I agree with msleeper.
Critical hits are part of the unique TF2 gameplay. Every game has critical
hits - headshots are critical hits, even though you don't get the words
"Critical Hit!" on your screen every time you get one. Maybe when you kill
them you see "<Player Name> HEADSHOT!" On the screen but that's it.

On Mon, Jan 12, 2009 at 5:08 PM, msleeper <[email protected]> wrote:

> If you want a "competitive" game, go play Counter-Strike. Why does every
> game have to be competitive? Why can't a game just be fun for the sake
> of being fun? And why said L4D was fair or equal? It isn't, in any
> capacity - You take 4 people with guns and they are fighting AI zombies
> plus 4 people with super powers and melee attacks - and nothing more. If
> it was fair, then both sides would get guns and there would be no NPCs
> and people would play dust2 for 10 years straight.
>
> On Mon, 2009-01-12 at 09:07 -0800, tgnwells wrote:
> > Almost everything in L4D is frustrating. It's just the way Valve wanted
> > their game I guess. Still bothers me though.What happened to games being
> > balanced and fair for ALL players? I noticed it started with Team
> > Fortress 2 critical hits and now Valve seems to have adopted a bunch of
> > game design philosophies that doesn't make any sense and ends up leaving
> > it up to the computer as to who gets to live or not, rather than giving
> > the player the ability to attack and defend himself and letting him
> > decide whether or not he is able to survive.
> >
> > Ronny Schedel wrote:
> > > I was playing with some friends and it was really frustrating when you
> had
> > > to fight against millions of Zombies and the next round you see the
> > > survivors running very easily to the exit, because of the missing NPCs.
> > > The tank got 5000 health points and is down within 5 seconds or cannot
> even
> > > get close to players to hit, this is very frustrating.
> > >
> > >
> > >
> > >> If you do take it out, it won't quite be l4d. This is what makes L4D
> fun,
> > >> an
> > >> all out experience that's unique each time, and really pushes you to
> the
> > >> brink so you barely make it each time. Also the skill based adjustment
> is
> > >> very integrated into the game with the entire director system. It goes
> all
> > >> the way to how the infected are spawning, the variety of special
> infected
> > >> the other team gets and so forth. In one game I went up against 2
> tanks,
> > >> while when it was our turn only got one. Well for the people who do
> want
> > >> to
> > >> take it serious though, I heard rumors there's a team who's making a
> Cal
> > >> L4D
> > >> mod. http://www.caleague.com/?division=l4do
> > >> You could if you are good enough regulate your pacing. I notice a lot
> of
> > >> what effects the difficulty is how you're pacing. That can be a skill
> I
> > >> guess lol.
> > >>
> > >> -----Original Message-----
> > >> From: [email protected]
> > >> [mailto:[email protected]] On Behalf Of Ronny
> Schedel
> > >> Sent: Sunday, January 11, 2009 11:30 PM
> > >> To: Half-Life dedicated Win32 server mailing list
> > >> Subject: Re: [hlds] L4D Bugs
> > >>
> > >> Hmm, I am wondering how to play L4D competitive then if there are
> skill
> > >> based adjustments to the game. ESL - the biggest European league has
> > >> opened
> > >> a L4D ladder. Or is it possible to switch off the skill based
> adjustments,
> > >> so everyone has more or less the same chance to win?
> > >>
> > >>
> > >>> It's very likely its just one of the many things valve does to
> > >>> dynamically
> > >>> adjust gameplay. They have tons of subtle things like this.
> > >>>
> > >>> -----Original Message-----
> > >>> From: [email protected]
> > >>> [mailto:[email protected]] On Behalf Of Ronny
> Schedel
> > >>> Sent: Sunday, January 11, 2009 2:02 PM
> > >>> To: Half-Life dedicated Win32 server mailing list
> > >>> Subject: Re: [hlds] L4D Bugs
> > >>>
> > >>>
> > >>> We have seen two different tank speeds in the same game on the same
> > >>> server
> > >>> with the same settings. Only players were different.
> > >>>
> > >>>
> > >>>
> > >>>> Can you confirm any of this? When a player is in the yellow or red,
> they
> > >>>> run
> > >>>> slower, the tank doesn't run faster.  I don't think hosting the game
> > >>>> locally
> > >>>> changes any cvars for the amount of infected spawning, but I could
> be
> > >>>> wrong.
> > >>>>
> > >>>> On Sun, Jan 11, 2009 at 8:52 AM, Ronny Schedel
> > >>>> <[email protected]>wrote:
> > >>>>
> > >>>>
> > >>>>> Hello,
> > >>>>>
> > >>>>> I got L4D now, but it seems there are some big problems which
> affects
> > >>>>> gameplay dramatically:
> > >>>>>
> > >>>>> The tank runs on different speeds, depending on the player.
> Example: we
> > >>>>> had
> > >>>>> a situation where a player had 3 health points, but the tank was
> not
> > >>>>> able
> > >>>>> to
> > >>>>> approach the player, the tank was at the same slow speed. Maybe
> it's
> > >>>>> the
> > >>>>> same problem like in Counter-Strike Source, if you have lower FPS,
> you
> > >>>>> run
> > >>>>> slower.
> > >>>>>
> > >>>>> If you don't find a free game server, which is normal, and you host
> the
> > >>>>> game
> > >>>>> locally, then the amount of NPC zombies is different. If the
> hosting
> > >>>>> player
> > >>>>> is infected, the amount of NPC zombies is very low and the
> survivors
> > >>>>> can
> > >>>>> go
> > >>>>> straight to the exit without any problems. If the hosting player is
> > >>>>> survivor, you get alot of enemy NPC zombies.
> > >>>>>
> > >>>>> Hope this will be fixed soon.
> > >>>>>
> > >>>>> Best regards
> > >>>>>
> > >>>>> Ronny Schedel
> > >>>>>
> > >>>>>
> > >>>>> _______________________________________________
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> > >>>>> please visit:
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> > >>>>>
> > >>>>>
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