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#41 | |
sKeeD
D&A Member
Beta Tester |
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never really agreed with clipping teamates, but situational clipping like this i can see working. it is annoying as fuck being blocked by teammates when youre on a smooth run and all the sudden STOP. |
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#42 | |
Heartless Threadkiller
Beta Tester
Forum Moderator Join Date: Apr 2007
Class/Position: D-Solly / O-Medic Gametype: CTF Affiliations: [AE] AssEaters Posts Rated Helpful 42 Times
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Easy way for that, well, maybe not from a coding point, but theoretically here, would be team-clip in no-build areas, or if you have the flag. That would also prevent those griefers who love to fuck with the person who has the flag.
I also think a timer should be put in, where if you hold the flag too long(say 3 minutes, max)... you automatically throw it and can't pick it back up until someone else touches it. At least the lone griefer would be taken care of. ![]()
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#43 | |
Join Date: Oct 2007
Posts Rated Helpful 1 Times
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And i agree on the flag timer idea too, perhaps even a shorter time. This would stop noobs getting the flag and then going and sitting in spawn for the rest of the map. But it would have to be made a map specific option, because it may not work too well with waterpolo/holding the flag maps and the likes. |
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#44 |
sKeeD
D&A Member
Beta Tester |
honestly 1 minute or less flag timer wouol get fucking annoying
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#45 |
no war but class war
Fortress Forever Staff
Join Date: Oct 2007
Location: big bad berlin
Class/Position: Soldier / Scout Gametype: ctf Affiliations: [w~k!] Posts Rated Helpful 3 Times
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soft clipping ftw.
carl/chilledsanity: jiggle bones and a couple of face animation stuff right? though jigglebones are a really cool feature to have, and not only because of potentially bouncing tits. And i really, really believe we need OB just for the (rudimentary) multithreading.. it's unbelievable that we're stuck with using just one core. argh. So chilledsanity, um, animate for us? ![]() Last edited by pF; 06-11-2010 at 06:45 PM. |
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#46 | |
Pew pew ze beams
Join Date: Jan 2008
Gametype: Gathers Affiliations: pew pew Posts Rated Helpful 11 Times
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I hear a lot of new dudes asking this: Whats the best game FortressForever or TF2? My awnser: If you played a Team Fortress game before probably FF if not probably TF2. I always sayd and still stick with the idea that FF only have the capacity of holding old tfc ers or dudes from other TF games, FF canīt compete with tf2 or other games unfortenely but thats the true, and making the game go away from tfc puts away all those dudes off too. I hope devs get a bit more democratic in the future and listen players and beta testers. |
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#47 |
D&A Member
Join Date: Oct 2007
Gametype: AvD, I/D, waterpolo, hunted Posts Rated Helpful 6 Times
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Pf: I could be wrong, but I'm not even sure the facial system was altered, just a different set of flexes was used for the TF2 models. As for animating, I work mainly from the SDK end with Hammer and Faceposer, which I doubt FF has much use for.
zE: I agree, I'd be amazed if most of FF's fanbase didn't come from people who enjoyed earlier TF versions. I think there's room for improvement from TFC. TF2, while it has some things right, feels more like a bastardization of the TFC game. I've said before that I'm not against change to the TFC formula, but it has to be done carefully to be successful I think. I can understand wanting to introduce big gameplay changes, then testing them out to see how they do. However, if it's apparent those changes are causing big gameplay problems, then either MORE changes are required to correct the old ones, or else it's better to just go back to the drawing board and revert to TFC gameplay, since we know that already works. So the risky path is to introduce changes, and keep introducing frequent changes until things start balancing out and become hopefully more fun. The safe path is to just mimic TFC gameplay as close as possible with only adding cosmetic and convenience changes. FF does neither of these. It's introduced game-breaking changes that shouldn't have left beta, only to leave them unaddressed for over a year. While democracy isn't necessarily a formula for development success, I honestly don't know what process the devs use for game development. Many decisions seem downright mystical. I've tried a long time to figure it out, but I really don't know who the target audience is gameplay-wise for FF. Last edited by chilledsanity; 06-14-2010 at 01:06 AM. |
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