On 28/10/2012 07:38, Maavrik wrote:
I always felt that TF2 was meant to be silly. For instance, the Scout knows he's in a video game, not very serious if you ask me

It doesn't follow that in order for the content of the game "not to be serious" that it doesn't
matter what that content of the game is or how the mechanics of it work.

If any old crap worked because "It's not serious" then Splash Damage could be successful PC game developers :)

As I said, I think it would be more fun had this particular update considered what happens when you play the map, rather than them (after finally realising that the random boxes appearing somewhere on the map was a crap idea) having to sit and think of ways of making this suck because otherwise their "customers" won't value the items they've farmed.

They even make it suck if you don't have the right number of people? Why? Why can borderlands 2 manage to work with 1 player or 4 players, but Valve can only write a game that needs 6 people otherwise they switch off half the mechanics or it doesn't scale? There doesn't seem to be any shortage of people willing to pay for Borderlands 2. Worse are these stupid ideas now that you can't leave a game, even if your house catches fire "Our game sucks with less than 6 players and our solution to this is to get rid of players from our community who have to leave the server" - err, doesn't that just make it even /less/ likely to get 6 players? Why not just design your game to work with however many players there are? The TF2 community manages to do that, as the 6v6, highlander, 12v12 and 32 man servers show (well ok the 32 man servers show you can only go so far with an idea) But why can't I play single player MvM or 2 or 3 player Halloween maps and have it all work?

I'm willing to pay for the 3 copies of the game (I thought I'd already paid for 2 of the effing copies you're now telling me every year I can't play this mode or that mode
because there aren't enough people. Evidently I didn't pay enough)

If the answer to all the questions ultimately ends with some nod to the idea that items have to be valuable, then those answers suck and it's a huge mistake to take your games down these gaming dead ends imo. Sure, you'll make lots of money. I can look at how many halfwits are buying rings on sale and
see that, but it makes the games themselves suck.

Valuing the game, especially playing it, seems to be no longer an option. If it ever generated revenue, it doesn't now (except, I suppose, for the ticket idea in MvM which you could argue is about paying to play towards the objective to get items. Not a bad idea but it's MvM where they've taken everything developers could do with AI in 2003 and made it worse. Where's the challenge in hitting the tank for example? TF2 has all these wonderful game mechanics, projectile weapons - the 2 nade firing guns, for example, are fantastic and really rewarding to get hits with (I would argue they are the best weapons in any multiplayer game) and mechanics like sticky and rocket jumping. All of this rich content was ignored to instead fight a bunch of AI that just walk in straight lines - so not only do they not use any of these mechanics but you don't need to use any of them against them either. My grandmother would probably struggle to miss them and she's been dead for over a decade.

Unfortunately, MvM removed all of the good work they did, since F2P, in getting lots of vanilla servers full of people playing TF2 multiplayer. Now I find myself scrabbling around a bunch of badly configured 3rd party servers with half the server trading or sitting somewhere on the map having "meetings" where hardly anyone actually plays once again. The irony here, of course (as we can see from the other thread with folk noticing their quickplay servers filling instantly) as the Halloween update brings in a ton of people to play, they are given something that's barely worth playing and you say "it's not supposed to be serious", but I don't want it to be serious, I want it to be fun.

Yes, some aspects of the map are fun, like the changing health packs, the exploding pumpkins, the pit you fall down if you miss the jump for the health and so on, but the first of these have been used for several years now and most of the new ideas are just content that has been taken from roll the dice and frog mods and so on - except there is actually a modicum of sense behind how the RTD servers implemented it.

--
Dan.

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