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View Poll Results: What would you rather see? | |||
TFC Source |
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33 | 53.23% |
FF's current direction |
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28 | 45.16% |
Whatever, I just like shooting things |
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1 | 1.61% |
Voters: 62. You may not vote on this poll |
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#21 |
AKA LittleAndroidMan
D&A Member
Beta Tester Join Date: Sep 2007
Location: Dystopia
Class/Position: Demo/Medic Gametype: CTF Affiliations: [TALOS] [SR] Posts Rated Helpful 11 Times
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Also, that's not to say I don't enjoy 4v4 CTF, because it definitely is fun, but I regard it more like an arcade game, rather than being 'fun' or employing 'teamwork'. Not to mention, one can only play the same 5 CTF maps 100 times over and get bored. Especially when there's so many awesome CTF maps that are far too commonly overlooked.
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#22 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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Whatever makes FF good.
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN Last edited by moosh; 07-30-2010 at 07:23 AM. |
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#23 |
Nade Whore
Server Owner
Beta Tester Join Date: Sep 2007
Location: Oklahoma
Class/Position: Scout/Soldier Gametype: CTF/TDM Affiliations: blunt. Moto Posts Rated Helpful 128 Times
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I meant to vote for ff's current direction. I loved TFC, but I'd be seriously disappointed if TFC:Source was released with no new features except for an updated graphics engine.
Last edited by KubeDawg; 07-16-2010 at 10:44 PM. |
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#24 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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It's $4.99..... there are still a few populated servers out there. Drippy's 2fort is my main hangout for that game.
As for FF, it's not meant to be a TFC remake, but that could be a good place to start. Jump pads, double-jumping, trimping, and easy b-hop is a good add, but not at the sacrifice of balance.
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#25 |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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This poll should have been established after 2.5 because non-beta testers have no idea what's new in 2.5 and it kinda fucks up the vote.
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN |
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#26 |
D&A Member
Join Date: Jun 2007
Posts Rated Helpful 0 Times
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Yea, but shouldn't non-beta testers have some inkling of what's going on? Or should the community just wander around hoping some sort of progress is being made...yea...that sounds better I guess...
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#27 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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#28 |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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#29 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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Nobody really knows what's going to be in 2.5. There's a lot of experimental stuff in the beta that probably won't make it in.
But I will say our goals are:
Last edited by Crazycarl; 07-18-2010 at 02:38 AM. |
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#30 |
sKeeD
D&A Member
Beta Tester |
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#31 |
Banned
Join Date: Sep 2008
Class/Position: Soldier Gametype: AVD Affiliations: TALOS Posts Rated Helpful 5 Times
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The development is secret because they want to keep things locked down to prevent rumors and mistakes and poor judgment and all of that. Unfortunately, when information gets out, that solution becomes counter-intuitive and just fuels what it tries to prevent. That's why I've suggested making the development more transparent by using a development blog (not the dev journals!) to keep the community informed, in place, in the know, as well as to address those rumors, misconceptions, and the like and actually sort them out instead of allowing them to cause destruction.
BUT ROFL BRI U NOT NO ANYTHING BOUT DEVELOPMENT STOOPID ^__^ |
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#32 | |
WhenNailGrenWillOut?
Beta Tester
Join Date: May 2009
Gametype: mp_prematch Affiliations: [:)] - Frag Happy, babe| Posts Rated Helpful 29 Times
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Quote:
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[[ ff_hotfudge - bhop_theonlyone ]] "As the the new year approaches I await for it like an case of explosive fecalomania otherwise know as diareha or the massive shits. I am gripping the sides of the toilet as my stomach produces the first hollow thud out of the anus of the year to come." DarkeN_HellspawN |
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#33 | |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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#34 | |
D&A Member
Join Date: May 2009
Location: Ruining #pickups
Class/Position: SPAWN CAMPING OH NO Gametype: Ragequitting Affiliations: [PMS]. [Shiney] Posts Rated Helpful 26 Times
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Movement based O? Funny, I thought we had that already. I thought O was already TOO fast. I'd like more movement CONTROL being necessary, if that's what you're leaning towards. Most classes DO have a defined role. Each weapon plays very differently. Maybe making D actually feel more like D by slowing them down some more, while buffing their weapons. Less spam, great. How're you gonna manage this without removing grens (stupid) or making them worthless (also stupid)? Longer reloads on pipes/rockets would be a good step in the right direction, if they were made stronger/had more splash to compensate. Less confusion - tutorials. We don't need to hold everybody's hand throughout the ENTIRE game. Also, there are tips! I guess everybody forgot about them once they were turned off. You get pop-ups telling you to support your engineers as they build SGs, or LOLOL SNIPER KILLED YOU, FUCK OFF AND STAY IN YOUR BASE. Less oneshots - excellent. Fix the fucking sniper already. Blue pipes on scouts...I don't know how to remedy that, to be honest. Fast pace - already have it. Too fast, in fact. Offense can get from base to base on any map in about 10 seconds, tops. (in 15 minutes, a medic can expect...40 runs or so? Scouts manage 50-60. Too many.) Nerf long range combat - good. Now do it already. But seriously, HOW is the dev team going to do all this? Give us numbers, ideas, something so the players can at least look forward to it, and give feedback.
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#35 |
D&A Member
Wiki Team Fortress Forever Staff Join Date: Apr 2007
Posts Rated Helpful 31 Times
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I was intentionally vague because the thread is about the game's direction. Some people stated that they didn't know where we wanted to take it. So I laid that out. I don't really want to go into specifics because it's SECRET, but also, because if I do, we'll start debating specific features without actually talking about direction.
Not all Offense is movement-based. Spy has no movement tools currently. We have some classes that aren't strictly attackers or defenders. People will attack with demoman or sniper, defend with spy and pyro, and they don't know what's intended or best. I'm honestly fine with that, but some other devs want to make those classes more strictly defined. There are other ways to stop players than filling a door with constant explosions. Use your imagination! For example, we gave the soldier a grenade that just popped enemies up into the air and stopped their forward momentum. The betas didn't like it; they still wanted something that could hold an area while reloading/resupplying. So we changed to something that still does that, but without filling the room with costly projectiles. Tutorials are coming along nicely. A lot of the confusion is in the pace of the game, the amount of stuff that happens at once, the amount of information that's hidden from players, and a lot of obscure features that new players wouldn't even know about. We already have the fast pace down, but we think that's a positive thing in general. Last edited by Crazycarl; 07-18-2010 at 08:00 PM. |
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#36 | |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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#37 | |||
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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Last edited by chilledsanity; 07-19-2010 at 12:16 AM. |
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#38 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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I recently suggested a "zone alarm" buildable for the Engy... which is basicly what teleporters were used for by many TFC players.
So far, no one has said a word for or against it.
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#39 |
Join Date: Aug 2009
Gametype: Capture the Flag Posts Rated Helpful 0 Times
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ofcourse
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#40 |
Exceedingly Correct.
Join Date: Feb 2009
Location: London, England.
Class/Position: Variable Gametype: QuakeLive CTF Posts Rated Helpful 1 Times
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Better combination of the two, more emphasis on CTF and less emphasis on creating/maintaining useless new gametypes.
However, after focusing a lot on QLCTF, I don't see FF recovering to a level where I would give up the perfect balance and excellent gameplay that QLCTF provides. Not even TFC in it's prime would be able to do that. Last edited by xks; 07-21-2010 at 01:11 PM. |
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