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Left 4 Dead VS. Complaint

#  Nov 22, 2008 at 9:00 PM
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I felt this needed its own thread because I am only talking about  the VS. side of L4D, and there is one thing that really irks me about this mode.
and that is the inconsistencies between the level for each team.
What I'm talking about is that the "randomness" of things like tank/witch spawing areas, weapon spawning areas, and health pack spawning in health cabinets.
It gives teams an uneven playing field in VS. when the tank is spawned in the beginning of the match for one team then at the end of the match for the other( after theyve gotten the better weapons/ molotovs/ etc.), or when the witch spawns in the middle of the train car on the 2nd level of no mercy for one team then for the other team it spawns in the side tunnel so you can eaily go around, or the health cabinet has a single pain pills for one team then 2 full health packs  for the other...
These things need to be consistent between levels for the game to be fair for each team.

/end VS. rant
#  Nov 22, 2008 at 9:17 PM
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Well... In a game like L4D it really is impossible to have an even difficulty level without compromising the integrity of the game.
And as for the pain pills/med kits that's based off of current team state which is wholly dependent on team behavior.
#  Nov 22, 2008 at 9:17 PM
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I see truth in these statements.
#  Nov 22, 2008 at 9:35 PM
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The only real issue I have is the irregular tank spawns.  I think they should implement some sort of system based around how much damage the Infected team has done up to a certain point in the round.  Whether that be spawning a tank if the infected are under performing or spawning a tank if the infected are excelling.
#  Nov 22, 2008 at 9:43 PM
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I was told that the tank spawns "by the end of all 5 missions will be equal" but even then that's bullshit.

Some of the 5 are easier to get to the end on. Since the imbalance in points in getting multiple people into the safe room is there then that's bloody unfair as hell having one team have to deal with a tank on an easy level and get fucked compared to the other team not having to deal with a tank and then because it's so easy getting ALL FOUR into the safe room get like 1000 points.

That single thing is why we see some retarded versus scores of 1000 points for one team and 150 for the other after a round. It's bloody hard to come back from that more often than not, even if your team is skilled as all hell.

I presume it all depends on how competitive Valve wants versus to be, but after going down 1100 to 130 or whatever after 1 round it kinda takes the wind out of your teams sails and you see leavers and shit which adds insult to injury.
#  Nov 22, 2008 at 9:52 PM
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I think versus is what it should be right now. The random spawns are what makes this a horror type game. If everything was set, youd just go through the motions everytime, the randomness of it is what keeps it fresh and "scary" or keeps the players paranoid.

imo, this style fits the game but all versus scores are "irrelevant" in terms of winners and losers, just whos having fun. The versus cant be used in comp play because of this imbalance, and this game probably isnt looking to be played competitevly but just for fun.

Gotta agree, all the quitters suck. Its so much harder to do anything with only 2 infected player then 4 :\
#  Nov 24, 2008 at 7:25 AM
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Some spots for tanks are superior to other spots.
In versus mode, it should spawn all tanks at the same spots.  While it'd make it predictable, it'd also make it consistent and in turn make it balanced.
#  Nov 24, 2008 at 7:45 AM
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I agree with Fanlaen... if it was set in stone, it would get pretty dull. L4D is about teamwork and fun, not competitiveness. Perhaps one day there will be a supported competitive mode or mod from the community, but I just dont see it taking off as a competitive game.
#  Nov 24, 2008 at 8:25 AM
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Er, every time I've played vs (read; alot), the tank and watch have spawned within 20 feet for each team...
#  Nov 24, 2008 at 8:30 AM
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I do like the idea of it staying kind of how it is since it carries over some of the random fun factor from the campaign. My only beef with it is the side effects of it giving another reason for people to quit (ugh), and it seems like no one EVER makes it to the safe room once you get past the first stage or two.

The ragequitting thing is really annoying since it horribly imbalances things, makes team members switch, and it seems like once you go from 3 to 4 on infected it only spawns 3 of you at a time.

I wish they'd let you do half the campaign or so at a time. I think it'd make some of that stuff a little easier if you were just doing it for a level or two instead of getting off to a terrible start knowing you have another hour or more of getting wrecked ahead of you. And so you don't go into a game with a team knowing you'll wreck people and have them all quit and then your team gets split up, defeating the whole purpose of going in with a team..
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