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12-01-2011, 06:46 AM | #1 | |||
Fortress Forever Staff
Join Date: Nov 1999
Posts Rated Helpful 71 Times
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Dev. Journal: squeek. (2011-11-30)
I thought I'd try something out. I'm going to talk about an idea that we tried for a while in the beta but ultimately scrapped, why we ending up removing it, and what we replaced it with.
One thing that we try to do is look at every mechanic in the game and form some sort of consensus on it with regards to the following questions: Is it good for the game? Does it need to be replaced or removed? If so, what is worth keeping about it? And other questions along those lines. In this process, some mechanics stand out in terms of needing replacement. One such mechanic was the soldier's nail grenade, which stood out because, essentially, the correct use of it was spam. There was no depth, no interactivity, and no skill involved both in its use and its avoidance. This is a huge problem, because it means that it's not fun to play against, kills that were netted from it didn't feel earned, and therefore it would primarily cause frustration. This is a post from a thread on the beta forums about it: Quote:
Our first idea was called the vert grenade. It converted horizontal momentum into vertical momentum; in other words, it slowed people down and popped them up in the air. This works quite well with the soldier because it creates an opportunity for a rocket airshot, buys time for reloading, creates an easy rocket shot when they land, or creates an easy opportunity for getting a few shotgun blasts in. the vert grenade in all its glory This was all well and good. It was interactive, it created some amount of depth in grenade choice, and it conformed with the role of the soldier. But, it was not as thrilling in practice. The huge, glaring problem was that it was really, really difficult to use because of the 4 second grenade timer. Elmo summed it up well in a post on the dev forums: Quote:
The original idea, suggested by caesium, was for a grenade similar to the original nail grenade but with defined arms. After some discussion, we settled on an idea that we could work with and got to coding it. Both nails and lasers were tried, but we ended up going with lasers because the nail version was simply too expensive. Lasers had the added bonus of being really simple to team-color, among other small benefits. Luckily, the laser grenade worked as well in practice as we thought it would in theory. It solved all of the problems with the nail grenade while retaining the nail grenade's area denial ability. Removing the explosion at the end solves the nail grenade's need-for-spam/luck. Making the arms of the laser grenade dodgable creates a level of interactivity that the nail grenade could never have dreamed of attaining. It conforms with the soldiers role and was fun to use and play against. It ticked all the boxes and after extensive testing we decided it was worthy of inclusion in patch 2.42. Finally, to sum up: Quote:
P.S. Be on the look out for a hefty laser grenade damage increase in patch 2.44 (coming soon!). |
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12-01-2011, 04:08 PM | #2 |
Wiki Standards Team
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12-01-2011, 05:10 PM | #3 |
NeoNL
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Beta Tester Join Date: Oct 2008
Location: Boston, Mass
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Yes yes moar squirk this was great. I tweeted about it so hopefully we'll get some more views. Should probably post about it on the official twitter account.
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12-02-2011, 11:58 AM | #4 |
Beta Tester
Join Date: Nov 2011
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Really enjoyed the insight. Seems like a very logical improvement. Maybe more servers would have it enabled if they took a second to think anout the points you've listed here.
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12-02-2011, 04:56 PM | #5 |
Slayer of humans
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Location: Mostly on earth though in some alt dimensions
Class/Position: I'm an Offensive Defensive person Gametype: Fortress Forever Affiliations: I'm a merc, only thing that talks is money Posts Rated Helpful 3 Times
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I was talking with the OT people about this last night, and we all agree that we are more then willing to give it a try.
Only reasons why they reverted back to the nail grenade was because it was far more useful and did more damage. As a spy/demo/pyro/heavy, the nail grenade made me think, it made me want to get out of the area (large area). It made me not want to attempt jumping past it because I have no idea when its going to go off. The laser grenade however, just made me laugh as a spy/demo/pyro/heavy. The lasers didn't go out very far. I hardly took any damage from them, and as long as I jumped over the lasers I didn't have to worry about any explosion taking me out. If you really believe all it was used for was spam, then thats sad. It was a good area denial feature. Changes I think that would make players happy would be... Make the lasers do more damage (you've already said you're doing that, so thats good) Make the grenade float up and down a little (maybe 3 or 4 in game feet) This would make it harder to jump past it or over it. Extend the lasers out further (2 or 3 times their current length) This would help making it an area denial device again. Have it do something at the end, explode or maybe cause a mini emp effect. (1/10 the damage of the engi emp for the whole radius of the lasers reach (over top and below the grenade too)) Lasers get sucked in, then half a second later boom. And remember these suggestions are coming from someone who hardly ever plays soldier, I'm always going up against the laser/nail grenade. It just does not make me want to avoid the area as it is right now. Maybe with the damage increase it might, I will give it a chance and so will the OT people. |
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12-02-2011, 08:09 PM | #6 | ||
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
Quote:
Quote:
Now, by this definition, the laser grenade could also be considered somewhat spammy. But, the difference is, laser grenades do not become more useful when spammed, they become a lot less useful. Throwing a laser grenade or two in a high traffic area and moving away from them makes it very easy for enemies to dodge that damage. Laser grenades are most useful when you are nearby to take advantage of the predictable movement of someone dodging the laser grenade damage, forcing them to take the damage in favor of unpredictable movement, or influencing their decisions in a myriad of other ways.
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#FF.Pickup ยค Fortress-Forever pickups My Non-official Maps Released FF_DM_Squeek - FF_2Mesa3_Classic - FF_Siege_Classic Beta FF_Myth - FF_Redlight_Greenlight Sick of the people on the internet, always moanin'. They just moan. - Karl Pilkington Last edited by squeek.; 12-02-2011 at 08:11 PM. |
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