PDA

View Full Version : My Email Exchange with Robin Walker


Stayne
May 18th, 2007, 12:15 AM
Greetings!

I initially emailed the Valve team to inform them of some research that I had done using TFC as my research tool. In that email I expressed that I was following the TF2 information releases and that, as a long-time TFC clanner I was both excited and concerned. Robin Walker replied, thanking me for sharing my work with him, and offered to answer questions that I might have concerning TF2.

After debating myself for over a week on whether to just wait for the game to come out or to ask some questions, I finally decided to ask. I also decided that if I was going to ask, I should try to be a mouthpiece for the critical members of the TFC community. I asked questions that seemed to be recurring in the threads here, and included some anonymous quotes to back up my questions. I won't argue that my questions are the best worded or that I asked all of the questions that I should have, but this is what I have. With his permission, I share the exchange.

My questions all went out in one email. His answers came back in another. For your convenience I will group the questions and answers together. Doing so makes some of the comments a bit out of context, but you should get the drift.

================================================== ========

Stayne: I have debated whether I should take you up on your offer. Obviously, since you are reading this, I decided to do so. I enjoyed your recent interview on The 1up Show. The game-play footage was nice, and it certainly aroused both excitement and concern among The Catacombs folks. What I’d like to do is ask you some questions that I haven’t seen addressed in other interviews or teasers. I would also ask your permission to post your answers on the catacombs for my peers to read.

Robin: Thanks for asking permission to post my answers. We assume people will do this anyway, but it's always nice to see someone upfront enough to ask about it. Some of the questions are complex beasts, so I hope I have answered them sufficiently.


Question #1
Stayne: The first question that comes up often in the catacombs is, are the TF2 developers familiar with present-day TFC gameplay? Do any of the TF2 developers play TFC in clans?

“it appears as though these guys who work at valve have no idea to what TFC has evolved to over 7 years.”

“it seems to me that Valve is making some of these sweeping changes based on misinformation and complete lack of understanding of how their own game is played, not because they've done their research. I know it doesn't really mean anything, but its definitely disheartening when you see the developer of a game that you've played for the better part of eight years lack even the most fundamental knowledge of how the game is played in pubs, let-alone in match situations.”

Robin: We're not involved in the TFC footage that the press is showing, and have no control over it. Our TFC comments in the press are almost exclusively to do with understandability. TFC is an opaque game to new players, in that we didn't do a lot of work trying to help new players understand what's going on. We've done a lot of work to tackle this in TF2, and going back to TFC afterwards was painful, which we took as a measure of success in our efforts in TF2. The effort was largely in areas like UI / player feedback, and in features like the freeze cam, which help players understand straightforward things such as "Who killed me?" and "How did he kill me?". Our playtesting has shown that if players don't know the answers to these simple questions, they give up pretty quickly. It's worth pointing out that this isn't mutually exclusive with deepening the skill curve, since that's a common misconception. Improving understandability is about increasing the
visibility of the skills required by the game, and usually results in the addition of features (like the personalized stat tracking). If players can't see what skills are needed to be good at the game, they can't improve.


Question 2
Stayne: Why the move away from CTF? I have enjoyed command-point maps very much, and even led my clan on a 12-game win streak against some very good clans in the past. However, command-point maps have never been the main map-type for TFC. They require a great amount of teamwork and coordination. I have found it difficult to get players to put in the time to do that. CTF is much more straightforward, and has been preferred by the TFC community.

[TF2] is a totally different game, its not meant to appease current players

Robin: As you mention, control points require more teamwork & coordination. We've done a lot more UI work around the control points, in the player's HUD, in the world, and through sound & voice messages. We've found that even new playtesters sitting down for the first time can understand what's going on, and how to help their team capture a control point. They're versatile and we use them in a variety of ways, such as on cp_bridge, where Blue must capture two side control points before they can attack the final one in Reds tower. You could probably do that kind of thing with flags too, but it makes more sense with control points.


Question 3
Stayne: Will there be weapons-assisted movement in addition to the rocket-jump? That is, do any other weapons provide “kick” (like the HL1 gauss) or anything that would serve for propulsion?

i dont mind the no grenades thing. but ADL [Attack-Defend League (Dustbowl/Avanti-style] will suck without em, for jumping and things, that sucks

Robin: All damage applies force to players, like it did in TFC. Rockets & grenades knock people flying, sentry fire pins enemies to walls, etc.


Question 4
Stayne:How can any weapon/skill replace what is being lost by removing grenades? Removing grenades does more than remove a weapon. It also reduces options and reduces the depth of each player class. It removes movement possibilities, and ways to displace enemies (e.g., nail grenades and gas grenades were great for keeping people out of locations). It removes the need to learn how to aim when conc’d, or how to avoid being destroyed by an EMP.

the only reason TFC is still alive is because it's unique. if this game had no nades and no concs i would have just played quake 3.

Robin: There are many new class/weapon features that add skills into the game, and we specifically focused on adding to characters that became too simple after grenades went away. A good example is the Scout, who's double jump is extremely versatile. It's the core of his combat, and was tweaked until he was able to go toe-to-toe with a Heavy or Soldier if he's sufficiently skilled. We then deliberately crafted a variety of ways that Scouts can move through the maps in a unique fashion through his double jump, such as in one control point area where the Scout can move around the entire arena on rooftops, with other classes relegated to the ground below. So hopefully you can see how we replaced the conc with a skill that affects the Scouts second-to-second decision making/gameplay, whether he's in combat or not, and has a deep skill curve.


Question 5
Stayne: Will there be bunny-hop or air control/acceleration in TF2? HL2 has the capability for bunny-hop. Will it remain the same for TF2 or will there be strict limits on player speed (a la Counter-Strike)? This is important as movement speed and agility is an incredibly important part of TF gameplay (as you know in creating the new Scout).

Robin: Players ground movement speed is clamped to their class speed. In the air, players have air control and speed isn't clamped. In the case of the Scout, we increased his base movement speed higher than that of TFCs to account for the clamping of strafe running (i.e. he's now moves as if he was strafe running all the time).


Question 6
Stayne: Do you view TF2 as primarily a game for public servers or a game that will support a thriving clan community, or both? What are you doing to make TF2 viable for clanning?

…consider the depth of skills that are the most effective for moving and killing. Those are the reasons we still play TFC now. I haven't, and most people haven't perfected every nuance of the game and none of us probably ever will due to the nearly infinite possibilities of play in terms of skills and intelligence used in a highly competitive environment.
I don't see that in TF2. Right from the way they designed the look, it seems clear to me that Valve wanted this game to cater to more "fun" or "non-competitive and super wacky!" gameplay.

Robin: We view TF2 as a game for both casual & competitive players, as we have with all our multiplayer products. We avoid making decisions that'll hurt either group, because casual players are where new competitive players come from, and competitive players form the backbone of the community. The design process for TF2 hasn't been any different than TFCs (heck, it's almost the exact same people involved) in this regard.


Question 7
Stayne How will the TF2 command point maps differ from Unreal Tournament double-domination and area-control maps? Since there are no flags in TF2, they sound very similar to UT2k4-style.


Robin: I can't remember the exact details of UT's area control mode, so I couldn't say for sure, sorry.


Question 8
Stayne: Will respawn-delay, kill-cam, and some of the other new additions be adjustable via server cvars?

Robin: We're still working on a better method for servers to modify rules, and having that communicated to players who are looking for specific rulesets. (i.e. how do players who want faster respawn times find servers with them?) Once we've got that figured out we should know what modifiable rules will be there. Our concern is ensuring that players find the game they're looking for, and to know when they're on a server with modified rules.

Ending
Stayne: Robin, I hope these questions and comments didn’t come off as overly hostile. In all honesty, the TFC community wants TF2 to be amazing. We have desired an update for a long time, and have felt a bit neglected while Valve worked on CS and DoD. However, losing things that have been fundamental to what made TFC what it is raises many concerns that it will be turned into a wacky version of DoD or WoW. We don’t want TF to lose what made it so great to begin with. We don’t want it to lose its fast pace, its depth of play, its difficulty to master, and most of all, its unique feel (not just in looks).

Robin:TF2's built by the same folks who made TFC, and that was pretty much the same group who built QWTF. This time around we've just got a bunch more technology & art behind us. I hope you enjoy it.

Stayne: Thank you for taking the time to answer my email. Thank you for all of the work you are doing to bring out the next level of the best multi-player FPS.

~A~
May 18th, 2007, 12:30 AM
Thanks alot for this, quite a nice read, enjoyed it. Glad they actually spoke out a bit, and am relieved over the whole "the TFC footage is not ours" thing. I would like to post this on the Interview's section of the front page if you do not object.

MoonGuardian
May 18th, 2007, 12:37 AM
First of all, excellent 'interview' if you want to call it that. You did a very nice job.

secondly. yahoo! I'm every bit more excited about this game now. I think the assumptions made by may people about TF2, it's gameplay, and changes are a bit harsh, where as this hopefully has cleared up to many, that they really do intend, on continuing the Fortress game.

w00000000000t

Stayne
May 18th, 2007, 12:56 AM
Thanks alot for this, quite a nice read, enjoyed it. Glad they actually spoke out a bit, and am relieved over the whole "the TFC footage is not ours" thing. I would like to post this on the Interview's section of the front page if you do not object.

No problem with me, but setting it as "Important" might actually reduce visibility because it moves it to the top of the list where the rules threads normally are located (and we have all learned to stop looking up there).

Cent
May 18th, 2007, 01:03 AM
nice

~A~
May 18th, 2007, 01:54 AM
No problem with me, but setting it as "Important" might actually reduce visibility because it moves it to the top of the list where the rules threads normally are located (and we have all learned to stop looking up there).

Your thread has been unstuck and interview posted, however the mini quotes could not be added.

sai
May 18th, 2007, 02:00 AM
very nice, stayne. i think you chose a nice selection of questions, honestly. and thank you robin for answering some of our questions. maybe, this will satisfy some of the nay-sayers, who knows.

i'm glad you decided to e-mail him back; i particularly liked the part about the scout being able to bypass sections of the map via double jump. also, his comments on competitive and casual players were spot on. very nice read, thanks.

Cire
May 18th, 2007, 02:08 AM
I must say that interview made me feel a lot better about the game. I'm excited :)

the scrill
May 18th, 2007, 02:59 AM
The design process for TF2 hasn't been any different than TFCs (heck, it's almost the exact same people involved) in this regard.


nice, just wish i had a computer that can handle source..

tyson^cool
May 18th, 2007, 03:02 AM
hey guys robin walker mentioned air control

so NO DAMAGE TAKEN AIR CONTROL ONTO LADDER

Janus
May 18th, 2007, 07:22 AM
I am also very glad that you emailed him Stayne. This gives me more confidence in the game. I am still more excited for FF, for consistency reasons but I'm sure I will enjoy TF2 when it comes out.

Jarek
May 18th, 2007, 07:38 AM
i particularly liked the part about the scout being able to bypass sections of the map via double jump.

being a mapper i very much like this idea myself, makes me think a lot about (ironically enough) cp maps and the flag running routes

i intend to work on a cz2 style cp map for tf2, not just command points like they are talkin :D

Manji
May 18th, 2007, 08:24 AM
Tanks for this excellent interview! :)

CHIPMAN
May 18th, 2007, 09:21 AM
Awsome work, thanks for this

Stayne
May 18th, 2007, 10:02 AM
Your thread has been unstuck and interview posted, however the mini quotes could not be added.

Thanks Angel. Probably the first time anyone has complained about getting their thread stickied ;)

ass*assassin
May 18th, 2007, 10:21 AM
i wish you guys had asked the hardest question of all..

why did they kick the tfc community to the back of the bus when it came to a new or upgraded mod of our game? I mean, it was tfc that started it all for them, and they turned their back on us for 8 freaking years.. we go the ball rolling for them.. we got them time on tv.. it was our community that helped them reap millions of dollars..

why?


i cannot understand a company, that would knowingly turn their backs on their most rabid supporters and pretend like it will be all good after 8 years of pretending we don't exist..

trance^E
May 18th, 2007, 11:28 AM
because its more benificial to make a NEW game rather than update one thats 8 years old. would you rather have a 2006 Lexus or a 1998 Lexus with all the parts replaced

RuGCutt3R
May 18th, 2007, 12:05 PM
I think he means all the time in between the 8 years

Cobalt
May 18th, 2007, 12:35 PM
Nice.

Guests on the cats, long time since I've seen those :P

BoSlim
May 18th, 2007, 01:02 PM
good stuff Stayne, appreciate you taking the time to do that in a serious way in order to get true responses.

deadlyseven
May 18th, 2007, 01:13 PM
nice interview stayne. it made me kinda cringe actually, TF2 seems fun but i doubt ill play it for more then a hour. good questions though, cleared some stuff up for me

oPey
May 18th, 2007, 01:18 PM
very good job stayne. air-control is all I needed to hear from robin, wooo.

aXeman
May 18th, 2007, 01:42 PM
Thanks Stayne.

caedere
May 18th, 2007, 02:26 PM
I'm amazed you actually got decent responses from him, gj

ian.de
May 18th, 2007, 02:57 PM
I do feel a lot better about the game now. Air acceleration is still in, so running in straight lines isn't the only thing you can do. I'm looking forward to this release.

Thrash
May 18th, 2007, 04:16 PM
I wasn't following TF2 since I'm not the least bit interested in it, but after reading that and learning things I guess were already known (no nades and things like that) and seeing their views on how things are going to be/should be, I have even less interest.

It was a fantastic interview but it did nothing but make me dread the release of this game.

Question 1 right off the bat set me into a negative mood considering he didn't answer any of the question but instead explained why they kept the TFC footage simple so people would understand. While that itsself was a nice explanation and needed... It looked like a dodge rather than addressing the "do you actually know how the game is played now" question.

I could very well be the only person with this view, but I doubt it for some reason. Just my opinion though, great interview Stayne.

Mario
May 18th, 2007, 04:46 PM
^agreed

eat
May 18th, 2007, 05:16 PM
I wasn't following TF2 since I'm not the least bit interested in it, but after reading that and learning things I guess were already known (no nades and things like that) and seeing their views on how things are going to be/should be, I have even less interest.

It was a fantastic interview but it did nothing but make me dread the release of this game.

Question 1 right off the bat set me into a negative mood considering he didn't answer any of the question but instead explained why they kept the TFC footage simple so people would understand. While that itsself was a nice explanation and needed... It looked like a dodge rather than addressing the "do you actually know how the game is played now" question.

I could very well be the only person with this view, but I doubt it for some reason. Just my opinion though, great interview Stayne.

Nearly every interview I read from him seems to be like that... Maybe he's just not great with people skills!

Hampster
May 18th, 2007, 06:27 PM
Thanks for doing this, it's great to hear some direct answers. :)

Redneck
May 18th, 2007, 06:32 PM
Great interview. I'm slightly less apprehensive about this game now. Especially if they allow server admins to change things like the kill-cam and respawn times.

PHISH
May 18th, 2007, 07:16 PM
it's apparent that they don't know the intricacies of what tfc has evolved to outside of pubs, but that doesn't preclude them from making a great game.

I think you should have hit on some of the other concerns that people continually theorize about, like the hwguy + med invinceability combo etc, good job though.

puppychow
May 18th, 2007, 07:26 PM
i wish you guys had asked the hardest question of all..

why did they kick the tfc community to the back of the bus when it came to a new or upgraded mod of our game? I mean, it was tfc that started it all for them, and they turned their back on us for 8 freaking years.. we go the ball rolling for them.. we got them time on tv.. it was our community that helped them reap millions of dollars..

why?


i cannot understand a company, that would knowingly turn their backs on their most rabid supporters and pretend like it will be all good after 8 years of pretending we don't exist..

why ask a question that is so negative in nature and frankly doesnt matter anymore...no matter the answer it changes nothing. carpe diem nancy.

Tercel
May 18th, 2007, 08:09 PM
As much as I do agree with your point of view Thrash, if Robin Walker were to answer that question outright it would just make him look bad. He does know that TFC evolved, he just doesn't know to what extent. A developer creating a new game is going to want to talk on and on about the new features they've implemented into their game. Of course he won't want to mention that he is clueless when it comes to contemporary TFC league-play.

I was having a discussion with Klone about FF and TF2. He made a great point when he said you really can't think about TF2 as TFC without grenades or conc jumping; you have to think about it as an entirely different game. TF2 doesn't have grenades, but they adapted gameplay to work with the absence of grenades. They took away accelerated bunny hopping, but they increased the scout's base speed and designed maps so scouts can hop around on rooftops and such.

The truth of the matter is that people don't want to play FF if it's going to be a sourcified version of TFC anymore than they want to play TF2 if it blows with the gameplay changes.

Robin walker also mentions the learning curve for TFC. The way I see it TF2 addressed the learning curve by simplifying the game so newbies could understand how it works. FF devs addressed the problem with the tutorial mode to introduce players to each class/weapon, etc.

schtoofa
May 18th, 2007, 08:43 PM
Great interview, Stayne. I still can't wait to play TF2.

Re: Robin Walker -- during every interaction I've had with him so far, he's been a pleasure to talk to and comes across as one heckuva friendly guy.

In fact, after we released the FF / Dustbowl Valley trailer last year, he even went so far as to e-mail me to say congrats on a "nice & polished" trailer. It's stuff like that which turns the Valve/TF folks into people who care about people & gamers & modders (instead of just mysterious game devs sitting behind desks somewhere).

MoonGuardian
May 18th, 2007, 08:52 PM
I agree, I like to read the Dev journals on FF because I feel they are human. Just like how I like to have small chats with my professors at University, because they turn more 'human' to me. Rather then teachers, or in this case. Super, selfish, devs. lol.

Rock on both mods!

4est
May 18th, 2007, 09:12 PM
Stayne,

You are a class act.




.. an oatmeal headed class act... but a class act nonetheless. That was some very nice, intelligent correspondence.

Schtoofa,

Nice note about Robin. It's good to hear things like that

C-Aim
May 18th, 2007, 10:23 PM
TBQH this doesn't allay any of my concerns about TF2. If anything it makes them worse. Valve has a unique ability to provide a response to your questions without ever actually addressing the problem presented: i.e. the first question/answer.

Naufragus
May 18th, 2007, 11:33 PM
Good interview, but I'm still convinced FF will be better.

Stayne
May 19th, 2007, 01:00 AM
Re: Robin Walker -- during every interaction I've had with him so far, he's been a pleasure to talk to and comes across as one heckuva friendly guy.

In fact, after we released the FF / Dustbowl Valley trailer last year, he even went so far as to e-mail me to say congrats on a "nice & polished" trailer. It's stuff like that which turns the Valve/TF folks into people who care about people & gamers & modders (instead of just mysterious game devs sitting behind desks somewhere).

Agreed. Robin was the only one to respond of the many members of the Valve team that I originally wrote to (about my research project, not about TF2). Moreover, some of the quotes I included were pretty rough, but Robin didn't lash back or anything. While he didn't answer all of the questions directly, I felt he did shed some new light on some of the question areas that non-TFCers wouldn't know to ask about.

Those who have been following the other threads here will know that I have been very critical of TF2. This is partly because that is my nature. I prefer to have low expectations and be happily surprised than have high expectations and be disappointed. In the case of TF2, it appears that many of the fundamentals, the guts, are being ripped out. Hopefully these parts are being replaced with comparably great parts. The scout does sound like fun, for example. But I can't think about the TF2 medic w/o groaning.

But, all of that aside, I respect Robin and greatly appreciate that he would take the time to reply to my questions. TF2 looks to be a new kind of challenge, a new arena in which to find exploits. ;)

I'm glad so many of you have enjoyed reading the interview.

MightyMouse
May 19th, 2007, 01:07 AM
Can't wait for TF2

~A~
May 19th, 2007, 01:15 AM
Maybe you can get an interview with Erik Johnson now, he used to visit the Catacombs longggg ago to tell us a little about upcoming patches. Maybe he'll remember the site :).

RoadyRat
May 19th, 2007, 02:46 AM
Robin: There are many new class/weapon features that add skills into the game, and we specifically focused on adding to characters that became too simple after grenades went away.

With all the new technology and physics let's hope they hit a home run and blow us away with new/just as fun or more fun techniques to master. It would be alot more fun discovering than performing the same techniques on a new platfrom(just better graphics).
I'm sticking to my guns and still say"you guys have no idea what you're in for".

Dospac
May 19th, 2007, 04:51 AM
Cool stuff, thank you Stayne.

CS movement w/o a jump penalty it is. Air acceleration is good, but then again all their HL1/2 games have it hehe. O.o

nex|nicholai
May 19th, 2007, 08:55 AM
I hate to point this out, but he said that TF2 has air control not air acceleration. Which is the actual mechanism that allows for bhop. So for all we know, there is no increase in speed through strafing and there is no way to trick it into not registering a land (thus the hop). He actually says that the base speed has been increased (presumably to compensate for lack of bhop/strafe/glide).

Direhit
May 19th, 2007, 09:05 AM
It's been common speculation amongst the TFC community that TF2 doesn't have bhop, so it's really no big surprise heh.

FluxCapacitor
May 19th, 2007, 09:16 AM
I agree with Thrash, I dont think he answered any of your questions. Like when you asked about what the lack of nades are doing to movement, all he did was mention the scout.

I was already critical of TF2 but this made it worse. I dont want an updated TFC but this sounds EXACTLY like a wacky counterstrike to be honest.

eznorb`
May 19th, 2007, 02:00 PM
sounds awesome but no nades makes me want to cry. nades are a HUGE part of TFC. so that is my only worry.

CZ_
May 19th, 2007, 05:35 PM
great interview, thanks for that stayne made me feel a bit for re-assured

Billy Idol
May 19th, 2007, 06:31 PM
Very frustrating read. Nearly none of the answers given addressed the questions as they were intended- the first response saying all that needed be said.

The freedom of movement in TFC oozes creativity. When asked about TF2 all that's ever mentioned is "uhhhh the scout can do some cool things." I'm too disappointed to properly reply at this point. Someone send the team demos of concing, ADL caps and saves, offensive teamwork among other things. Scratch that- better make it avi's since they don't have the game installed and when you're done uploading that send them a clue.

All servers after the first day of play will turn "kill-cam" off. I hope this DOD:Comedy mod is as retaining as they seem to think.

janordy
May 19th, 2007, 06:33 PM
I feel like I am only person that thinks no nades is better.

Klone
May 19th, 2007, 06:50 PM
im with you jan

Stayne
May 19th, 2007, 07:07 PM
Scratch that- better make it avi's since they don't have the game installed and when you're done uploading that send them a clue.

In my email to Robin I linked him to several avis. I didn't include that part in the interview above (as it was superfluous to the interview). The avis I linked to are some that I have enjoyed watching more than once (I still have them on my HDD).

ECTFC: http://www.ozfortress.com/media/videos/540?t=19148
Last Dinosaur 2: http://www.ozfortress.com/showthread.php?t=19153
Rizzo, The Untrackable: http://www.ozfortress.com/showthread.php?t=19199

And two of my avis (simply because its my email :p)
My Clan (-459): http://members.handheldmedia.net/tys/-459_AbsoluteZero.avi
My HWGuy avi: http://www.ozfortress.com/media/videos/1557?t=23532

He didn't say whether he watched any of them.

On another note, let's give Robin some credit. He did touch on an answer to the first question. He said "Our TFC comments in the press are almost exclusively to do with understandability." To me, that means that when they have said things like there is no difference between a pyro and a soldier, they mean that to new players there seems to be little difference. Both have a rocket launcher (sort of) and each has almost equivalent health/armor. So, to me he is saying that the devs know that the solly and pyro are different, but that they might not appear so different to new players.

Cobalt
May 19th, 2007, 10:46 PM
I feel like I am only person that thinks no nades is better.
It very well could be.

Yukfo0
May 20th, 2007, 12:49 PM
Nice interview, looks like its going to be a fun game.

Who gives a shit what tfc has evolved into, it was way better 7 years ago when there was 1000's of players not 200

Confusion
May 20th, 2007, 05:12 PM
i'm kind of skeptical after reading this interview... it sounds to me like TF2 is gonna be more for pubs than actual organized clanning. i have a feeling that playing it will end up being a total cluster fuck with everyone running towards the center of the map shooting each other, sort of like how every pub is today.

and will it be possible for people to create CTF maps on their own, or is that totally out of the question? the main thing i enjoy about tfc is the structured CTF style of play and it will be very unfortunate if that totally dissapears.

also, i worry about how no nades gives certain classes huge advantages. soldier is going to be a lot more difficult and scouts will be a lot harder to kill if theyre flying all over and need to be hit with rockets. engineers will end up being way too powerful, as well, since it will be harder to kill an sg without nades. and it should be loads of fun for offensive players to try killing hws without being able to throw nades at him.

coalesce
May 21st, 2007, 07:08 AM
no grenades could be a good thing... they surely are not perfect now.

it will be interesting to see if taking them away is better than reducing their blast radius and the amount of damage that they do. though you cannot really get a direct comparison since FF will have bhop and what not... we'll all just have to wait and see. don't knock it before you try it?

FluxCapacitor
May 21st, 2007, 11:10 AM
i'm kind of skeptical after reading this interview... it sounds to me like TF2 is gonna be more for pubs than actual organized clanning. i have a feeling that playing it will end up being a total cluster fuck with everyone running towards the center of the map shooting each other, sort of like how every pub is today.

and will it be possible for people to create CTF maps on their own, or is that totally out of the question? the main thing i enjoy about tfc is the structured CTF style of play and it will be very unfortunate if that totally dissapears.

also, i worry about how no nades gives certain classes huge advantages. soldier is going to be a lot more difficult and scouts will be a lot harder to kill if theyre flying all over and need to be hit with rockets. engineers will end up being way too powerful, as well, since it will be harder to kill an sg without nades. and it should be loads of fun for offensive players to try killing hws without being able to throw nades at him.

I agree, I love CTF and the defense/offense style to it. I hate capture point maps, especially on pubs. Plus, I mean seriously, how many cp maps can you make they get old so quick. I also agree about the nades. The game doesnt sound to promising leaguewise.

Jarek
May 21st, 2007, 02:13 PM
something dawned on me about this game a few minutes ago...

none of the maps are going to be playable without a lot of people, so i wont be surprised if it gets loaded with bots within a year of release. you can't 2v2 on maps like cz2 or warpath (yes warpath, but its not the typical dm kind of 2v2, its all offense lol)

Fatal|sD
May 21st, 2007, 05:26 PM
so when's it coming out

zack
May 23rd, 2007, 01:49 AM
Its sure going to be hard to get used to no bhop, not because I really care but more because its such a force of habit, I don't even think about. All of a sudden im pounding A and D and swerving my mouse. I'll load up TF2 and for probably a month I will consistently try to bhop to no avail. Still, I'm excited.

goodguy
May 23rd, 2007, 11:13 AM
Great interview Stayne, and thanks for representing the voices around the Cats.

I suppose all we can do is put our faith in the team of professionals and hope that they _have_ in fact catered to both pubbers and the clanning community. If not, there will probably be mods ;).

ruker
May 30th, 2007, 05:12 PM
What i don't fucking get is the New Players topic that keeps being tossed around. For instance, "TF2 will be more excepting to newer players that have never played the TF series before.....blah blah blah rabble rabble rabble". They make it sound like my grandmother is going to magically figure out how to turn on her computer, somehow manage to install a game, then proceed to joining a server. When i first started playing TFC I didn't know what was going on (other than it was CTF). Like everyone, I eventually got better by playing....not by some UI telling me how to wipe my ass.

In my eyes, it seems to be that they want to take the complexity out of the game just so some new players wont get discouraged and quit on the first try. TFC was a game of mastering (Concs, Rjumps, Bhopping, Pjumping, etc...), where TF2 seems to be heading in the direction of a game your 8 year old sister could pick up in 5 minutes. I sure most of you are thinking, "That's great! A game that you can just jump in and you're set!" But when I play games, I like to feel challenged...not a sense of mastering after 30 min (ie. CS, very easy to play....very boring, very quickly).

Lastly, I FINALLY agree with the no nades, BUT just because their won't be bhopping. Only because i feel a D's main way of stopping a good O player that is bhopping is by nades. Still mixed emotions on if i want to attempt to play this game or not....FF on the other hand is still looking bitchin'.

Toastie
May 31st, 2007, 10:35 AM
why?

take a look at ur hand, you have no bargaining chips.... there's about 500-1000 people in the current community.. thats not enough to care about

ass*assassin
May 31st, 2007, 01:19 PM
take a look at ur hand, you have no bargaining chips.... there's about 500-1000 people in the current community.. thats not enough to care about

true.. currently.. but, back when they had the audience they chose to ignore us.. not my fault they sat on their laurels for the last 6 years and watched it die.. and you can't tell me they didn't do it on purpose either..

Direhit
May 31st, 2007, 01:30 PM
true.. currently.. but, back when they had the audience they chose to ignore us.. not my fault they sat on their laurels for the last 6 years and watched it die.. and you can't tell me they didn't do it on purpose either..

I would sincerely doubt that anyone at Valve has gone out of their way to purposely and maliciously hurt any of their games let alone TFC. TFC has just been the ignored for money makers like CS, and while that may not be any better, the bottom line is that Valve is a business.

northern lights
May 31st, 2007, 03:35 PM
true.. currently.. but, back when they had the audience they chose to ignore us.. not my fault they sat on their laurels for the last 6 years and watched it die.. and you can't tell me they didn't do it on purpose either..

I sincerely doubt any of the flaws that still exist in the game today caused the extreme downfall of tfc popularity. There are only a small handfull of problems that effect game play and they aren't even that huge of problems.

Even in tfc's prime, it was only 1/20th of what CS still is today.

We are obsessed with tfc

The average gamer thinks tfc sucks. That is the cold truth.

TF2 is bringing on changes to attract the casual gamer. It is all for the better I say!

MERKiN-fS-
June 28th, 2007, 05:16 PM
Good interview, this is just swaying me towards FF. But it'll be fun to play at times, prolly end up playing both to be honest.

Kerpal
September 8th, 2007, 06:51 PM
When it comes down to it we've all gotta play the game before we can make any really opinion. I know I'll be buying TF2 and I hope everything works out. No grenades sounds like it could work but we'll see.


<3 Stayne, best leader in da world

lockss
September 17th, 2007, 11:09 PM
ehh

Stayne
September 18th, 2007, 12:44 AM
ehh

eh what?