01-30-2008, 09:07 PM | #301 | |
Stuff Do-er
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#FF.Pickup ¤ 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 |
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01-30-2008, 09:26 PM | #302 | |
Useless
Retired FF Staff
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And why the fuck is this its own thread? Merging.
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01-30-2008, 10:24 PM | #303 |
[AE] 0112 Ihmhi *SJB
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The patch just got a few new additions that makes it a lot sweeter, some of which were mentioned in this thread already. Wish I could say more.
As for "Why don't we make the community's game", well... the community has a lot of great people. Many of them are beta testers. The community also has a lot of idiots who would like Snipers to have uncharged instakills and Demos to have shit like six MIRVs. Not happening. The beta system works. The devs pick out members from the community who can make a contribution, and largely they have been on the mark with their picks. And that is not to say that criticism does not happen in the beta forums. Some of the arguments have been fierce - people hotly debating the pros and cons of a suggested new addition. Very rarely is something "just put in" the beta update - it is often mentioned and discussed first. The devs implement it in some form and then it is refined further and discussed further. A few things have been completely tossed out the window before they make it into the patch, and rightly so. This game has some of the best Q.C. you will ever see. Bugs like in the 1.0 release were, to the testers, virtually nonexistant; otherwise they would have been squashed. (When the game was about to be released, nearly every tester had almost no crashes from the game anymore, and the server definitely did not crash.) Even professional games come out with bugs in them (many of which are on consoles, and are difficult to patch (well, used to be)), and at least we did not do as bad as an EA game. Fortress Forever 2008 will be coming out soon, btw, with a new roster and a team management system. Watch for it in your local game stores, only $60 with the special holographic cardboard sleeve!
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01-30-2008, 11:17 PM | #304 |
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I heard [sYn]Vicious was unlockable after you beat the game 4 times....
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01-31-2008, 01:09 AM | #305 | |
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01-31-2008, 06:47 AM | #306 | ||
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Being primarily an A/D player, you still have an obvious bug in dustbowl that's been present ever since 1.0. On the second gate, there is a smashed window area where engineers commonly put their sg's in TFC. In FF when sg's are placed there, they do not detect the enemy whatsoever and are completely useless. This is a bug that has been present ever since release. I noticed this the first or second time I played the map in FF and it's already been brought up in the forums. So by saying this is nonexistant to testers only undermines my confidence that the current changes have been explored thoroughly. Don't get me wrong, I think a lot of the changes sound interesting, but it looks like A/D is not considered much, which is primarily what I play FF for. |
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01-31-2008, 06:53 AM | #307 | |
Stuff Do-er
Lua Team
Wiki Team Fortress Forever Staff |
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The same spots don't always work. Find new ones. That isn't a map bug, it's your stubbornness.
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01-31-2008, 08:01 AM | #308 |
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Class/Position: O&D: Pyro, Sniper Gametype: AvD Affiliations: FF.AvD [FF AvD/ID guild] Posts Rated Helpful 0 Times
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Uh?
The window in front of the gates or the one near the grenade pack? If it's the window front the gates, you can't suggest seriously that Engineers have to find a new spot to place SGs. It would be the same that not allowing to build SGs in the ramp room of 2fort, for example, or inside the FR. That spot is critical for the defense if it plans to hold the enemy at the gates, which is the primary objective on every sector of any Dustbowl-style map. If that SG isn't there, the Offense will eventually break through the right gate and will have an easy shot against any SG up in the left building. Placing the SG in the ground is useless, since there aren't ammo packs near and random grenades will eventually destroy it. The window near the grenade pack is used often to build SGs, but never was a problem since a rocket spam or a sniper could take it effortlessly, so it's not a big deal not being able to build there if you ask me. |
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01-31-2008, 03:10 PM | #309 | |
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It looks like I'll be leaving FF soon if a similar attitude is taken towards A/D bugs in the 2.0 patch. |
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01-31-2008, 03:42 PM | #310 | |
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IMO, it's too much to be changing for a "patch". Completely redoing the scout's abilities is something that should have been done well before the game went live (if at all... I think scout was fine as it was). I do like the minor changes for balance, but I'm getting the feeling the major changes will just reintroduce a new line of balance issues and a number of new bugs. FF will be in beta forever at this rate. |
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01-31-2008, 03:44 PM | #311 |
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Is this the main building out of gate 2?
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01-31-2008, 03:45 PM | #312 |
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I think we should all pretty much shut up, let it come out, THEN bitch about it.
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01-31-2008, 03:52 PM | #313 | |
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It looks to be just that Satan. I have encountered this bug as well, I thought it was because it just wasn't tracking people quickly, but now that this has brought up, I do believe that it is a bug of some sort. Maybe an entity there that makes it a full wall, but it doesn't LOOK like a solid wall...if that makes sense...lol |
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01-31-2008, 04:03 PM | #314 | |
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01-31-2008, 04:07 PM | #315 |
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Squeek: Check out your own bug list for 1.0. #4 under Maps in particular:
http://www.fortress-forever.com/foru...ad.php?t=10676 I guess I am stubborn if I spot obvious bugs, but then am told they either don't exist, I should quit bitching, or I should just wait for the next patch when that's already happened twice. I'm not upset you guys have bugs, that's inevitable. What I'm annoyed about is how some people just write off obvious issues that can break gameplay (like this) and form an attitude of denial or dismissal over it. Let me ask, before this thread was started, were there any plans to fix this bug for the 2.0 patch? Last edited by chilledsanity; 01-31-2008 at 04:15 PM. |
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01-31-2008, 04:12 PM | #316 | |
This is still alive?
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01-31-2008, 04:14 PM | #317 | |
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Chilled, can you please clarify what building that is...I want to help you get this noticed, but I can't if you ignore my question.
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01-31-2008, 04:16 PM | #318 | |
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01-31-2008, 04:18 PM | #319 |
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Sorry, I missed your question. I don't know if it's the "main" building, but I included 2 screenshots for reference. You can see the #2 gates in the background of the first screenshot.
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01-31-2008, 04:34 PM | #320 |
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Ok...cool I never knew this existed, but this is something major. I have linked this post to the beta forums and will try to get this fixed for 2.0.
I am sorry for the hostility you received, but you have been heard and I promise that the AvD community is not something that is being overlooked. I will update you with status once I have something.
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