05-07-2008, 05:42 PM | #61 |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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Tbh FF is fine as it is, the problem is not the gameplay on it, the majority of plp likes the gameplay as it is atm.
I see some new plp tryng FF almost everyday, and a lot of them like the mode a lot. The problem is that when they return they only find empty servers,and a tiny comunity. Thats the main problem with FF in my opion, cuse nobody wants to start to play a mode that as no comunity. We need to put this on steam! Clanstyle comunity is already dead in europe, and pub scene also very weak. |
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05-07-2008, 05:44 PM | #62 |
Wiki Team
Fortress Forever Staff Join Date: Sep 2007
Location: Greeley, CO
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We need the perception that people are playing...we need the bots.
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(Released) conc_school | hellion_classic | ksour_PAYLOAD | mulch_faf (Beta) alchimy_b1 (Lua) base_payload_2015 (Models) props_trainyard |
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05-07-2008, 06:45 PM | #63 | |
Retired FF Staff
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I Love GenghisTron . I miss you sooooo Much. LOL. |
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05-07-2008, 07:07 PM | #64 | |
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05-07-2008, 07:39 PM | #65 |
Community Member
Server Owner
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Location: Hawthorne, California
Class/Position: Soldier/Spy/Scout Gametype: AvD Affiliations: :e0:Eternal Order Leader Posts Rated Helpful 12 Times
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^thats fixed as well
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05-07-2008, 07:44 PM | #66 | ||
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description of bug Also, will you restore the LUA so engineers have enough metal on dustbowl so they can build a sentry on spawn? As of 2.0, they have only 50 metal, I'm pretty sure that was an accidental change. |
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05-07-2008, 08:03 PM | #67 | |
Fortress Forever Staff
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05-07-2008, 08:14 PM | #68 | |
Join Date: Jul 2007
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Yes?No? Moar hints? |
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05-07-2008, 09:42 PM | #69 |
Fortress Forever Staff
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Well, I don't really have anything else. I just think it'd be cool to do more with our TF than just the basic FPS multiplayer that everyone's done before. Singleplayer, thirdperson, some kind of RTS mode, sidecrolling, etc. But even in the standard mp mode we have now, I'd like to at least test out new abilities and equipment, as well as definitely brand new game types and maps. Annnnd, I definitely want to implement the map voting system similar to axlvote.
We just gotta do more. |
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05-07-2008, 09:46 PM | #70 |
SoBe Yourself
Join Date: Sep 2007
Location: Russellville, AR
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I'd prefer most maps to start each class out with the max amount of health and armor. It seems very primitive to grab an ammo bag before I leave spawn in a game that is all about instant respawn and fast paced action. To top it off it confuses newer players because they don't see "Oh TFC was like this." they see "Why the hell is there an extra step to respawning?" This is something that carried over from TFC that wasn't really needed. Keep the ability to customize what each class spawns with for the mappers but give everyone max ammo, health, and armor (not grenades) at spawn on the FF official maps or at least set some standard. When there is a big game going on I'd rather not deal with bumping into all the players just so I can fire more than a few rockets.
I know there will be some people that for whatever reason rebel against this idea but thats the kind of evolution I'm talking about. Spawning with next to no ammo or armor makes zero sense. Why have the feature to discard ammo if you pretty much get none to begin with? Or remove bags in the spawn all together. Do something like TF2 with the "Cabinet" or like some of the FF maps where you just walk over part of the floor. There is no reason for someone to run along all of the walls in a respawn to get health, armor, and ammo. The less time someone is in respawn is less a chance I have to run into him or someone runs into me. It makes a D Engy 10x easier too. |
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05-08-2008, 12:23 AM | #71 |
no war but class war
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Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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^fair point.
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05-08-2008, 12:40 AM | #72 | |
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05-08-2008, 07:54 AM | #73 |
Lock 'n Loll!
Join Date: Sep 2007
Location: 2fort
Class/Position: Scout, Spy, Sniper Gametype: CTF Posts Rated Helpful 0 Times
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I'm liking where this is heading... the 'tournament' mode sounds like a good system to please both new and older players alike as the bots and maps can be adjusted to the skill level of the player. While for most players, the multiplayer experience cannot be replaced by any single player mode (unless it's totally different), it will help new players on their way fairly quick while vets can always play a game vs some superbots if they want.
And the respawn -> armor + ammo is a very good point. |
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05-08-2008, 07:47 PM | #74 |
Join Date: Jul 2007
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that would require a lot of work which (imo) should simply be put into making a better MP. the training thing being worked on should be good enough.
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05-08-2008, 10:00 PM | #75 |
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tfc.
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05-09-2008, 02:41 AM | #76 |
sKeeD
D&A Member
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lawl
TF-TU! |
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05-11-2008, 01:03 AM | #77 |
Holy shit, thats kerrigan!
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to comply with tu's commands, i think we need to:
make everyone run at 150 MPH bhopping cap increased to over 300 percent remove all guns, so we can focus on the REAL meaning of TFC. It's not a FPS, it's a FPMG! Thats right, First Person Movement Game! what do you guys think?!?!? |
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05-11-2008, 06:18 AM | #78 | |
FF Loremaster
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05-11-2008, 07:25 AM | #79 |
Banned
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It's more of a problem of tastes of the gaming community changing. Initially you had these super-fast twitch DM games which were really popular. You took a beating, had ridiculous guns, flew all over the place, and were constantly in the action. This gave birth to TF which provided more structure to the "mindless" deathmatch.
Then came Counter-Strike. You moved slower, the guns were realistic, you died in very few hits, and once you died there was a significant penalty in having to wait for the next round. It absolutely blew up and gave rise to the realism-based trend of FPS where a lot of the time you couldn't even jump off the ground, or possibly be penalized for it. Counter-Strike and its "TFC", Counter-Strike: Source are still immensely popular. When TF2 was released you could see a lot of the reflections of the shift in gamer's tastes: slower movement and penalties for being killed. Now MMORPGs are dominating the PC gaming scene. And from the snippets of code in TF2 since the last patch it seems that they are thinking of shifting in that direction as well with random-stat weapon drops, acquired equipment screen, levels of equipment, grinding for reward, etc. Much like popular movie genres and music styles come and go, so do gaming tastes. And you either play into that game, or you don't. I feel the topic at hand is really a conscious decision whether to appeal to a mass audience or to focus on something that just might not have the same ability to win over new players like it used to. |
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05-11-2008, 11:22 AM | #80 |
Pew pew ze beams
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I dont agree, if TF2 had the same gameplay of TFC it would had a huge sucess as well. Its more a matter of resources, design, publicity. I think that in order to FF to have a share of the tf comunity it have to go trought the TFC way,at least maintain the concs/grens/bhoping/sliding etc, i dont mind as a former tfcer if it ads some new stuff/classes etc etc, since it maintains the tfc spirit.
Quote "there isn’t any overall art direction – the characters are rehashes of the uninspired TFC originals, and lack diversity. There isn’t much to distinguish a spy from a soldier if they’re more than a few metres away, and on certain models it can even be quite hard to tell what team they’re on. It’s also reasonable to wonder why such a light-hearted, unrealistic game has such gritty graphics – bases are covered in a layer of dirt and grime, while weapons look as if they could be found in a real American gun store. Not to mention that many of the maps feel completely out of place – Cornfield takes place in City 17, Citadel and all, while Monkey is positioned within some disused jungle ruins. The only time when the game looks right is on the generic-looking grey maps, because the generic-looking classes fit right in" |
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