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12-04-2008, 08:41 PM #1
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12/04 update
December 4, 2008 - Left 4 Dead Update Released
Updates to Left 4 Dead have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:
Left 4 Dead -
Finding a dedicated server when starting the game from a lobby is now faster and more reliable
Versus mode is now locked to Normal difficulty
Difficulty on a server is now locked to the one set by the lobby reservation
Fixed lagouts/spikes after level transition
Fixed directory issue with spray logs in some cases
Fixed video settings not saving after closing video options dialog
Corrected a boomer suicide exploit
Several minor localization fixes
Fixed disabling cheats incorrectly reseting data
What does this mean?
-the sv_cheats line in the server config shouldnt screw things up anymore
-The cvar for melee cooldown has been removed, so it cant be changed at all anymore
-People are going to have to learn to play as infected to stop the survivors instead of just turning up the difficulty to let the npc's do most of the work
-cheesy boomer suicide exploit for those players not good/smart enough to play the class properly is fixed
More fixes are needed, but these are a good start.
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12-04-2008, 08:49 PM #2
Re: 12/04 update
Time to open up the other Episodes for VS!!
|TG|ARMA Pathfinder
..now where did I put my keys?


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12-04-2008, 11:42 PM #3
Re: 12/04 update
Personally I think that normal is too easy for versus...advanced is much more balanced IMO>
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12-04-2008, 11:51 PM #4
Re: 12/04 update
I concur with the advanced being ideal at minimum!!!
=)
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12-05-2008, 12:23 AM #5
Re: 12/04 update
Its tricky to say whats better. Advanced certainly is difficult, but the real benefit of it is to give the boss-zombies more "cover" from increased numbers of dangerous AI hordes.
While the challenge is certainly ramped up, I think we are sacrificing a greater understanding of the skills the Infected need to learn in order to succeed.
Having played a game analogous to this one, Natural Selection, where one side is organic mostly-short range attackers and the other is conventional long-range gun oriented humans, I still feel we have not given anywhere near enough time to understanding the infected of L4D.
Knowing Valve's commitment to balance and excellence, it would shockingly surprise me if the balance was truly as off as we seem to claim. Also, while the principle experience of the game is oriented around giving the survivors a challenging experience, I do not believe that mantra effectively applies to the versus mode.
We simply have to recognize that this game in versus is oriented around two radically different gameplay styles:
While humans are given arbitrary assignment of in-game weapons and pickups, the infected are given arbitrary assignment of class. This prevents, on both sides, "experts" from forming who are always assured to master the game through reliably acquiring something they are highly skilled with.
And the chief variance of all is the AI director. At once, he is both responsible for the ability of the infected team to attack, and for the survivor team to defend.
His variance is what makes the game fresh, and SHOULD make it difficult for both sides, every time. It is not the difficulty of what he throws in the form of the zombies, but how they are managed by each side.
I believe that if we are playing a versus mode, the focus of the threat should not be on the AI zombie mediators, but how they are taken advantage/disposed of by each side specifically.
I advocate leaving the AI mediator at the level recommended, and seeing what clever strategies can be devised by the TG community in regards to attacking as the infected before we start tweaking server settings to aid them.
Again, I stress, versus mode is not about giving the survivors a challenging experience, its about playing a complicated game of really fast chess.
As the old saying goes, "NS is like really fast chess, with guns." I believe then that "L4D is like really fast chess, with zombies."
-ZephyrYou were once like the newbie who needed a hand from above and TacticalGamer gave you it.
You owe the newbie who comes after you that same outstretched hand from above on your honor as a Tactical Gamer.
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We are TacticalGamer, a community above and beyond its name.

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12-05-2008, 12:55 AM #6
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12-05-2008, 03:42 AM #7
Re: 12/04 update
Well the update crashed me 3 times so I hope that gets fixed.
FUN FUN
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12-05-2008, 10:56 AM #8
Re: 12/04 update
HMM versus stuck at normal -_- It is much better at least advanced imo.

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12-05-2008, 01:22 PM #9
Re: 12/04 update
I still disagree with normal settings, I can see the argument of not being expert because it is indeed letting the AI do all the work for you, but honestly advanced is really not that difficult in terms of killing zombies, the important difference between normal and advanced isn't the AI or damage the zombies do, but the limit on the number of goodies given to the survivors so they have to be careful and ration.
Viewing it from a pure balance perspective between infected and humans on normal the humans always have the advantage, any mistakes they make can quickly be erased by finding extra health kits (which there are plenty of on normal if you know where to look).
I agree versus mode is not about giving the survivors a challenge, it should be about giving each side an equal chance of accomplishing their objectives, and on normal it is not equal.
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12-05-2008, 01:42 PM #10
Re: 12/04 update
A coordinated, experienced team that sticks together without FF and effectively melee bashes will win versus mode on normal, no matter what the skill level of the infected players are.
Special infected (tank is an exception) have no real methods for forcing a straggler. Occasionally you get a good smoker pull in, but rarely does the person ever make it to you to take damage, and rarely can you pull him far enough away from his compatriots to be effective.
Hunters fare very badly against a good human player. I personally can punt a hunter somewhere in the range of 70% of the time when he's leaping for me, and I know people who are far better and more accurate than I am. Punted hunter = dead hunter. With good teammates the other 30% involves me taking at most 3 hits from him, which on normal is like 10% damage.
That leaves boomer bombs, which start a horde which on normal does almost no good. Why? Two reasons. Firstly it forces good human players to get their backs to the wall, crouch, and start bashing like mad. You may have noticed that as a hunter, leaping into a bash spam is pointless, because most of the time it'll punt you pretty easily. Same with smoker's tongue. If you manage to snag somebody, chances are they get bashed before moving 3 feet.
Second is that it cleans out the whole area of infected, which makes it easier to move as survivors.
The only thing a boomer does for you on normal is temporarily blinds anybody he hits, which would normally open the door for the other infect except?
A blind person's first reaction is to spam bash until they get their bearings. Which serves to negate the natural abilities of the other SI's.
So, tactics wise, that means that to be effective as infected you need to hit them all at the same time. Boomer them blind, then try to lash/pounce them when they can`t easily tell where each other are and help. Problem on normal is that humans have already found the counter to this.
Run. On normal there aren't enough normal infected to slow down a human group that decides to move fast. This plays merry hell on special infected, because the crazy rules for spawning most often means that you're spending half you spawn time just trying to get out in front. It also serves to string the infected players out, making hitting as a group harder.
Combine that with the fact that on normal Medpacks will spawn in just about every cabinet, and it really shouldn't be close. If it is, it's because of the survivors playing badly, not the infected playing well.
Advanced is harsh on new players because you really have to know the strategies, but it's a far more balanced and fun experience IMO.
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12-05-2008, 02:00 PM #11
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12-05-2008, 02:21 PM #12
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Re: 12/04 update
Find 3 friends and we can scrim a campaign sometime to see which opinion is correct. The medpacks are my only complaint about normal mode, there are far to many.
Still you illustrate what the key problem is in any advanced vs. normal discussion, the game isnt about survivors vs. infected, it's about survivors vs. survivors. I wont dispute map 01 in either vs. campaign is easy for the survivors to make the safehouse, but from then until map 05 the maps tend to be more infected advantage. (other then blood harvest 04, you can outrun the director on that map and be in the safehouse in under 2 minutes)
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12-05-2008, 04:54 PM #13
Re: 12/04 update
Advanced is the way togo. As the game gets older we will be able to play more as a team. And this run through the map in seconds will go away. IF the infected cant spawn in the lead like they should then advanced is the balance that you are talking about.
I know playing with newer groups it seems we have hard enough time trying to work together. But once you really organize and work as a strict team normal is childs play.FUN FUN
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12-05-2008, 05:08 PM #14
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Re: 12/04 update
Find 3 friends and lets play a campaign then so you can see for yourself!
Blood harvest stage 4 the survivors can outpace the directors ability to spawn npc's. Every other stage 2 through stage 4 map has a pacing mechanic included that limits one's ability to "speed run".
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12-05-2008, 05:23 PM #15
Re: 12/04 update
So we want to speedrun? Sorry I was talking Versus. Campaign I havn't been playing as much. My bad
FUN FUN
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