04-14-2006, 08:05 PM | #41 | |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
04-14-2006, 08:45 PM | #42 |
Join Date: Oct 2005
Location: Your Mamas House
Posts Rated Helpful 0 Times
|
I think we can safely say that this idea sucks ass.
|
|
04-15-2006, 12:39 AM | #43 |
Join Date: Jun 2005
Location: Yorkshire
Posts Rated Helpful 0 Times
|
But I wanna play a crap game now, instead of a good game later! :[
|
|
04-15-2006, 01:06 AM | #44 |
Join Date: Mar 2005
Location: California
Posts Rated Helpful 0 Times
|
T E R R I B L E ... idea.
|
|
04-15-2006, 08:06 AM | #45 |
Useless
Retired FF Staff
|
Mulch, you douchebag.
Oh yes. I went there. And whether or not I return, I have this to say: It was worth it.
__________________
Look at all those dead links. |
|
04-15-2006, 09:08 AM | #46 | |
Join Date: Mar 2006
Location: Austin, TX
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
04-15-2006, 11:55 AM | #47 |
A Very Sound Guy!
Fortress Forever Staff
Join Date: May 2005
Location: UK
Posts Rated Helpful 15 Times
|
i would post a comment here, but i'd probably be out on my ass faster than i can click reply for the content.
|
|
04-15-2006, 11:56 AM | #48 |
Join Date: Jun 2005
Location: Carlisle, UK
Posts Rated Helpful 0 Times
|
Worst idea in the world.
Ever. Fact. |
|
04-15-2006, 07:53 PM | #49 |
Join Date: Mar 2005
Location: The Peoples Republic of Harmfull Free Radicals
Posts Rated Helpful 0 Times
|
Period -> "."
(P.S. Gingerlord stop eating those berries already!) |
|
04-15-2006, 07:59 PM | #50 | |
Join Date: Jun 2005
Location: Carlisle, UK
Posts Rated Helpful 0 Times
|
Quote:
|
|
|
04-16-2006, 09:18 AM | #51 |
Join Date: Apr 2006
Posts Rated Helpful 0 Times
|
i hope they take their time to get it right, find another game to pass the time
|
|
04-16-2006, 07:34 PM | #52 | |
Join Date: Mar 2005
Posts Rated Helpful 0 Times
|
Quote:
This mod does seem to be moving at an extraordinary pace. Having been involved in the HI community since 2000 and watching that ~4 year marathon that was its development cycle you learn how to be patient for a game like this. And having playtested that a year and a half before release when it certainly would've been playable and watching the team spin its wheels and not get a release out, I'd be absolutely gutted to see a mod like this go through what HI went through. |
|
|
04-16-2006, 07:48 PM | #53 |
Fear teh crowbar.
Retired FF Staff
|
HL2 came out in Nov 2004, we've still got a long ways to go before we even hit the 2 year mark. These guys bust their balls to get shit done and get it done good I can imagine they want this game out as bad as we do, there won't be any fucking around when release time comes.
|
|
04-17-2006, 03:43 AM | #54 |
Join Date: Jan 2005
Location: USA, KY
Posts Rated Helpful 0 Times
|
I'm sorry, but that was one of the funniest things I've seen on these forums... after 1 year (over one year really) you reply with
So? (and yes I get why you really posted that, and that it wasn't in reply to the previous post, but still you gotta admit at first glance it looks that way and it's pretty damn funny lol) However, I also think it's funny that you come back a year later to see if anyone has changed thier minds (Thats my guess at why you bothered posting... no?) yet you should have known that the verdict would be the same as the mod has still yet to be released meaning that your idea was still not followed. And I have to agree with everyone else that has replied in this topic and reply in a simular fashion... I probably wouldn't even bother playing the mod. (and if I did would likely dislike it so much that i'd quit quickly after starting, and when you barely play a game after it's release, you often forget about it completely and don't check for updates, at least for a long time... in such case you still wait for the good version as you would have done in the first place) Last edited by o_vertical; 04-17-2006 at 03:51 AM. |
|
04-17-2006, 09:22 PM | #55 |
Join Date: Jan 2006
Posts Rated Helpful 0 Times
|
just release those damn SVN logs <3 (hehe)
It will be just like playing a demo - in a lot of terms limited, but you still know what it will be :P Seriously, with so many eyes turned directly onto FF (a small and not full enumeration here: TFC community, Q3F/ETF community, CTF players, gaming press, Gabe "Fat *ss" Newell, leagues etc pp) sending an unplayable release into the wild is a bad idea. It will lead to an attidute "yet another mod bites into the dust". The first impression rules over if you will talk to a person or not, if you talked, then you then get the real impression of a person. Same for everything else. Remember Black and White where magazines were so blinded that they gave overrated marks to B&W. Same could happen to FF, but the other way around if the release is brain dead. Take a recent example: Quake4. Very similar - it had the hype, it had the hope, everyone prayed at its release. In the end the hype catched me, I played it 2 days and got disappointed. It won't bother me and surely lots of other fellow quakers anymore. People returned to q3, warsow, quakeworld and so on. Same will happen to FF on such a release. (take the current content and send it into the wild) FF has much to win, but also a lot to lose. The hope is that the devs don't end up in a development deadlock trying to make it perfect with the first release and won't prelease it too early (i doubt that) Last edited by o_dammage; 04-17-2006 at 10:08 PM. |
|
04-18-2006, 06:37 AM | #56 |
Join Date: Apr 2006
Posts Rated Helpful 0 Times
|
I think the OP has a valid point and it's not necessarily "bad mod now, good mod later." The majority of successful mods have been released in stages and improved upon while still being played by the public.
For example, TF, Counter-Strike, Dystopia, and Garry's Mod were all developed incrementally and started with quick, broad strokes at getting the right type of gameplay/concept working and playable, and then building a community while refining the rest of the game. This process is best for the revolutionary mods that originate as broad ideas for a new style of gameplay and manifest themselves as playable demonstrations that are refined into ground-breaking games. Fotress Forever, which is sort of homage to a revolutionary mod, is probably best suited to a process that is focused on refinement rather than innovation. The same can be said of many mods that are (and probably will still be) in private/alpha stages as the Source engine nears the two-year mark. Regarding coding being the most time consuming part of the mod: that hasn't been my experience at all. I would have to say that I definately think that asset-creation takes the majority of the time (especially refining/compiling maps and animation). Last edited by o_zero; 04-18-2006 at 06:56 AM. |
|
04-18-2006, 12:56 PM | #57 |
Join Date: Jan 2005
Posts Rated Helpful 0 Times
|
I agree. A mod with an existing community needs a somewhat polished first release since there is already a playerbase that has expectations on how the mod should be.
|
|
04-18-2006, 02:13 PM | #58 |
Retired FF Staff
Join Date: Dec 2004
Location: Scotland
Posts Rated Helpful 0 Times
|
The main problem with making FF is just the sheer amount of stuff it has.
10 player models and classes each with their own skills, four teams, 22 weapons, lots of grens, buildables, status effects, different gameplay modes etc etc etc. Most new mods have a handful of character models, a few weapons for each and some gameplay layered on the top. Obviously there are exceptions, but FF has been a fairly monstrous undertaking. We (Mirv and I) were talking last night about just how much stuff the team has had to do. The bad news is that we've got a raft of bugs to fix at the moment; the good news is that the training stuff (the last major undertaking) is underway and we have endgame in sight! |
|
04-18-2006, 02:19 PM | #59 |
Join Date: Jan 2005
Posts Rated Helpful 0 Times
|
It's interesting to see how TF has evolved over the years. Back in quake all the classes used the same model with different skins. Most of the weapons were used from quake. There wasn't nearly as much stuff to create. I guess the more advanced video games get the more stuff you have to do.
|
|
04-18-2006, 02:51 PM | #60 | |
Join Date: Dec 2004
Location: Bournemouth, England
Posts Rated Helpful 0 Times
|
Quote:
Im gonna take a stab at july 5th, my birthday baby. |
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
|
|