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Old 09-25-2010, 09:49 PM   #1
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What do you consider top priority?

What do you consider top priority? What do you think should be on the top of the list of things to do for the development team? In fact, let's narrow the list down to up to five things you think the development team should immediately work to fix or add to the game.

In my opinion, the first thing that should be done is making the development of this mod more community-active and transparent. This includes something like a development.fortress-forever.com blog with constant polling and discussions on potential features.

Second, I think the game needs to be put up on Steamworks to allow the first suggestion to work well. The game needs to be updated regularly to keep people's interest and to model it over time to fit the community's vision of a fun game not the developer's. I was told Steamworks is possible and only needs a follow-up email to Valve, but no one has taken up that task of following up, so it's nice to know when stuff is possible, just purposely ignored.

Third, I think the game needs to be simplified to ease beginner integration without watering the game down for everyone else on the other side of the spectrum. That means adding 'stepping stone' mechanics, tutorials, removing redundanies, compensating for the inexperience of a beginner in such a demanding game, adding bots, and so on.

Fourth, the game needs direction. This was discussed on the development/beta forums; the competitive aspect of FF needs to be emphasized as it's what makes Fortress Forever more than a pub-deathmatch game. There was some progress on this in beta, but like many things, devs lost interest in completing it and moved on to something else. Everything else follows from this, imo.
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Old 09-25-2010, 10:05 PM   #2
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For me, I'd consider the top priority to be AvD and I/D balance, and have since the game was released. D has been severely weakened, which has caused the entire gamemode to spiral down the drain. There are multiple ways of achieving this, though I would consider this the fastest and most direct route that involves the least amount of work:

-Increase push on sg's to TFC, 1.1, or 2.0 levels

-give sg a small health boost to compensate for lack of splash protection

-Increase damage for hwguy

-Remove jumppads OR create a new destroyable barrier that ng's can build OR some sort of slow motion field ng's can build

-Remove flame jumping OR make the pyro much more vulnerable while flame jumping (like one shot to his cannister will kill him) OR have any shot to him disable his jump and cause him to fall.


Secondary changes:


-Remove 100% cloaking for spy. This involves ZERO skill, makes the game less fun overall, and completely wrecks hunted. If people feel he's unbalanced (I personally don't), some other buff might be alright.

-Add option to increase timer OR projectile speed to blue pipes for demomen. This increases his defensive range while maintaining pipe traps, so he's a more effective defender from a distance, but less up close (minus pipe traps).


- - -

As for other things, I don't personally consider Steamworks a priority until the game has at least something resembling balance, which in my opinion it hasn't had for about 2 years. Getting new players to try out FF only to see O players literally walk up to sg's or get destroyed by medics isn't going to keep them playing. Alternately, getting more feedback from players via steamworks is irrelevant if that feedback will be ignored or not acted upon.

I realize I'm in a very small (remaining) minority here, but I think new players would enjoy AvD moreso than CTF. Pub CTF feels like an aimless, awkward deathmatch and there's no sense of accomplishment beyond points. In AvD, players of ANY skill can contribute to their team just by deathmatching, and accomplishing objectives have tangible consequences (spawns get moved up/back, etc.).

If FF wants to focus on competitive CTF, I think the #1 thing to do would be to see which league clans you can convince to giving the game another try and find out what THEY would want changed about the game. In other words, get opinions from experts and look for correlations rather than just randomly add changes that people decide to code on a whim and aren't immediately hated in testing and releasing and waiting for feedback. Someone who has a couple thousand hours in on TFC for certain gamemodes probably has some insight as to what could improve the game.

Last edited by chilledsanity; 09-25-2010 at 11:01 PM.
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Old 09-25-2010, 11:05 PM   #3
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Beating a dead horse here but Steamworks. I think it would be very practical to incorporate. Once 2.5 has been released, I'd love to see Steamworks be implemented.
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Old 09-25-2010, 11:11 PM   #4
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Dude don't worry about beating a dead horse. I think the horse has to be beaten to death, skin and flesh hacked off, then its skeletal structure pummeled into dust before the dev team even seriously CONSIDERS the idea.
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Old 09-25-2010, 11:38 PM   #5
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Quote:
Originally Posted by KubeDawg View Post
Beating a dead horse here but Steamworks. I think it would be very practical to incorporate. Once 2.5 has been released, I'd love to see Steamworks be implemented.
The problem with Steamworks is that the development team wants to have a polished game before they proceed with this. Unfortunately, you can't polish a game well without considering the thoughts and opinions of a community, which is the entire reason we want FF on SW to begin with. They should just put FF up on Steamworks and use the surge of new players and their concerns to "polish" the game.
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Old 09-26-2010, 01:43 AM   #6
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Well I sort of take their side on this. In terms of visuals, I think the game is plenty polished to go on Steamworks. In terms of gameplay, imo it really really needs some help. Just putting it on Steamworks represents a potentially big shot in the arm publicity-wise, so it would be wiser to fix at least the more glaring problems before it goes out the door. After that, endless tweaks galore would be fine.

Really even something as simple as giving a major boost to ng and hwguy could be enough to get it submittable, but I'm sure everyone has their own opinion as to what's needed for "good enough"
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Old 09-26-2010, 02:59 AM   #7
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Bridget is self appointed spokesperson for dev team
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Old 09-26-2010, 06:32 AM   #8
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Quote:
Originally Posted by Bridget View Post
The problem with Steamworks is that the development team wants to have a polished game before they proceed with this. Unfortunately, you can't polish a game well without considering the thoughts and opinions of a community, which is the entire reason we want FF on SW to begin with. They should just put FF up on Steamworks and use the surge of new players and their concerns to "polish" the game.
Yes, I've been told this more than once now. How long before the game is 'polished' though is an unknown. Hopefully they will see after 2.5 how polished the game is and consider it but who knows. I guess I'm of the opinion that we've got a pretty decent game built so far and it'd be practical to release it on steamworks. I know that's eventually what the FF team wants, guess I'm just impatient. And I hate saying the same shit over again because I know it's just a game, a free one at that, and no one is getting paid to develop it. But, I also think the best thing for this mod at this point is steamworks. All the polish can be done afterward. I've got no doubt the devs will love steamworks. Reverting to previous builds when something goes array. Being able to add new features on the fly without having to worry about files to download from the site. I mean what isn't there to like about steamworks?
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Old 09-26-2010, 03:07 PM   #9
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A move to steamworks either could be made with a few simple fixes to the current release build, or by holding off until all of the new changes are implemented, and subsequently fixed.

Easy path:

1: Fix the hit detection problems. Sniper, Medic, and Spy all suffer from this problem.

2: Buff the SG to be more than a doorstop. I agree with moving it backward to pre-2.1 release.

3: I also agree with the longer blue-pipe time on the Demoman. They det on impact with a target, or they bounce around a bit and explode. Or put back physics into the grellows.

4: Balance the game modes individually. All should be equally important, and all should be fun to play. If that means removing certain classes from specific maps/styles... then test that idea to see how it works. Snipers have to be in Hunted.... they don't have to be in Fusion. Or perhapse a coded limit on certain classes on those style of maps, so to not break the gametype.

Other opinions to be noted from me:

A: The jump pad is being reworked a bit... can't say much on it cuz I don't know what info is public. I generally like what's being done, though.

B: I love the idea of the Pyro's tank being "targetable"... but that would take time to implement(need exposion sprites for it, and calculate damage and splash... I'd call it about 1/2 a detpack at maximum fuel, and go down from there.


I'm still waking up.... so I'll get back to you with more.
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Old 10-04-2010, 06:40 AM   #10
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Originally Posted by KubeDawg View Post
Yes, I've been told this more than once now. How long before the game is 'polished' though is an unknown. Hopefully they will see after 2.5 how polished the game is and consider it but who knows. I guess I'm of the opinion that we've got a pretty decent game built so far and it'd be practical to release it on steamworks. I know that's eventually what the FF team wants, guess I'm just impatient. And I hate saying the same shit over again because I know it's just a game, a free one at that, and no one is getting paid to develop it. But, I also think the best thing for this mod at this point is steamworks. All the polish can be done afterward. I've got no doubt the devs will love steamworks. Reverting to previous builds when something goes array. Being able to add new features on the fly without having to worry about files to download from the site. I mean what isn't there to like about steamworks?
after 2.5 they should get it to steam works frankly before 2.5 or at the same time as 2.5 who knows but 2.5 needs to come out before next year and were already most of the way there.
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Old 09-26-2010, 04:32 PM   #11
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Originally Posted by chilledsanity View Post

-Remove flame jumping OR make the pyro much more vulnerable while flame jumping (like one shot to his cannister will kill him) OR have any shot to him disable his jump and cause him to fall.
Wouldn't that change also make the pyro vulnerable while he is just using the flamethrower to fight other people?
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Old 09-27-2010, 12:57 AM   #12
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Wouldn't that change also make the pyro vulnerable while he is just using the flamethrower to fight other people?
That's true, this might be difficult to code in. Those were just the first ideas that came to my mind, so maybe just the "drop" function would be good. The main point here is that a good pyro really needs some sort of counter on maps where vertical barriers make a huge difference.

The "drop" function I think would be a small price to pay. So if he's fighting someone on the ground, it would have zero impact. If he's flying up in the air and gets shot, it basically cancels his jump and he just plummets. It's not a true counter, but it would certainly take a lot of bite out of the ability. Besides, I only see a handful of people using pyro effectively anyway.
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