T:V

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Rilke
04-25-2008, 04:50 PM
http://img294.imageshack.us/img294/7103/motivationalpicardgx0.jpg

Blitz
04-25-2008, 10:30 PM
| ZeR0 |[;13094828']wrong. in fact the list was quite accurate, and even lacked a few.

T:V was fun for what it was worth.

- Lack of a repair kit item, replaced by enemies dropping health so that a heavy can literally camp a base forever.

[Wrong] - It was the busted spawn sheild that make camping bases forever possible, after vanilla this was no longer possible

- All armor classes can set deployables and they are separate from packs.

[WRONG] - This is an opinion not a fact and in no way severely impacted the game in a negative way

- All armor classes can only carry 3 weapons, forcing a heavy to become very specialized as a class.

[WRONG] See above

- Lack of automatic turrets.

[WRONG] I'm sensing a pattern here

- Netcode that didn't support as many players as even the original Tribes, which was made almost 6 years earlier.

[WRONG] This was a fundamental design choice to limit the number of players to a maximum playability of 12 on 12 which was in no way shape or form WORSE than any other tribes. Simply different. The netcode early on was if nothing else attributed to the piss poor hardware used to host T:V servers.

- The Grappler redefined the core gameplay of CTF from "move fast and try to outrun enemies that try to chase you" to "move in such an erratic way that the opponent can't even get a clear shot without losing you completely".

[WRONG] And last but not least, the epitome of all things misinformed, something I'm quite suprised to see you support zero. I won't bother writing a novel explaining how this excuse is normally just a lack of skill and not a justifiable reason. But hey, if people want to hate on me because I like a game they do not thats fine, if anything these half witted mis informed opinions based off lack of experience or skill are the true "asses".







As for the being released between some of the biggest releases in the past 10 years of gaming, well thats obvious and goes without saying.



Tribes was not a failure because it didn't cater to Tribalwar and their bitching for T1 with MOAR GRAPHX! The developers themselves came onto tribalwar to (in lengthy detail) explain the failure which rested more upon the publishing and business side than anything related to devolopment.



God forbid a new game is embraced for what it is , a new game. I already see people bitching for mine discs and double the energy and turrets on the legions forums. T1 is gone, it's fucking over it's never coming back let it go.

Teratos
04-26-2008, 03:17 AM
- All armor classes can set deployables and they are separate from packs.

[WRONG] - This is an opinion not a fact and in no way severely impacted the game in a negative way

This doesn't really seem like an opinion to me.

- All armor classes can only carry 3 weapons, forcing a heavy to become very specialized as a class.

[WRONG] See above
Again, the first part is definitely not an opinion and the second part isn't wrong.

- Netcode that didn't support as many players as even the original Tribes, which was made almost 6 years earlier.

[WRONG] This was a fundamental design choice
You're right, it was a fundamental design choice to include crappy netcode and it hurt.

Red Shifter
04-26-2008, 05:12 AM
As for the being released between some of the biggest releases in the past 10 years of gaming, well thats obvious and goes without saying.

Tribes was not a failure because it didn't cater to Tribalwar and their bitching for T1 with MOAR GRAPHX! The developers themselves came onto tribalwar to (in lengthy detail) explain the failure which rested more upon the publishing and business side than anything related to devolopment.

God forbid a new game is embraced for what it is , a new game. I already see people bitching for mine discs and double the energy and turrets on the legions forums. T1 is gone, it's fucking over it's never coming back let it go.
Well, guess what? Tribes: Vengeance WAS NOT A NEW GAME. IT WAS A SEQUEL. The gameplay of such a game should be EXTENDED, not LIMITED. How can anyone seriously defend a sequel to a game where you get to do LESS than the games in the series that came before it?

You know what bad netcode is called? Not a forced lower player count... BAD NETCODE. Tribes 2 supported MORE THAN DOUBLE the player count of a game that was released years AFTER it. It supported this on MUCH inferior hardware than that which was used for dedicated T:V servers.

Starsiege Tribes had vehicles. Tribes 2 made them fun to use. Tribes Vengeance made them stupid as hell and stopped you from bringing a flag into them (like anyone would EVER have brought a flag into those pieces of shit for any purpose other than to fly to the map ceiling). I guess making the vehicles completely worthless fits in well with this "limit what the players can do" concept that Sierra wanted for the Tribes series.

And my problem with the Base Turrets? In the old games, they were mostly automatic. Instead, you have to man the turrets and leave yourself completely vulnerable on the back. This would have been perfectly acceptable, except for the fact that the shitty netcode made a dedicated turret user into a waste of a player slot. Turrets only seemed good to spam the flag with Burner shots, take out vehicles that get close (which are so god-awful weak and boring to use that I doubt many people would've used them in the first place), or to destroy some noob that's trying to point-whore the person in the turret without using a suitable weapon for the job. Such a position would have been much more useful if the player counts were higher and the maps were bigger.

Tribes: Vengeance REMOVED gametypes that were in the original game, and replaced them with really shitty ones. A focus on single player meant that little time was spent making alternative options from CTF... which was okay, considering only TW players would ever play the game for more than a month anyway. At least CTF was implemented... as properly as possible with the problems of the rest of the game engine. There was more CnH in the SINGLE PLAYER mode than there was in MULTIPLAYER. Arena was changed into "you only have one life and you have to find all the items yourself"... though at least they made the blueprint so that a modder could turn it into real Arena if they could figure out how the hell to mod Tribes Vengeance. And Fuel? I've made a bunch of retarded gametypes like Chaingun Deathmatch, but at least I see the point of leaving off weird hybrids of gametypes until the basics are implemented. Why did they have to combine Team Deathmatch, Capture and Hold, and Team Hunters into a single clusterfuck gametype? And why did Ball have an excessively weak throw combined with a lack of a goalie zone around the goal, with a really stupid name for the gametype tacked on at the last minute?

Where was your "it's a whole new game" argument when Tribes 2 rolled around? Granted, CTF and vehicles were fundamentally broken out of the box, and the pacing of the game was much slower, but every other gametype WORKED. All I had to do was change my gametype of choice to Siege, and it was mostly perfect despite the glitches and UEs that always seemed to pop up (and shitty maps like Masada, and the people that were always being jackasses on Caldera). It was enjoyable, it was interesting, and it was like a new game.

Amadeus
04-26-2008, 06:48 AM
I can't wait until John Titor shows up.

Fox
04-26-2008, 09:25 PM
I can't wait until John Titor shows up.

He's currently in 2000 since he went back in time in 2007 or so.

Amadeus
04-27-2008, 05:05 AM
But when did he come back???

baby_face
04-29-2008, 03:55 AM
Well, guess what? Tribes: Vengeance WAS NOT A NEW GAME. IT WAS A SEQUEL. The gameplay of such a game should be EXTENDED, not LIMITED. How can anyone seriously defend a sequel to a game where you get to do LESS than the games in the series that came before it?

You know what bad netcode is called? Not a forced lower player count... BAD NETCODE. Tribes 2 supported MORE THAN DOUBLE the player count of a game that was released years AFTER it. It supported this on MUCH inferior hardware than that which was used for dedicated T:V servers.

Starsiege Tribes had vehicles. Tribes 2 made them fun to use. Tribes Vengeance made them stupid as hell and stopped you from bringing a flag into them (like anyone would EVER have brought a flag into those pieces of shit for any purpose other than to fly to the map ceiling). I guess making the vehicles completely worthless fits in well with this "limit what the players can do" concept that Sierra wanted for the Tribes series.

And my problem with the Base Turrets? In the old games, they were mostly automatic. Instead, you have to man the turrets and leave yourself completely vulnerable on the back. This would have been perfectly acceptable, except for the fact that the shitty netcode made a dedicated turret user into a waste of a player slot. Turrets only seemed good to spam the flag with Burner shots, take out vehicles that get close (which are so god-awful weak and boring to use that I doubt many people would've used them in the first place), or to destroy some noob that's trying to point-whore the person in the turret without using a suitable weapon for the job. Such a position would have been much more useful if the player counts were higher and the maps were bigger.

Tribes: Vengeance REMOVED gametypes that were in the original game, and replaced them with really shitty ones. A focus on single player meant that little time was spent making alternative options from CTF... which was okay, considering only TW players would ever play the game for more than a month anyway. At least CTF was implemented... as properly as possible with the problems of the rest of the game engine. There was more CnH in the SINGLE PLAYER mode than there was in MULTIPLAYER. Arena was changed into "you only have one life and you have to find all the items yourself"... though at least they made the blueprint so that a modder could turn it into real Arena if they could figure out how the hell to mod Tribes Vengeance. And Fuel? I've made a bunch of retarded gametypes like Chaingun Deathmatch, but at least I see the point of leaving off weird hybrids of gametypes until the basics are implemented. Why did they have to combine Team Deathmatch, Capture and Hold, and Team Hunters into a single clusterfuck gametype? And why did Ball have an excessively weak throw combined with a lack of a goalie zone around the goal, with a really stupid name for the gametype tacked on at the last minute?

Where was your "it's a whole new game" argument when Tribes 2 rolled around? Granted, CTF and vehicles were fundamentally broken out of the box, and the pacing of the game was much slower, but every other gametype WORKED. All I had to do was change my gametype of choice to Siege, and it was mostly perfect despite the glitches and UEs that always seemed to pop up (and shitty maps like Masada, and the people that were always being jackasses on Caldera). It was enjoyable, it was interesting, and it was like a new game.


yeah i guess your dumb ass never heard of pod capping. capper grapples friendly pod and pod takes him home. happened a lot actually. and grapple chasing was a skill that douches bags like you obviously never learned. chasers can grapple whore just as well as cappers. well the ones with skill at least, obviously not you or anyone else that complained about grappler.

oh yeah both Fox and Zero played t:v till it died like 5 months ago. lol. they LOVED it. they pretend they don't only when posting here. douche bags.

JodoFett
04-29-2008, 05:05 AM
I liked T:V and played it for a while. At the same time, lack of studio support is really what killed the game, and it needed another 5-6 months of development I would think. They finished the SP and hashed together a MP and then released it and then it did poorly because it was thrown out there and they dumped it.

TuRkY
04-29-2008, 05:35 AM
I didn't play T1 I started playing T2 when it was released because I wanted something different in gameplay from CS. T2 was so much fun that I played it for over 2 years before calling it quites. When T:V came out it just wasn't fun. I played as a HO alot of the time big map's learning routes is what I loved to do. the routes in T:V where so spratic and hard to pull off might be because I didn't spend much time, but T2 was much easier to pick up. Could be because the learning curve was much smaller. One thing I really loved to do was MA someone with a disc or even a mortor or nade MA. When T:V came out it was almost damn near impposible.......the worst Idea ever was the grappler nothing like a LD grappling around building's to get away from my chain or even make me miss my disc and ending up on my back side to take small bursts at me and grapple away again. How to kill a heavy offence never come down from the air. grapple grapple grapple just keept a LD in the air and damn near impossible to kill. What's funny is how much the maps where so partial to the grappler since just about every map had like half destroyed building's that made it easy to grapple and not to mention my most hated map the cave map I stopped playing Heavy on that map was pointless the routes where hard to do because of water in some areas and grappling was so insanly easy to do on that map.

Had to resort to playing with a sheild on heavy offence and spamming grappling area's and possible getting one or two kill's before they swarmed me. mortor's=worthless against defence. only good mortors do is just to destroy equipment and kill the occosional offence player or camp small enclosed areas. Hopefully the next tribes game will get more back to the basic's of the game :) one can only hope. Anways that was at least the problem's I had with the game and that's the reason I gave that game two week's before I gave it the boot and went back to playing Halo2 :)

Zio
04-29-2008, 12:01 PM
The focus of T:V was its single player campaign. The multiplayer was an after thought. That was the primary issue for the downfall of T:V. Not enough attention was applied to what the game had always been about, multiplayer. Multiplayer suffered because of this. The game should have been better balanced and probably would have been if the plug wasn't pulled so early by Vivendi.

T:V was a lot of fun and had some great things going for it, (freedom of movement, skiing, jetpacks, fun and interesting weapons and yes, the grappler was a lot of fun) It also had some great looking graphics. But the lack of support, poor netcode and fundamental design choices of a smaller scale game did not settle well with vet players.

]| ZeR0 |[
04-29-2008, 02:21 PM
yeah i guess your dumb ass never heard of pod capping. capper grapples friendly pod and pod takes him home. happened a lot actually. and grapple chasing was a skill that douches bags like you obviously never learned. chasers can grapple whore just as well as cappers. well the ones with skill at least, obviously not you or anyone else that complained about grappler.

oh yeah both Fox and Zero played t:v till it died like 5 months ago. lol. they LOVED it. they pretend they don't only when posting here. douche bags.

LOVED is a strong word... more like tolerated because there wasn't much better or that resembled tribes on the PC gaming market.

again, learn to read. i realize you're trolling, and doing a poor job at it as well. the people who were decent at the game made it fun, not the actual game. i could either play something and have fun with a few dozen people, or i could reinstall t1 or t2 and play with the same 5 people every night. hmmmm.

TuRkY
04-29-2008, 04:13 PM
I would reinstall t2 but it's just to hard to get into the one server that has people in it lol. oh well I probable wouldn't be any good at the game now anyways since I haven't played t2 in over 5 years now. However it would be fun to get in there and mix it up again :D

CarpeIppon
04-29-2008, 07:39 PM
- Lack of a repair kit item, replaced by enemies dropping health so that a heavy can literally camp a base forever.

[Wrong] - It was the busted spawn sheild that make camping bases forever possible, after vanilla this was no longer possible

- All armor classes can set deployables and they are separate from packs.

[WRONG] - This is an opinion not a fact and in no way severely impacted the game in a negative way

- All armor classes can only carry 3 weapons, forcing a heavy to become very specialized as a class.

[WRONG] See above

- Lack of automatic turrets.

[WRONG] I'm sensing a pattern here

- Netcode that didn't support as many players as even the original Tribes, which was made almost 6 years earlier.

[WRONG] This was a fundamental design choice to limit the number of players to a maximum playability of 12 on 12 which was in no way shape or form WORSE than any other tribes. Simply different. The netcode early on was if nothing else attributed to the piss poor hardware used to host T:V servers.

- The Grappler redefined the core gameplay of CTF from "move fast and try to outrun enemies that try to chase you" to "move in such an erratic way that the opponent can't even get a clear shot without losing you completely".

[WRONG] And last but not least, the epitome of all things misinformed, something I'm quite suprised to see you support zero. I won't bother writing a novel explaining how this excuse is normally just a lack of skill and not a justifiable reason. But hey, if people want to hate on me because I like a game they do not thats fine, if anything these half witted mis informed opinions based off lack of experience or skill are the true "asses".
Wow. What a complete fucking joke. Its plainly obvious you never touched T1 and you have no idea wtf you are talking about.

1.) T1 didn't even have spawn shields. It didn't need them. The gameplay was balanced without them, partly because of player activated health packs.

2.) You'd have to be a retarded dipshit to think that was an 'opinion'. The fact that deployables weren't packs might not have affected gameplay. The fact (<- this one is technically opinion) that they all sucked compared to the deployables in T1/T2 may have. With the sensor so easy to destroy, having a deployable sensor grid could have helped out a lot.

3.) Not wrong at all moron.

4.) He is obviously referring to the significant turrets, not the deployable peashooters. I.E. the rocket and plasma turrets on raindance. T:V's manned burner turrets were fucking annoying and nearly worthless, even when you sacrificed a player to man them.

5.) The netcode was fucking terrible. Tribes could officially do 32 players out of the box, double that with a good server on a fat pipe. T2 did 64 officially, and you could find servers with over 100. It took a top notch server to even get T:V to 24 players. Its officially promised player limit is unreachable. How the fuck can shit coding be a design choice when you can't even play the numbers you are officially supporting? And playing code itself was terrible, with nonregs and warping galore. I remember a couple years ago starting up T1 when my cable connection was going out. I had 30 percent packet loss and it was still playable. That is fucking amazing. T:V was NOWHERE near that.

6.) The was the most egregious offense T:V multiplayer made, and it was why T:V LT was pretty much the only way to play and not get angry. The grappling hook was grossly overpowered and poorly implemented and it fundamentally altered the greatest aspects of tribes. With the grappling hook, you didn't need momentum and you didn't need to use the terrain. Hell you barely needed to touch the ground.

But there are a shitload more
Terrible demo playback
Bugged tourney mode
Only 5-6 maps that didn't completely suck ass.
Spamtastic vehicles
Spinfusor discs so slow you could shoot yourself with them.
Skill-less shield pack
Mines as deployables?
Ridiculously easy to destroy sensors that made you running around without IFFs the entire time.

Its so fucking amazing you give this shit a free pass. T:V was better than playing an MMO or CS, but not by much. Almost every change they made was to make the game either less skilled or more annoying or just shitty.

P.S. Even the single player wasn't that great. All they did for difficulty levels was double the amount of health enemies had.

Mindflayr
04-29-2008, 10:41 PM
lol pod capping.

If that EVER happened in a match the team doing it was only doing so to insult the newbs they were owning.

nice troll baby_face

baby_face
05-01-2008, 03:29 PM
Wow. What a complete fucking joke. Its plainly obvious you never touched T1 and you have no idea wtf you are talking about.

1.) T1 didn't even have spawn shields. It didn't need them. The gameplay was balanced without them, partly because of player activated health packs.

2.) You'd have to be a retarded dipshit to think that was an 'opinion'. The fact that deployables weren't packs might not have affected gameplay. The fact (<- this one is technically opinion) that they all sucked compared to the deployables in T1/T2 may have. With the sensor so easy to destroy, having a deployable sensor grid could have helped out a lot.

3.) Not wrong at all moron.

4.) He is obviously referring to the significant turrets, not the deployable peashooters. I.E. the rocket and plasma turrets on raindance. T:V's manned burner turrets were fucking annoying and nearly worthless, even when you sacrificed a player to man them.

5.) The netcode was fucking terrible. Tribes could officially do 32 players out of the box, double that with a good server on a fat pipe. T2 did 64 officially, and you could find servers with over 100. It took a top notch server to even get T:V to 24 players. Its officially promised player limit is unreachable. How the fuck can shit coding be a design choice when you can't even play the numbers you are officially supporting? And playing code itself was terrible, with nonregs and warping galore. I remember a couple years ago starting up T1 when my cable connection was going out. I had 30 percent packet loss and it was still playable. That is fucking amazing. T:V was NOWHERE near that.

6.) The was the most egregious offense T:V multiplayer made, and it was why T:V LT was pretty much the only way to play and not get angry. The grappling hook was grossly overpowered and poorly implemented and it fundamentally altered the greatest aspects of tribes. With the grappling hook, you didn't need momentum and you didn't need to use the terrain. Hell you barely needed to touch the ground.

But there are a shitload more
Terrible demo playback
Bugged tourney mode
Only 5-6 maps that didn't completely suck ass.
Spamtastic vehicles
Spinfusor discs so slow you could shoot yourself with them.
Skill-less shield pack
Mines as deployables?
Ridiculously easy to destroy sensors that made you running around without IFFs the entire time.

Its so fucking amazing you give this shit a free pass. T:V was better than playing an MMO or CS, but not by much. Almost every change they made was to make the game either less skilled or more annoying or just shitty.

P.S. Even the single player wasn't that great. All they did for difficulty levels was double the amount of health enemies had.


you're obviously a douche who played t:v for 1 week then raqe quit. its netcode was not perfect but not as bad you make it sound like. the people who had a problem with and complained "OMG NETCODE SUXORS!"!!!! had either A. a shitty PC and/or B played on a shitty server. sounds like both A and B applied to you. everything else you whined about; mines, sp etc....welcome to t:v. its not T1 or T2. its a different game. get it? fag.

John the Jammer
05-01-2008, 05:08 PM
at least you guys are making progress with these arguuments

]| ZeR0 |[
05-05-2008, 12:49 AM
at least you guys are making progress with these arguuments

how's your purple drumset doin buddy?

CarpeIppon
05-05-2008, 02:25 AM
you're obviously a douche who played t:v for 1 week then raqe quit. its netcode was not perfect but not as bad you make it sound like. the people who had a problem with and complained "OMG NETCODE SUXORS!"!!!! had either A. a shitty PC and/or B played on a shitty server. sounds like both A and B applied to you. everything else you whined about; mines, sp etc....welcome to t:v. its not T1 or T2. its a different game. get it? fag.

It was terrible compared to what they promised. Officially it supported 32 players. If you tried to play with 32 people, you would be in for just about the most laggy online experience possible. That makes it terrible. What makes it worse is that T1 was 6 years old and played smoothly with twice as many people.

I am fully aware that it was a different game. It also had inexcusable faults. But it was still a tribes game and I continued to play it for over a year, since even the worst tribes game is still better than just about everything else.

John the Jammer
05-05-2008, 09:56 PM
| ZeR0 |[;13150303']how's your purple drumset doin buddy?

sick, I'm banging the shit out of it