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#91 | |
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Banned
Join Date: Mar 2012
Reputation: 327
Posts: 1,180
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Quote:
Hate to break it to you, but artstyles change, that's just life. Hell, not a single solitary person cared about the quote-unquote "artstyle" of the game before hats were introduced and you know it. Not a single thread was made discussing the art style. All of it is just a poorly-veiled argument for people to whine about something they can't have, because that's all this is about - People having things other people don't have. And if some people don't have them, then "no one should". This is just the first step of bull♥♥♥♥. |
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#92 |
![]() Join Date: Jan 2009
Reputation: 459
Posts: 2,648
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#93 |
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Banned
Join Date: Mar 2012
Reputation: 327
Posts: 1,180
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I'd bet $50, but life has thoroughly taught me that I am not a betting man.
By all means, search the long-lost vaults of SPUF to prove me wrong. Mind you, I said "before hats".
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#94 |
![]() Join Date: Jun 2011
Reputation: 18
Posts: 435
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I like my performance; 60fps stable with dx90.
I like my hatless world, without poorly (if even) optimized models for cosmetics. So please, please just do this; reach out and touch, and make the world a smoother playable place, if you can. (and no, I will not update my pc, as this fix also has competetive benefits; players being able to see the raw character model, players being able to not get distracted by particles or bright paint colors) |
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#95 | |
![]() Join Date: Jun 2009
Reputation: 1611
Posts: 5,454
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Quote:
You do realize the art style and theme were two of the main selling points, along with the emphasis on teamwork and class-based combat, of the game once it became more than a freebie that came with the Orange Box, right? There's a reason they spent years on the art of this game alone. People appreciated it, and just because you didn't notice because you were doing who knows what at release doesn't mean that it didn't happen. Show me proof that George Washington crossed the Delaware. You can't, because any DNA evidence was washed away, and everything else was made after George Washington was a national hero for some time. And furthermore, art style doesn't change. Name me one other FPS that had its art style change AFTER release. And no, sequels don't count, because you have a choice whether or not to buy a sequel or continue playing the same game you paid money for, while safe under the fact that it wouldn't get changed spontaneously. |
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#96 | |||
![]() Join Date: Aug 2008
Reputation: 664
Posts: 1,578
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Quote:
Please, give me a good number of examples(and I mean games that are considered decent at least) where the art style in terms of character visuals has changed as drastically as TF2. Because as far as I know, TF2 is the only 'good' game that allows retro-scifi characters to outfit themselves with completely ridiculous items from tens of other genres without even attempting to get the items to match basic design principles like colour, proportion and complexity of design with the ones common to TF2. Also, everything Captain M said. Quote:
Ever heard of J. C. Leyendecker? Have you ever seen flaming, bright green Dr. Seuss hats and other silly miscellanea in a J. C. Leyendecker illustration? Have you ever gone through the developer commentary? Here's a little excerpt from the dev commentary Quote:
Now go ahead and tell me that the original visual design was just a mash-up of random ideas and design principles, or none at all. |
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#97 | |
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Banned
Join Date: Mar 2012
Reputation: 327
Posts: 1,180
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Quote:
So no, it's not visual clutter. There's a difference between a tiny model on top of another model, and the pre-beta TF 2 minigun fire effect. |
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#98 |
![]() Join Date: Oct 2011
Reputation: 875
Posts: 3,255
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#99 |
![]() Join Date: Jun 2009
Reputation: 1611
Posts: 5,454
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#100 | |
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Banned
Join Date: Mar 2012
Reputation: 327
Posts: 1,180
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Quote:
I SEE EVERYTHING |
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#101 |
![]() Join Date: Jun 2009
Reputation: 1611
Posts: 5,454
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The Sun: Ultimate TF2 trader.
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#102 | |
![]() Join Date: Aug 2008
Reputation: 664
Posts: 1,578
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Quote:
Unusuals, hats, and paint do not convey anything gameplay related to anyone, barring player identification which basically makes disabling/enabling hats a tradeoff. |
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#103 | |
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Banned
Join Date: Mar 2012
Reputation: 327
Posts: 1,180
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Quote:
...Wait, scratch that. Add a red and blue dot to make sure people know which side is which. Let's remove visual hitscan bullet effects since we can just use the "ding on sound" and all projectiles would instantly become more recognizable. |
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#104 | |
![]() Join Date: Aug 2008
Reputation: 664
Posts: 1,578
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Quote:
There's this little thing called immersion, and most of the above are fairly necessary for immersion. Unusual particle effects and hats aren't. But sure, go on randomly attempting to point out flaws in my arguments hoping that something will pop up that lends credence to your ill-informed stance. |
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#105 |
![]() Join Date: Sep 2009
Reputation: 167
Posts: 128
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The art style was part of the reason TF 2 got serious recognition in the gaming world. There is even a whole part of the developer commentary (found in the game) dedicated to how they created the unrivaled style of TF 2 and how MUCH thought went into character details and silhouettes. You can not say that art style and gameplay experience are two totally seperated things, as the one is influenced by the other and vice versa. Let me explain (and if I don't do a good job, listen to the developer commentary and what GabeN has to say):
The first and foremost reason different model details and characteristic clothing were made for the 9 classes is to distinguish their team affiliation through the for every class unique blue/red parts in the chest areas, as this area is thought of to be the first one you as a player look at, and the one you look the most, also because you can often find the weapon the enemy is wielding at the moment near that area. This effect is amplified by the brighter colour scheme of blue/red and yellow parts itself as opposed to the darker and less flashy arm, leg and hip parts. The rather colourful and moving effects of unusual hats and the brighter colours of lime green and pink as hell distract the player from what they should actually look at, forcing them to spend more time and energy identifying other players, altering the game play experience (to the worse). The second reason for the unique mercenary silhouettes is the simple reason of instantly knowing what class is approaching you and what weapon the class is holding at the moment (second point is achieved through unique animations), be it primary, secondary or melee. Extremely big and/or fancy headgear takes away from the silhouettes' distinctness as a whole. Prime examples of cosmetic items that do it right are: The Soldier's Stash, The Heavy Duty Rag, The Trophy Belt, and many of the misc. items. +1 vote for the cause, against pink scouts with circling TF logos around their head and lime green dapper topper with multicolored confetti coming out of them. P.S.: And to all those simple minded people thinking I am jealous or something: Look, I have enough money to pay for unusuals, but I don't want to look like a total idiot running around with a burning hat all the time. I want to look good. |
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