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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

