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Left 4 Dead 2 http://crapyclawn.net/lolwords/viewtopic.php?t=2839 |
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Author: | dime [ Fri Jun 04, 2010 12:52 pm ] |
Post subject: | Re: Left 4 Dead 2 |
CHAINSAW MASSACRE |
Author: | Agent_137 [ Fri Jun 04, 2010 10:15 pm ] |
Post subject: | Re: Left 4 Dead 2 |
Fusoya was asking for some dick pics, again. ![]() |
Author: | Hogg [ Wed Jun 09, 2010 9:14 pm ] |
Post subject: | Re: Left 4 Dead 2 |
Quote: # Changed Survivorbot item hunting behavior
# SurvivorBots now stay closer to human players in all game modes # Fixed Survivorbot navigation issue in The Passing: Riverbank # Fixed bug where a SurvivorBot could become catatonic when attempting to save another Survivor from a Smoker # Fixed condition where SurvivorBots would not enter the saferoom # Increased self-inflicted friendly fire damage from the Grenade Launcher # Fixed bug where the M60 would reset its ammo if dropped in certain situations # Car Alarms will now trigger anytime a Special Infected pushes/pulls/rams a Survivor into an alarm car. This change only affects game modes with human-controlled Zombies |
Author: | Agent_137 [ Wed Jun 09, 2010 11:09 pm ] |
Post subject: | Re: Left 4 Dead 2 |
Gabe wanted it that way. Oh wait, this kicks ass!! But how did i miss out on this? "# Fixed bug where the M60 would reset its ammo if dropped in certain situations" |
Author: | Hogg [ Fri Jun 11, 2010 6:43 pm ] |
Post subject: | Re: Left 4 Dead 2 |
http://store.steampowered.com/news/3933/ Quote: Match Making Changes
About fucking time.
* Server searches for Official Dedicated servers no longer automatically fall back to Best Available. Lobby leaders will be given the option. * Lobby leaders can select "Steam Group Server" as a server option. This will allow them to select individual servers. |
Author: | Agent_137 [ Fri Jun 11, 2010 8:23 pm ] |
Post subject: | Re: Left 4 Dead 2 |
uhhg. and they fixed the "no console in lobby" bug too after we stopped playing so much. gabe just wanted us to leave. |
Author: | Agent_137 [ Sat Jun 19, 2010 10:35 pm ] |
Post subject: | Re: Left 4 Dead 2 |
moar good tweaks: http://www.l4d.com/blog/post.php?id=3962 Quote: While not removing Defibrillators, we have made some changes to them. We scaled dynamic Defibs based on map length. This means unless the Defib was expressly set by the level designer to have more, the Director will only spawn them on a long map. The Director will also cap the number to one per map.
I can live with defibs if I know they are rare. And yay for jockey loving and less fucking kits. All we need now is a tank that spawns in the same place and not randomly forward or back. Though it usually seems to spawn later for the 2nd team, does it not? If it has to spawn at a different time, shouldn't it spawn a little earlier to balance the advantage of knowing when to expect it?Using the Defibrillator is no longer free; there is now a 25 point scoring penalty for using a Defib. That means each time you use one, you will have 25 points removed from your final score. Will your revived Survivor make it far enough to be worth it? Health kits will also be less numerous as we have removed the Director's dynamic Pill conversion. Previously if the first team was injured, the Director would spawn First Aid Kits instead of Pills for both teams. Now the Director will always just spawn Pills. The Jockey received some minor buffs. His damage per second was increased and we removed his damage delay. Or maybe it -does- spawn in the same place, but it seems to spawn later because the 2nd team is more cautious about triggering it. In that case, i'd hope they'll have the tank randomly spawn a little bit earlier. |
Author: | superspck [ Sun Jun 20, 2010 8:26 am ] |
Post subject: | Re: Left 4 Dead 2 |
Quote: moar good tweaks:
Yah for jockey indeed. Now they just need to make the Smoker a little less impotent and the special will finally be balanced.
http://www.l4d.com/blog/post.php?id=3962 Quote: While not removing Defibrillators, we have made some changes to them. We scaled dynamic Defibs based on map length. This means unless the Defib was expressly set by the level designer to have more, the Director will only spawn them on a long map. The Director will also cap the number to one per map.
I can live with defibs if I know they are rare. And yay for jockey loving and less fucking kits. All we need now is a tank that spawns in the same place and not randomly forward or back. Though it usually seems to spawn later for the 2nd team, does it not? If it has to spawn at a different time, shouldn't it spawn a little earlier to balance the advantage of knowing when to expect it?Using the Defibrillator is no longer free; there is now a 25 point scoring penalty for using a Defib. That means each time you use one, you will have 25 points removed from your final score. Will your revived Survivor make it far enough to be worth it? Health kits will also be less numerous as we have removed the Director's dynamic Pill conversion. Previously if the first team was injured, the Director would spawn First Aid Kits instead of Pills for both teams. Now the Director will always just spawn Pills. The Jockey received some minor buffs. His damage per second was increased and we removed his damage delay. Or maybe it -does- spawn in the same place, but it seems to spawn later because the 2nd team is more cautious about triggering it. In that case, i'd hope they'll have the tank randomly spawn a little bit earlier. |
Author: | Agent_137 [ Thu Jun 24, 2010 11:53 pm ] |
Post subject: | Re: Left 4 Dead 2 |
OMFG VOTE FOR CHAINSAW MASSACRE NOW ITS LOSING TO HEADSHOT BY A PERCENTAGE POINT http://www.l4d.com/blog/post.php?id=3978 |
Author: | Agent_137 [ Sun Jul 11, 2010 10:16 pm ] |
Post subject: | Re: Left 4 Dead 2 |
Quote: Four Swordsmen of the Apocalypse, What is your favorite finale? What is your favorite Melee Weapon?
Four Swordsmen of the Apocalypse Four Swords against plenty of apocalypse! Armed with only swords the survivors face near continuous streams of Special Infected ready to be sliced and diced. |
Author: | Teaks [ Thu Jul 15, 2010 7:16 am ] |
Post subject: | Re: Left 4 Dead 2 |
![]() |
Author: | Agent_137 [ Thu Jul 15, 2010 2:36 pm ] |
Post subject: | Re: Left 4 Dead 2 |
IT'S SERIOUS BUSINESS edit: also, hey, guys, start saving images you find on the web and attaching them to your post instead of hotlinking. Hotlinking never lives more than a year or two. Just go back to the beginning of any of our threads and you'll find us LOLing over red x after red x. |
Author: | Teaks [ Fri Jul 16, 2010 10:43 pm ] |
Post subject: | Re: Left 4 Dead 2 |
New L4D2 Mutation of the Week: Hard-8 (Campaign mode, 8 specials spawn at a time, and quicker respawn timer) FUCKING AWESOME! Wonderfully intense with all that shit coming at you constantly! Agent, Sabs, Posi, and I tried this on normal difficulty/Hard Rain, got our asses handed to us multiple times. Then strangely after Sabs and Posi called it quits at the halfway point (where you pick up the fuel cans) Agent and I decided to give it a last shot to make it back...and did it; with no further wipes. America, FUCK YA! Also: Sabs and Posi practice your zombie killing... ![]() |
Author: | Sabs [ Sat Jul 17, 2010 1:56 pm ] |
Post subject: | Re: Left 4 Dead 2 |
I'm guessing you moved through the rest pretty quickly. It's hard to keep 4 humans together - that's why if a player or two gets killed you still have a good chance of finishing a level if you just run through. Anyway, good mutation... one of the best ones so far. |
Author: | Teaks [ Sat Jul 17, 2010 4:43 pm ] |
Post subject: | Re: Left 4 Dead 2 |
Quote: I'm guessing you moved through the rest pretty quickly. It's hard to keep 4 humans together - that's why if a player or two gets killed you still have a good chance of finishing a level if you just run through.
Yeah, we tried to move quick, dragging the bots along...and bots also do decent against bots, just not other humans. We just felt a need to give the 2 of you a lot of shit. Agreed on it being the best mutation so far, some of the others have been fun, but that one was the most all-out fun I've had on l4d2 in a LONG time. |
Author: | Agent_137 [ Sat Jul 17, 2010 8:33 pm ] |
Post subject: | Re: Left 4 Dead 2 |
agreed. we should get some more time in on it before it goes. also: saw your message but missed you by a minute today, sabs. ended up napping from 630 to 930. heh. |
Author: | Teaks [ Sun Jul 25, 2010 1:43 pm ] |
Post subject: | Re: Left 4 Dead 2 |
Left 4 Dead 2 Update Released Product Update - Valve Updates to Left 4 Dead 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include: Left 4 Dead 2 New mutation: Healthpackalypse! |
Author: | Agent_137 [ Sun Jul 25, 2010 3:43 pm ] |
Post subject: | Re: Left 4 Dead 2 |
yea saw that. sounds awful, but VS would at least go a bit quicker. i'm down. |
Author: | Agent_137 [ Wed Jul 28, 2010 7:12 pm ] |
Post subject: | Re: Left 4 Dead 2 |
wHOOAAO! Quote: Bullets that first pass through an infected character before striking a Survivor are now ignored as friendly fire.
Quote: Tanks go into a stasis when they spawn and leave stasis when the human player takes over.
They're actually working on the issue with rage quitting!Tanks do not attack when they are in stasis. Tanks in stasis are invisible but still show a glow to the infected team. Tanks in stasis cannot be set on fire. The updates aren't over and you should expect to see some more shortly Quote: When we did our blog poll on rage quitting we mentioned we would be working on some of the underlying issues....
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Author: | Sabs [ Wed Jul 28, 2010 9:05 pm ] |
Post subject: | Re: Left 4 Dead 2 |
That would be good. As of right now I've lost interest in versus mode, but that could change if they come up with some sort of penalty system for quitting. Perhaps like we talked about... prevent players from joining a server for a period of time if they just left another game. |
Author: | Happy [ Wed Jul 28, 2010 9:09 pm ] |
Post subject: | Re: Left 4 Dead 2 |
Quote: That would be good. As of right now I've lost interest in versus mode, but that could change if they come up with some sort of penalty system for quitting. Perhaps like we talked about... prevent players from joining a server for a period of time if they just left another game.
I dont think you should physically restrict people from connecting to games because that will upset a lot of false positives.I'd say just keep track of average % completed and make it visible for everyone to see. So if a player joins the lobby and his record shows that he quits 80% of the time then kick him and wait for somebody else to join. |
Author: | assrott [ Wed Jul 28, 2010 9:23 pm ] |
Post subject: | Re: Left 4 Dead 2 |
Yeah, if you freeze and have to reconnect, wouldn't that register as a rage quit? |
Author: | Agent_137 [ Thu Jul 29, 2010 12:42 am ] |
Post subject: | Re: Left 4 Dead 2 |
if your game crashes and freezes so much that those form a high percentage of the disconnects, then you should be focusing on FIXING THE FUCKING BUGS and not tweaking the gameplay. I think valve has passed this stage and 99% of disconnects are for one of two reasons: Rage or Real Life. if you disconnect because of real life then you don't care if you can't join another game for 5-10 minutes because you're walking the dog or fucking the wife or whatever. hell, even if you disconnect because your computer crashed, you'd still eat up a large portion of the penalty time just rebooting. a 5 minute penalty for disconnecting mid game would hurt all of the rage quitters and only a very tiny percentage of the honest folk. i can think of one honest scenario where a 5 min penalty would suck: you're playing a game w/ strangers and then swap to a game w/ friends. solution? Penalty does not take affect if you leave your current game for another game or lobby where you have a steam friend. these use cases are drawn from my own personal experience. maybe other people have more issues with l4d crashing than I do, and maybe that accounts for happy's "lot of false positives." but you know, they should probably update their video card. or buy more ram. However judging from the steam hardware survey, most folks can run the game just fine. |
Author: | Happy [ Thu Jul 29, 2010 9:15 am ] |
Post subject: | Re: Left 4 Dead 2 |
Hey guys, looks like we got 6 in the channel why dont we split up and form 2 squads. OH WAIT WE WILL HAVE TO WAIT 5 MINUTES FUCK. Yo, Im playing with a bunch of randoms but now my buddies are here and I want to game with them... OH WAIT I CANT BECAUSE I WILL HAVE TO WAIT FIVE MINUTES FUCK. etc. |
Author: | Teaks [ Thu Jul 29, 2010 5:13 pm ] |
Post subject: | Re: Left 4 Dead 2 |
Quote: Hey guys, looks like we got 6 in the channel why dont we split up and form 2 squads. OH WAIT WE WILL HAVE TO WAIT 5 MINUTES FUCK.
Read Agent's post above closer!
Yo, Im playing with a bunch of randoms but now my buddies are here and I want to game with them... OH WAIT I CANT BECAUSE I WILL HAVE TO WAIT FIVE MINUTES FUCK. etc. Quote: solution? Penalty does not take affect if you leave your current game for another game or lobby where you have a steam friend.
I'm a fan Agent...I'd love to see that instituted. Last I remember seeing it was back in the Starcraft 1 & Warcraft 3 days on bnet, where your stats were simply Number of Wins/Number of Losses/Number of disconnects. Was too easy to check everyone when they entered your game lobby and boot those with high percentage of disconnects.
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