Now, any FPS gamer with decent logic/reasoning will agree that Loadouts, HMG, and Spawn Timers are completely unacceptable for Quake Live's core gameplay. Autobunnyhop and unified ammo pickups appear to be more subjective matters and really depend on the person's point of view. Some of you already know what I think, but this post isn't just about me. I wish to show id Software that although the majority of casual XBOX gamers are fine with crap like loadouts and stuff (due to their low intellect regarding gaming), us competitive gamers are not. I believe the majority of QL's fanbase is smart enough to agree with me regarding this, and I hope this poll will be enough to prove to id Software that these changes are NOT what the community wants.
Message to id: you wish to know the true reasoning as to why Quake Live used to suffer in terms of player base? It failed in terms of advertising. Much of the modern gaming generation doesn't even really know what Quake is. I'm 17 years old and believe me, around two years ago I didn't even know this series existed despite the fact that it's been around since 1996. But ever since I found this game, I've been in love with it (at least when the loadouts/timers/HMG aren't involved). The series has fallen into obscurity to the point where today's generation of gamers are mostly unaware. It's not because Quake Live was originally bad, it's because you failed to advertise and market the game to a wider audience. Now with the Steam release, your advertising campaign has gotten better, though now you've ruined the game with nooby stuff. There's no need to noobify the game, especially with the eSports craze rising back up into mainstream gaming.
It's funny because there are many ways you can make the game accessible to beginners without having to sacrifice competitive depth. Include more advanced, CPMA-level bots with a wider variety of skill lefts. Improve the skill-matching system because face it, it's very limited compared to how Halo 2 did their ranking (I know it's a different game franchise, but it's a ranking system that works and should be applied to Quake). Include more tutorials and tips. What about a coaching system like TF2? You can even try to implement bots into the lower-tier servers. I wouldn't really mind that either, and it would serve as a way for newbies to rack up kills without having to really ruin the competitive experience of Quake.
If you insist on adding crap like loadouts, spawn timers, and the HMG, implement these features to another side of the game. One of the major problems is that you REPLACED the old ruleset with this new one. Why can't we have default servers with the classic and turbo rulesets? Now, whenever we want decent gameplay we have to pay a monthly fee, start our own server, and wait an hour for people to join. That's STUPID. Why can't we just have half the servers be classic/turbo, and the other half be the new, casual ruleset? Easy solution right there. No, rather you want to sit down and force this crap on us. I don't get it. Why mistreat your loyal fanbase like this?
Id Software, please reconsider what you're doing, and try to find an alternative. Everyone who is with me, please vote. Show them that I'm not alone, because I know I'm not. You guys can read my personal analysis on the new ruleset at my blog, the Daily Frags, which specializes in competitive FPS.