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[November] Tribes Philosophy
Posted: Thu Nov 13, 2014 10:47 am
by S_hift
I'll be discussing tribal matters within this post. In a place with very little serious discussion, at least let this topic be that section. I have a quote here from a retired tribes veteran frustrated with the noob accommodating updates to our beloved mod.
"when a game is perfect and balanced, it doesn't need to be fucked with to suit the needs of some faggot that doesn't know how to play."
I believe this a very fundamental statement here. I'll agree its a bit elitist, however I will agree with the point its trying to make.
Example: People started complaining about the railgun and how it drained energy when firing and fired at a slow pace. The people who complained about this were mostly casual players. I personally liked the old railgun behavior and look. It used to be a weapon of skill, and it looked different than a regular sniper rifle. I believe that it now takes little to no skill to use the sniper rifles in annihilation, and I typically find myself using the assassin with sniper rifle just to have a little fun. Also whatever happened to the railgun modes that fired tripple shots that were each a third of the full shot damage? What about the rocket nuke that could have just been easily tweaked for balance?
The rocket nuke used to be a very essential mode on the baby nuke launcher. It was mainly used to trashing noob defense like blastwalls that would be used to build an interior maze.
Re: [November] Tribes Philosophy
Posted: Thu Nov 13, 2014 12:44 pm
by DaJ4ck3L
lol
Re: [November] Tribes Philosophy
Posted: Thu Nov 13, 2014 1:51 pm
by S_hift
how about a little seriousness?
Re: [November] Tribes Philosophy
Posted: Thu Nov 13, 2014 4:36 pm
by SGT ROCK
One line of thinking might be, if you're leaving the game at "perfect and balanced" then why go farther than base. The answer is in the tweaks, weps, many variable play styles, speed of play and so very much more but it boils down to it's something new and different to add a little spice. Perhaps not permanently, it evolves with adding this and that or sometimes taking away this and that. Some may like the changes and some not... common thing. If there's more of a global player rejection of some aspect this carries a lot more weight. The "Suggestion" thread has worked well for that I think.
We should adhere to some principles if you wanna get Tribal.
1- Keep the core players interested and happy with the game/server
2- Do your best to welcome other tribes alums and help them adjust to the mod
3- Manage game disruptions ( including continual flaming/harassment )
4- Recruit new tribes players
Be fuckin happy you're still playing at all... in a game that's about 16 years old. Be happy that I can log on and take my problems out on you fucks in good games with fun players on an almost daily basis. TRIBES FUCK YEAH!
I'm SGT ROCK and i approved this message !
Re: [November] Tribes Philosophy
Posted: Thu Nov 13, 2014 6:44 pm
by S_hift
I think the mod was good before the spawnshield update whatever legendz 2.0apha i forget. The only thing that needed to be done was to strip down the arena so its disabled at start and once someone joins it, it loads the battlecube first, and better maps/better COMMUNITY VOTED rotation.
the biggest problems are
1. Arena being enabled even tho no one is using it
2. Arena still being visible in the sky on certain maps
3. spawn shields seemed a bit toned down, but people are still using plasma rifle while spawn shielded.
4. CTF map rotation has entirely too many retarded maps
5. not enough admins are on these days. especially during the morning and peak hours.
thank you for your input sarge!
i have a thought. how about a smart shield? a spawn shield that protects you only when you're outdoors?
Re: [November] Tribes Philosophy
Posted: Thu Nov 13, 2014 8:12 pm
by Fixious
I agree with points 4 and 5. The rest aren't really an issue. Who cares of Arena goes unused 90% of the time? Let it be. No comment on 3 since I've never really had an issue with it, though there might be room for tweaks.
Map rotation has been bad for years. I remember it being a lot better. Some of Tribes' stock maps are god-awful in Annihilation, like Stonehenge, DX, and Snowblind. CC is okay though. Scarabre is fantastic, given there are enough players. There were a number of DROPZONE variations I remember back in the day and enjoying quite a bit, but maybe I'm getting confused with Renegades.
On the topic of the Rail gun, yeah, it's super easy to use. If I can get kills with it, it needs nerfing. It's probably the best weapon against heavies if you're not one yourself. Nerfing its ROF could help, but I'd like to see its damage stay the same.
Re: [November] Tribes Philosophy
Posted: Thu Nov 13, 2014 9:02 pm
by S_hift
I'll agree the max damage output on the railgun is good. I think your views about the stock maps are based on your past experiences just starting out annihilation.
But honestly, enough of the indoor/cave/tunnel/box/enclosed basically any map that you can't ski freely on. once you take those out, you have a pretty decent map rotation.
glad to see we can all grow up have a smoke and discuss these things without any level of retardation.
what about the bouncy border? I personally prefer the idea of the borders not doing that, as long as deployable objects can't be set anwhere outside of there. It messes me up on maps like raindance were i know a few routes and would like to cap from the sides instead of boosting right into the tower and out again.
Re: [November] Tribes Philosophy
Posted: Sun Nov 16, 2014 12:38 pm
by justR
One thing you could never grasp Shift was what was a good pub map, only what was a good Shift map, aka what you liked and disliked =/ what everyone else liked/disliked. Fixious, while not being a very skilled or aware Anni player imo, is right about SH and SB being terrible anni pub maps. One is entirely too easy to rape and the other entirely too easy to defend. I would disagree with him on DX only because of the no-gen factor making it easier to defend, but if teams get lopsided it can be just as bad, making it impossible to repair even just inv's.
/wave 2 Shift
Re: [November] Tribes Philosophy
Posted: Sun Nov 16, 2014 2:26 pm
by DaJ4ck3L
where has this ghost been hiding.
Re: [November] Tribes Philosophy
Posted: Sun Nov 16, 2014 2:39 pm
by S_hift
can we talk like adults here without passive aggressively belittling one another? Ok good.
The maps I build are fun.
People have fun playing them if they're not bad at playing tribe.
I would like to point out the obvious that yes, its a "shift map" simply because I made it. Its not a ghost map. However I take pride in my original architecture most of which come from visions of my dreams and suggestions by other well renown players.