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  • 31Jul
    Games. Posted by spuzman @ 12:28 am

    There is a fundamental part of TF2 that we all expierence every time we boot up the game, for the entire time we play, and something that sticks with us long after we finish for the day. It is something I think we all appreciate– an element that helps make and keep the game entertaining even when we are losing. It has remained unchanged (mostly) since day one. And I think it is in need of an update.

    It is the “response rules” system (aka the dialogue system). What it does is simple and effective: every speech file in TF2 is linked to conditions during which it will play. Currently, characters will yell battle cries when a round starts, will exclaim triumphantly when a point is captured, and will thank the engineer after they take a teleporter (in addition to many others).

    I have little problem with those conditionals that are already in place. What I think needs to happen isn’t a “fix,” but (as I said earlier) an “update.” There are many voice commands that rarely, if ever, see the light of day (metaphorically speaking, since they are sounds). Included in these are many of the new “domination” dialogues added for the scout, spy, and sniper. If you dominate someone as one of those classes, there is a chance they will say a dialogue– and an even smaller chance it will be one of the new class-specific ones.

    What needs to happen is that new conditionals are added: for the above example, perhaps there is a slim chance a class specific dialogue is said whenever you kill one of those classes. And maybe your character will thank the medic when he heals you and not when he stops. Finally, there are dozens of “positive,” “negative,” “nice shot,” and other selectable dialogue options what are accessable-but-never-used. Perhaps when you are facing a sniper as he headshots an enemy, you will respond with a “nice shot” dialogue. Perhaps when a teammate is killed nearby while on a cap point of whilst holding the intel, you will say a “negative” thing. Maybe if the same thing happens to an opponent, you will use one of your “jeers.”

    These don’t have to happen every time. In fact, it would probably be best that there was a slim chance with dialogues triggered by especially popular events such as basic kills or when the cart stops moving (why does the scout currently say something every time?). The balancing would require testing, to determine whan certain dialogues occur too often. Still, I think most people would accept it positively.

    I personally think it would be a smart and helpful update– because it requires no new dialogue, models, particles, or game changing effects, it would not be hard to implement. In addition, it would grately increase the experience of Tf2– the characters would seem more like dynamic, well, characters and less like static robots who always respond the same way to the same stimulus (at least until we got used to the new system, at which point you would probably see me asking for another update).

    So why not? It’s not like this would replace the class updates, and would add a little more new content to keep this 2-year-old game fresh.

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4 Responses

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  • Cobrastyle Says:

    I Agree.
    Its a bigger effort then you think, though.

  • DaveRhodes Says:

    Well, if you’ve noticed, they’ve made small tweaks over time. For instance, the announcer is a lot more vocal than she used to be, cheering you on when you’re doing well. One big one that was added a while ago is that now the characters automatically shout for help capping the point… even if they’re defending or the point isn’t capturable.

  • Alexander Says:

    @DaveRhodes
    I find that only happens when firing, and usually when they’re defending they’ll usually call for help.
    It’s basically the same effect as using the “Help!” voice command manually while on a point

  • Jeziah Says:

    I agree completely. I recommend you e-mail this to Robin Walker. If he takes action based on this post, it wouldn’t be the first time the team made an update to tf2 based on an e-mail, nor would it be the least agreeable of such suggested changes.