Thrax Panda said:We already have (except it came out as a Tony Hawk 3 meets Quake)
=) - So maybe a lil TOO fast
Thrax Panda said:We already have (except it came out as a Tony Hawk 3 meets Quake)
Wulfen said:For me, it was creativity that killed it. Most players I know don't want to sit there passing and thinking, "Ok, now if I pass and get this many points then we pass and get this many more, and then pass to get this variance, we'll get 25 points!"
If the main goal of a game that at least tries to model itself somewhat as a sport isn't in scoring goals/baskets/touchdowns/whatever, then I don't think it has much chance. IMO, creativity and all that jazz should have supplemented goals, not taken their place. Teams learned to exploit the system, and while that happens in most games, it brought the tactics and strats in TR2 to a fairly one-dimensional stage. Not all teams used the creativity/possession/don't take chances position, but it's not like we had 100 teams to choose from to play.
I think passing should have been the means to scoring goals, which should be the ultimate goal. As it stood you could win matches while being outscored goal-wise. I know this was a huge TR2 community conflict, and we'd all have to admit it played a large role in the ladder's final demise. Once I saw things weren't going to change, I decided to stop. I played T2 CTF for a year or so, hating it every day, and I won't do that again.
And like others said, TR2 didn't seem to have a real identity. It was like a 'jack of all trades, master of none.'
Thrax Panda said:[*]The average player needs shooting (weapons) to be a more important part of the game in order to maintain interest and have fun; having to think about positioning and throwing flags is not enough (even though it's enough for some hardcore players)
This is good, I've always thought MAs were great fun seeing as I began playing Tribes with T2 in the Arena mode. However, the problem with this still remains, if someone needs shooting to keep them interested they are not going to stay with Tr2 (Tr3 in the future? :O) They wont play Tr2, they'll go play Arena. I personally think that the ammount of involvment that weapons had to do with Tr2 was perfect (although the shocklance never made much sense to me.)
Darkpoint said:I'll tell you that only 20-35% of the tribesplayers are any good at that, most of us couldn't throw well or even pick up to save the map.
TheGhost said:...bad pubs make it go sour, if public play isn't any good, competitive play will only keep it going so long
half the sky said:You're brilliant!
My team didn't play TR2 so all I had were teh pubs. It was great fun at first till the elitist attitudes set in.
Rev said:What really killed tr2, I believe, was the failure to deliver the high flying speeds. We were told that this was the gametype for the speed lunatics, and when it finally came out, it was the floatiest piece of shit I'd ever played. It's wasn't very fast compared to classic.
Rev said:The vast majority of people held/hold CTF as their priority. The gameplay of tr2 has absolutely no benefit to a CTF player in terms of the skillset. None of the physics transfer, and the goals of the gametype are completely different.
Funkalicious said:This is so far off it isn't funny. It definitely had the high flying speeds. The problem is that is was rare to see people taking advantage of them. It is one thing to go fast, it is something completely different to go fast and be a competant passer/receiver at those speeds/heights. In fact, only a handful of people ever reached that level.
Maybe I've been wrong all along and TR2 actually does have a higher learning curve than T2 ctf.
Rev said:The dev team increased, the speeds, and then made all the models twice as large, nerfing any of the speed advantage. The game might have told you you were going at 500 kph all the time due to the size difference, but it was really about as fast as base++ with a lot more floatiness thrown in. The only time one could approach classic speeds was discjumping into the oob grid or discjumping out of the respawn tube. Most of the time was spent battling the incredible inertia forced onto the player executing a simple turn in the air.
aka it was INCREDIBLY floaty
Rev said:The dev team increased, the speeds, and then made all the models twice as large, nerfing any of the speed advantage. The game might have told you you were going at 500 kph all the time due to the size difference, but it was really about as fast as base++ with a lot more floatiness thrown in. The only time one could approach classic speeds was discjumping into the oob grid or discjumping out of the respawn tube. Most of the time was spent battling the incredible inertia forced onto the player executing a simple turn in the air.
aka it was INCREDIBLY floaty