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09-24-2007, 07:21 AM #16
Re: Rules and realism
I think what has drawn many of us to this, maybe it is just me, is that PR got way too intense. This is a nice break from the "reality mods", heck you are controlling a cartoon! Jumping is an integral part of this game and likewise I have seen nothing that encourages griefing. Fenix you are correct, we have all the time in the world to get this right, there is no deadline. I think all of us are having a blast and thankfully no one has had to be the hall monitor yet.
"Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
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09-24-2007, 08:24 AM #17
Re: Rules and realism
Reaslism... wouldnt it be realistic if an ACMEE Anvil fell down on you every 10 seconds in this game?

Seriously you know whats GREAT about this game? The Teamchat Voice IP. In Battlefield you had the Squadchat and most "Pubbies" didnt get to participate in any Voice action.
In TF they can listen to the Voices and Teamwork of your Team and get hoocked up. I heard ppl suddenly starting to speek after they were in game for over 30 minutes
Last edited by Lyramion; 09-24-2007 at 09:17 AM.
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09-24-2007, 09:44 AM #18
Re: Rules and realism
The thing about this game that makes crack/bunny hopping in TF2 obsolete as opposed to Battlefield series is that the classes (except for the scout) jump at a reasonable high. In Battlefield, everyone jumped about 6 feet in the air. In TF2 each class has different jump heights, most of which are reasonable height to the character model (except the Scout, again).
People crack jump with the Solider class, but it doesn't really matter cause he can only jump about 2 feet high.
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10-15-2007, 02:57 PM #19
Re: Rules and realism
I've had a chance to play TF2 a little, and it's been a blast. As someone who does like "realism" games, I'll be the first to say that TF2 is a ton of fun without all sorts of "realism" rules and regulations getting in the way. The game feels good as it is and brings back great memories of the original TF and of TFC. As someone said above, we're playing a cartoon. I vote to keep it light and fun! I haven't laughed this much while playing a computer game in a long time.
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10-15-2007, 05:19 PM #20
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10-15-2007, 06:15 PM #21
Re: Rules and realism
Yeah that, for the lol.
Seriously, if you want to worry about the TG spirit, encourage more use of planning and vox. Getting picky about things like jumping is absurd. It mattered in Counterstrike because CSS is all about first-bullet-wins and hitting specific hitboxes. It's also a game about army guys in uniforms carrying around real-world-styled weapons. None of that applies to TF2.
Look at the sign on the door. TACTICAL gamer, not nit-picking force-all-games-to-be-the-same gamer. Why attack jumping when you could invent tactics that exploit and counter the jump factor? Other than because it's easy to copy-paste CSS gripes from old threads, of course.
I play for the personalities of the people here, not for the rulebook.


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10-15-2007, 06:26 PM #22
Re: Rules and realism
No one has attacked jumping or hurting oneself to get uber. These are tied into the game for a reason. I think the Big Boss (Apo) has stated that changes are in effect to comabt this type of situation (the gripes). Everyone recognizes that all these games are different and that the community is adjusting to that aspect. Just be patient and everything will be worked out.
You are correct...use tactics to combat a difficult situation, as that will prevail over everything else. As soon as everyone (myself included) gets comfortable playing the game, the tacical aspect will become second nature."Don't tell people how to do things, tell them what to do and let them surprise you with their results." Gen. George Patton
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10-16-2007, 12:54 AM #23
Re: Rules and realism
I think this post is enough justification for allowing different behavior in TF2.
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell
I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede
Feel free to quote me. ~ Skylark
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10-16-2007, 01:08 AM #24
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10-16-2007, 01:21 AM #25
Re: Rules and realism
It was posted by Apophis--it's timeless!
The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell
I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede
Feel free to quote me. ~ Skylark
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10-16-2007, 01:35 AM #26
Re: Rules and realism
No sense starting a new thread when this one is still pertinent.
My point was just to reemphasize the importance of keeping it fun, especially with a game like TF2. I've been involved in some games here that stopped being fun because of constant bickering and complaining, and I'd hate to see it happen again. As others have said in this and similar TF2 threads, let's just play the game as TG and enjoy it. Thanks to the TF2 Admin Team for working to keep the game enjoyable.
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