Loading...
  OR  Zero-K Name:    Password:   

Post edit history

Skuttle Redesign

To display differences between versions, select one or more edits in the list using checkboxes and click "diff selected"
Post edit history
Date Editor Before After
3/13/2016 11:11:58 PMCArankPxtl before revert after revert
3/12/2016 10:52:39 PMCArankPxtl before revert after revert
3/12/2016 10:51:33 PMCArankPxtl before revert after revert
Before After
1 Here's a great article by the Team Fortress 2 people on their own one-hit-kill that completely blindsides you, which is the Sniper. 1 Here's a great article by the Team Fortress 2 people on their own one-hit-kill that completely blindsides you, which is the Sniper.
2 \n 2 \n
3 http://www.teamfortress.com/post.php?id=2477 3 http://www.teamfortress.com/post.php?id=2477
4 \n 4 \n
5 Relevant exerpt: 5 Relevant exerpt:
6 \n 6 \n
7 [quote] 7 [quote]
8 Our starting theory was that, [b]for death to be a positive experience, players had to feel like they could have avoided dying if they'd done something different[/b]. We found two factors that seemed to be important in light of that theory: 8 Our starting theory was that, [b]for death to be a positive experience, players had to feel like they could have avoided dying if they'd done something different[/b]. We found two factors that seemed to be important in light of that theory:
9 \n 9 \n
10 The first was *whether or not you understand what killed you*. If you don't know what killed you, that death is failing in providing you the feedback it's supposed to, and you won't be able to figure out what you could have done differently. Unsurprisingly, we saw that these deaths were highly aggravating to players, and in sufficient number caused new players to stop playing entirely. Trying to reduce the number of these deaths in TF2 was done through a variety of changes. It was one of the reasons why we chose to remove the hand-held grenades that each class had in TFC, which were one of the primary causes of these deaths. It was one of several goals that led to the creation of the freezecam. 10 The first was [b]whether or not you understand what killed you[/b]. If you don't know what killed you, that death is failing in providing you the feedback it's supposed to, and you won't be able to figure out what you could have done differently. Unsurprisingly, we saw that these deaths were highly aggravating to players, and in sufficient number caused new players to stop playing entirely. Trying to reduce the number of these deaths in TF2 was done through a variety of changes. It was one of the reasons why we chose to remove the hand-held grenades that each class had in TFC, which were one of the primary causes of these deaths. It was one of several goals that led to the creation of the freezecam.
11 \n 11 \n
12 The second was [b]whether you felt you were actually engaged with the person who killed you[/b]. Dying to someone you weren't engaged with, especially when you were already engaged with someone else, was aggravating. Even [b]worse was dying to someone who you couldn't have engaged with, even if you chose to[/b]. In that case, you're very unlikely to believe you could have done anything differently to survive. 12 The second was [b]whether you felt you were actually engaged with the person who killed you[/b]. Dying to someone you weren't engaged with, especially when you were already engaged with someone else, was aggravating. Even [b]worse was dying to someone who you couldn't have engaged with, even if you chose to[/b]. In that case, you're very unlikely to believe you could have done anything differently to survive.
13 [/quote] 13 [/quote]
14 \n 14 \n
15 Emphasis mine. 15 Emphasis mine.