<!--quoteo(post=1689062:date=Sep 29 2008, 05:57 AM:name=Schimmel)--><div class='quotetop'>QUOTE(Schimmel @ Sep 29 2008, 05:57 AM) <a href="index.php?act=findpost&pid=1689062"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You dont really believe that the devs would be as stupid and implement a random number generator that controls major parts in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
There's no reason not to believe that, I mean they did it with NS1. Random shotgun spread? IMMENSE effect on competetive play.
SewlekThe programmer previously known as SchimmelJoin Date: 2003-05-13Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
<!--quoteo(post=1689069:date=Sep 29 2008, 05:42 AM:name=marks)--><div class='quotetop'>QUOTE(marks @ Sep 29 2008, 05:42 AM) <a href="index.php?act=findpost&pid=1689069"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's no reason not to believe that, I mean they did it with NS1. Random shotgun spread? IMMENSE effect on competetive play.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was more refering to things like "critical hit" or "attack dodged" like you can see in various mmorpgs.
<!--quoteo(post=1689073:date=Sep 29 2008, 12:33 PM:name=Schimmel)--><div class='quotetop'>QUOTE(Schimmel @ Sep 29 2008, 12:33 PM) <a href="index.php?act=findpost&pid=1689073"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was more refering to things like "critical hit" or "attack dodged" like you can see in various mmorpgs.<!--QuoteEnd--></div><!--QuoteEEnd--> Well, TF2 did it and it doesn't seem to be that much of a stupid game in overall. The trend in gaming seems to be to make games as newbie friendly as possible, even if it hurts the rest of the game here and there.
I remember Flayra saying he wants to make a game that's deep (like StarCraft). You don't do that by bullying good players out of the game with penalties for being good.
Remember the shotgun spread crosshair? lol. sg snipe Adding a random spread mainly changed its behavior at distance. close range, where it is supposed to be used, spread doesn't affect as much
TF2 was mildly entertaining for a little while. Now I'm not even interested enough to check it out when they do an update.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1689086:date=Sep 29 2008, 01:08 PM:name=Leon)--><div class='quotetop'>QUOTE(Leon @ Sep 29 2008, 01:08 PM) <a href="index.php?act=findpost&pid=1689086"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It should be noted that in tf2 scrims/matches critical hits are turned off. and you can find public servers with them disabled as well.<!--QuoteEnd--></div><!--QuoteEEnd--> It's unfortunate, but TF2 needs the crits for momentum changes. I suspect that's part of the reason why it gets boring to competitive players. More of it is the lack of depth in some of the play styles, of course, but TF2 was designed with crits in mind. Too bad they didn't stick with a resource system and a commander. <!--quoteo(post=1689091:date=Sep 29 2008, 03:54 PM:name=juice)--><div class='quotetop'>QUOTE(juice @ Sep 29 2008, 03:54 PM) <a href="index.php?act=findpost&pid=1689091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remember the shotgun spread crosshair? lol. sg snipe Adding a random spread mainly changed its behavior at distance. close range, where it is supposed to be used, spread doesn't affect as much<!--QuoteEnd--></div><!--QuoteEEnd--> QFT. I can't believe this "The devs don't listen to competitive/casual" players myth still persists sometimes.
Comments
There's no reason not to believe that, I mean they did it with NS1.
Random shotgun spread? IMMENSE effect on competetive play.
Random shotgun spread? IMMENSE effect on competetive play.<!--QuoteEnd--></div><!--QuoteEEnd-->
I was more refering to things like "critical hit" or "attack dodged" like you can see in various mmorpgs.
Well, TF2 did it and it doesn't seem to be that much of a stupid game in overall. The trend in gaming seems to be to make games as newbie friendly as possible, even if it hurts the rest of the game here and there.
I remember Flayra saying he wants to make a game that's deep (like StarCraft). You don't do that by bullying good players out of the game with penalties for being good.
and you can find public servers with them disabled as well.
Adding a random spread mainly changed its behavior at distance. close range, where it is supposed to be used, spread doesn't affect as much
TF2 was mildly entertaining for a little while. Now I'm not even interested enough to check it out when they do an update.
and you can find public servers with them disabled as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's unfortunate, but TF2 needs the crits for momentum changes. I suspect that's part of the reason why it gets boring to competitive players. More of it is the lack of depth in some of the play styles, of course, but TF2 was designed with crits in mind. Too bad they didn't stick with a resource system and a commander.
<!--quoteo(post=1689091:date=Sep 29 2008, 03:54 PM:name=juice)--><div class='quotetop'>QUOTE(juice @ Sep 29 2008, 03:54 PM) <a href="index.php?act=findpost&pid=1689091"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Remember the shotgun spread crosshair? lol. sg snipe
Adding a random spread mainly changed its behavior at distance. close range, where it is supposed to be used, spread doesn't affect as much<!--QuoteEnd--></div><!--QuoteEEnd-->
QFT. I can't believe this "The devs don't listen to competitive/casual" players myth still persists sometimes.