Forum
Feedback for Valve?
Created 3rd May 2008 @ 00:25
Add A Reply Pages: 1 2 ... 4 Next »
Hello,
well – judging from the recent activities here in the forum, i think this thread is a good idea.
I am constantly exchanging emails with Robin Walker, the lead Valve dev, and he always welcomes a good feedback. So, maybe we could collect some of your feedbacks and hope, he will take them seriously.
Here are the things i have already proposed to him:
– adding stairs to cp_well
– adding 2 medium health+ammo packs to cp_well middle, instead of 1 health 1 ammo atm on different sides
– making cp_well + cp_granary symetrical
– taking on ctf_turbine as an official map, improve + remodel it abit and release it as official map
– adding a nice sound to the dominating + revenge effect, sth like “DOMINATING” from UT
– fixing the fucked-up textures after alt-tabbing + the player invisible bug
– fixing the demoman/soldier splash damage bug, where he can block his own pipes
– making a competitive map in the style of granary + badlands next, instead of another “goldrush-style” map
– adding a sv_classlimit cvar to the server engines
– adding a sv_setuptime cvar to the tournament mode, to remove the setup time + gates from cp_well + cp_granary
a health and ammo box on the bridge of 2fort would be nice, since attackers run out of ammo so quick on the initial entry of the enemy base
oh and its too easy to kill attacking medics on 2fort aswell, since they have little to none healthpacks to pick up if they take damage on the initial push into the enemy base. the only one “outside” the enemy base is in the sewers.
riemu +1
has my vote, i have other opinions which could be considered as decent for 6v6 play, but ill pm u on irc riemu with them, if infact this ‘contact’ exsists, pm me buddy
-wai
“- adding 2 medium health+ammo packs to cp_well middle, instead of 1 health 1 ammo atm on different sides”
I dont agree with this atm. As it stands there is a certain tactical aspect to how you go about the map. I’d keep it as it is.
“- making cp_well + cp_granary symetrical”
Goes without saying that they should be. Seems retarded that they’re not.
“- taking on ctf_turbine as an official map, improve + remodel it abit and release it as official map”
I dont agree with this one. I personally, really dislike the map. Havent enjoyed playing it yet and wouldnt complain if it were taken out of leagues.
“- adding a nice sound to the dominating + revenge effect, sth like “DOMINATING” from UT”
First thing I do on servers with this mod is to turn these sounds off. I like the dominating as it is now.
“- fixing the fucked-up textures after alt-tabbing + the player invisible bug”
Definately would be nice to be able to alt-tab. I play windowed mode for the sole reason of alt tabbing – it would be nice to be able to play at full screen.
“- making a competitive map in the style of granary + badlands next, instead of another “goldrush-style” map”
Would love to see Valve actually do something where they’re looking at the competetive community at all because atm it seems with every update we take one step forwards and 3 steps back.
“- adding a sv_classlimit cvar to the server engines”
Yes! This is half the reason people use beetles and being as its done in a server mod we know its possible! Can be done as a cfg or something. Even for publics this would be good, just look at these 10 man teams with 6 medics.
“- adding a sv_setuptime cvar to the tournament mode, to remove the setup time + gates from cp_well + cp_granary”
I’d prefer the gates to stay on Well because it adds some variation in starts. But definately take them away from Granary.
I did have some suggestions in mind before I made this post, then in thinking about your suggestions I forgot my own so will update this post or repost again later.
I think that making so every shot/rocket/grenade does exactly xx amount of damage insted of random shit, should be very high on the list.
Agree with some, dissagree with others.
Turbine won’t work as a valve release. Imagine 16 vs 16 on that map. Most public servers are a minimum of 10vs10. The map is only good in 6v6 competitive play, and at a push, 8v8.
And i agree with kodl, keep the distance values (rocket at long distance does less than a close one) but make it constant, e.g. a rocket at 500 distance would do the same as another rocket at 500 distance.
on that list we’re missing the ammo issue
on competitions, we need ammo to fight, its not as spammy as publics, should be a cvar to give soldier 40 rockets again :/
about the turbine, it needs ammo pack on the midle aswell :)
no doors on well/granary is way to go :D
I agree with most that has been stated above, so there is no real need to repeat it I guess.. I just hope Valve will listen to your e-mails and our feedback and we’ll get some improvements.
I would personally like to add the class-issue. Though I like the matches as they are now, I think that spies, engineers and pyro’s should get more qualities and improvements so that they will be used in matches aswell. It is a shame that TF2 has 9 classes and only 5-6 are used often. They improved and updated the medic to improve the amount of players playing that class in public. Now they should do something similar with the classes that lack interest in competitive play.
Yeah mvp has a point. Not necessarily static as in “every rocket does 80 damage”, but static as in.. face rockets do 100, splash damage rockets at feet do 50.
It’s annoying taking a rocket in the face and it only doing 40 damage.. then taking the next rocket in the face and dying [from 150 health POV].
I would be happy if the explosive damage from demoman grenades and soldiers rocket would be toned down so that they couldn’t oneshot the weak classes. So the max damage would be somewhere 120 or so.
Then raise the min damage so that overall dps stays the same.
– allowing all unlockable content when tournament is set to 1
– adding an additional cvar for crits which would allow kritzkrieg to work but leaving the “random crits” off.
– “substitutes” ie spectators could join as substitutes for a team and would only be able to spec that specific team, which would allow for clans to have all their players in action and could switch players in case of lag etc. etc.
– possibility to change status to not ready midgame to be able to pause the game in case of lag etc.
-cvar to set a win limit on stopwatch based maps. e.g. x amount of rounds.
-stopwatch mode to actually show a final scoreboard saying who won the stopwatch. As it is now, once the second team has finished attacking it just swaps over.
-stopwatch mode to actually award a winner for capping quicker, rather than the scores still showing a tie situation.
I can tell you for sure that I always forget to check that time because Im concentrating on the game.
Add A Reply Pages: 1 2 ... 4 Next »