Well, you really want to know? ![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
At about 8:15, there were 3 non-team peeps on there, so I joined in to represent the team. Angie popped in for a brief moment, and eventually CD and Boost joined too. At one point there were 8 people on the server... not for long though.
AntiTCC had people in the "waiting" state for ages while it did its usual checks. Thus, some of people left next game because they understandably couldnt be bothered to wait.
I was only slightly deterred by UTClassic and QFeedback, but since it was an advertised lockdown, I put these deterrants aside and played anyway. No other "developers" from the JB2004 team joined though. It was just me, with CD and Boost from the testing section of the team. I left after an hour, and I dont know how long CD carried on playing for.
In my opinion, it was a pretty poor turnout. Its a demonstration just how unconcerned people are and the "couldn't care less" attitude that people appear to show for the gametype that they themselves have created. They wonder why the mod's dead, and the answer is because no one plays it. They themself don't play it, thus there's no advertisment for anyone else to play it. If you want this to be successful and not just another creation that simply makes people's UT2004 folder look big, you need to play it, advertise it, and add to it.
Now I'm sure, because there always is, that there's a catalogue of reasons why some people weren't playing, but surely that couldn't have applied to everyone else on the first night that the JB2004 Sunday Lockdown was publically advertised on BU.
Basically, Jailbreak is asking itself why it isn't played. Take the initiative and start playing yourself, then get the others to join via advertisments and additions. Jailbreak may have won best gametype and be included in the UT2004:ECE game, but that doesnt mean that it will be played unless people show an interest in their own mod.
Does that answer your question sufficiently?![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
At about 8:15, there were 3 non-team peeps on there, so I joined in to represent the team. Angie popped in for a brief moment, and eventually CD and Boost joined too. At one point there were 8 people on the server... not for long though.
AntiTCC had people in the "waiting" state for ages while it did its usual checks. Thus, some of people left next game because they understandably couldnt be bothered to wait.
I was only slightly deterred by UTClassic and QFeedback, but since it was an advertised lockdown, I put these deterrants aside and played anyway. No other "developers" from the JB2004 team joined though. It was just me, with CD and Boost from the testing section of the team. I left after an hour, and I dont know how long CD carried on playing for.
In my opinion, it was a pretty poor turnout. Its a demonstration just how unconcerned people are and the "couldn't care less" attitude that people appear to show for the gametype that they themselves have created. They wonder why the mod's dead, and the answer is because no one plays it. They themself don't play it, thus there's no advertisment for anyone else to play it. If you want this to be successful and not just another creation that simply makes people's UT2004 folder look big, you need to play it, advertise it, and add to it.
Now I'm sure, because there always is, that there's a catalogue of reasons why some people weren't playing, but surely that couldn't have applied to everyone else on the first night that the JB2004 Sunday Lockdown was publically advertised on BU.
Basically, Jailbreak is asking itself why it isn't played. Take the initiative and start playing yourself, then get the others to join via advertisments and additions. Jailbreak may have won best gametype and be included in the UT2004:ECE game, but that doesnt mean that it will be played unless people show an interest in their own mod.
Does that answer your question sufficiently?