Post by *NastySaw* on Feb 23, 2009 20:09:19 GMT -5
When I read this on QL furums I thought of you guys! This means we can have out own Nasty QL servers:
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 better 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 wish to play with. Our private game/private server integration will be the first major feature added to QUAKE LIVE in the upcoming months. Here is the basic plan.
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 a server that in no way is integrated with the game.
Our plan however, 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, you can choose 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 close to both of you 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 a single 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, substitutions, 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 the specific features 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.
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 better 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 wish to play with. Our private game/private server integration will be the first major feature added to QUAKE LIVE in the upcoming months. Here is the basic plan.
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 a server that in no way is integrated with the game.
Our plan however, 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, you can choose 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 close to both of you 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 a single 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, substitutions, 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 the specific features 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.