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YokaI wrote:It's kind of a weird choice to design a bunch of game types, but only have 1 playable at a given time. Most players won't be checking back EVERY week to play the new game type. Unless they are the hardcore players but valves intention of most free-to-play DLC is to convince those who haven't purchased the game to buy it.
Interesting, but they'd better start out strong with a good gametype the first week or else most of the people who play the game will lose interest. I think that their idea with this is that players will keep coming back to the game because of the way it's distributed weekly. However, I really doubt that all 20 gametypes will be equivalent in terms of how fun they are and how interesting they are. I also don't think it solves the real problem I have playing left 4 dead, which is the insanely retarded amount of rage quitters that fill the servers. Me and my friends will typically spend 40 minutes looking for a good game when we play on our own / in a small group, and when we do it ends up either being a modded server with some ridiculous addons, or we are paired up with less skilled / more skilled individuals.
YokaI wrote:I think left 4 dead (1/2) could use a few changes.
Firstly, There needs to be a party system similar to both Modern Warfare 2 and Starcraft 2, that addition to those games makes playing with friends extremely easy, and makes looking for servers very easy / no hassle. In most valve games, I have to either give my friend the IP, or in l4d I have to give them the map name / current player #, which is just ridiculous. Sure, steam friends works now adays, but there aught to be an easier way to do all of this within the game itself rather than a third party tool. (Arguable to say whether or not seem is a 3rd party tool really, I guess a better way to put it is that steam should only act as a way from games to reference users to a profile, not to handle match making / other in-game processes)
YokaI wrote:Secondly, there needs to be something that prevents people from rage quitting. I think the best way to do it is to make it so if you won accumulative points from winning or even losing matches, and you should be able to purchase aesthetic content for characters / some slight buffs to weapons, that way it would promote actually playing the game through even if you lose. Disconnecting, in this scenario, would make you lose half of the points of the total, thus forcing players to stick through a campaign or gametype until the end, even if the first match went poorly. (Because, to be honest, the majority of cases where people do that, they can easily catch back up if they get their shit together. That's what we like to call competition. =P It would be like if I disconnected every time someone got a heavy kick on me in street fighter, it just doesn't happen.)
YokaI wrote:As for the idea of adding gametypes, I would have preferred to see a few maps added that are specifically designed for the game types they have already. I.E. Scavenger / Survival only maps. It would add a bit of diversity to the other game types because, to be honest, we all get pretty bored with the same aesthetic over and over again even if it's a good design. Having a few maps that look and play differently is all L4D needs to improve the investment hours from players.
YokaI wrote:I also feel valve needs to work on their competitive play. Sure L4D is pretty competitive for a co-op game and has strategy to it, and the balance between the two teams is actually pretty decent for this type of game (zombie games). However, my biggest problem is the balance between the undead classes / survivor weapons. As of right now, there's just so many things that make it so if you spawn as, say, a jockey, you are just not as useful as the person who spawned a charger or a spitter. I also find it ridiculous how the spitters spit recharges faster than the boomer bile, when the boomer bile does little to no effect to the survivors in l4d2 besides some small vision impairment. (even then, it's still pretty easy to deal with zombies in l4d2 even if you can't see because of melee weapons.)
YokaI wrote:Just my 2 cents, take it or leave it. L4D2 is fun, I just wish I could actually play it. Sorry, a long post, but I pretty sure I'm being relatively neutral, at least in comparison to other posts I've made...
YokaI wrote:edit: Oh, and before I forget, one thing good about the alternating game types is that, if valve is smart about it, L4D1 and 2 will both have mutations and will be on a separate schedule, thus there'll be a reason to revisit the old game. Having said that, without melee weapons, it still isn't even worth the time.


Puscifer wrote:I dont have any problems joining my friends and getting a good game together, and personnaly i think using the steam overlay is the best thing ive seen that lets you do that.
Also rage quiters will always be a part of a game like this, because it's a coop game.
Zipfinator wrote:The only game that's easier is MW2 or GoW2 on 360, but that's because you can join up in a lobby before searching.



Zipfinator wrote:Read my response and you'll find a way to get all 4 of your friends into the same lobby easily with no possible way of someone else joining, Yokai.





vcool wrote:GUYS
PASSING PARTY PHUN
ALL TOGETHER
when it's released.

jangalomph wrote:Wise words from a wise man. ^




Zipfinator wrote:YokaI wrote:It's kind of a weird choice to design a bunch of game types, but only have 1 playable at a given time. Most players won't be checking back EVERY week to play the new game type. Unless they are the hardcore players but valves intention of most free-to-play DLC is to convince those who haven't purchased the game to buy it.
Interesting, but they'd better start out strong with a good gametype the first week or else most of the people who play the game will lose interest. I think that their idea with this is that players will keep coming back to the game because of the way it's distributed weekly. However, I really doubt that all 20 gametypes will be equivalent in terms of how fun they are and how interesting they are. I also don't think it solves the real problem I have playing left 4 dead, which is the insanely retarded amount of rage quitters that fill the servers. Me and my friends will typically spend 40 minutes looking for a good game when we play on our own / in a small group, and when we do it ends up either being a modded server with some ridiculous addons, or we are paired up with less skilled / more skilled individuals.
I actually agree with this somewhat. I'm not sure that having a new mutation every week is a great idea but I'm not sure if there's a much better way to do it. Giving players the choice of whatever of the 20 mutations they want would most likely lead to only 3 or 4 of the 20 ever being played and choosing a random one would cause people to join/quit servers until they find the one they want to play which defeats the purpose of having 20+ variations. I trust Valve though so hopefully this move will work out.YokaI wrote:I think left 4 dead (1/2) could use a few changes.
Firstly, There needs to be a party system similar to both Modern Warfare 2 and Starcraft 2, that addition to those games makes playing with friends extremely easy, and makes looking for servers very easy / no hassle. In most valve games, I have to either give my friend the IP, or in l4d I have to give them the map name / current player #, which is just ridiculous. Sure, steam friends works now adays, but there aught to be an easier way to do all of this within the game itself rather than a third party tool. (Arguable to say whether or not seem is a 3rd party tool really, I guess a better way to put it is that steam should only act as a way from games to reference users to a profile, not to handle match making / other in-game processes)
Are you seriously saying that it's hard to gather your friends into the same lobby/game? L4D2 is honesty one of the easiest games for me to group up with my friends in. The only game that's easier is MW2 or GoW2 on 360, but that's because you can join up in a lobby before searching. You can basically do the same thing by creating a friends only game, inviting in your friends and then changing the permissions from Private to Public.
And please don't say it's still hard to bring up Steam Community to invite your friends... There's an "Invite Friends" button in every L4D2 lobby and when you click it it brings up a list of all your friends. All you have to do when this list comes up is click "Invite" and it will send them an invite. You could also right click on their names in a chat and go to Invite or go into the friends list, right click and invite. Honestly with these choices I don't see why you'd resort to copy/pasting the IP address. Someone who plays Source games as much as you should have known better Yokai.
Also on the Steam as a third party tool. Seriously? Valve created Steam and the friends system is THE best friends system I've seen on a computer game. It consolidates all of your friends into one list instead of having to use a separate list for every game you own which is one of my favorite features of Steam. I'm glad Valve utilizes it in their games instead of using a system like BC2 where you HAVE to use their shitty friends system, even if you bought it on Steam.YokaI wrote:Secondly, there needs to be something that prevents people from rage quitting. I think the best way to do it is to make it so if you won accumulative points from winning or even losing matches, and you should be able to purchase aesthetic content for characters / some slight buffs to weapons, that way it would promote actually playing the game through even if you lose. Disconnecting, in this scenario, would make you lose half of the points of the total, thus forcing players to stick through a campaign or gametype until the end, even if the first match went poorly. (Because, to be honest, the majority of cases where people do that, they can easily catch back up if they get their shit together. That's what we like to call competition. =P It would be like if I disconnected every time someone got a heavy kick on me in street fighter, it just doesn't happen.)
A system to prevent rage quitting would be nice. I don't like the idea of forcing players to stay like some Console games do. Having some sort of accumulative points system would be good though where you gain points for every damage point/distance traveled you get in game and lost points for quitting before a game has ended. I'm not sure that an item system with hats/cosmetic items would work for L4D2 though. It's hard to implement things like that without making joke items and that just wouldn't work as well in L4D as it does in TF2. Changing the looks of the players isn't exactly a good decision either since they create each character with extremely unique designs. Distracting from those unique designs with shared or even one character only items would ruin the point of using unique designs like Valve has done.YokaI wrote:As for the idea of adding gametypes, I would have preferred to see a few maps added that are specifically designed for the game types they have already. I.E. Scavenger / Survival only maps. It would add a bit of diversity to the other game types because, to be honest, we all get pretty bored with the same aesthetic over and over again even if it's a good design. Having a few maps that look and play differently is all L4D needs to improve the investment hours from players.
I agree with this. Although they are probably creating Survival/Scavenge maps out of the new The Passing assets, it would be nice to have some fresh designs that aren't overused and give some more content for the community to create maps with. Maybe they could try adding in stellar community maps like TF2 has done (cp_Egypt is a good example).YokaI wrote:I also feel valve needs to work on their competitive play. Sure L4D is pretty competitive for a co-op game and has strategy to it, and the balance between the two teams is actually pretty decent for this type of game (zombie games). However, my biggest problem is the balance between the undead classes / survivor weapons. As of right now, there's just so many things that make it so if you spawn as, say, a jockey, you are just not as useful as the person who spawned a charger or a spitter. I also find it ridiculous how the spitters spit recharges faster than the boomer bile, when the boomer bile does little to no effect to the survivors in l4d2 besides some small vision impairment. (even then, it's still pretty easy to deal with zombies in l4d2 even if you can't see because of melee weapons.)
I somewhat agree with certain classes not being that useful alone, but Valve didn't mean them to be. You HAVE to work together with your teammates to do good amounts of damage with your SI (Special Infected) class. Each SI class have very useful/specific purposes for team attacks. For example, After a Boomer throws up on 2 or more survivors, a fair amount of common infected will come. While the survivors are being slowed by these common infected, Spitters can spit on the thrown up players, Jockeys can pull away someone who is not being swarmed and others will have a hard time saving him and smokers can pull someone while groups of Common Infected are attacking him. Those are just a few of the MANY group tactics for Special Infected teams to use.
Special Infected are also very very useful at certain spots while alone. Chargers can charge survivors off of ledges to their deaths, Jockeys can pull survivors off ledges to hang, Smokers can pull people off of high places to make them have to retrace their steps to continue through the level, Spitters can spit in hallways/doorways that survivors have to travel through or small confined areas such as elevators (Hard Rain) and a good Boomer can throw up on all survivors when they get to a saferoom/reach a panic event causing them to have more trouble.
Every special infected has roles in both team and singular tactics (Although singular tactics are heavily reliant on unique level design IE ledges, docks, elevators ETC). If you're honestly having as much trouble playing Special Infected as you make it seem you are either awful at playing Infected or you're not taking advantage of team tactics/map unique choke points.YokaI wrote:Just my 2 cents, take it or leave it. L4D2 is fun, I just wish I could actually play it. Sorry, a long post, but I pretty sure I'm being relatively neutral, at least in comparison to other posts I've made...
Was an interesting post to read and respond to.YokaI wrote:edit: Oh, and before I forget, one thing good about the alternating game types is that, if valve is smart about it, L4D1 and 2 will both have mutations and will be on a separate schedule, thus there'll be a reason to revisit the old game. Having said that, without melee weapons, it still isn't even worth the time.
I don't think that Valve will be adding Mutations to L4D1. This is strictly a L4D2 update if I'm correct. Valve has said that they are working on a new campaign for L4D1 showing how the Survivors got from where they were to The Passing's location.





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