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09-23-2007, 01:32 PM #1
Rules and realism
I hope this thread does not get hostile. If this gets contentious, check your ego at the submit button and think before you post.
Several areas within TG are coming together in this game. Most of our games stress realism to some degree. Games like WoW, and now TF2 really push the limits of applying that "near simulation" phrase so often cited from the primer. Games like Project reality and ArmA are clearly geared towards pushing the game towards near simulation.
The rule set for TF2 is not yet established beyond "Use teamwork and don't be an ass." As more and more of us find this game, we may arrive with expectations about what is acceptable in a game due to the rules we are used to playing with in the TG games we came from.
If you are coming from a game like CS:S realism, or BF2:Project reality, you are probably used to no bunny hoping rules, extended down time when dead and other basic game changes to increase the reality of the game.
I sincerely hope we don’t confuse reality with tactics. We are TacticalGamer. Not RealityGamer. Yes, our roots are tactics derived from realistic combat sims. But trying to turn a game like TF2 into a game like Project Reality will ruin it.
I was playing this game for the first time today and the first thing that I noticed is that TG guys were not bunnyhopping and pubbers were hopping like freshly spawned bunnies.
I think that before long, TGers are going to be resentful at those that bunnyhop and will suggest a rule be made saying players can not bunnyhop.
I know bunny hopping is against the rules in many other TG games due to hit detection models being screwy when jumping and a lack of realism.
If bunny hopping is at the level of exploit in this game due to a hit detection problem, then lets move forward with implementing a rule. But if the problem is that bunnyhopping is unrealistic, I don’t think that argument holds water when applied to tf2.
Lets let fun motivate any proposed rule or game changes, rather than an attempt to improve realism.
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09-23-2007, 01:59 PM #2
Re: Rules and realism
See, I don't see any bullet deviation in TF2, you can jump and shoot, and you'll still hit your target, hit detection seems to be good as well. Heck, even Scouts class is designed to hop like a rabbit, they built him that way. Hopping as other classes does not seem to be that effective. This is the one game that does not bother me.
|TG-12th|Undead

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09-23-2007, 02:44 PM #3
Re: Rules and realism
I haven't seen any "bunny-hopping" per se. If someone is in the air it seems it more due to the characters getting knocked around from explosions.
|TG-9th| TheFatKidDeath
"Born to Party, Forced to Work."
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09-23-2007, 02:49 PM #4
Re: Rules and realism
Other than the scout, which it is an integral part of the class, I agree with UnDead. It doesn't seem that effective and it's been a non-issue for me. I haven't even heard the term bunnyhoping brought up on the TF2 chat.
The Dirty
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09-23-2007, 04:18 PM #5
- Join Date
- Jan 2006
- Posts
- 1,233
Re: Rules and realism
I don't know about others, but I have seen no problems so far. As for bunnyhopping, there is no bunnyhopping in TF2. Bunnyhopping is when you manipulate the engine to increase your speed above maximum by, well bunny hopping (turn jump crouch whatever). Its possible in CS:S, but only for about 3 jumps, and it jacks your aim up so its never used (as it also decreases your speed after the 3rd jump due to friction). It is not possible in TF2. The scout cannot bunnyhop either (trust me on this I have tried from the start to duplicate bunnyhopping on all classes). Crack jumping however is used quite widely, and I have seen TGers and pubs alike use "crack jumping" (jumping to avoid fire and or return fire, etc) everywhere.
Bottom line is for crack jumping: TF2 is a game where jumping is part of the skill set. Notice how heavies cannot jump while firing or fire while in mid air unless blown up. Also note to heavies (loading ammo will cause a pause in your fire, beware).
Ways jumping is used:
Getting over rails, objects, people, turrets quickly.
Rocket jumping, sticky bomb jumping.
Scout double jump.
Lobbing a demo nade at a further distance.
Getting a better angle with a soldiers rocket when targeting the ground.
Attacking sentries out of their FOV, or LOS.
Building turrets on rock formations, or other hard to reach places.
Medic survivability when everyone else wants to kill you.
Necessary for certain disguises as a spy.
An the list goes on and on. Just imagine the kind of maps you could produce that incorporates multi-level fights and or say placing a briefcase suspended in mid air so that you'd have to drop down in it or jump up to it!
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09-23-2007, 04:34 PM #6
Re: Rules and realism
It's actually more benificial to crouch, that does improve your aim. The scout is designed to hop around like mad and so it's to be expected. I haven't seen bunny hopping either, and if there has been I haven't heard of any problems voiced over it


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09-23-2007, 04:39 PM #7
Re: Rules and realism
I think "Crack Jumping" is fine for the most part in TF2, don't get me wrong I don't like anyone cheating but Crack Jumping? You're expected to jump as the scout to avoid all kinds of fire, hence the double jump. Rockets aimed at your feet? Isn't it ok to jump up to ride the blast instead of taking it at full blast?
Lets face it, TF2 doesn't have an accuracy based game, just look at the spread of all your weapons, even your pistol is horribly inaccurate. "Crack Jumping" holds no benefit which means to me that it's not Crack Jumping by definition... it's just jumping.

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09-23-2007, 05:12 PM #8
Re: Rules and realism
The concerns have been noted and we will do a class-by-class test to see what each one needs in order to keep with the spirit of the game and TG.
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09-23-2007, 05:39 PM #9
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09-23-2007, 08:03 PM #10
Re: Rules and realism
A lot of the ideas posted in TF2 threads have already been assessed by the admin team and I. Solutions will be worked out for TF2. But these things take time.
I appreciate everyone's input in the forums, but you are correct, there has been a strange tone (I sense as urgency) that everything needs to be worked out now or changes needs to be done/tested now.
TF2 is still in beta and we lack even a most basic of admin tools. No issue posted as of yet has really been what I would call "game/fun destroying." Well, FF was one that had a major impact on the fun and playability of the server, so we have turned FF off for a temporary fix.
Who knows, FF may stay off. It's doubtful, but it's all going to be based off objective testing and how TF2 fits into the TG mold.
I guess what I'm trying to say is: Everyone should settle down and give Apophis and I time to work out where we want TF2 to go. And don't kid yourself, information in these threads will influence that. But getting angry and/or nasty with other TG members just isn't going to do any good for anyone.
In the mean time, TF2 players should be working toward making everyone from the long time TG members, down to the newest pub, feel welcome at TG:TF2. And I'd like to think we've all been here long enough to know how to accomplish that.
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09-23-2007, 09:15 PM #11
Re: Rules and realism
TF2 looks and plays well, and so far I haven't seen anything that a player can do which detracts from the quality of the game. In a game like BF2, a guy running through the battle and jumping around and going prone in mid air was an eye sore, and in my eyes seriously hurt the quality of the game. Likewise for behaviours like camping the UCB. These required rules for us to truly enjoy the game.
Once TF2 gets some more play time in on it, maybe griefers will find a way to be annoying, and we will need a rule to handle it. Until then, let's have fun.Peace through fear... since 1947!
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09-23-2007, 09:19 PM #12
- Join Date
- Sep 2007
- Posts
- 9
Re: Rules and realism
Jumping seems likes its been designed as an integral part of TF2. I cant imagine trying to survive as a scout without taking advantage of one of its unique class features, the ability to double jump. Soldiers seem to be on a similar level - I think Valve assumes that a soldier is going to be firing his rocket launcher at the apex of his jump at a slight downward angle to give him a better shot at doing damage.
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09-23-2007, 09:23 PM #13
Re: Rules and realism
Welcome to TG sard. Definitely a good team player.
Anyway, i tend to agree with icky and sard. Things like bunnyhopping can hurt other games, but for TF2 valve has kinda made it a part of the game that doesn't detract from it, but rather adds to it. Scouts are supposed to be hard as hell to hit because of their low HP, so they bunnyhop. Soldiers are supposed to rocket jump to areas inaccessible by other players. I think making a rule against things like this will not only detract from what TF2 is, but will also hurt class balance and result in several of the classes not being used as often.
But like icky said, people will probably find a way to grief eventually and we can handle it then. So far, i haven't really seen anything of the sort yet.
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09-23-2007, 09:36 PM #14
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09-24-2007, 12:11 AM #15
Re: Rules and realism
There is no way to greif in this game. I even tried blocking in my team with dispensers and sentry guns! Nope! Not possible.
With FF off there is nothing a player can do besides idling/running in circles to screw with the team.
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