They prefer accomodating the game for the non-hardcore, it's that simple.
I don't like it either, but it's their right, and this discussion is not
in its place here. This is a supportline for programmers. At best this
thread was valid as a request for 'someone create a mod that...', but now
it's derailing.

> 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
>>
>>
> --
>
> _______________________________________________
> 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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