On 24/01/2014 15:08, Rudy Bleeker wrote:
On Fri, Jan 24, 2014 at 5:27 AM, dan <[email protected]> wrote:
Why add all the incentives to win MvM and none for the multiplayer and,
worse,
make those MvM prizes hurt the multiplayer objectives even more?
The answer to this is simple. Official MvM mode where you get those
prizes, aka Mann-Up, still makes Valve money with the sale of tickets
and surplus vouchers, where as community servers or even their own
quickplay servers don't really since you can buy your hats and other
items for MvM as well as the 'normal' game.
That's not the answer - that's the question.
Why hasn't valve added incentives and tickets to the MP game?
To me personally MvM doesn't seem to require skill or at least
not the skills that I would care about learning. So I've not really
bothered.
It's like L4D it's "we can't do good ai, so we'll just do a lot of ai
and ramping up
"difficulty" just means the AI need more shots to kill them"
I get why some people enjoy it, but I want the things I throw nades at
to wiggle the mouse a bit
and make it at least something of a challenge - I want missing to be an
option.
Rather than a tank you can't miss requiring tons of nades spammed at it
or a group of bots
all running along in a straight line, straight into your shots.
You could kill tanks the same way you can play keyboards for pink floyd
songs, by taping the keys
down and going to fetch a coffee while the guitarist has fun.
But I'd buy tickets for a MP version - or even a single player version
that required more
skill and less attrition.
If tickets make money and mean that there will be servers with people
actually trying
to win for a change, it'd be good.
--
Dan
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux