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Old 03-17-2014, 06:15 AM   #21
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Originally Posted by spambot2.1 View Post
is ff the last stop for the tf series?

has there been any new developments in the tf scene?
Supposedly there were plans by some people to make a fortress mod for an in developement game that was called "dirty bomb", but is now called something else.

So.
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Old 03-17-2014, 10:03 AM   #22
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Looking at the gameplay vid, i wouldn't call it TF !

http://extraction.nexon.net
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Old 03-17-2014, 04:42 PM   #23
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Did you read the part where I said some people plan on making a fortress MOD for that game? HL doesn't look very much like TF either, but we have tfc.
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Old 03-17-2014, 05:34 PM   #24
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a text-based-in-browser fortress mod has a better chance than a first person one
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Old 03-18-2014, 04:42 AM   #25
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Quote:
Originally Posted by Bully View Post
Looking at the gameplay vid, i wouldn't call it TF !

http://extraction.nexon.net
http://youtu.be/g-Ux7-hBfO4
I played this a bunch when it was still dirty bomb alpha and had high hopes for it. its kinda shit now
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Old 03-18-2014, 05:54 AM   #26
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f2p model is autofail, x10 with a competitive game.
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Old 03-18-2014, 07:50 PM   #27
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valvestyle f2p model works, WhatIsThisCallOfDutyGetYourDamnRetardedProgressSys temOutOfHere f2p model doesnt
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Old 03-18-2014, 10:57 PM   #28
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I would argue that's because tf2 had already made money and had an established player base and trading system when it went f2p. If tf2 suddenly vanished valve wouldn't be in any dept, in fact many would still be living comfortably.

When you have a massive initial investment to recoup, and a player base to build from scatch, and an economy to create, it becomes more complicated. Most companies end up in this downward spiral of not making enough money, having to resort to pay to win/pay to function stuff and cutting development costs, at which point the actual gameplay is affected by problems the company is having and players gradually leave because of it.
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Old 03-18-2014, 11:45 PM   #29
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free to play is a bad model imo because the player doesn't make any investment into the game, therefore feels no obligation to give the game a shot if their first impression isn't mind blowing. $5 is better than free. But I feel like $5 is dumb too because thats like couch cushion cash.
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Old 03-19-2014, 08:00 AM   #30
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So, what you're saying is, we should buy free games. :P

No, I get what you're getting at.
But I feel like it doesn't matter what price it is, only that it costs money.

I never get why there are hardly any demos for games.
A demo is essentially a F2P equivalent of a game, but rather than being underpowered compared to those who own the game, you're just playing a small part of the game.

I remember some games even have MP demo servers, so there's a cutback version of multiplayer in a demo.

(In other words, why you do this, War of the Roses, and go and try to get people's attention by calling your demo the game, and calling the game a DLC.)

That said, some stuff wouldn't be seen in a demo.

In a demo, you'd never see the balancing issues in Blacklight: Retribution. TBH though, the balancing issues are kinda because of the F2P model.
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Old 03-19-2014, 11:48 AM   #31
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we're really off topic
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Old 04-18-2014, 09:19 PM   #32
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STV doesn't get along well with any projectiles tbh. But yeah, railguns are a bit of a special case as they're kinda hard to see as it is. Small and fast. What if the trail faded much slower? Kinda like quake rails they linger around for a second. It'd look exceptionally cool for 2 bounce rails.
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Old 04-19-2014, 06:07 PM   #33
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Maybe if they were a little bit wider too. Or had some electrical sparks around them like quake has the spiral or w/e.
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Old 04-19-2014, 11:08 PM   #34
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Agreed with the wider part. They don't necessarily need to do more damage or have a bigger hit radius, but the visual aspect could use a tune up.
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Old 04-27-2014, 09:51 PM   #35
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Same damage, more of what Kube and FDA said.


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