• The Evolution of Team Fortress 2: Crafting
    254 replies, posted
Sticky launcher + Bonk + Scrapmetal = one hell of a bad trip-minefield
[QUOTE=MendozaMan;18912876]Sticky launcher + Bonk + Scrapmetal = one hell of a bad trip-minefield[/QUOTE] Radiation mines?
Hmm...big flaw. If people start getting better versions of guns through this, newcomers with the standard weapon will be ridiculously dominated, and will start getting discouraged and not like the game.
[QUOTE=loled;18913509]Radiation mines?[/QUOTE] It could do the reverse of what stickies do now. They cant explode, but they give an extremely lethal dose of radiation to anyone nearby.
[QUOTE=Topher;18913659]Hmm...big flaw. If people start getting better versions of guns through this, newcomers with the standard weapon will be ridiculously dominated, and will start getting discouraged and not like the game.[/QUOTE] Remember, the random stats are still balanced. They're more of a play-style change than an improvement.
[img]http://i536.photobucket.com/albums/ff321/Belegnir/partsshop3.jpg[/img] .... It just came in my mind, I played this game(Drift City) long time ago,got bored+they banned europe so i had to give out my account. you could craft parts into higger level parts.. tree 67 parts could get you another enhancer or a 80 level part Blueprint to get a sentry: 3 scrapped metals+minigun+(Possible soldiers new unlock,a rocket launcher)=a sentry? I'm unsure about this. Btw possible way to make a usefull simple rocket launcher is to combine a flare gun with a medigun and then add a backburner to it. I still don't know why i posted that image.
I'm hoping they make the invention system like Dark Chronicle's. Anyone ever play that game?
I heard about that game,But I didn't play it.
[QUOTE=DuncanFrost;18915043]I'm hoping they make the invention system like Dark Chronicle's. Anyone ever play that game?[/QUOTE] Describe please.
We need a Jarate! Energy Piss :v
[QUOTE=Epidemick;18913774]Remember, the random stats are still balanced. They're more of a play-style change than an improvement.[/QUOTE] You already had 9 playstyles before any weapons came out. How many more do we need? One of the great things about TF2 has always been the fact that you know what your enemy is capable of. If I'm fighting a Soldier as a Scout, I know he's got four rockets and six shotgun blasts and I know that he can kill me with two of either. If the Soldier is using the new weapons, I'll be able to see that and still know exactly what I'm up against. However, if there are random stats, I won't know what I'm dealing with unless every single possible variation has its own unique model/texture/whatever and that's extremely unlikely. And imagine how daunting it is for newcomers- if a game isn't easily accessible to new players, most of them will become discouraged and the playerbase will stagnate, something VALVe's been pretty clear about trying to avoid. I'm not against new weapons in general, but I don't want to see everybody have their own variation on them. For a game like TF2, immediate recognition of enemy capabilities is an important part of the gameplay (hence the distinctive silhouettes) and I think randomized weapon stats would detract from that.
[QUOTE=DuncanFrost;18909858]sandvich with vampirism it eats you as you eat it[/QUOTE] In soviet russia... :v:
[QUOTE=NotPigeon;18915646]You already had 9 playstyles before any weapons came out. How many more do we need? One of the great things about TF2 has always been the fact that you know what your enemy is capable of. If I'm fighting a Soldier as a Scout, I know he's got four rockets and six shotgun blasts and I know that he can kill me with two of either. If the Soldier is using the new weapons, I'll be able to see that and still know exactly what I'm up against. However, if there are random stats, I won't know what I'm dealing with unless every single possible variation has its own unique model/texture/whatever and that's extremely unlikely. And imagine how daunting it is for newcomers- if a game isn't easily accessible to new players, most of them will become discouraged and the playerbase will stagnate, something VALVe's been pretty clear about trying to avoid. I'm not against new weapons in general, but I don't want to see everybody have their own variation on them. For a game like TF2, immediate recognition of enemy capabilities is an important part of the gameplay (hence the distinctive silhouettes) and I think randomized weapon stats would detract from that.[/QUOTE] I agree with this. This is why even in a balanced system it still won't be perfect. Because TF2, while a very complicated game of rock-paper-scissors but as an FPS, is just that - rock-paper-scissors. Everybody knows exactly what beats what and everybody recognizes each weapon and class. The game should stay simple like that. Plus this (I'm far too lazy to retype all this in new wording): [QUOTE=Shugo;18910795]You know, after re-reading the update page, I have my doubts about random-stat weapons. If you pay attention to the wording, it pretty much seems like blueprints are all pre-determined and make pre-determined items. They also said that some you'll have to "puzzle out on your own", meaning you have to discover them yourself by experimenting with item combinations, so blueprints aren't going to be obtained like items; rather we'll already have full access to all the game's recipes, just we'll have to discover them ourselves through trial and error. For example: They mentioned that clever people will be able to create the new weapons before everyone else has a chance to obtain them the traditional way. Not only is this crafting pre-determined weapons, but it's discovering a blueprint without knowing it first (though I'm sure once someone with enough items to trash figures it out it'll be posted online).[/QUOTE]
Solution: Give newcomers some scratch metal on their inventary and let them craft their own weapon. But I still don't see how this can affect the game in such way.
[QUOTE=Sasasing;18916552] But I still don't see how this can affect the game in such way.[/QUOTE] Okay, let's go back to the Soldier example. Right now, I know exactly what the Soldier's weapons are, their ammo capacity, what kind of damage they dish out, etc. Once the new weapons come out, I'll have to learn another set of them- that's fine, though, because that information is readily available. However, with random stats all of a sudden I have to worry about "Does he have 4 shots or 6? Can I take two shots, or is he using high-damage rockets? Can I make him take self-damage, or will it barely scratch him?" All of these things affect how I need to fight him, and making me guess them is bad game design. If I don't know exactly what I'm dealing with, it should be because I wasn't aware of my surroundings, I was outsmarted by a crafty Spy, or because I stuck around in a fight too long and let the other guy's teammates get the jump on me. It shouldn't be because I don't know what his weapon is like.
[QUOTE=Squeaken;18911372]Oh god. That on a FaN.[/QUOTE] That way they can instantly kill you twice as hard!
I am neither for or against random stat weapons, I just believe that the crafting system is pretty much the way they can implement them in game. However, we will see what the future holds. I know for sure there will probably be a few weapons/hats that can only be obtained through crafting, but the life of the crafting system could exponentially grow if you could also experiment and make random weapons.
[QUOTE=NotPigeon;18916854]Okay, let's go back to the Soldier example. Right now, I know exactly what the Soldier's weapons are, their ammo capacity, what kind of damage they dish out, etc. Once the new weapons come out, I'll have to learn another set of them- that's fine, though, because that information is readily available. However, with random stats all of a sudden I have to worry about "Does he have 4 shots or 6? Can I take two shots, or is he using high-damage rockets? Can I make him take self-damage, or will it barely scratch him?"[/QUOTE] At most the stats will only by 5% buffed.
[QUOTE=NotPigeon;18916854]Okay, let's go back to the Soldier example. Right now, I know exactly what the Soldier's weapons are, their ammo capacity, what kind of damage they dish out, etc. Once the new weapons come out, I'll have to learn another set of them- that's fine, though, because that information is readily available. However, with random stats all of a sudden I have to worry about "Does he have 4 shots or 6? Can I take two shots, or is he using high-damage rockets? Can I make him take self-damage, or will it barely scratch him?"[/QUOTE] Just play the game,and don't even think about random stat weapons,even if they come out. What if you get a better version of some gun and you could still pwn random stat weapons with a random stat weapon? :q: And crafting would be hella fun.
[QUOTE=NotPigeon;18916854]Okay, let's go back to the Soldier example. Right now, I know exactly what the Soldier's weapons are, their ammo capacity, what kind of damage they dish out, etc. Once the new weapons come out, I'll have to learn another set of them- that's fine, though, because that information is readily available. However, with random stats all of a sudden I have to worry about "Does he have 4 shots or 6? Can I take two shots, or is he using high-damage rockets? Can I make him take self-damage, or will it barely scratch him?" All of these things affect how I need to fight him, and making me guess them is bad game design. If I don't know exactly what I'm dealing with, it should be because I wasn't aware of my surroundings, I was outsmarted by a crafty Spy, or because I stuck around in a fight too long and let the other guy's teammates get the jump on me. It shouldn't be because I have no way of knowing what the other guy's weapon is.[/QUOTE] Well, it would make the game less predictable. On one side, it takes from it's precision and fairness, but on other side, it would be less repeatable and more fun (arguably). I still think there will be only limited number of craftable weapons instead of randoms stats mixing. [editline]07:39PM[/editline] And I think that the best solution would be adding serverside "Normalize weapons" option, so all random stat weapons would behave as their basic forms.
Guess who'll be hogging the high dmg revolvers and smg :q:
Huntsman + Flaregun = Pyros less useful
ARE YOU GUYS READY FOR TEAM BRODERLANDS 2? /caps
[QUOTE=Keychain;18917191]Huntsman + Flaregun = Pyros less useful[/QUOTE] Minigun + rocketlauncher = no need for other classes
Minigun + Rocket Launcher :tinfoil: [editline]06:44PM[/editline] God dammit fuck shit ass dick
[QUOTE=Mexican;18917047]At most the stats will only by 5% buffed.[/QUOTE] When has this ever been said by anyone but you? And if was only 5%, then what's the point? That's not accommodating different playstyles, that's changing the hood ornament and pretending it's a new car. [QUOTE=Ice05;18917065]Just play the game,and don't even think about random stat weapons,even if they come out. Think about it,what if you get a better version of some gun and you could still pwn random stat weapons with a random stat weapon? :q:[/quote] ...Really? That's your argument? I shouldn't think about what the guy I'm fighting is capable of? TF2 may not be a 'super srs' game, but that doesn't mean I shouldn't think about what I'm doing and who I'm fighting. You can argue that the goal of the game is to have fun, but that doesn't mean you shouldn't try to be good at it. I don't want to beat people because I have the better weapon (unless they're FaN/Sandman Scouts deliberately gimping themselves just to be extra annoying). That's not what competitive FPS games are about. [QUOTE=Awesomecaek;18917137]Well, it would make the game less predictable. On one side, it takes from it's precision and fairness, but on other side, it would be less repeatable and more fun (arguably).[/quote] TF2 isn't a predictable game. Every encounter has its own considerations and context; there are an essentially infinite number of strategies and tactics just with the standard weapons and classes. Variety should come from taking advantage of those, not from weapon stats. This is an action game, not an RPG. [QUOTE=Awesomecaek;18917137]I still think there will be only limited number of craftable weapons instead of randoms stats mixing. [/QUOTE] Yeah, I find random weapons highly unlikely myself.
Sniper Rifle + Flamethrower + Minigun + Rocket Launcher Wait, you [I]can[/I] combine several items, right?
[QUOTE=Kylel999;18917291]Sniper Rifle + Flamethrower + Minigun + Rocket Launcher Wait, you [I]can[/I] combine several items, right?[/QUOTE] Up to 12, I believe.
[QUOTE=NotPigeon;18916854]Okay, let's go back to the Soldier example. Right now, I know exactly what the Soldier's weapons are, their ammo capacity, what kind of damage they dish out, etc. Once the new weapons come out, I'll have to learn another set of them- that's fine, though, because that information is readily available. However, with random stats all of a sudden I have to worry about "Does he have 4 shots or 6? Can I take two shots, or is he using high-damage rockets? Can I make him take self-damage, or will it barely scratch him?"[/QUOTE] That makes the game funnier, you'll never know what are you really fighting, every fight will be different, yet won't be unbalanced. You'll have to adapt yourself to counter all kind of different enemies and you'll have the option to customise your items, according to your favourite gameplay. It'll be a matter of time to get used to this new system, but with experience you'll find what's your perfect loadout, and how to counter other ones. All in all it's a more dynamic system. You may not know your enemy, but you know yourself. Through fighting with your enemy you'll find out who he is, you may or not retreat, but now you'll know what to do. Yet for all of this to work perfectly, it must be completely balanced, and that is something hard to archieve, but we trust in Valve and we know that they'll give their best at this:patriot: . If they really implement this new system like this, of course.
I'm still thinking when this update comes out.... I need boxes for my scrapped metal and [img]http://www.facepunch.com/fp/rating/spellcheck.png[/img]'s
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