01-27-2008, 08:29 AM | #201 | |||
FF Loremaster
Beta Tester
Join Date: Sep 2007
Posts Rated Helpful 4 Times
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It's not really about making everyones version of FF. Quote:
That's the sort of thing I'm talking about. Even further, because I haven't seen any "This is how beta is going so far" threads or posts, videos, pictures of new things, accuracy in all areas (soldier and demoman explosion radius, for example), and other things... it's kind of disheartening. I can understand that not everything is set in stone... but then again I can't because that's sort of the attitude that is conveyed. There are also some other, more serious issues, that should be addressed before, say, scouts ever even thought of getting jump pads. Something like adjusting pyros more than just lowering IC damage (makes them even less of a threat than they were before) or playing with caltrops before trashing them completely. Quote:
I can make a changelog for any mod, but it doesn't mean a thing without some evidence to support it. A list of things that would be nice to have so the community can give feed back: 1. Pictures of the jump pad (for size referencing). This is useful so people can see of how and where it can be placed as well as possible spots and ideas that should be tested before release. 2. Videos of the jump pad in action (for reference). It doesn't matter if the variables aren't set in stone yet. Seeing how it behaves plays a big role in how the community reacts to it. You can word something and make it seem like bubble gum and sun shine when it really just turns out to be bland or bad. 3. Videos of the new concing mechanism in work (for reference). It doesn't matter if the variables aren't set in stone yet. Seeing how the mechanism behaves plays a big role in how the community reacts to it. Etc. 4. Pictures of the difference in explosion radius for both the demo and soldier (for reference). This allows for the community to collectively decide if it should be larger, smaller, or if they are just right. Simply showing the explosion isn't good enough. Having comparison screens with rough-numbers and hue's to show the damage radius (or just radius of the explosion) are a great way to get feedback. 5. Videos or pictures of the tossable medpacks in action so the community can properly gauge it to see if it is even worth it or not. It may need tweaks... such as making it toss further, having more arch, etc. 6. Pictures of any new models to be put into the picture section of the website. 7. Pictures of any new action to be put into the picture section of the website. 8. Videos of any new action to be put into the video section of the website (does this even exist?). Label it "2.0 beta". The biggest killer for people looking at this mod is the lack of updates. There aren't daily updates. There haven't been any new pictures in the picture part of the website. The only videos made are by non-official people. Everything screams 'dead mod' when looked upon at first glance. The only thing that makes this mod not appear dead is the forum. Not many people look at forums when they are glancing around at mods. All in all, unless you are 'in the know', you aren't in anything with this mod. That's a ton of secrecy. This isn't cloverfield. Show us some pictures or videos of the monsters you have created. It has nothing to do with anticipation. It has everything to do with allowing the community to judge. Every beta tester and dev says one of two things. "You'll see when it's done." "You'll like what we are doing." This is the same sort of attitude that FSS and Sigil had when making Hellgate: London and Vanguard... respectively. Both of those turned out poorly.
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01-27-2008, 10:29 AM | #202 | ||
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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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.; 01-27-2008 at 07:20 PM. |
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01-27-2008, 10:40 AM | #203 |
Interzone technican
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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i really hope you rethink the SG-weakening and the enhanced power of nailgrens to destroy them. Engi-class is really more and more ridiculed ... i remember pickups and pub-games where, as an engi you were always running around, couldnt get the SG up to lvl2 or lvl3 ... you were killed building it,, killed on your way back to supply, killed (by your own teams spam aswell) killed on your way back from supply to your gun, which was destroyed again because a lvl1 is a non-issue for any offender ... if you are in the dominating team, and your def is stable, all is fine, but once theres a bit of chaos the engy is rendered useless and cannot help to get the def into a working condition ... i wonder if it was thinkable to scrap lvl1 SG and have it lvl2 right from the build ... or shorten the build-time ... there are countless variables to tweak and give that class a bit back.
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01-27-2008, 10:41 AM | #204 | ||||
Join Date: Mar 2007
Posts Rated Helpful 0 Times
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Does that mean all surfaces or just vertical ones? I hope to see maps with large drops being done now, but depends on some other small things to, but really, can't wait to test this. Quote:
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I'll schedule an event when 2.0 is out so people in our community get to know about this as as soon as possible. p.s. About helping newbs. Just an idea. I added a /help command with a plugin on my tfc servers. When used a menu pops up where you can chose differant topics. A hud message reminds people tha they can say /help. This has been very useful. Many have no clue what to do on a conc server but when they read the basic motd tutorial they at least get the idea and how to do to get started. Some sort of ingame help system like this would be great for FF I think. Just an idea which is probably not even new . |
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01-27-2008, 10:51 AM | #205 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
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Or most of the beta testers could just stay quiet and leave the talking to the dev team. That would be great too.
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01-27-2008, 10:52 AM | #206 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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Oh, I should say that getting the push-on-ground working for the SG is good, but I really felt that SGs werer underpowered despite the nerfed nails. I had a really hard time getting up a l3 sentry, even with competent D teammates. I also felt that enemy sentries could largely be ignored. On top of all that is the havok a loose spy can wreak on a sentry.
I think all the spy stuf is great, as it adds a lot to the game, but I'd think that sentries would need all the more help to cope with it. Like getting more HP.
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TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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01-27-2008, 11:08 AM | #207 | |
Interzone technican
Join Date: Sep 2007
Posts Rated Helpful 0 Times
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01-27-2008, 11:15 AM | #208 |
Retired FF Staff
Join Date: Mar 2007
Location: The Peoples Republic of Harmfull Free Radicals.
Class/Position: Soldier, O Gametype: Doubble Mode Affiliations: Cassiotone Nation Posts Rated Helpful 1 Times
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I think that the improved (really, honestly improved) movement in FF meant that the D needed a little help to compensate, which they got, except for the sentry which got nerfed just a little bit. Playing as engi now feels just a little bit frustrating.
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TG: pretty much you have no idea how much i fuckin own at this game. TG: i bested no less than three flaming tornados and broke a huge wizard. |
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01-27-2008, 01:31 PM | #209 |
when ff will out?
D&A Member
Join Date: Mar 2007
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Sobe and Credge: If you want more insight then you should apply for beta testing, oh shit I forgot you have severe attitude problems!
Can all the whining kiddies just ragequit already? Good riddance! |
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01-27-2008, 02:09 PM | #210 | ||
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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As for the number of maps, hit the Mapping forums down the list and see if you can request someone make one or two. Lots of TFC maps are being re-made...and I really don't remember TOO many A/D maps from TFC. I'm contemplating trying out Hammer, and seeing if I can make a map.
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01-27-2008, 04:18 PM | #211 | |
D&A Member
Join Date: Sep 2007
Posts Rated Helpful 13 Times
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Think about it, round 2 that nade pack respawns like once every 10-15 seconds. It's fast way faster than TFC's. Two scouts with 1 jump pad facing each direction, could let a demoman run mirvs faster than he's ever ran mirvs before. Get two demo men working in tandem, and boy you could have non stop mirv spamming. I don't see why jump pads just have to help offense, when both teams can enjoy scouts on D for once. Atleast removing radar and giving the jump pad can be a trade off. The radar thing I used way more often as defensive scout to catch spys, than I ever did on O. But now the scout can help defense out too with this pad. |
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01-27-2008, 04:52 PM | #212 | ||
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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As for both sides having them, I think that would only be a valid argument for something like warpath (which isn't even made for FF) where the offense/defense works both ways. Sure you can get guys to the front lines quicker, but for dustbowl the offense only needs to cap once and that round is over. I imagine this as an all too likely scenario: 1. Gates open, there is some initial spamming until demomen get killed from the offense since their range is much smaller now and they have to get so close to the explosions. 2. a scout builds a jump pad right at the start, sending someone with the flag to rocket past the front gate while the sg's are distracted by other players spilling out (and with less people playing engi because sg's have been weakened). 3. Flag carrier has just passed over half the team's defense, player caps in under a minute. Of course there are ways of slowing this down, but I'm just talking about a normal pub server. Yes, the defense would have a slight advantage being able to get to the front lines quicker, but now offense has a huge advantage in being able to cap. EDIT: How about making it so flag carriers on A/D maps can't use the jump pads? It wouldn't solve the demoman problem, but it would help prevent mind-numbing fast caps. Last edited by chilledsanity; 01-27-2008 at 05:03 PM. |
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01-27-2008, 04:54 PM | #213 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
Posts Rated Helpful 0 Times
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bokko you haven't made a solid point since the release of FF. Go play on myspace and pretend people care about your opinion on things.
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01-27-2008, 04:55 PM | #214 | ||||||
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Last edited by Jiggles; 01-27-2008 at 05:00 PM. |
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01-27-2008, 05:00 PM | #215 |
Holy shit, thats kerrigan!
D&A Member
Join Date: Sep 2007
Class/Position: D, whatever the team needs, usually engy Gametype: AvD Affiliations: None Posts Rated Helpful 1 Times
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no one listened to my comments
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01-27-2008, 05:26 PM | #216 | |
D&A Member
Join Date: Sep 2007
Posts Rated Helpful 13 Times
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You'd be surprised how people learn the tricks and strategies once they're shown or discovered by them. Look at tele's in TFC. They didn't even exist, but by the end of it's life it was mandatory for engies to have teles up before sg's, and if you didn't you were insulted. Same thing could eventually become reliant on scouts. Scouts get your pads up! Of course it would be a balance issue too many scouts and you'd have a weak team. But the scouts could change classes as the flag advances, the pads would be usefull for sending faster reinforcements to the first yards. My god people read one thing and panic, and think it's the end of the world. I haven't even seen 2.0 beta, and I'm already thinking of ways the thing could be used strategically. |
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01-27-2008, 05:36 PM | #217 | |
D&A Member
Join Date: Jun 2007
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That's because everyone is too busy raging each other instead of praising the dev. team for actually giving a shit. A little more STFU and a lot less /cry FF isn't being fixed for me /cry would go a long way. It's no wonder this mod hasn't had direction until now, all the community does is bitch at the dev. team. Yea HAI! They could put a clown with a nose that honks as a defensive class in and we really COULDN'T do a DAMN thing. They have the last say, we're entitled to our opinions, and if they choose to listen and implement part of our ideas, great! But I would say that they know best. If you think you're ideas are better, apply for beta! Otherwise STFU and enjoy the ride. I don't think Aftershock wants to pull this car over and beat your ass...actually at this point in time it wouldn't surprise me if he did. |
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01-27-2008, 06:41 PM | #218 |
Join Date: Dec 2007
Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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I think that what they meant with the inability to spam with the demo in AvD maps is that currently the demo has 8 pipes, 6 grenades and up to 4 frags and 2 MIRVs, if he's lucky to have a nade bag. I remember that in TFC, for instance in Dusbowl's CP2 gates, a demo was able to pipe the exit to catch spies and spam grenades, frags and MIRVs together, giving the D almost 10 - 15 seconds of time to resupply/rebuild or whatever they needed. He could do this without needing to be near the gates (in fact, you could do this from the right building entrance and all explosives would detonate inside the hole). A good demoman could hold the offense by himself in a small game if he had the nade bag just for private use and knew how to spam.
In FF however, the grenade toss is smaller, so he has to get near the gate to do a successful spam, but this means that: a) He is an easier target to random frags or enemies that manage to get out the hole, b) The spam time will be delayed, since he has to get back to the bag nade which happens to be slightly farther away, since he has to get closer to the gate. If the grenade launcher's timer is shortened, this will even make his situation worse since he will have to be still near the gates to hold a got spam (don't know if even closer than with the actual V1.11 situation). The only counters that come to mind are: 1) Have an extra demoman to run a second wave of spam,but this will waste an extra player that could be spy-checking or keeping an SG up, not counting that this may cause even further delays in the spam if they spam too quickly. 2) Make use of a D scout and the jump pad to help the demoman to get to the nade bag or in position faster,but this will waste another player, the scout who has to be rebuilding the jump pad (and I don't even know if you get one per life or which are it's limitations) Hope this makes sense now. I know that in CTF sometimes you have to DM as Demoman, but in AvD, as demo, you just usually spam and a longer grenade launcher fuse helps to keep it up, since you'll probably just use the GL only to try to catch snipers/airborne jumpers. (Or at least that's what I've seen, and I mostly play AvD in TFC) |
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01-27-2008, 06:48 PM | #219 |
when ff will out?
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Join Date: Mar 2007
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I would just like to point out that I find SobeGreen's reply highly insulting.
I don't even have myspace, I use facebook and for the record people value my great insights! |
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01-27-2008, 07:06 PM | #220 |
Join Date: Mar 2007
Location: Belgium
Posts Rated Helpful 1 Times
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good work devs, keep it up!
to those bitchin about jump pads and other stuff, wait till you actually see it in game.. IF it would really play bad, they can always improve/remove new stuff like this will only help keep ff interesting and fun |
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