this post is what it is all about. I have tried, every other page or so, to tell everyone how DAMN EXCITING it is to see T:V moving in what I consider the right direction.Colosus said:I have played it multiple times on multiple builds for many hours. And I look forward to every second I can play it even more because there is still a learning curve there and that is what drives me in a game.
Sure, it has problems. It isn't finished yet. However, it is on the right track. Do I agree about the TL? No. Do I agree about the Rep Kit? No. Do I whine and kick and scream? No. Everytime I hear about something new, I comment on it and give my reasons why. Those reasons are considered and may be tossed out because they were already thought of or are outweighed.
KP and Thrax and Ed Orman and Experimental and everyone at Irrational know how to make fun games with DEPTH. Look at System Shock 2 and look at Freedom Force. Both games were amazingly fun and had exponential depth in how you played them. Give the benefit of the doubt, wait for beta and make up your mind then.
CERTAINLY comment on what you see wrong, but have reasons beyond "It is fundemental to Tribes" because there is not a single person in the world that can agree on every aspect of Tribes that is what makes it what it is.
It is 3 you fudg[strike]e[/strike]ing idiot!pyrot3chnic said:This is TW, if you make a claim that 1+1=2, we'll argue it's 3 until you go insane, kill your whole family, chop them up into little pieces, and send a complimentary can of "Tribal Spam!" to every TW member; which they would then consume and as a result spawn a new race of pandas which would eventually take over the world, crucify george bush on the front lawn of the white house and crown Thax I of the mighty Empire... and so the Tribes saga begins.
Apotheosis said:Thanks for your impressions, Crom.
This thread has so much repetition that I cannot believe I read the whole thing.
I must say, I appreciate your patience Thrax. And in all seriousness, I though the posts yourself and KP made were very informative and I just wanted to know that some of us really do appreciate the info. <3
exactlySplat said:Hey guys, I was able to play T:V at GDC as well. Christ I have no idea how Thrax deals with you guys. To me, the game feels awesome. It's definitely Tribes, but something feels fresh and new about it. Yep.
Open beta or it didn't happen.Crom said:exactly
Apotheosis said:Thanks for your impressions, Crom.
This thread has so much repetition that I cannot believe I read the whole thing.
I must say, I appreciate your patience Thrax. And in all seriousness, I though the posts yourself and KP made were very informative and I just wanted to know that some of us really do appreciate the info. <3
I can see your way of looking at it and you make some good points.ZProtoss said:I can tell from your post that you were horrible at SC and missed the depth of my post. The only time a newbie would "do well" doing nothing but trying to get bcs/carriers would be if he was playing against players equally as shazbotty who have literally *zero* concept of the game.
Saying WC3 is easier for new players is ridiculous. Seeing as WC3 has no complicated macro element to learn, lots of high health units that lend themselves to being more forgiving of errors, no real drop element, no real cloak threat, etc etc. WC3 is by *far* the more newbie friendly game. It has way less things to learn and know about than SC.
The reason why WC3 sucked at higher competitive levels is because of the incredibily bad combo of heros, an ultra restrictive supply cap, and mines being mined to the max with only 5 workers. That alone removed the following from most games: Non-stop harassing drops, splitting up units to harass, going specifically after gold workers, and many more. It also reduced the importance of expanding in the game. Expanding is certainly still important, but not nearly to the degree that it held in SC. Combine all those facts together (not to mention a lack of very hard counters), and you've taken out most of the pressure and back and forth play between players. Add in the very *very* neutered macro game, and creeps to the mix, and the game plays even worse. (But its very easy for new players to learn).
At any rate, getting back to the main point, it is *much* much easier for new players to learn, play and do well in war3 as compared to SC. Seeing as the only things they have to worry about is ultra simple macro, simple micro, building heros, simple teching and simple creeping. In SC, a newbie vs even a *somewhat* decent player cannot tech or dream of getting *close* to bcs or carriers. He'd be dead long before.
Thrax Panda said:Let me address these one at a time
1. Deployable Slot. This works just like a weapon slot. Pick up a deployable and it shows up right next to your weapons with your keyboard binding right on it to let you know how to select it. It then deploys by "firing" it into the ground. Your cursor changes to let you know when you can deploy it. This is a net simplification. Instead of working sort of like a pack, sort of like a mine, and having it's own "use" key, it now works like other known items in the game.
Thrax Panda said:2. In Multi-player the Action/Use key means you don't have to hit the tiny hot spot on the vehicle to get into it. You walk up and use it. If you're on the driver side, you get into the driver seat. If you're on the gunner side, you get into that seat. This is common in other games. You press the same key to get out of the vehicle (rather than "jumping" out).
Thrax Panda said:3. Active / Passive modes for packs. Now all packs work the same way. In T1 and T2, some packs needed you to press a key (shield) and some just worked all the time (energy) and some needed you to select them and then fire (repair). In TV, all packs do something for you all the time. All packs also do something else for you if you hit the "pack" key. Again, this is obviously a net-simplification.
Thrax Panda said:4. Extra Stations. I'm not sure what you're talking about here. There are 2.5 stations you can use. Inventory Station, Resupply Station, and (.5) the remote inventory station. The "deployable stations" are not really stations so much as just spawn points for that gear. When you run by a "turret station", it will have a turret sitting out there for you to grab if you want one, unless it's turret has already been deployed. In that case it will be empty (and will stay empty until it's item has been destroyed and it's respawn timer has ticked over). That makes it easy to know if your item limit has been reached - see any of the item you're looking for? No? Item limit reached. So now the inventory station is where you get gear for YOU, and the equipment spawn stations are where you get deployable items. Net simplification.
Thrax Panda said:Why the tribes community thinks that simplifying the way something works means removing fun from the game is beyond me. The packs are now easier to use, and offer MORE flexibility and skill to the users, yet you insist on railing against this. It's beyond me. Simplifying a system doesn't make the game into Pong, it just makes a system simpler. You're still going to be flying in 3D while trying to shoot other people flying in 3D. It's never going to be easy. The goal is to get rid of the stupid crap that gets in the way of the fun stuff.
Thrax Panda said:It's fun. And I have been playing Tribes for longer than just about anybody on these forums (Booty has probably been playing longer, but I'm not sure). Does that count? In fact, it's not just fun, it's amazingly astoundingly fun. Beyond my wildest hopes for how fun we could make it. Do you feel better?
Wulfen said:Dude, come on. They couldn't do anything.
UT2k4 was fun for all of 30 minutes too, but ask me how much I play it now that the "Ooooh pretty...!" wore off.