z0dd and ZOD...

Pages : 1 2 [3] 4

Blotter
09-28-2004, 03:35 PM
tho im not sure and i dont want to speak for him, i think z0dds burnt out for a bit :<

personally, i dont think t:v base is 1/10th the crap t2 base was. making a mod with the game like this probably wont do much, as all the teams i enjoy playing with seem to be enjoying t:v as it is, and most likely wont go anywhere.

so mod away! alot of us will be enjoying base, thankfully.

Wolfchylde
09-28-2004, 03:36 PM
The deployables stations arent BAD, there IS a substantial drawback to them tho:

In T2 you could pick up a turret pack and go out and get killed and SOMEONE ELSE could pick up a turret pack immediately and pick up where you left off.

As it stands now, you'd have to wait for another turret to "spawn" before you can go actually set up D.

I realise that T2 was too D based, but frell, did they have to go to the opposite extreme and make D a serious burden?

poisonspider
09-28-2004, 03:37 PM
i pretty much agree with you on everything ZOD - check your tribalwar mail

and i have a few more opinions of my own

ParoxysM
09-28-2004, 03:41 PM
Where's Paul...I thought we were going bowling, wtf.

Fool
09-28-2004, 03:45 PM
The deployables stations arent BAD, there IS a substantial drawback to them tho:

In T2 you could pick up a turret pack and go out and get killed and SOMEONE ELSE could pick up a turret pack immediately and pick up where you left off.

As it stands now, you'd have to wait for another turret to "spawn" before you can go actually set up D.

I realise that T2 was too D based, but frell, did they have to go to the opposite extreme and make D a serious burden?


You could always pick up the turret that dropped on the ground when they died. Hell in a scrim a week ago the other teams HO brought turrets with them and didn't deploy them before they were killed. So I deployed them for my team. I bet they were confused as to how I had 5 turrets in use (I know I was myself "one, two, three, four, five? WTF?)

MaD_ReBeL
09-28-2004, 03:46 PM
Mr. ...Stein; :)

You and your friends came from T1 and found T2 a bad game. Understandable. Many of us (really lots of us) never played T1 and came to T2 precisely because of what it attempted to be.

Havoc attacks, love em.

I understand why you dont. I have mentioned elsewhere that Dynamix did this to both of us. To you, because they didnt remain consistent with the franchise. (Although I had no way of knowing that at the time). And to me for Dynamix pissing all of you off which created turmoil in a game that I honestly enjoyed. (This resulted in the game I enjoyed being modded out of existance - regardless what you may have thought of it).

I do think it needed a faster ski. (That's about all it needed for me).

Here is the thing. (I mentioned this elsewhere also). I have left Tribes in general because T:V just wasnt a continuation of T2 in much the same way as T2 wasnt a continuation of T1. (And issues with some in the community) I'm not mad, just realistic. T:V returns to the original promise, which doesnt include me. T:V has the chance to close the rift that Dynamix created with the introduction of T2. If I stay and get pissy, it will just continue that rift, which shouldnt have been there in the first place. So I'm looking elsewhere.

This - T:V - is for you. Dont blow it again. (Not that you did the first time) Play the game and unify the community dont split it all over again. Some will try that. Sorry zandZ and others, but you are selfish and arrogant if you do. Fixing bugs is one thing, but you will be splitting the community again. I understand that it will satisfy you. It wont satisfy those that come to T:V as a new experience just as I did to T2. You wont be thinking of them. You will be thinking of yourself. That is why I used the word selfish should you hack T:V. I hope you dont. I would love to eat these words.

Play the game and give all those many many thousands (hopefully hundreds of thousands) of new players the courtesy of enjoying their experience rather than telling them that the experience they enjoy actually sucks. (Not that you have done that. Although you just did with regards to T2. :) Just a recommendation)

Make this a positive and hopefully profitable experience and there may be a next title. Moan, complain and refuse to accept this title that people worked for years on and you will send the message to the industry that this community cant be satisfied and that it is an unprofitable franchise. There wont be a next title possibly under those circumstances. IMO, that's self defeating and just dumb.

I know that zandZ are considered legends by some and I'm bound to get flamed by toadies. Ah well.
you have valid points and valid concerns. currently i see no reason for any mods, then again i have no true competative experience with t:v. some teams have had organized scrims and express great potential for the game.

also, some of the things zod has mentioned thus far could easily be slapped on top of the current game. effects for example shouldnt that be allowed in a 'skin' pack? t1 and t2 had this ability. different game types could be mutators couldnt they? i dont know much about the UT mutator system but if the map has support for the mutator functions isnt it more or less simple (relativeley that is) scripting?

again, i dont know that a mod is needed or necessary. i do think more gametypes would be nice though andif i had any say in it i would recomend to znZ that they focus on more gametypes first and let the community beat on the base game for awhile. the competative community (who they wrote for in T2) will have a general feel by that time if the core game isnt worthy. also, i think KP and irrational also need the ability to change things if the so choose.

JackLuminous
09-28-2004, 04:03 PM
a good deal of depth.

This is not a dig at you, KillerONE, but I'd like to see someone define "depth" where T:V is concerned. This is not meant to sound antagonistic. I just would like to see "depth" defined in T:V terms. What qualifies as "depth"?

Ace07
09-28-2004, 04:06 PM
1) I would have it function exactly how it does in T2 except 5x faster. Press button, bring up screen, step on pad, walk off pad, loadout complete. Would do away with deployables stations. Wouldn't add an ammo station, I think portable inv's are good enough, but perhaps allow them to be picked up and moved in the field.

This would rox. I don't like the new deployable stations..... :roller:

JackLuminous
09-28-2004, 04:33 PM
At first I didn't care for the new deployables but after a few weeks I like it.
Pro:
1. Intuitive. You can easily tell what you have available and what you don't
2. Any armour can carry them

Con:
1. Makes farming a bitch cuz you have to keep running back and forth. Having a pack JUST to help w/ this drawpack seems silly IMHO.
2. When gens are blown, all deployable stations "reset" (?)

Personally, I can deal w/ the new deployables system.

TTHREAZ
09-28-2004, 05:23 PM
This is not a dig at you, KillerONE, but I'd like to see someone define "depth" where T:V is concerned. This is not meant to sound antagonistic. I just would like to see "depth" defined in T:V terms. What qualifies as "depth"?

Don't mind KO. He's ALWAYS positive. :D

Fiberoptic
09-28-2004, 05:27 PM
request: remove teh damned jump pads

other than that, I trust the z and Z to makea good mod

SaintDude
09-28-2004, 05:38 PM
Not to be confrontational, honest, but you dont speak for everyone. I respect your opinion, but not everyone thought T2 sucked (beyond the bugs). I understand why you did. You should have said, if I may, I think T2 sucked ---- because.

I liked it.

Tell you what. Setup a poll and I can promise you that 80% or more of the players will say that T2 base sucked complete ass.

Koko
09-28-2004, 05:40 PM
I'm just hoping for a couple months of ladder play BEFORE people start making mods for comp play.

Wolfchylde
09-28-2004, 05:53 PM
You know, half the problems Ive noticed are due to the map's being all about the same size or a WEE bit bigger than Minotaur. I mean you can practically spit from base to base. Thats ridiculous.

Hopefully we'll see some maps where you have some actual MAP to play on, Id like to have more than 2 seconds to gear up before someone hops into my base and starts flinging mortars... As it stands the maps feel cramped somehow. I wish I could explain it better. :shrug:

JimBodkins
09-28-2004, 06:12 PM
Tell you what. Setup a poll and I can promise you that 80% or more of the players will say that T2 base sucked complete ass.

A poll about T2 at a website lousy with disgruntled T1 players. Makes sense to me. In other words, ask all you buddies if they liked T2? No thanks. I know the answer.

MasterGnr
09-28-2004, 06:15 PM
it's ok Jim....I feel ya bro

Zio
09-28-2004, 06:39 PM
This is all just a tiny tiny list of things I dislike and would want changed, perhaps the demo has some of these changes and others I would like to see, ved. I have no plans on touching jack and shazbot, it is a lot of work with no reward.


Inventory system
I would want to completely rewrite it so it acted like a faster Tribes 2 system.
Keybinds
Anything requiring me to have to hold one key down and press another one annoys me to no end.
Jet Forces
There is not enough applied to your forward motion and to much applied to your upward.
Skiing
Imo needs some kind of steering ability, the lack of control in open beta just annoys the crap outta me.
Effects
Visual effects, I hate them all.
Object damage
The way things take damage, there is no "disabled", only destroyed. Imo there should be a disabled range, where it doesn't work, but is still there and repairable. (I am talking deployables).
Manned turrets
Manned turrets should imo shield the player that is mounted to them. If turret is destroyed, player is killed, else he can hop out before hand.
Vehicles
I would change all of them in some way. lots of work needed here, nuff said.
Flag Hud
Need flag HUD showing flag status, who has it, is it home, return timer.
Flag physics
Flag doesn't travel far enough when dropped or thrown, needs a velocity boost.
CTF
I am so bored of CTF, need some other viable gametypes.. like DnD, Jailbreak, FnR.. try enough of them something should stick.


ZOD, seriously, I love you!

I am living with T:V in it's current state, but everything you posted would make the game better than it currently is. It's a no brainer!

I need to add 2 more items to your list...

Make all packs act like they did in your T2 Vengeance mod. EPack boost ruled!

Make the Rocket Pod work like it did in your T2 Vengeance mod.

poisonspider
09-28-2004, 06:58 PM
yeah. i was thinking. when the full game comes out. i want all the maps to be MAX size. like take emerald. and put the bases as far apart as possible. :D bigger maps = better

KillerONE
09-28-2004, 06:59 PM
This is not a dig at you, KillerONE, but I'd like to see someone define "depth" where T:V is concerned. This is not meant to sound antagonistic. I just would like to see "depth" defined in T:V terms. What qualifies as "depth"?

Well everyone has a different idea of what "depth" is.

Depth can't be generalized to the game as a whole. It can be applied to pieces of the game.

I'll just make a list of what I think T:V accels in terms of depth...

- Weapons: Almost every weapon is useful, arguably, every weapon is useful. I've been able to be effective with each and every weapon. I'm no longer tied to disk/chain/nade.

- Packs: Each pack is useful, as the weapons are. All can be effective and no longer tied soley to the energy pack, in fact, unless you're capping, you probably don't (or shouldn't) suit up in epack.

- Movement: I think the movement system has added depth over just about every game, even the previous titles. From "drifting" to "grappling" to "skiing" to those yet not discovered, I think the movement system is far more advanced and depth to keep new/old players "discovering" new ways to move around in T:V

- CTF: The CTF gametype while old and I'm somewhat bored of, offers some of the deepest depth of gameplay in team-oriented shooters. More specifically Tribes CTF, I guess. But there's more to playing the point and shoot. THere's "roles" to play. In T:V, you still have many of the roles of Tribes past and playing them in T:V with the Weapons/Pack depth T:V employes, it makes things that much better.

- Vehicles as always add strategic depth. The "spawn" time certainly adds a layer of depth as to how to use/when to use/when to attack vehicles. The vehicles themselves offer different methods of attack and defense and base survival (Rover). Most people hate em, but removing them removes some of the depth. I'd prefer balancing/tweaking rather than removing.

When you roll all that together you create a plethora of playing options. Many more ways to play T:V then a specific loadout and specific path in a map. You create infinite possibilities to beating or losing to your opponent.

That's the basics, I could probably go a bit deeper (Deployables, Squad Tactics, etc) or explain a bit more, but that should give you enough to conclude the rest on your own. I think those that are claiming T:V has no depth aren't choosing to look at T:V in a different way. They are trying to look at it like T1/T2 and they aren't gonna find the depth those games offered. T:V has depth, it's just different from T1/T2.

The game really does rock. Bugs here and there, certainly things can be improved but the "BASE" game is good. I definately forsee some really spectacular modding/mapping that's gonna take Tribes to the "next" level.

:)

KillerONE
09-28-2004, 07:02 PM
yeah. i was thinking. when the full game comes out. i want all the maps to be MAX size. like take emerald. and put the bases as far apart as possible. :D bigger maps = better

YAY!!!!

Maps with HUGE VOIDS OF DEADSPACE rock!!!!!!!!!! Where the only point of the space is to create a period of boredom and downtime.

Then some lacky in a Pod whores you down just before you get to the enemy, then you spend the next 5 minutes suiting up and trying to get back over there!!!

REVERSION-TV here we come!!!!!!!!!!!!!!!!

FUN FUN FUN!