I agree, I like the direction Valve has been going with their games. Want a
competitive even ground game? Go play COD4 of CS:S. Want to have a fun more
casual game that you can do extensive teamwork on? Go TF2 or L4D. Also I
believe its fair and can be done competitively. I've never seen at the total
end game points show a situation where I totally think I killed the opponent
but lost anyhow. Also playing with 8 RL friends all my skill level and
random teams each time usually ends up with extremely close matches and
points. I think its fine when you overall average it. That and crit shots
has the same possibility calculation for you as for anyone else how is that
not fair. It's also skill based calculation as Jake E pointed out.

-----Original Message-----
From: [email protected]
[mailto:[email protected]] On Behalf Of Jake E
Sent: Monday, January 12, 2009 3:20 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] L4D Bugs

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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> > >>>>>
> > >>>>>
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