Exactly - consistency is what they're aiming for. It was annoying joining a
TFC server w/ great ping (back in dial-up days) only to find out friendly
fire or low gravity was on or they had retarded class limits set up. :X

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Christopher
Harris
Sent: Tuesday, November 20, 2007 07:24
To: [email protected]
Subject: Re: [hlcoders] Team Fortress 2 Critical Hits

The more options the harder to find a server that is the way valve intended
it. I mean look at a lot of CSS servers. You got zombie mod servers, all
sorts of weird crap that I sure don't want to play or waste my time sifting
through just to play a game. (I don't play CSS anyways, but point still
stands) From what sort of an angle is not logical? The goal of these things
they have done in TF2 are geared towards trying to reach a more broad
spectrum of people so that the sales are greater, etc.

Chris
----- Original Message -----
From: "Rogerio Morais" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, November 20, 2007 10:06 AM
Subject: Re: [hlcoders] Team Fortress 2 Critical Hits


--
[ Picked text/plain from multipart/alternative ]
I wouldn't be so sure. As much as I like VALVe and their games, they seem to
sometimes do things quite "not logical". Just look at the Source versions of
DoD and CS and you'll know what I'm talking about.

2007/11/20, Adam Maras (memzero) <[EMAIL PROTECTED]>:
>
> As much as I support your idea, we have to remember that VALVe wouldn't
> just code such things out for the heck of it. I'm sure there's a
> perfectly logical reason why the Cvars were removed and the gameplay was
> changed.
>
> Rogerio Morais wrote:
> > --
> > [ Picked text/plain from multipart/alternative ]
> > TFTrue did not work after the update, but they didn't give up and voilá:
> > they worked around it and it's now fully functional. Btw, wth is wrong
> with
> > Valve ? No class limit (a function that worked flawlessly since DoD
> > 1.0?????), later you take away the possibility of FRIENDLY FIRE (what
> > could be
> > more BASIC than that) ?!?!? And now crits ???? For God's sake, make your
> > defaults and encourage the gameplay you wish, but DON'T REMOVE THE
> OPTIONS.
> > What's with that "let's remove all cvars so they can't change it" policy
> ??
> > For a company that is so proud of allowing mods and supporting the mod
> > community, you are not walking a consistent path ....
> >
> > 2007/11/19, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]>:
> >
> >> The cvars to control crits was removed in a recent update.
> >>
> >> So that wont work anymore.
> >>
> >> -----Original Message-----
> >> From: [EMAIL PROTECTED]
> >> [mailto:[EMAIL PROTECTED] On Behalf Of Steve S.
> >> Sent: Monday, November 19, 2007 2:24 AM
> >> To: [email protected]
> >> Subject: Re: [hlcoders] Team Fortress 2 Critical Hits
> >>
> >> ummm has anyone tried this????
> >>
> >> http://www.beetlesmod.com/forums/viewtopic.php?t=3724
> >>
> >>
> >>
> >>> I believe alot of it has to do with scoreboard momentum too, which I
> >>> totally disagree with. I dislike rewarding good players in a way that
> >>> makes it several times easier to get kills, because that subsequently
> >>> means more momentum = more crit chance = more kills etc etc.
> >>>
> >>> On Nov 18, 2007 3:34 PM, Ryan ------- <[EMAIL PROTECTED]> wrote:
> >>>
> >>>> They can be summed up as such -
> >>>>
> >>>> great when they happen for you, horrible when they happen against
> you.
> >>>>
> >>>> At first i enjoyed the randomess but now i think perhaps more
> >>>> clarification on how to activate them would be helpful. As i
> >>>> understand it they are meant to be a reward for playing your chosen
> >>>> class skillfully, implying there is some sort of behind the scenes
> >>>> analytical monitoring code that studies a number of factors to judge
> >>>> how well you are playing, but i've had instances where the first shot
> >>>> i fire when i start as a new class can be a critical shot.
> >>>>
> >>>> If it is indeed a randomly occuring feature then i think they may in
> >>>> the end actually be a negative thing because players (as is mentioned
> >>>> in the commentary section of the game) don't mind being killed if
> >>>> their death was a result of a more skilled opponent or by poor play
> on
> >>>> their part but tend to get annoyed when their opponent gains an
> >>>> upperhand on them, not by skill, but by a poor game mechanic. I think
> >>>> randomly dished out one hit kills would fall into this category.
> >>>>
> >>>> But hey, there most likely is some kind of method behind it and i
> >>>> still love the game ;)
> >>>>
> >>>>
> >>>>
> >>>> On Nov 18, 2007 3:46 AM, Ryan Sheffer <[EMAIL PROTECTED]> wrote:
> >>>>
> >>>>> This is the biggest complaint with TF2, but I personally don't mind
> >>>>> them. I agree with the server console command.
> >>>>> Also, we should keep this discussion on the Steam forums, this is
> the
> >>>>> coders mailer.
> >>>>>
> >>>>>
> >>>>> On Nov 16, 2007 7:15 PM, Tony omega Sergi <[EMAIL PROTECTED]>
> >>>>>
> >> wrote:
> >>
> >>>>>> only thing I think crits should be able to be disabled for is match
> >>>>>>
> >>>> play.
> >>>>
> >>>>>> actually all of the "the team that's winning continues to win"
> >>>>>>
> >> stuff
> >>
> >>>>>> ruins match play.
> >>>>>>
> >>>>>> because if the other team you're playing against happens to get
> >>>>>>
> >>>> lucky
> >>>>
> >>>>>> one round, it ruins it for the rest of the match to the point that
> >>>>>> they spawn quicker, get crits more often and you can't make a
> >>>>>>
> >>>> comeback
> >>>>
> >>>>>> v ery easily, you end up being penalized for messing up at the
> >>>>>>
> >>>> start.
> >>>>
> >>>>>> it's extremely noticable on 2fort.
> >>>>>> -Tony
> >>>>>>
> >>>>>>
> >>>>>> On Nov 16, 2007 7:26 PM, Matt Stafford <[EMAIL PROTECTED]> wrote:
> >>>>>>
> >>>>>>> Remove Crit Rockets and I'll be happy ;)
> >>>>>>>
> >>>>>>> On Nov 17, 2007 9:22 AM, Paul Peloski <[EMAIL PROTECTED]>
> >>>>>>>
> >>>> wrote:
> >>>>
> >>>>>>>> --
> >>>>>>>> [ Picked text/plain from multipart/alternative ]
> >>>>>>>> This is the wrong place for that topic. The hlds list might be
> >>>>>>>>
> >>>> better.
> >>>>
> >>>>>>>> Although I like critical hits myself, they add some
> >>>>>>>>
> >>>> unpredictability to what
> >>>>
> >>>>>>>> would normally be me getting owned every time I play.
> >>>>>>>>
> >>>> Undoubtedly the
> >>>>
> >>>>>>>> feature brings new and casual gamers out to play, which is a
> >>>>>>>>
> >>>> great thing for
> >>>>
> >>>>>>>> TF2.
> >>>>>>>>
> >>>>>>>> Regards,
> >>>>>>>>
> >>>>>>>> Paul
> >>>>>>>>
> >>>>>>>> On Nov 16, 2007 4:02 PM, George Devgru Seal
> >>>>>>>>
> >>>> <[EMAIL PROTECTED]> wrote:
> >>>>
> >>>>>>>>> --
> >>>>>>>>>
> >>>>>>>>> [ Picked text/plain from multipart/alternative ]
> >>>>>>>>> Any possibility of seeing critical hits as a server-side
> >>>>>>>>>
> >>>> variable? Perhaps
> >>>>
> >>>>>>>>> through a third-party module for servers, or even in an
> >>>>>>>>>
> >>>> upcoming patch?
> >>>>
> >>>>>>>>> Thanks
> >>>>>>>>> -Devgru
> >>>>>>>>> __
> >>>>>>>>> Devgru Seal
> >>>>>>>>> - PC Geek -
> >>>>>>>>>
> >>>>>>>>>> June 1st: HL2:Episode 1 Release <
> >>>>>>>>>> October 9th, 2007: The Orange Box Release <
> >>>>>>>>>>
> >>>>>>>>> --
> >>>>>>>>>
> >>>>>>>>> _______________________________________________
> >>>>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>>>
> >>>> archives,
> >>>>
> >>>>>>>>> please visit:
> >>>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>>>
> >>>>>>>>>
> >>>>>>>>>
> >>>>>>>> --
> >>>>>>>>
> >>>>>>>> _______________________________________________
> >>>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>>
> >>>> archives, please visit:
> >>>>
> >>>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>>
> >>>>>>>>
> >>>>>>>>
> >>>>>>>
> >>>>>>> --
> >>>>>>> Matt Stafford (Wraiyth)
> >>>>>>> http://www.wraiyth.com
> >>>>>>> NightFall, a Half Life 2 Single Player Mod -
> >>>>>>>
> >>>> http://www.nightfallmod.com
> >>>>
> >>>>>>> _______________________________________________
> >>>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>>
> >>>> archives, please visit:
> >>>>
> >>>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>
> >>>>>> --
> >>>>>> -omega
> >>>>>>
> >>>>>>
> >>>>>> _______________________________________________
> >>>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>>
> >>>> archives, please visit:
> >>>>
> >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>
> >>>>> --
> >>>>> ~skidz
> >>>>>
> >>>>>
> >>>>> _______________________________________________
> >>>>> To unsubscribe, edit your list preferences, or view the list
> >>>>>
> >> archives,
> >>
> >>>> please visit:
> >>>>
> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>>
> >>>>>
> >>>>>
> >>>> _______________________________________________
> >>>> To unsubscribe, edit your list preferences, or view the list
> archives,
> >>>> please visit:
> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>>
> >>>>
> >>>>
> >>>
> >>> --
> >>> Matt Stafford (Wraiyth)
> >>> http://www.wraiyth.com
> >>> NightFall, a Half Life 2 Single Player Mod -
> http://www.nightfallmod.com
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
--

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