for those who bitch tribes "learning curve" is too high.

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Gonstone
09-27-2004, 03:54 PM
Yet they give the vets no room to progress, just a glass wall with a few new additives that you can pick up and integrate into your playstyle in 3 seconds.

Plenty of room for vets to learn in T:V. The biggest thing to learn from T1 (I dont include T2 as a tribes game) is the new HoF style. The HoF (really only on Winter and maybe Emerald) is damn near a completely new role because it has changed so dramatically from T1. LD have a lot of new things to learn, in making the game easier they actually added some depth to the LD. LD don't just look for inc and chase now. I now see LD repairing turrets outside, sensors, HoF...because it can be done while stopping inc cappers. In T1 99% of cappers had the same loadout, now there are tons of loadouts to choose from including the light and medium armors (Heavy caps in T1 gave you a second armor choice, but the light truely was the better by far). Cappers now have Grapplers to help them move. Bucklers to absorb damage. All the traditional capper weapons as well. Add on to all of that a choice of 3 pretty good packs to choose from for capping.

Of course the most important role has been expanded as well...the TF'er (I'm kinda bias here). Now we are not useless as players as we were in T1 where we deployed and repaired and were incumbered by the uselessness of the medium armor. Now we can chase down HO, can help watch the flag and even snipe in our spare time.

Too many people are saying it has a smaller learning curve, and for us vets who played T1 from day 1...it does...but that is because we learned our basics already. My girlfriend is currently trying to learn how to play the game and I am reminded of how different it was for myself those many years ago. Learning that an enemy can be not just in front or back, but above and below. Learning that in a fight, moving in the air is a good thing. Just simple things like the fact that you dont have to stay on the ground. And for us vets I believe there is much to be learned as well. Stuff we will learn now and see the newbies of today learn a year down the road after they have mastered the basics.

Wulfen
09-27-2004, 03:54 PM
Who are you watching?

You.

Fool
09-27-2004, 03:56 PM
we don't cluster.

Wulfen
09-27-2004, 03:58 PM
cluster doesnt work near as well as it did in t1...infact not really at all

It's the same style of play though. Watch any Emerald map in matchplay. From looking at the map pics available on IGN or wherever, it's a medium-sized map and there are more maps with flags that close or closer.

It ceases to be about strats/tactics at that point, and more about reflex and twitch, IMO.

Smooth P
09-27-2004, 04:17 PM
It's the same style of play though. Watch any Emerald map in matchplay. From looking at the map pics available on IGN or wherever, it's a medium-sized map and there are more maps with flags that close or closer.

It ceases to be about strats/tactics at that point, and more about reflex and twitch, IMO.
This is the one thing that saddens me, but I hold out hope that the release maps and communitiy mappers will be able to remedy the problem.

What I find funny is that if a new Tribes game ever gets made I think the following analogy will be true: T1 is to T2 as T:V is to T4. And then people will bitch and whine that they 'T2-ified' things just as people bitch and whine about 'n00bification' now.:roller:

Pachacutec
09-27-2004, 04:29 PM
it'd also be nice to start combining games instead of adding yet another perspective on it. skiing different yet again. next time we'll have t1 vs t2 vs t:v for the fight of t3. lol. sigh. anyway...

mc-fine
09-27-2004, 04:44 PM
They have already said that lateral thrust will be increased and ground control (ie: carving) will be re-introduced in the release. And c'mon... it's not like skiing took ages to master in T1. Once you understood the concept and could time your jumps, the key to becoming great was being able to quickly assess the terrain and hit the proper slopes. In other words, exactly the same as it will be in T:V.

werd.. the funny part about it is that increased ground control and lateral thrust will make it even easier to ski. Oh the irony...

Pachacutec
09-27-2004, 04:47 PM
werd.. the funny part about it is that increased ground control and lateral thrust will make it even easier to ski. Oh the irony...

yeah there is a miscommunication there, having more lateral thrust is what gives a better feel to the game, but in addition to that there are missing skiing nuances, which make skiing a more intricate and thorough experience.

Smooth P
09-27-2004, 04:54 PM
werd.. the funny part about it is that increased ground control and lateral thrust will make it even easier to ski. Oh the irony...
To me there is a difference between 'hitting a route' and freeform skiing. The way the thrust works now certainly makes so that it takes more skill to hit a route, which is a good thing IMO. The problem is that it makes free-form skiing really crappy, and especially dueling. We just don't see the high speed flyby style of fighting in T:V, it's more, "try 2 or 3 MA's, then a ground shot... repeat." The increased lateral thrust will make free-form skiing and dueling better / more skillful, with the unfortunate side effect of making it easier to hit routes. But there will still be vertical thrust and therefore more skill required to hit a route than in T1/T2.

The ground control will make skiing easier, but also a helluvalot better, I think. Perhaps they could make carving take away some speed (just like it does in real life), thus adding an additional level of skill in that if you hit your slopes just right you get a speed advantage over someone who doesn't and thus has to carve.

All in all, I am very much looking forward to the added control in gold.

edit: typos

Giljo
09-27-2004, 04:54 PM
T1 retards crack me up..

-ivan
09-27-2004, 05:52 PM
any game where newbies can own vets is a shazbotty game that obviously doesnt take talent to be good at
way to not have a clue necro
If vets are getting owned by newbs, then those vets suck at the game. Just being a veteran of a game does not mean that you are good at the game.

KnightMare
09-27-2004, 05:55 PM
who the eff bitched about the learning curve?

aougli
09-27-2004, 07:44 PM
Attracting new players (I don't have any Tribes experience at all) doesn't mean that the game has to be simplified. I'm attracted to this game because I hope it will be complex. I've only joined this forum recently, but I haven't seen many posts calling for simplification. As with any series or update people complain that it isn't the same as its predecessors. I like the sensation of flight and speed. I don't know if there is any strategy in the game, but I like fast moving action as well. And I hope it will be addictive. A large player base always helps.

So long as skill isn't dependant on some secret exploits, then skillful players should do a lot better than new players; team stacking pisses people off regardless of skill level. As the only multiplayer option at the moment is a beta, I'm not spending much time with it. I could be wrong about T:V, but the game's already ordered and I'm optimistic. :)

MaD_ReBeL
09-27-2004, 08:11 PM
you wont really understand the strategic elements until you join a tribe and start competeing.

the level of teamwork generally isnt there in pubs.

LivinDeath
09-27-2004, 08:56 PM
There are many ways to organize a D for Emerald. And lots of room for improvement and variation I think.

The catch tho, is there is the cluster F element which could be ultimately problematic. IMO one of the things that made me leave T1 was precisely that, I hated the anarchy naked rush, pioneered and perfected in a coordinated fashion by teams like Nutz and Run and Gun. Not only b/c it was effective at squashing organized defenses around the flag, but also b/c it made gameplay very redundant. The amount of variation was no longer interesting, you simply had to organize a D in a nearly unique way to counter it. You simply had to have LD that had great dueling skills.

Gone were the days of having a LD individually excellent at just one or two aspects of D.. eg chasing, bodyblocking, sniping, or weird traits like being great with an elf w/o being well rounded. The cg became defacto essential, weapons like the grenade launcher slowly dissappeared. Bases ended up being left remote.

That strat changed things too drastically, at least IMO, and ended up hurting the weird variation between teams that made them all so unique. I mean, I used to be able to tell who a Smurf was simply by looking at their playstyle, now its almost impossible.

MaD_ReBeL
09-27-2004, 09:22 PM
the cluster wasnt impossible to counter. 5150 countered our cluster on DX by hiding INVs.

the cluster didnt work very well on all maps btw, only certain ones. DX and SH most noteably. rollercoaster it was possible but wasnt as effective.

but t:v design makes pure naked rushes alot less effective. the ability to repair everything quickly and easily goes a long way to removing said strat's viability.