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Old 12-19-2010, 04:56 PM   #21
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No one gives a shit about CTF.
Anymore
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Old 12-19-2010, 06:51 PM   #22
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AVD removed. Good work everyone.
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Old 12-19-2010, 07:16 PM   #23
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Admiral Kelly, Captain Card, officers and sailors of the USS Fortress Forever, my fellow Americans: Major combat operations on AvD have ended. In the Battle of CTF, Moya and her allies have prevailed. And now our coalition is engaged in securing and reconstructing Capture the Flag.

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Old 12-19-2010, 07:20 PM   #24
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Nice. Way to see some actual feedback on the actual post people. Way to troll up the thread. I forgot why I stopped coming to the forums there for a while. Thank you for refreshing me on how careless you guys are. Nice job.
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Old 12-19-2010, 08:20 PM   #25
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BAAAAAAAAAWWWWWWWW
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Old 12-19-2010, 08:41 PM   #26
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Nice. Way to see some actual feedback on the actual post people. Way to troll up the thread. I forgot why I stopped coming to the forums there for a while. Thank you for refreshing me on how careless you guys are. Nice job.
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Old 12-19-2010, 08:49 PM   #27
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We are replacing AVD with this gametype:
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Old 12-19-2010, 08:58 PM   #28
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We are replacing AVD with this gametype:
HEY HEY, keep my family out of this.
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Old 12-19-2010, 09:16 PM   #29
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We are replacing AVD with this gametype:

Heavy Weapons Guy 1v1?

FUND IT.
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Old 12-19-2010, 09:23 PM   #30
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Haha moosh.

After some extensive testing, it turns out, babies are overpowered. We'll be lowering their attack over the next week.
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Old 12-19-2010, 10:58 PM   #31
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Haha moosh.

After some extensive testing, it turns out, babies are overpowered. We'll be lowering their attack over the next week.
I really think removal of diapers is a decision that is only self destructive for the game. It will only allow shit to get everywhere as well as piss, and serve to stink up the place rather than hide it until such time that the diaper can be changed. Balance lies on diapers and removing them is removing balance.
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Old 12-20-2010, 01:04 AM   #32
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So ye the state of the game isnt to good, but it was never great since I started to play it, but people tought the players base would increase a lot with the next patch then again it was the next patch, actually what keeps FF alive is the new patches that came out, Works always the same way, new patch = boost on players then it fades away then new patch boost then fade etc, and will happen again with the next one probably.

Imo we need new stuff, why not more classes why not 15 classes instead of 9, why not new guns, customization, ranks, unlocks, global stats etc... Thats the path of all new games, just a litle example im a black ops newbie, i kill 2 dudes and die 10 times, and i just dont rage quit it because with those 2 frags I acumulate the points to go up in rank buy new guns acessories and etc, in ff whats the incentive if u got pwned ? none : P

The other thing we need is that round base ctf lua, to make ctf pub enjoyable.

The weak sg, the one kill sniper kill, the heavy w dude etc are just details, we wont have more players even if the changes please everyone that whines about it.

We need core changes..

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Old 12-20-2010, 01:30 AM   #33
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what zE said : CORE CHANGES
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Old 12-20-2010, 01:47 AM   #34
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Imo we need new stuff, why not more classes why not 15 classes instead of 9,
No.

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why not new guns, customization, ranks, unlocks, global stats etc...
Getting warmer...


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The other thing we need is that round base ctf lua, to make ctf pub enjoyable.
Explain?
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Old 12-20-2010, 01:54 AM   #35
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Explain?
Time on O, switch sides, time on D. How pickups are played. But enforced by lua, and without a map change in the middle.
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Old 12-20-2010, 07:03 AM   #36
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Did it at one point, but feels like shit without being able to use the timer in game, due to it going to intermission when the timer hits 0. This means having to make the schedules end sooner, which fucks up the perception of time. That's why I suggested a means of disabling the timer from cutting to intermission when it hits 0. I could have used beta timers, but that looks retarded. It's clutter. There's already a timer on the screen. Don't need two. If only it would actually allow itself to be manipulated without going to map change.
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Old 12-20-2010, 08:12 PM   #37
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Time on O, switch sides, time on D. How pickups are played. But enforced by lua, and without a map change in the middle.
I think doing it like by a cap limit would work better, for example 5 caps then teams are swicht over def goes off and vice versa, but ye i dunno how that can be implemented, because with 22 players that would fail i dunno, maybe limit servers to 16 slots max (not sure*) and maybe some sort of server cvar that forces auto join team, for server operators who choose to use it because some good players tend to play 24/7 defense and play with other good players and teams always end a bit staked, wich imo makes newbs rage a bit.

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Old 12-20-2010, 08:17 PM   #38
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I think doing it like by a cap limit would work better, for example 5 caps then teams are swicht over def goes off and vice versa, but ye i dunno how that can be implemented, because with 22 players that would fail i dunno, maybe limit servers to 16 slots max (not sure*) and maybe some sort of server cvar that forces auto join team, for server operators who choose to use it because some good players tend to play 24/7 defense and play with other good players and teams always end a bit staked, wich imo makes newbs rage a bit.
Except, where's the competition? The blue team captures five times, teams switch, red team captures five times, teams switch, and so on. That would be okay for like arbitrary play, but not for competition. Something that could be done is recording the time it takes a team to capture x number of flags, then switching teams and having the time it took count down. If the new offensive team can capture the same amount of flags in under that time, they win. If the other team holds them off, then that team wins. Then, they are on the offensive team next "round" to set the time standard.

Last edited by Bridget; 12-20-2010 at 08:18 PM.
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Old 12-20-2010, 08:40 PM   #39
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Except, where's the competition? The blue team captures five times, teams switch, red team captures five times, teams switch, and so on. That would be okay for like arbitrary play, but not for competition. Something that could be done is recording the time it takes a team to capture x number of flags, then switching teams and having the time it took count down. If the new offensive team can capture the same amount of flags in under that time, they win. If the other team holds them off, then that team wins. Then, they are on the offensive team next "round" to set the time standard.
what do you know about competitive ff? ill answer that for you : nothing.

also this doesnt sound fun: time attack capture the flag... no thanks.

if we're talking about competitive play, then answer is simple : nothing needs to be done here except fix ff_restartround.

if we're talking about pub ctf play, the answer is also simple : get more players and the rest will work itself out. nothing should be forced on people in a public environment. what i mean is that if we have 5v5 full game, and you have 2 on offense, 3 on defense on one team; where the other team has 5 defenders, the game somehow feels broken(at least compared to pickups). but you shouldn't blame the players... at least not the newbs who don't know better. true pub style gaming can't be fixed until there are enough players for a full game. 8v8 and more.
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Old 12-20-2010, 08:57 PM   #40
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Except, where's the competition? The blue team captures five times, teams switch, red team captures five times, teams switch, and so on. That would be okay for like arbitrary play, but not for competition. Something that could be done is recording the time it takes a team to capture x number of flags, then switching teams and having the time it took count down. If the new offensive team can capture the same amount of flags in under that time, they win. If the other team holds them off, then that team wins. Then, they are on the offensive team next "round" to set the time standard.
I supose that way also works, and would be cool something like a anouncer or some text in midle of the screen sayng something like Team X won, and maybe give more points to the team that won, but that is only justyfied if theres global stats.

And about chef position I understand it I was 100% in favour of let play people whatever, thing is that majority of FF regular players play ctf ovd style anyway and people just playng random dm yard or sniping dm yard or whatever sometimes ruin the game for those who want to play it properly, but theres a alternative, make it a choice of server operators i would implement those luas in my server for sure, because 90% of players in my server just want to play it OVD style in ctf maps.

Last edited by zE; 12-20-2010 at 09:01 PM.
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