L4D UPDATE! |
L4D UPDATE! |
Jan 15 2009, 01:57 AM
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#1
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
Valve have just updated Left 4 Dead, the changelog is:
January 14, 2009 - Left 4 Dead Update Released Left 4 Dead has been updated with a host of fixes, tweaks and new features, including enhancements to Versus mode for improved competitive play. The full change list is below. For PC users the update will be applied automatically via Steam. Meanwhile, the update will be made available to Xbox 360 players in the coming weeks. General
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Jan 15 2009, 05:02 PM
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#2
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Knight Errant Group: SM Guild Members Posts: 543 Thank(s): 0 Points: 102 Joined: 29-October 07 Member No.: 32 |
i'd have to say isn't that getting too complicated? and I think its taking a bit too much of the randomness out of the game..
I posted this on the L4D forums: to clarify with an example: AI puts tank in at a random % of the map in round 1, let's say 38%. One of round 1's infected takes control in the spectating/ghost mode (whatever you call it), and has time to spawn the tank in, where they choose. Just like if someone spawned in as a boomer/etc. Round 2 starts, and at 38%, one of round 2's infected takes control of the tank, in "ghost" mode, and chooses where THEY want to spawn in. Both infected teams get the tank at the same time on both rounds, but get to individually choose where they spawn. This gives: - Still having randomness, but in control of the players. If one team chooses to spawn the tank in a bad spot, it's their fault. - Survivors still surprised. - neither team gets a tank sooner then the other team This however wouldn't eliminate the fact that the second team would know there wouldn't be a tank before 38% of the map complete, but atleast this would be a step in the right direction... |
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