to date with the clients, and we can more monitor and prevent cheating, to name only a few. However, we understand that players want to be able to host private games/servers that are configured the way they choose and only accessible to their friends, clan, or others they choose. Our private game/private server integration will be the first major feature added to QUAKE LIVE in the upcoming months.
Traditionally, the process of letting players rent private servers is something that is handed off to various game server providers (GSPs). Each of these GSPs sets their own prices, which are typically anywhere from about $15-$30/month for 16 player slots in a single, fixed location. Each GSP also typically has it's own interface for managing that server that in no way is integrated with the game.
Our plan is to completely integrate the ability to start and manage private games directly through QUAKE LIVE, utilizing all of the friends, awareness and notification features we have available through the site. This ability will be the cornerstone of a QUAKE LIVE Premium Service that will be offered for a small monthly fee (likely less than $5 per month). So, for 1/3 to 1/6 the price that it normally costs to run a private match, we'll be offering players the ability to easily start a private match with these benefits:
--On demand - whenever you want to play privately, you simply set it up, play, and when you're done, those slots go back into our "public pool." This is how we can offer it for a substantially lower cost than is typical.
--Each match you set up can be in a different location. For example, if you're in NY and you want to play a friend in CA, chose a neutral location in Illinois or Texas. If the next time you play, you want to invite a friend also on the east coast, then run the match in Virginia.
--The interface is completely integrated into QUAKE LIVE and uses all of the back-end friends and friend awareness systems that we have at our disposal. So, when setting up a match, you'll be able to select the friends you want to invite and have a pop-up automatically alert them to your invitation - allowing them to join with one click.
--Private matches will also have access to more competitive game features that can not be practically used for public matches - like locked teams, timeouts, etc. (more on this below).
This is a very high-level summary, but we're excited about what we'll be able to offer players. When we get closer to rolling this out, we'll include more details on what additional features will be included in the private match system as well as additional benefits included with the Premium subscription. It is important to note in all of this, that we will not at all be charging for any content - this premium fee is basically for an extended service that includes private "space" on physical hardware.
Traditionally, the process of letting players rent private servers is something that is handed off to various game server providers (GSPs). Each of these GSPs sets their own prices, which are typically anywhere from about $15-$30/month for 16 player slots in a single, fixed location. Each GSP also typically has it's own interface for managing that server that in no way is integrated with the game.
Our plan is to completely integrate the ability to start and manage private games directly through QUAKE LIVE, utilizing all of the friends, awareness and notification features we have available through the site. This ability will be the cornerstone of a QUAKE LIVE Premium Service that will be offered for a small monthly fee (likely less than $5 per month). So, for 1/3 to 1/6 the price that it normally costs to run a private match, we'll be offering players the ability to easily start a private match with these benefits:
--On demand - whenever you want to play privately, you simply set it up, play, and when you're done, those slots go back into our "public pool." This is how we can offer it for a substantially lower cost than is typical.
--Each match you set up can be in a different location. For example, if you're in NY and you want to play a friend in CA, chose a neutral location in Illinois or Texas. If the next time you play, you want to invite a friend also on the east coast, then run the match in Virginia.
--The interface is completely integrated into QUAKE LIVE and uses all of the back-end friends and friend awareness systems that we have at our disposal. So, when setting up a match, you'll be able to select the friends you want to invite and have a pop-up automatically alert them to your invitation - allowing them to join with one click.
--Private matches will also have access to more competitive game features that can not be practically used for public matches - like locked teams, timeouts, etc. (more on this below).
This is a very high-level summary, but we're excited about what we'll be able to offer players. When we get closer to rolling this out, we'll include more details on what additional features will be included in the private match system as well as additional benefits included with the Premium subscription. It is important to note in all of this, that we will not at all be charging for any content - this premium fee is basically for an extended service that includes private "space" on physical hardware.
Wall of text, but a very important one.
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#44
Guest_Rakielis_*
Posted 27 February 2009 - 11:18 AM
Guest_Rakielis_*
QUOTE (Suoinoleht @ Feb 26 2009, 06:35 PM) <{POST_SNAPBACK}>
There is no way the queues are ACTUALLY at 500,000. When I check it's, maximum, 70K. 500K is definitely an error.
ya, if you guys payed attention to the announcements you would know that they are working with the servers as much as they can to add servers, reduce queue, and help manage the load. it IS a beta after all. this is them working out the kinks.
Is your queue rediculous? - It is just a temporary spike. It will come down soon.
Is your queue not so insane? - It is probably accurate, but don't worry because they try to let in about 400 people per minute.
Can not contact server list? - They are working with it to make it more reliable and to add servers
No servers available? - They are probably still working with the master servers to make them more reliable.
To keep track of other things, please pay attention to http://twitter.com/quakelive as it will tell you exactly what is going on.
The highest the queue got to that im aware of on launch night was 86,000. depending on the time of day, the queue is below 20,000 now and at the right times, there isnt any queue at all. they have also nearly quadrupled the number of servers they have.
#45
Posted 27 February 2009 - 11:34 AM
QUOTE (Rakielis @ Feb 27 2009, 04:15 PM) <{POST_SNAPBACK}>
The highest the queue got to that im aware of on launch night was 86,000. depending on the time of day, the queue is below 20,000 now and at the right times, there isnt any queue at all. they have also nearly quadrupled the number of servers they have.
I logged on earlier this afternoon to see over 850'000 in the queue... (I thought about taking a screenshot and posting, but that would just be a sad waste of time, would it not? Almost, in fact, as sad as writing about something I almost did, but ended up not doing, due to it's extremely sad waste-of-time-ness)
...Anyways, after a few seconds, it jumped back down to 2000ish and I was logged in within 10 mins. So they are definitely improving the service, even during these very early days.
:: @jtypemusic : AudioJungle : Myspace : Soundcloud : Mixcloud ::
#46
Guest_Rakielis_*
Posted 28 February 2009 - 05:37 AM
Guest_Rakielis_*
http://i705.photobuc...is/shot0010.jpg
http://i705.photobuc...is/shot0009.jpg
i guess players at this hour are just bad =\
http://i705.photobuc...is/shot0009.jpg
i guess players at this hour are just bad =\
#47
Posted 28 February 2009 - 06:33 AM
Hahaha! That's just straight up Pwnage right there. 
I will have to look out for you in QL then Rakielis, see if I can change that k/d ratio of yours - although, I'm a noob so I will probably only improve it.
I will have to look out for you in QL then Rakielis, see if I can change that k/d ratio of yours - although, I'm a noob so I will probably only improve it.
:: @jtypemusic : AudioJungle : Myspace : Soundcloud : Mixcloud ::
#48
Posted 28 February 2009 - 06:41 AM
QUOTE (Rakielis @ Feb 28 2009, 09:34 PM) <{POST_SNAPBACK}>
http://i705.photobuc...is/shot0010.jpg
http://i705.photobuc...is/shot0009.jpg
i guess players at this hour are just bad =\
http://i705.photobuc...is/shot0009.jpg
i guess players at this hour are just bad =\
Tell me about it. I was on top in the server I was playing on and I'm fucking shit at it (people can vouch me on that).
#49
Posted 28 February 2009 - 07:29 AM
#50
Posted 28 February 2009 - 08:33 AM
Ok, I've collected a small bunch of links here for anyone who is either a complete Quake n00b (like me), or have played the previous installments and yet still didn't know that any of this was possible:
Movement
Client
Frags
Movement
- Movement/Jumping Guide - Includes guides on Strafe Jumping, Circle Jumping, Rocket Jumping, Plasma Climbing etc.
- More in-depth look at the basics of Strafe Jumping and bunny jumping - Part 0
- More in-depth look at the basics of Strafe Jumping and bunny jumping - Part 1
- More in-depth look at the basics of Strafe Jumping and bunny jumping - Part 2
Client
- Advanced Client Options - This will help you to customize the hud/sound/player model/etc. settings
- This explains the basics a bit more simply
Frags
:: @jtypemusic : AudioJungle : Myspace : Soundcloud : Mixcloud ::
#51
Posted 28 February 2009 - 08:34 AM
It's nice to log on in the mornings to see a queue of only 60
If anyone wants to play i'm Panic92 on it... I'm not really that good anyway *looks at Rakielis' score* O_o
#52
Posted 28 February 2009 - 08:35 AM
#53
Posted 28 February 2009 - 08:46 AM
:: @jtypemusic : AudioJungle : Myspace : Soundcloud : Mixcloud ::
#54
Posted 28 February 2009 - 11:42 AM
That tutorial ends right before the part where I need help (circle jumping).
Ffffffffuuuuuuckkkkkkk.
Ffffffffuuuuuuckkkkkkk.
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#55
Posted 28 February 2009 - 12:51 PM
Cool to see lots of new players playing. Playing on leeched wifi sucks balls, so I guess I will have to stop being lazy and actually get internet in my room.
Though I notice that there are lots of BAD players even on the highest tier, because they figured out how to rocketjump past the closing doors at the skill selection/tutorial. They should make it harder IMO, like changing it to strafejump pads. It does no good for their enjoyment or the life of the game when they go online and meet the rape train. I try to help new players whenever I can by answering questions and showing them how to move, but there's a point where they need to play against their own level instead.
Queue seems very calm (highest over the past 2 days was 3500) now. I hear that they've added enough backend in a few days to where they won't need it anymore.
I'm happy.
Though I notice that there are lots of BAD players even on the highest tier, because they figured out how to rocketjump past the closing doors at the skill selection/tutorial. They should make it harder IMO, like changing it to strafejump pads. It does no good for their enjoyment or the life of the game when they go online and meet the rape train. I try to help new players whenever I can by answering questions and showing them how to move, but there's a point where they need to play against their own level instead.
Queue seems very calm (highest over the past 2 days was 3500) now. I hear that they've added enough backend in a few days to where they won't need it anymore.
I'm happy.
#56
Guest_Rakielis_*
Posted 28 February 2009 - 04:18 PM
Guest_Rakielis_*
twitter: quakelive We have greatly improved site capacity over the past few days. Worst queue times are around 35 minutes during a few hours of daily peak.
and the sweet thing is, they havnt lost many players. while its true that they arent still getting close to 100,000 thousand people at a time, im sure its still a huge number. they have matched any other major game...quake live is here to stay
and the sweet thing is, they havnt lost many players. while its true that they arent still getting close to 100,000 thousand people at a time, im sure its still a huge number. they have matched any other major game...quake live is here to stay
#57
Posted 28 February 2009 - 04:31 PM
I'm trying to get my game up, but I have to say, the matchmaking system isn't working out for me, it's either placing me with seasoned vets of the game, or guys like these (on the red team):
:: @jtypemusic : AudioJungle : Myspace : Soundcloud : Mixcloud ::
#58
Posted 28 February 2009 - 05:45 PM
Another (shorter) wall of text from id, this one about competitions.
So we might see some official id-run tournaments and competitions as well as league inclusion? Yes, a-very nice!
QUOTE (marty)
Competition Partnerships
QUAKE LIVE offers almost infinte possibilities for casual and official competitions. Our upcoming site and game development plans include options for basic events and structured competitive play within QUAKE LIVE. As we develop these options, we will be cooperating and partnering with various other popular competitive gaming web sites to enable their running of competitions through QUAKE LIVE. In most cases we envision our cooperation with them benefiting players with a wide range of available competitive options, and a generally more automated process. Look for announcements and more information on the site throughout the open beta and beyond.
QUAKE LIVE offers almost infinte possibilities for casual and official competitions. Our upcoming site and game development plans include options for basic events and structured competitive play within QUAKE LIVE. As we develop these options, we will be cooperating and partnering with various other popular competitive gaming web sites to enable their running of competitions through QUAKE LIVE. In most cases we envision our cooperation with them benefiting players with a wide range of available competitive options, and a generally more automated process. Look for announcements and more information on the site throughout the open beta and beyond.
So we might see some official id-run tournaments and competitions as well as league inclusion? Yes, a-very nice!
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#59
Posted 28 February 2009 - 09:34 PM
QUOTE (Rakielis @ Feb 28 2009, 04:15 PM) <{POST_SNAPBACK}>
quake live is here to stay 
It's been less than a week dude. Give it some time.
Anyways, they really need to fix matchmaking.
And like that, he was gone.
#60
Guest_Rakielis_*
Posted 01 March 2009 - 02:46 AM
Guest_Rakielis_*
QUOTE (The Colonel @ Feb 28 2009, 09:31 PM) <{POST_SNAPBACK}>
Anyways, they really need to fix matchmaking.
stat tracking isnt enabled, so matchmaking isnt exactly functional at the moment. that is their first priority now that the servers are fairly stable.
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