Get Fortress Forever on Steam

Discussion in 'Unrelated Discussion' started by gluteusmaximums, January 21, 2013.

  1. thebigpill

    thebigpill Well-Known Member

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    I gave you reasons for keeping bunnyhopping (the kind that accelerates you) in a game.

  2. jbeetle

    jbeetle Well-Known Member

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    bug, exploit, both unintended. It's easy (as far as consistency) to exploit a bug such as that :)
  3. sheriffofpiltover

    sheriffofpiltover Member

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    [​IMG]

    The GOAT would like a word with you.
  4. gluteusmaximums

    gluteusmaximums New Member

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    Goldeneye........greatest?

    It's junior league because console shooter.
  5. infinitycanvas

    infinitycanvas Well-Known Member

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    Last edited: January 22, 2013
  6. kvalheim

    kvalheim Post Master General

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    I remember they updated Goldeneye for Wii. And forgot to update the graphics :D
  7. hotcakes

    hotcakes New Member

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    I never finished Goldeneye because I was 4, didn't understand what was going on and it scared the crap out of me.
  8. poiuasd

    poiuasd Well-Known Member

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    I got stuck in the Aztec map :(
  9. AraxisHT

    AraxisHT Active Member

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    For those of you who aren't familiar with modern technology, every keystroke you make is a command.

    Learn your English son.

    And I clearly said that there are many superior ways to have such a system. "Lolz! Bounzings maeks meh fazter" is not an acceptable system. Tribes is a good example of a franchise that took a movement exploit and gave it logic, reason, refinements, and lore to make it an acceptable selling point. Bunnyhopping has no such saving grace. If you want a down-to-earth, high-skill ceiling, timing-based acceleration system in your FPS, give it a QWOP influenced system, not a Jack Russel Terrier simulator.
  10. jbeetle

    jbeetle Well-Known Member

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    All I know is some of the best moments of my gaming career have been in TFC thanks mainly to what were, at one time, unintended bugs/exploits. And I was not a very good player.
  11. grimbar

    grimbar New Member

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    And yet skiing used to be repeatedly jumping.

    Also if at any point any developer had any intention of removing strafejumping and similar mechanics (in quake-derivative engines) they would have had full control over it and it would have been beyond easy to fix/remove. Yet none of them did, even in games like Call of Duty, what gives?

    (Remnants of the developers using the original flawed movement function can be found in Half-Life/Counter-Strike (quake-derivative), Call of Duty (quake-derivative), Enemy Fortress (quake-derivative))

    It was a bug in Quake, Carmack kept it in Quakeworld and all subsequent games -- he personally despises it, he could have removed it (CPMA/OSP would have added it back in anyway) but later even started to embrace it because of what it represents:

    A way to make for more interesting games, there is logic behind strafejumping, there is reason behind strafejumping, there doesn't need to be lore as lore is not part of a game.

    Your example for a bug that turned into feature is, frankly, exactly the same.

    I would also like to refer to question number four in this interview http://www.esreality.com/?a=longpost&id=328105&page=1

    Sidenote: ArQon later went on to work for id software (albeit disappearing without notice, if anybody has any idea where he is please notify the proper channels)

    Disclaimer: I'm using bunny hopping and strafejumping in the same argument for sake of making the point, I am well aware that those are two different things.
  12. thebigpill

    thebigpill Well-Known Member

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    Since grim is too lazy to explain and I can easily see how most people would miss the relevance of this particular quote: arQon talks about how games should restrict players as little as possible. A reliable method of acceleration is essential in this design philosophy, since it allows players to reposition themselves in whatever way they want (for an SMNC equivalent, think Assault or Assassin times ten), thus removing certain restrictions.

    As for the validity of that design philosophy, I think arQon himself explains it better than I could.
  13. DeadStretch

    DeadStretch Post Master General

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    I've always been one of those gamers that thinks "If the game allows me do it I will do it." Though sometimes my morals take over and I just won't do it (like shooting through walls in MNC/SMNC) but at the same time I'm not going to talk down to those who do take advantage.
  14. sheriffofpiltover

    sheriffofpiltover Member

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    I have keep reminding myself that the median age here is 17, so you babies don't know how GREAT GoldenEye truly was.

    Yeah, Perfect Dark was cool, but it was the beginning of the end for shooters with all those cheesy, noob weapons that turned into fortresses and ****, rofl
  15. poiuasd

    poiuasd Well-Known Member

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  16. grimbar

    grimbar New Member

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    QuakeWorld Team Fortress came out before GoldenEye :)
  17. soviet15

    soviet15 Member

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    i love bunny hopping and it is a selling point for me because now i actually have to put effort

    thank you based tasker
  18. gluteusmaximums

    gluteusmaximums New Member

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    As grim said, QWTF was out before Goldeneye and TFC is simply a re-imagining of QWTF. Now that FF is essentially supposed to be TFC:S, these games all have more roots in the golden era than GoldenEye did. Not to mention Quake and Half-Life have done far more than GoldenEye ever did for the FPS genre. GE was the beginning of casualization. The technical aspects of Half-Life and its modding capabilities revolutionized the FPS genre.

    GoldenEye is also one of the worst Bond films by far.

    And soviet, sadly, there's no effort to bunnyhopping in FF.
  19. gluteusmaximums

    gluteusmaximums New Member

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  20. jbeetle

    jbeetle Well-Known Member

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    so far, FF looks better :S

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