10-09-2007, 11:24 PM | #41 | |
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10-09-2007, 11:29 PM | #42 | |
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10-10-2007, 01:30 AM | #43 | |
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Several hard core TFC dev team members and beta testers had [what I considered to be] an awkward time evaluating what's "good" when it was different than what's in TFC. It got frustrating to me to watch some of that, so I can understand merv's frustration I don't think he's being stuck up, but I can see how it might come off that way. FF is what it is. TFC is what it is, and it's not going to constrain FF. *shrug*
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10-10-2007, 02:16 AM | #44 | |
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10-10-2007, 03:42 PM | #45 |
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Thanks for the clarification, do be careful though, or else FF might become some sort of 'different, but in a bad way'-mod that can't decide between being new/different and oldschool/nostalgic. Obviously, some things are going to be changed, but I think TFC did a pretty good job on balancing things when it came to the SGs and the HWguy. Since technically nothing has changed, I was wondering why'd you change it?
From your post, I get the impression that some of you just left it this way because it was different and figured it'd be 'original' this way. Like when the coder is trying to get it like TFC, but during beta tests it turns out be a bit different but the testers think "who cares, this isn't tfc anyway". Though this isn't necessarily a bad thing, changing these rather sensitive settings can upset gameplay quite a bit, especially outside of the testing grounds. What I'm trying to say is, don't change the little stuff too much. Chances are you're annoying more people with it than you'd think. Instead, try to either completely revamp some aspect of the game (a class or weapon for instance) or add entirely new elements of gameplay (like the fortress points or cloaking). This way it becomes far more distinctive from TFC without being annoying. |
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10-11-2007, 06:37 PM | #46 | |||
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10-11-2007, 07:50 PM | #47 |
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So long as we don't let Schtoofa make his Gazelle Fortress side project..
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10-11-2007, 08:08 PM | #48 | |
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10-11-2007, 08:47 PM | #49 | |||
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Take the SG for instance, it's obvious that it works differently (different ROF/health/lockon time, distance) but was there any reason for this? Was it because in TFC, it was too easy to destroy/evade/whatever? If you ask me, the SG in TFC was fine so I'd see no reason to change it. If I did, chances are I'd have to change class dynamics as well. Especially in the first release, where everything already is a bit different, I wouldn't risk changing this. I'd rather tweak the SG at a later stage when the main gripes, features and problems of the game are already known so that when I do change it, I already know which classes or gameplay elements are going to be affected by it most, so I can pay extra attention to this during the beta testing. Quote:
I mean, do you guys really care that the HWGuy has a different functionality for his gun? Does it affect anything that is typical to FF? I'm guessing it doesn't so it looks like you changed it just to be different from TFC (emphasis on "looks"). That's why I'm saying that if you're going to change something, do it on a larger scale, so you can influence more aspects of the game, thus making it more original and different from TFC, without making it look like a crappy remake* of something. Chances are you'll also have much more control over gameplay and balancing issues, thus increasing the chance of it being a success. * Just to be clear, FF's AC is not a crappy remake, but I think you get my point |
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10-12-2007, 12:12 AM | #50 |
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With the FF SG, ideally it would work exactly like in TFC. The balance was superb and I don't see any advantage to how it is currently setup. Unfortunately it just didn't work out due to some subtle engine differences and obviously different code from the ground up.
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10-12-2007, 12:34 AM | #51 | |
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wooooooooah, wheres the fire?
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10-12-2007, 06:45 AM | #52 | |
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10-12-2007, 06:57 AM | #53 | |
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