Funkalicious
Veteran X
Bah c'mon. It isn't fair to bash a mod because its player models put too much stress on your TNT2 in the year 2003.
Thrax Panda said:Got a better name? Cause we looked at hundreds and couldn't find one that wasn't either stupid, or taken by something else. I think "TribeSport" was probably the best we came up with other than TR2. My only crutch here is that names are a marketing thing, but I didn't come up with anything worth shit either so TR2 stuck.
Flatscan said:Reasons that don't matter:
1. "War" vs. "Sports" - People who didn't want to play TR2 for this reason probably left after the first few times they played it. I honestly have never heard anybody say they didn't play the game for this reason. This effect probably manifested itself during the first week.
Golgac said:Even tho flatscan and I definitely don't agree on much he pretty much nailed all the reasons.
TR2 is not a fun game at all when you are first starting out (especially when you mix in newbs and vets in a pub, it then becomes a major pain for all parties).
CTF is pretty much fun at any skill level.
I really didn't enjoy tr2 that much when I first tried it but I kept with it only because 4-5 years of ctf had gotten extremely dull. Once I was proficient at tr2 and knew the basics it was as much fun (if not more) than t1/t2 classic ever was to me.
Golgac said:edit I would add that on problem 2 of flatscan was not only did the dev team desert tr2, but most of the beta testers did not play it in pubs or competition. (In games do tightly closed betas throughout the whole beta ever work??)
KP said:The average player likes the rules behind team scoring to be quite obvious and simple
Even average players appreciate an assortment of more complex individual stats that can exist alongside basic team points
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)
^^^ thats the problem. IT isnt simple. CTF whether your a Vet or a newb you know the real objective is to get the enemy flag back to your own (some newbs you question if they know it, but still). In TR2 its hard to tell... should i pass it some more ? should i score? (and in pubs you could get kicked for not playin how the admin though the game should be played). Which goes back to golgac said. The people that originally had the idea werent around to give any direction as to what the real purpose of the game was.
Therefore TR2 was confused. It seemed to be 2 different games. Keepaway -passing where "cool points" were giving for different throw catches; and at the same time tring to be a sport game ...(OR WAS IT trying to be a sport game? this just occurred to me). Maybe the goals (or NEXUS) was just there to collect your points (for fear of losing the pot you built), like on WEAKEST LINK... scoring was just like "banking" and it wasnt suppose to be 'sport-like' at all??????? but who knows there was no manual, no demo that said this is how it's suppose to be played.. there was just the game.. and players had to decide .. which of course we (the community) split on.. Where it seems most of the ppl that stayed w/ it preferred the keepaway/passing game.. and most that left wanted the sport game.
in sumation i think both game types would fit into the Tribes gametype as long as the BASIC underline gameplay is understood. Where average players can play 'average' and the more skilled can show there 'l33tness' by being able to do supercool passes , instead of having to start out at better then average player to enjoy the game.
We already have (except it came out as a Tony Hawk 3 meets Quake)Flatscan said:...(think mix of T1 Extreme Skiing and a skate park)...
Thrax Panda said:We already have (except it came out as a Tony Hawk 3 meets Quake)