12-12-2007, 09:12 PM | #61 | ||||
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This is what has already happened. By changing the gameplay like this, removing key features, has caused a lot of people to either want to continue playing TFC, or moving to TF2. This goes to show that to some people, grenades are not as important as bhopping. Quote:
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12-12-2007, 10:08 PM | #62 |
Holy shit, thats kerrigan!
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you know. I agree. We could continue the noobs act for a little bit, but, we need to cater to what people like this game; the hardcore dudes.
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12-12-2007, 10:46 PM | #63 | ||
Stuff Do-er
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12-12-2007, 11:14 PM | #64 | ||
Nade Whore
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12-12-2007, 11:27 PM | #65 |
Holy shit, thats kerrigan!
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yes, but even i didnt learn by DOING. In TFC, i had NO idea whatsoever how to play Spy. Then, ihmhi showed me how to play it. Helped a crapton. People have been playing TF games for a while, and they are WAY up on the chain, already know how to play, while newbies have no idea. They are way down there, at the bottom of the TF chain. If we have a training mode (i agree with squeek on this one), it would help them at least get to the middle of the chain, so we dont get newbies that are almost totally lost, confused, and getting pwned. that turns people away. We need a training mode.
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12-13-2007, 12:58 AM | #66 | |
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Kube, TFC did not attract hard core gamers in it's onset. Those people learned their skills over time. The same could be done with FF. By ignoring the newbs and moving straight to change the game for only those that are hard-core will eliminate any possibility of growing the playerbase. Think of it this way: Let's assume that there are 1000 people that are potential FF customers. If we market the game and get all 1000 of them to play, 50 of them are hard core gamers. Only 20% or so continue to play the game after a while, so you have 200 people (5 hard core) playing the game. 10% of those regulars become hard core players.Never, EVER, market to the niche group. Always market to the larger consumer base, and allow clans and leagues to create niche groups within them. If you change this game and market to only hard core gamers you will seriously limit your options and probably continue to lose player marketshare. Please do not make that mistake. Scuzzy
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12-13-2007, 01:15 AM | #67 |
Who the fuck is this guy?
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I actually thought this thread was a bomb threat at first.
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12-13-2007, 01:18 AM | #68 |
Holy shit, thats kerrigan!
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i agree scuzzy,
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12-13-2007, 02:16 AM | #69 | ||
Stuff Do-er
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12-13-2007, 02:19 AM | #70 |
Fear the Mullet!
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TF2 is a direct competitor to FF and I play more TF2 myself lately I admit. It's all about really bad timing on the release of this game. That was just fuckin stupid in my opinion.
I am a Quake Fortress gamer and prefer the faster pace of Q3F/ETF compared to TFC but I have to admit that FF is not all that slow in comparison. It is actually a "balanced control" compared to the total carnage of ETF with uncapped Bhop and speeds etc. I also like the idea of having some "special" weapons right in the weapon slot to make it easier for new players compared to ETF where a default key was not bound and trying to teach a n00b what a freakin "console" is almost impossible. All this game really needs now is some DEV support and some kind of major advertising through a bigger company like Valve or something to get this great game more of a player base. |
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12-13-2007, 04:05 AM | #71 |
Fortress Forever Staff
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Ok, I may be somewhat overstepping my bounds here, but I'm going to say ff_2fort is in the hands of Shadow.
He's got the skillz and the motivation. Let us know if you need anything Shadow |
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12-13-2007, 04:08 AM | #72 | |
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12-13-2007, 04:11 AM | #73 |
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You are going to get all the drinks you want
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12-13-2007, 05:48 AM | #74 | ||
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A lot of the ideas here in my opinion are headed in a completely wrong direction. In respects to the Team Fortress series, especially since TFC and even moreso now thanks to the introduction of TF2, the novice player has continually been given more and more of an edge. The game being catered or easier for newer players will, almost all of you believe, attract new players to the game. I disagree here.
Before I talk about the audience in which FF should be targeting, I'll talk about TF2 first and which audience it targets. If FF is indeed competing against TF2 in terms of playerbase, then it's important to understand both playerbases thoroughly. Team Fortress 2, as a game, succeeds primarily because of its appeal to newer or novice gamers. This much is obvious and I don't think requires much proof -- the removal of bunnyhopping, or almost any speed gains of any kind, critical shots, invincibility, etc all lead directly to the idea that it's catered towards newer players. They do this perfectly, too. It's a game that has gameplay not bogged down enough to be unenjoyable for the newer player, but just enough so that almost any new player can at least occasionally defeat the regular player with a bit of practice and luck. All this being said, I think that I can safely conclude that Team Fortress 2 is a game that's more made for the casual or novice player. That also being said, Team Fortress 2 has absolutely no appeal to the competitive TF gamer. Things like the critical shot, ubercharge etc work to ensure this. The game retains none of the aspects of previous Team Fortress games that all the serious fans of the series have come to enjoy. It is not a fast-paced game as is every other game in the series -- it is a purposefully slow-paced game where the ability to get a critical shot or the ability to go invincible completely undermines any likelihood that skill existed within it in the first place. It's safe for me to also conclude here that Team Fortress 2 is not a game that's designed for the competitive player. Now that I've established which kind of gamer plays TF2 -- the player which is both not competitive and casual or novice -- I'm going to look at which players the game has actually attracted. There are two people who now play TF2: those who played TFC previously and are looking to get back into it; then those people who bought Orange Box and are now very likely playing a TF game for their first time. On the subject of those people who bought Orange Box without any real knowledge of what the TF series is -- there will people who either like or dislike the game. This subject is hopeless because those who don't like TF2 will likely end up condemning all TF games; and those who like TF2 will likely end up condemning other TF games as TF2 will be, by other TF2 players, superior. On the subject of those who played TFC previously and are looking to get back into it we have the idea of those who are competitive players and those who are more novice or casual. The casual players will tend to head directly towards TF2. As I stated earlier, TF2 is a game that appeals to more casual or novice players. The more competitive players of TFC have two options (obviously, apart from quitting): that is, to stay in TFC (or QWTF, ETC, Q3F, etc) or to join FF. The problem here is that the competitive player is usually more attracted to TFC because FF gimps such core elements as bunnyhopping. Let's look at the issue of bunnyhopping in FF for a moment. I think that we can all agree that bunnyhopping is an issue. For novice players, bunnyhopping is deemed unfair because they cannot do it -- these players often ask for the complete removal of bunnyhopping. For competitive players, bunnyhopping is deemed completely fair because they can do it -- these players often ask for the removal or raising of the bunnyhop cap. The problem here is that in FF, bunnyhopping exists enough to scare away the newcomer, but not enough to satisfy the competitive player. The population growth of the mod then becomes stagnant, at best. The problem with FF is that in this sense there is absolutely no appeal to the game. I can tell you this because I made an honest effort to enjoy FF. The clan that I'm in made a server for it. They all tried it out. They didn't like it. And I asked them why they didn't like it -- it's simply because of the fact that there's bunnyhopping. Then I asked myself why I didn't like it -- it's simply because there is not enough bunnyhopping. That's the difference between the casual and the competitive player. You know what my clan did? They went directly to TF2. And so did everyone else that I knew who played TFC; the only exception are those who stayed. A lot of you keep saying that the game should be made to appeal to the novice or casual player. I hate to say this but it's already too late for that. TF2 has already taken complete control of the novice or casual players. The people playing TFC now aren't casual players -- they are largely the competitive ones -- all the casual players have already left to TF2. The best you guys can hope for is you all to massively advertise FF, then obtain players who have not yet played, or are somehow convinced that TF2 is not as good a game as however many thousand people who play it already believe. This would be an extremely unlikely occurrence and should not be relied upon. FF at this point cannot appeal to the casual gamer -- TF2 has already taken all the casual players from TFC, and I don't think it's a good idea to hope to gather a community that somehow appears from thin-air simply by advertising. It's possible but unlikely with the fundamental problems imo that exist within FF. The only audience which FF can target now is the competitive gamers. I honestly don't think you guys have a choice. Sorry if this rant was a bit unorganized. I know that not everything I said was completely true. I think that the entire project of FF is a great and I appreciate the amount of work put into it. But I don't think that FF will ever survive trying to appeal to the novice gamers when TF2 has that already completely taken care of. I don't think that the current form in which bunnyhopping exists in FF is enough to appeal to the majority of the hardcore gamers, either. If FF really desires to succeed, I think that this issue should be addressed and FF should truly choose whether it's a game for the novice or the competitive player. You aren't guaranteed any amount of players either way, but I think that the largest playerbase and the better game can be created by catering to the competitive crowd. Another post I made that's somewhat of a tldr version of what I just said here: Quote:
If you disagree with me that's fine. You guys should do what you think is best for the game and the community... I just thought that I would share my opinion as a somewhat long-term fan of the TF games and hopefully you guys can benefit from it. If you guys think you can continue on the way you're going and the advertising is working then by all means do it. But you should consider the reinstitution of bunnyhopping and other such things in order to cater to the competitive gamer, as I believe that's the best option. Anyways, good luck; this is something that should be thought long and hard about as it will likely determine the future of the game. wow this is a big post. bye bye Last edited by fireb0rn; 12-13-2007 at 05:53 AM. |
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12-13-2007, 06:44 AM | #75 | ||
Stuff Do-er
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12-13-2007, 01:07 PM | #76 |
when ff will out?
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I also said this on page 1 and about a month ago in a seperate topic, people have probably been saying this for a while now. Aftershock a member of the dev team wants to take ff in this direction which is essentially what started this topic.
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12-13-2007, 01:09 PM | #77 |
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Training levels are needed. In fact, there needs to be a 'training mode' that allows you to click on a certain class that takes you to a level that simulates what it is like to be a class. Have it demonstrate via short video (or fun pictures) exactly what each class should do to get the most out of itself.
For example, have the first thing a pyro has to do be igniting a 'dummy' up to level 3. Show pictures of the pyro using his flamethrower to boost himself up over obstacles. Show pictures of the pyro using his rocket launcher to boost himself, then switching to his flamethrower to boost himself up over obstacles. Also, have obstacles that would mimic every-day situations. Show the medic and scout concing, demonstrate how and where it should be done, and then have some concing areas. Very basic stuff. Demonstrate how the HW can keep his gun revved, have some aiming games revolving around this, etc. Have some mini-missions for the spy, one that has him sabotage an SG, another cloaking by some people, etc. Very basic stuff. It doesn't have to be anything huge, realistic, or dramatic. Something simple that shows people how to do various things. |
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12-13-2007, 01:55 PM | #78 |
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Why bother? it already has hint & tips. If people are that thick that they are still totally clueless after 10mins they shouldn't bother.
FF degree course: You have weapons Classes have one or two unique weapons & abilities You can take advantage of gravity and blast force (requires experience) You are stupid Well done you completed your degree. Seriously now, CS doesn't have a training mode and that is a #1 online game.
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12-13-2007, 02:10 PM | #79 | ||
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You have weapons That is all. Fortress-Forever has much, much deeper gameplay and requires much, much more training. A simple hands-on training mode to teach the basic concepts of bunnyhopping, concing, rocket-jumping, rampsliding, trimping, etc. would help people get into the game without having to scream, in the first couple minutes, "HOW CAN I FLY?" The hint feature is great, but it doesn't teach the mechanics of fundamental movement abilities, and therefore makes the game unmarketable to a wider audience. So, for the 10,001st time: Let's implement a training mode. Nowish would be preferable. EDIT: Quote:
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12-13-2007, 02:29 PM | #80 |
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I know. Just a bit fed up of this help the inexperienced. These inexperience chaps are excessively stupid or don't have patience or 10 years old that's all, forget 'em. Only joking.
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