IME, 99% of the people that got into that game (CS) did it for one of two reasons.
1: Admited liking to it's simplicity.
2: Preference to realism in games.
The one guy that wasn't one of those reasons did is simply because of population. He had friends in a clan, so he had people he could play competatively with. He also got tired of it fast (but came back with much better hitscan in this game).
AFAICT, those are two reasons this franchise can do nothing about, nor does it want to.
You could argue a lot of things. In this case, that would simply reveal ones inability to understand the difference between knowing how something goes, and actually being able to do it yourself.
It's not really a "learning curve" is someone simply has better preception or reflexes then you, and that is what creates most of your upper teir skill gaps in that game, not "knowing the game" as can be a problem in this one.
I also can't say I see where your coming from with Quake "frag skills" learning curve. Getting your foot in the door in Quake seemed much easier, then it was in UT. UT took some getting used to with certain things, and once you learned those things, you took a distinct advantage over players how didn't know them, and you could tell.
In quake, it took all of 30 seconds to aquaint your self with any of it's basic aspects, and you were fraggin in no time. The only bias I may have faced, was I knew how to script it, so I could set my controls up like I did in UT, for getting weapons in groups, and I was good to go.
If anything one could argue that it's because Quakes basics were basic, and it's complex side was overly so, where as UT's basics are not as basic, but to balance, it's more complex aspects were just basics applied, and hence it attracts a different style of learning. Harder to start, but easier to finish, where quake was the opposite. Since it was easier to "get started", then players felt like they could "hang", or would at least get their frags and have their fun, so they stuck around.
In UT, when trying to get some people into it they quit, simply saying "I just couldn't frag anything, I didn't get it."
1: Admited liking to it's simplicity.
2: Preference to realism in games.
The one guy that wasn't one of those reasons did is simply because of population. He had friends in a clan, so he had people he could play competatively with. He also got tired of it fast (but came back with much better hitscan in this game).
AFAICT, those are two reasons this franchise can do nothing about, nor does it want to.
fresh&minty said:you could argue that learning curve is partly based on the skill set of your community...
You could argue a lot of things. In this case, that would simply reveal ones inability to understand the difference between knowing how something goes, and actually being able to do it yourself.
It's not really a "learning curve" is someone simply has better preception or reflexes then you, and that is what creates most of your upper teir skill gaps in that game, not "knowing the game" as can be a problem in this one.
I also can't say I see where your coming from with Quake "frag skills" learning curve. Getting your foot in the door in Quake seemed much easier, then it was in UT. UT took some getting used to with certain things, and once you learned those things, you took a distinct advantage over players how didn't know them, and you could tell.
In quake, it took all of 30 seconds to aquaint your self with any of it's basic aspects, and you were fraggin in no time. The only bias I may have faced, was I knew how to script it, so I could set my controls up like I did in UT, for getting weapons in groups, and I was good to go.
If anything one could argue that it's because Quakes basics were basic, and it's complex side was overly so, where as UT's basics are not as basic, but to balance, it's more complex aspects were just basics applied, and hence it attracts a different style of learning. Harder to start, but easier to finish, where quake was the opposite. Since it was easier to "get started", then players felt like they could "hang", or would at least get their frags and have their fun, so they stuck around.
In UT, when trying to get some people into it they quit, simply saying "I just couldn't frag anything, I didn't get it."