Tribes: Ascend

Tribes: Ascend

Everyone Saying It's Terrible
Everyone here seems to be saying its terrible, that Hi-Rez ruined it/didn't use the IP to its full potential.
Could someone elaborate? I'm curious about what exactly they screwed up, as I wasn't a tribes player when it was first released.
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Visualizzazione di 76-90 commenti su 115
Messaggio originale di Boomy:
1. Non-free distribution model is better for competitive FPS
If I may point out: They couldn't make it buy to play only, they would die due to hight competition on the market, with games like CS:GO and TeamFortress very well established. Even the new unreal is going to be F2P. It's just too risky to go the buy road. Look at Shootmania: Storm. Imho that game is better on competetive level than tribes, being more similar to traditional unreal gameplay, and being built with the very idea of being competetive. It failed to gather anywhere near a reasonable playerbase.

My biggest guess why they would abandon Tribes is that they could not afford to work on two big titles, and decided to focus on thier original IP.

This is the narrative companies want you to believe, but it is not the truth. Tribes is one of the oldest and most well-established IPs in the FPS market; it doesn't need to compete against other FPS titles in any way other than to come out, be true to the form of the Tribes franchise, and to either be well-supported or highly-moddable. This is the same reason CS:GO was released as a pay-once title; it was a continuation of a very popular and old FPS franchise.

F2P was a choice they made because they were used to it - it was their model for their only other big title: Global Agenda - and because they were hoping to generate residual income via "whales."

The new Unreal game will also be F2P because Unreal makes most of its money by selling licenses to its game engine, not the game itself, these days. They probably figure that by spreading the engine's use far and wide with an F2P release, they increase the chances that future developers will buy into their engine and software ecosystem.

Whatever the reason, however, the point remains: if you try to make a shooter that is competitive, it would be stabbing yourself in the back to make it free to play, with in-game purchases that affect play. Even if you do the best balancing act in the world, it introduces everyone to a game on an unequal footing, and it becomes that much harder to see that the game is actually fairly well-balanced.

just get tribes revengeance

its free

you're welcome
Messaggio originale di aLawfulFalafel:
just get tribes revengeance

its free

you're welcome

I did see that there are some baller mods out there. Can I increase the range on the sniper rifle using any of them? Honestly was one of my biggest pet peeves that the sniper rifle in vengeance had a range under that of the disker.
Messaggio originale di aLawfulFalafel:
just get tribes revengeance

its free

you're welcome

Wait whoa. That community is still alive? Teleporting there! :portal:
Messaggio originale di Eschaton:
In Tribes 1, made in 1998, you get the following, that you don't get in Tribes: Ascend:

1. All weapons available right away
2. Transport vehicles
3. Indoor flag levels
4. Deployable motion sensors, deployable sensors, deployable beacons
5. Targeting lasers
6. More interesting level design overall
7. More interesting weapon design overall
8. Better backstory
9. More tribes to play as (4 instead of just 2)
10. Damage to limbs, body, and head are all different.

http://tribesone.com/smf/index.php?action=home

isnt tribes 2 better?
[quote=Lykos;626329186789767919
isnt tribes 2 better? [/quote]


It is mostly better, yes. I was just using T1 as a reference to show how a game made in the last millenium was better than T:A
I've been playing different versions of this game since 2000 and its definetly different but in a good way, the game has came a long way since my first time playing, i would try it out for yourself rather than taking someones word for it
Tribes 2 was easily the best game I ever played. Was very upset/angry over how Sierra/Vivendi gutted Dynamix and eventually screwed over all the players when they shut down the servers. Luckily there were/are some very talented people who were able to keep the game alive. A testament to how incredible Tribes 2 is.

Tribes Ascend I simply could not enjoy and I tried hard. It just could not match a Tribes 2 server with two teams of highly skilled 64vs.64 players. Yes....128 players on a single server. And while you may think having 64 players on each side would be chaos it was anything but. People would willing switch to whatever was needed and cooperation and coordination just happened naturally. Nothing else has come close to that experiance or been that much fun. :)
Messaggio originale di XSwiftX:
Tribes 2 was easily the best game I ever played. Was very upset/angry over how Sierra/Vivendi gutted Dynamix and eventually screwed over all the players when they shut down the servers. Luckily there were/are some very talented people who were able to keep the game alive. A testament to how incredible Tribes 2 is.

Tribes Ascend I simply could not enjoy and I tried hard. It just could not match a Tribes 2 server with two teams of highly skilled 64vs.64 players. Yes....128 players on a single server. And while you may think having 64 players on each side would be chaos it was anything but. People would willing switch to whatever was needed and cooperation and coordination just happened naturally. Nothing else has come close to that experiance or been that much fun. :)

Planetside 2 gets the big team battles done right, but you have to live without skiing and CTF...
Was an amazing game back in beta.
One of the best ever with the counter-strike series.

And then the SMGs and Assault Rifles came along, cancelliing all the skill-based nature of the game and turning it into another sissy CoD-clone with jetpacks and skis.
Ultima modifica da Mu'Ammar of Carthus; 15 dic 2014, ore 20:17
Messaggio originale di Eschaton:
In Tribes 1, made in 1998, you get the following, that you don't get in Tribes: Ascend:

Let me stop you right there. This game is different than Tribes 1. It was offered for free, so expect progression. If you're not going to dedicate time to unlock things, go elsewhere. There's nothing wrong with this system.




Messaggio originale di King Chubbles:
Everyone here seems to be saying its terrible, that Hi-Rez ruined it/didn't use the IP to its full potential.
Could someone elaborate? I'm curious about what exactly they screwed up, as I wasn't a tribes player when it was first released.

I played Tribes 2. Still love this game, so no, its not terrible. What IS terrible is that Hi-Rez had it. They're like children with severe ADD. They abandoned two great games to exclusively focus on SMITE. And quite honestly, their programming is starting to grate my nerves as the launcher for SMITE and Tribes broke randomly. Tribes broke today, after I had played it several times. /sigh
Messaggio originale di Eschaton:
Messaggio originale di XSwiftX:
Tribes 2 was easily the best game I ever played. Was very upset/angry over how Sierra/Vivendi gutted Dynamix and eventually screwed over all the players when they shut down the servers. Luckily there were/are some very talented people who were able to keep the game alive. A testament to how incredible Tribes 2 is.

Tribes Ascend I simply could not enjoy and I tried hard. It just could not match a Tribes 2 server with two teams of highly skilled 64vs.64 players. Yes....128 players on a single server. And while you may think having 64 players on each side would be chaos it was anything but. People would willing switch to whatever was needed and cooperation and coordination just happened naturally. Nothing else has come close to that experiance or been that much fun. :)

Planetside 2 gets the big team battles done right, but you have to live without skiing and CTF...

Planetside 2 has awful gun play,horrible grind/f2p, bizzare base loadouts,and oddly for the style of shooter lacks a prone or more importantly a lean function.Yes vanu forbid I dont fully expose myself while shooting from inside the building with more entrances/windows then a wiffle ball has holes.

They make awful nerfs and changes to the game becus players suck(mag nerf) or changes/nerfs to irrelvant play styles (sniping proxy chanes becus whining over "lone wolfers").Not to mention silly things(which I suspect is for the same skill capping reasons) like the low damage of rockets vs player(on direct hits) or how cone of fire/handling penalties being so high while useing jets(with shotguns somehow) or the slowing effect when useing sheilds.

I would make a comment about Tr gun stats being redonkulous but I havent played since right after release so I cant actualy make a comment about that (for the record in my limit play time I played vanu and on occasion smurf).At the time they had the highest rof and highest dps smurfs had better spike and vanu well they had intresting vehicles (that got nerfed to hell after I left).

Messaggio originale di The Bat:
Was an amazing game back in beta.
One of the best ever with the counter-strike series.

And then the SMGs and Assault Rifles came along, cancelliing all the skill-based nature of the game and turning it into another sissy CoD-clone with jetpacks and skis.

I dont agree with the smg/assult rifle prevlance however I hate to say it but the lack of cone of fire spread actualy made it likely worse.

It still dosent solve the issue of not haveing a long enough delay from switching to a chain weapon (this was one of the main issue ) at higher skill levels the disk/etc did not have enough of an advantage for close range/suprise/spike becus of smg/ar lack of windup + switch times being so low (or non existent + autoreload) and the lack of a wind up time.Add in the lack of any spread and you got the ww1 trench simulator in space that tribes ascend turned into.

I
Ultima modifica da 🎃MaximusBlastalot🎃; 22 dic 2014, ore 0:27
Messaggio originale di MaximusBlastalot:
Messaggio originale di Eschaton:

Planetside 2 gets the big team battles done right, but you have to live without skiing and CTF...

Planetside 2 has awful gun play,horrible grind/f2p, bizzare base loadouts,and oddly for the style of shooter lacks a prone or more importantly a lean function.Yes vanu forbid I dont fully expose myself while shooting from inside the building with more entrances/windows then a wiffle ball has holes.

They make awful nerfs and changes to the game becus players suck(mag nerf) or changes/nerfs to irrelvant play styles (sniping proxy chanes becus whining over "lone wolfers").Not to mention silly things(which I suspect is for the same skill capping reasons) like the low damage of rockets vs player(on direct hits) or how cone of fire/handling penalties being so high while useing jets(with shotguns somehow) or the slowing effect when useing sheilds.

I would make a comment about Tr gun stats being redonkulous but I havent played since right after release so I cant actualy make a comment about that (for the record in my limit play time I played vanu and on occasion smurf).At the time they had the highest rof and highest dps smurfs had better spike and vanu well they had intresting vehicles (that got nerfed to hell after I left).

Messaggio originale di The Bat:
Was an amazing game back in beta.
One of the best ever with the counter-strike series.

And then the SMGs and Assault Rifles came along, cancelliing all the skill-based nature of the game and turning it into another sissy CoD-clone with jetpacks and skis.

I dont agree with the smg/assult rifle prevlance however I hate to say it but the lack of cone of fire spread actualy made it likely worse.

It still dosent solve the issue of not haveing a long enough delay from switching to a chain weapon (this was one of the main issue ) at higher skill levels the disk/etc did not have enough of an advantage for close range/suprise/spike becus of smg/ar lack of windup + switch times being so low (or non existent + autoreload) and the lack of a wind up time.Add in the lack of any spread and you got the ww1 trench simulator in space that tribes ascend turned into.

I

1. It's been a while since you've played PS2, my friend. Vanu currently have the upper hand in rifle meta with the .75 ADS movement LMGs, and until recently they also held the vehicle meta with PPA spam.

2. The problem with SMGs and ARs in T:A was actually that they raised the skill floor without really raising the skill ceiling, and that they were just straight boring. They were too difficult for new players to cope with, but once you were accustomed to the game, it became trivial to defeat them (protip: if you're flying, you're doing it wrong) using either hitscan or spammy AoE weapons like the nade launcher or MIRV. In tribes it's always been the style of the game that each gun is wildly different from every other gun; each one is basically meant to serve as a representative of a type, rather than as a specific evolution of a genre. You could argue that this makes little difference in terms of balance, and you'd be right, but the important thing I'd argue that it did was it made the weapons systems of T1 and T2 immediately accessible to new players, whereas in T:A new players not only had to learn how to deal with the crazy movement and team play mechanics of the game, but also what the tactical differences between very similar weapons was (BTR-1 vs BTR-1A, anyone?).
Tribes Aerial Assault was so fun.
Messaggio originale di Eschaton:
Messaggio originale di MaximusBlastalot:

Lots of text see above

Yeah I havent played(Ps2) in a long time the game could have lightsabers or bumpers cars at this point for all I know ;p

As far as weapon balance dps and such asside I was more makeing a comment about how haveing easy acces to chaining brought about a terrible gameplay style that sucked the fun out at higher lvls and made the game even more obtuse for newer players (ie the quickdraw groupound and chain) instead of haveing to a degree chose how you respond or engage an opponent as the seconds switching and/or spin up time matter and in this time period the diffrences between weapons comes out the most(particularly for low rof spike weapons like disc).

Also subtly diffrence from your point I would argue that how ar/smgs work not only had the effect you described on floor and celing skill but removed the "competition" from other weapons becus of the aformentioned time to begin chaning, the health regen system, more "reliable" accuracy long distance .

Compound the silly balance and awful half champion based half loadout system and you got the silly "broken" (and often useless for ctf) things like survivalist+saftey third raider/any nova colt/smokes loadout sitting in midfield dming(being unfun teamates and unfun opposition).

If they had stuck the orginal "set lodout champion" model and added more range restricting mechanics to maintaing high long range dps(thougth I would have preferd the old style of chains) the game while stil flawed would have had less issues with the game becomeing a math problem + skiing(particularly all the issues with chase that were only semi adressed without silly things like rage) once a certain level of accuracy and competency was reached.Particularly some issues with chase that were only semi adressed without silly things like rage and the genrale over emphasis on D thought that was partialy becus gens served no use.

They could have also went for the old 3 classes loadout out system but they instead chose to emulate tf2 (which itself only has 4 "core" classes in real play) to try to sell more op guns instead of selling skins and refining the product.They chose the fast route and they burnt out likely early becus of it while sacrficing long term potential.You will find no arguement from me that other then the diffrence between things like dust and launcher or knives and pistol the 1000 diffrent types of marginaly better weapons was garbage for the players.

Assuming BTR=bxt fun fact the bxt-a1 is broken and has the same charge speed (and thus no penalty pure upgrade) as bxt the visual and sound were just slowed down and the skin changed so its bxt + 1 more round assumeing you have a handle on the "real" charge speed.It has been this way since they first added it and was never fixed.
Ultima modifica da 🎃MaximusBlastalot🎃; 22 dic 2014, ore 21:54
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Data di pubblicazione: 27 set 2014, ore 13:33
Messaggi: 115