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but... when we sat for two years without patches. and then the developers remembered us and rolled out a patch, breaking the game.
I think this point is still the main one.
As for the topic at hand. I'm waiting for the return of the spirit of Starsiege: Tribes 1. So many good and wonderful memories from then. I'll be hyped up when that happens. Will I check out this next version of Tribes? Probably. If nothing else than to see how close (or far) they are at this point.
In any case, however you all feel about this and older Tribes games, take care and have a nice day!
This guy has done more in his free time than any AAA game developer, with millions of dollars of production money, ever has. He puts all AAA designers to shame.
And it's not trivial to talk about Tribes 1 versus this. Like, Tribes 1 and 2 did a lot of extremely competent ♥♥♥♥ that shouldn't be taken for granted when talking about a new title, especially because these are the things they did right, got praised for, and kept those games relevant for so long, even when their releases were right beside some of the most popular video games in history.
Tribes 1 had absolutely rock-solid netcode because it had to run on terrible internet connections and still rarely failed - And if it did, it made it very obvious with big giant DISCONNECTED warnings, not glossing over net/latency issues.
Both games had extremely strong art direction and very clear player/weapon silhouettes, in terms of both enemy class identification and faction identity. But, in T3:R I can rarely tell what armor class the person I'm fighting is wearing except from the weapons, and that's often just "If it's a heavy I am probably alive and safe and if it's not I'm probably dead"
If I can give .02..?
Remember T:1 was not intended to be a fast pace Adrenalin Rush.
Every one forgets that skiing is a bug/hack!
Dynamix's plan was to make a game where ever one had a role. They put all their effort into making each role useful, challenging, balanced, and fulfilling.
I remember Defense players that had tetras HUDs so they could keep busy while they waited for the next attack.
The offense would put together a strat, divide the labor, set way-points, then jump in a troupe carrier, and take off into battle.
The fun was in finding your niche, getting great at it, and finding others that were great at other roles.
The way you performed your roll was also very open to your own interpretation.
Every one spawned in Light with basically no armor, no pack, and very simple weapons.
You built your own "Class". You set up your own load-outs.
And the first thing you had to do at spawn was hit an INV.
That meant there had to be working INVs that had power!
Every class NEEDED multiple Load-outs. Every one no matter what your Job Knew where the Repair pack was cause no one was going to get anything done if the base was down.
Turret Monkeys loaded different load-outs for the different waves.
First wave would be "set-up" Deploy-able INV. (A turret Monkey using the stationary INV was unthinkable! Those are for the Offense!)
Then He would have his Deploy-able load-outs: turrets, sensors(Sensor Nets! Any body remember those? Forget shields a good sensor net is all you need sure it was a bug. But it worked!), mines...
This is getting long winded...
My point is Dynamix built a great FPS with lots of Great Roles, and lots of ways to perform those roles. Thats what made all the Great team work Fun!
And Then some one figured out that if you pumped the Jump key(Space bar) Fast enough you would just slide along the ground, and if you timed it just right you could actually pick up speed even on the up hill.
Then some industries Hacker built an "auto jump" repeat script, and skiing was born!
AND IT WAS WONDERFUL!!! :D The Speed! The Skills! The Learning Curve!!!
But as great as it was to most of us I recall servers that would boot you for skiing! Imagine that today! LOL
Every one in the server would Vote Kick anyone skiing. It was like Amish deciding not to use cars.
The thing is looking back on it I think they might have been right...
At this point everyone is all worried about speed, getting into the fight! What Made T:1 and T:2 Great to play with Friends was all the effort Dynamix put into Building a great RP-FPS-Z.
Since T:V Game Development has just been about the "Flee circus".
And that is what needs to change. Work on giving people a reason to do more than ski off to the enemy base, and kill or be killed. Make it possible, and necessary to find new, and innovative ways to Band together.
I don't know that any one under 30 will play that sort of game these days, but well I see a lot of people playing games that require some Grind, and they seem to pay lots, and spend lots of time doing it...
My last is simple if you want the gamer to stick with your game, the devs half to as well.
You got to keep up the patches, kill the aim-bots, x-rays, etc...
Add New ways to play a role with each patch.
Create New tools, packs, and Deploy-ables. Find new things that make New Roles.
If you're wondering, it's doubtful that I'll even be back in this forum, I'd rather not get flaimed. I wrote this to help the Development of a new installment of the only Video Game I ever really Loved to play. If you disagree with me then articulate in a way that is helpful to the Devs. If you think this was way to long that's cool. I didn't write it for you. I wrote it for someone that really wants to, and can make this game better.
:)