head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Competitive PvP
Team-based WWII infantry shooter about holding and capturing map points.

Execution · Pure Mechanics
Pure aim and movement skill tested against adaptive human opponents competing for spawn-cycle dominance.
Day of Defeat: Source leans Execution (Competitive PvP); Quake III Arena leans Execution (Pure Mechanics).
Quake III Arena leans a little harder on execution, though the gap is small.
Day of Defeat: Source
Recoil control and snap aim decide most firefights
Quake III Arena
Rail and rocket aim at speed is the entire game
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Day of Defeat: Source
Human squads shift pushes and holds unpredictably
Quake III Arena
Human opponents adapt their routes and timings in direct response
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Day of Defeat: Source
Known maps, minimal randomness beyond spawn waves
Quake III Arena
Spawn locations have mild randomness but are quickly mapped
Quake III Arena leans a little harder on optimization, though the gap is small.
Day of Defeat: Source
Class loadouts and lane control are quickly mapped
Quake III Arena
Armor and weapon timing routes are learnable and highly leveraged
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.