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11-04-2010 02:58 AM | ||
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You could always revamp the maps with new gamemodes.
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11-04-2010 03:52 PM | ||
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The SG worked in TFC that's fine, but this is not TFC, and repeating the notion of bringing the SG in FF back to the same stats as the sg in TFC is not going to work, because the scout in FF moves differently than TFC's, the medic's work differently, the mirvs work differently, the rockets shoot faster, the nail guns are different. The only way you could bring the SG back to how it worked in TFC is to convert all of FF to TFC, and if we're going to do that then we might as well just go back to playing TFC. You may think it might be a lot of work to introduce these mini turrets throughout, and it very well could be... initially to create the models, base stats...etc. But this work invested in building these objects could then be used in different maps, different game play, well honstly they could be used anywhere. Interactive objects could then be used anywhere they'd like. Then all it boils down to is, balancing a map, play test, figure out the correct values for that specific map. So what sounds like more work? Doubling up their game, keeping track of two completely different sets of balanced stats simultaneously. Or investing the time to create new features to their game, which can be used to balance maps, add a variety of different objects and features, which can effect anything from CTF to AvD to...who knows. Well you and I can't answer that question, only the Devs would know what's actually more work, but I could definately tell you what would sound more fun and interesting to work on for myself personally. |
11-04-2010 04:30 PM | |||
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You'd reach a consensus MUCH faster that way rather than trying to corral in every single person on different modes some of them don't really play. If you find values that work in dustbowl, then they work in palermo, then they work in avanti, you're basically done for that mode! You don't have to factor in what clans will think or how this plays in pickups, or if it means capping is too hard in 2fort, because those will be separate numbers that won't get touched except by pickup/CTF people. Look at AvD today. It's balance got pretty shaky in 2.0 and it was utterly ruined in 2.1. That was over 2 years ago. Today, it's still pretty bad and the devs have only BEGUN to acknowledge that there may be a problem with it. So that's a lagtime of about 2 years to try and balance one game mode, that still isn't fixed? Is this efficient? Under the separate values system, 2.0 would have seen some boosts on D to compensate for O's extra abilities, and the massive nerf for 2.1 simply never would have happened for AvD modes. Pickups could have gotten every change they wanted without AvD getting in the way of things and vice-versa. Quote:
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Having 2 separate easily tweaked lists of numbers with dedicated people working on them separately (thus better division of labor) that will prevent many arguments and fighting and allow both modes to move forward faster OR creating new models, new code, new textures, new animations, new entities, AND revamping many maps and hope this somehow manages to keep equilibrium between 2 different groups in balance. You can't discount the endless amount of time that goes into balancing that seems to please no one and has done a horrendous job for AvD in general. Besides not needing extra development work, that's where the time-savings comes in. It would require less work AND would cut through the daunting task involved with trying to balance for 2 very different gameplay modes. For the time I was on the beta team, I remember them saying it was easier to simply redo a map from scratch than to try and make substantial changes to it to accommodate balance for post 2.0. That should give you an idea of how much time is involved with redoing the maps. The separate values method won't even require the maps to be altered necessarily. Plus look at what we have right now! The devs are adding new features and it's taking an eternity. I'm not discouraging that, I'm saying separate values for the gamemodes is a potentially MUCH faster system. |
11-04-2010 05:51 PM | ||
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You have hashed your idea out to the devs for like 2 years, and they have given you their answer, they want their game to be the same across the board. Which make sense to me, it's more intuitive for the player to know that when he jumps from one map to another, the physics and mechanics of the game are the same.
Bringing up maps like waterpolo and the civilian is not a valid response, since it's a novelty map. And we're talking about 1 specific class (a very underused class). They could make HW's run faster than scouts and have concs, the scout's shotgun could shoot flames out, and yet this might confuse people at first, they're going to figure it out, that it's an unusual map, and to just go for it. You want an example of how your suggestion can go wrong, look at the Hunted with the snipers, and the fact that the AR can't damage the civilian. The Hunted itself is another novelty style map, but there's really no indication that the rules have been changed for it, and I've seen many new players continuously run in with the AR trying to kill the civi then bitch about it, and eventually just switch to red or leave, even after someone kindly tells them about that specific rule change in the map. Obviously I can't speak for the dev's like you seem to soo surely believe you're qualified to, since you've soo clearly stated what's more work to do. But understand that there was a mental meaning behind my question just as much as a physical one. Sometimes even though something may take more time to accomplish and it may be harder to do, it doesn't nescessarily mean it feels like more work. Take a computer programmer for example, what do you think he's going to believe is more work, data entry for 8hours a day, 5 days a week, or designing a computer program? The data entry is obviously the easier task, but I can almost guarantee you that he's going to feel that it's far more work. So what's more work in FF? re-hashing their game, to ultimately create nothing new, or to spend their time coming up with new ideas testing them out and implementing them if they're found to be fun or usefull. A please, i'm tired of re-reading your same idea, it's already been vetoed by the devs, so coming onto this thread to take yet another opportunity to explain your idea is not constructive to this thread. I don't care if the dev's respond to this thread, they don't even need to use the idea. I just had a thought and decided to post it cause to me it was something new and different. And no I didn't rip any ideas off from any other game, as I do not play any other FPS games so I don't know what they're doing or what they've done. This was all with the intent of providing a different alternative to balancing AvD maps while introducing some new cool stuff to the game that can be used elsewhere. |
11-04-2010 07:47 PM | ||||
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-AvD defense being too weak -sg push being too weak -counters to new abilities added for 2.0 From what I've gathered, at least some of them may actually be happening for 2.5. You act like nothing has changed in the past few years. Player count is lower than ever. The "divide the community" argument which it was originally vetoed on has basically proven to have fallen since almost everyone who was split simply left the game instead of trying newer flawed, rules. The "consistent experience" between game modes already isn't that consistent. I apologize if it got a little offtrack from your post, that wasn't really my original intention. I just think it's insanity to focus on something that's likely to take FAR more work, has an iffy chance of solving the problems, when changes are long overdue, playercount is lower than ever, and easier solutions exist. Quote:
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11-04-2010 08:21 PM | ||
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This is my final post towards your comments in this thread.
You've pretty much turned this thread into yet another one of your own little private vendetta's to turn FF into TFC, I'm not going to humor this topic anymore. Go make TFC2 and make your SG as godly as you want it, because apparently the only way to play a TF game is to have the SG's carry your defense. And you know what? I hated that fact in TFC too, yes they were more balanced, but they were a nescessary evil cause you needed them to even hope to defend an AvD map. Heaven forbid we think of ways to change that dependancy Infact every post except the original's and Neo's could be deleted as well, they're the only ones not swallowed up in your vendetta. Oh and: Quote:
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11-04-2010 08:57 PM | |||
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You know, I point out some merits of your ideas, even point to an example where some of it has already been done successfully and criticize one aspect of it. You come back at me with what I consider a faulty analogy, so I clarify it and also apologize for the derailment. Then you say you don't want to hear my arguments then make an accusation that isn't even true. I was trying to be constructive before this mutated into a debate on a related topic. If you don't want to hear more about dual modes, fine, then quit driving the topic and doing things like making ad hominem attacks as to my experience.
I'm not trying to turn the game into TFC, I've only made analogies to that because it's an easy solution. What you're proposing sounds like such a radical and large change I'm not sure it's the most realistic. Considering the pace of current changes in FF it would be many years before something like this was implemented. If that's the timeframe you're aiming for, my apologies, I misunderstood. If not, my main point is this isn't very realistic otherwise (unless it was something almost all the devs wanted). It's not just a new ability, it's a total revamp of the gameplay of TF along with requiring an overhaul of the maps. Oh and: Quote:
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Anyway, you said that was your final post about my comments, fine. I'm willing to drop the dual system tangent if you are. Again, I apologized about that once, if you don't want to hear more about it, don't keep provoking new debate over it. |
11-05-2010 05:20 AM | |||
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We've discussed most of these ideas, and even made some basic maps to try them out--Cap points that have to be damaged, a solid path that must be capped a few meters at a time, and I think a few more. We haven't tried the turret thing, but I think it's a good idea.
I'd rather not make objectives that require a specific class. It's not fun to have to switch to demo to detpack a wall. chilled: HWguy is getting some abilities in this patch that I think you're going to like. |
11-05-2010 02:50 PM | ||
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Like getting a really shitty player playing the civi on the hunted who refuses to give the class up. |
11-29-2010 02:14 PM | |||
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I like this idea, and I'd like to test it. Though, I'm not in total agreement that "AvD is broken" - I like AvD but capping on some(not all) maps does seem a lil too easy(too hard to defend)
Let's see how 2.42 does for the issue and then if we still need to do something, I think this would be an excellent place to start. btw chilled - no offense, but who are you in FF? You post here but I never see you in game.... I mean did you quit? Or do you use a diff alias? J/W |
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