>>718992102
Quake 1 / Quakeworld is unplayable jank. even back in the day with early ball mice it was more of an oddity than a game one could take seriously. you have to understand multiplayer FPS was in its infancy and people were happy with a totally random, unbalanced game, awful netcode, a lightning gun that melts anything in an instant. it really helped that nobody understood the movement mechanics or how to time items until years later. so yeah, if you made something like Quakeworld now we would all be saying it's shit, because it would in fact be shit.
even Quake 3 would rightfully be condemned due to the 100 damage railgun. the version of Quake that almost all Quakers want is Quake Live. you can get 400 hitpoints, rail does only 80 damage, LG does only 6 damage and rockets are powerful but their splash damage quickly tapers off to reward precision. movement feels weighty for a Quake game but with the uncapped top speed and corner clipping an expert can move around the maps very quickly and elegantly - without gaining the ability to fluke his way through choke points. positioning matters.

to drive home the point that Quakers largely do not want zoomer shooter shit, let me point out that the actual analog to zoomer shooters also exists in Quake. there is a niche in the Quake community that likes spastic weapon switching and being able to curve around corners Quakeworld style. their preferred games and modes (Quakeworld, Quake 3 Promod, PQL in QL, Reflex) were never popular in the overall Quake multiplayer community and currently zero of them have an active playerbase. meanwhile Quake Live has outlasted Quake Champions despite getting a price tag while QC is free. Quake Live is what Quakers want. not zoomer shooters, not Quake 1.

>>718992338
yes, Tribes Ascend is another example of what fans of AFPS want and how it's very different from the spastic, erratic gameplay of nuShooters.