Valve being regressive?

Yes, it still doesn't make sense that so many things are worse than in Half Life 2. Why are you making excuses for half-baked product?

It does make sense.

And the physics is downgraded to non-existent than in HL2.
The Physics calculation is done server side so they can't be as advanced as a single player game which is done on your machine. The server has to do AI, physics, audio, scripting and a whole host of other things. Server renting is expensive and making the server requirements to high would make the make it too expensive for people to run public servers. You also have the lactancy issue. More physics equal more lag, but lets look at the plus side. Left4Dead introduced physics-based animation which realistically portrays hair and clothing, and improves physics interaction with enemies when shot or shoved in different body parts. This new Physics animation allows characters to lean realistically when moving in curved paths something Half-Life 2 doesn't

And the water is also worse than in HL2.
I disagree, but one thing Valve have said is that water is very expensive resource wise. For example the elevator battle in Episode 1 was meant to be in water, but the water was removed for more zombies.
And the weapon animations and motion is worse than in HL2.
I again don't find it worse. The animations may be quicker but that's because Left4Dead is a arcade type shooter unlike Half-Life2.
And there is clipping all the time, you can see zombie hands and heads through doors and walls.
Half-Life 2 suffers from this as do most other games. It's takes to many resources to prevent it happening which could be used on other things.
And often you see zombies levitate.
Can't say that i've ever seen that happening.
And there is no story or narration devices.
And so on, and so on...
In typical Valve style the story is not fed to you as in other games. The story is there you just have to keep playing it and put it together. If you are to lazy to do so then that's your problem.
 
Can someone explain to me what is this epic technical difficulty in making sure objects don't go through doors, walls or at least just 2 RED DOORS IN THE ENTIRE MAP?

I can't recall any other game in existence with such extremely high degree of flimsyness...surely then this means that other people dealt with the problem successfully before, doesn't it?

P.S.
PimpinPenguin, you don't really expect me to address your bizarre and stunningly blatant lying in the face of the obvious, surely you don't expect me to embed every youtube video of every issue and then embed every such video from Half Life 2 as a comparison.
I'm not sure what's going on with you, probably just plain old cognitive dissonance. Look it up.
 
No, you don't make games. The technical explanation would make no sense to you. People have tried to tell you the basic principles. You have no clue what you are talking about.

Just once more: It could technically be done, but it would degrade other things that are more important for this game.

If you would argue that you could have both: Yes, but the average computer can't handle it fast enough.

If you would argue that you want an option: Valve won't make such huge effort (it's a technically challenging problem) for something so insignificant for the game.

That's it. It has too little value for this particular game for the effort that has to be put in. The standards are not lower/higher, they're different.
 
Can someone explain to me what is this epic technical difficulty in making sure objects don't go through doors, walls or at least just 2 RED DOORS IN THE ENTIRE MAP?
It's been explained twice in posts your claimed to have read, so stop being deliberately obtuse. That's what trolls do.

I dont know of any game that doesnt have clipping of some description, its just a budgetary thing, L4D has more enemies on screen than any other Source game to date, they have to make a decision, do you spend more CPU cycles on working out the position of every ragdoll bone of dead enemies that most people will ignore after killing, or do you spend it on more particles, Ai responses for the survivors, HUD elements, etc.

Look, most people aren't actually denying that clipping occurs in L4D, we're just saying that it's understandable, given that L4D renders a lot more enemies compared to HL2, enemies that move alot faster, almost always travel in big groups, and huddle against doors whenever there's players on the other side of it. It isn't an indication of Valve games dropping in quality, they're just adjusting the technology for what that particular game needs to do, and what they can reasonably accomplish. To completely avoid clipping with that amount of enemies was probably pretty unfeasable, and would have needed a lot more processor power, which would have made the game lag, which would have seriously damaged gameplay.
 
There's no point explaining. Just let him carry on making himself look stupid.
 
Behold the awesome level of Valve's lazyness/incompetence/regression-

first 10 seconds, watch the door.
Also jerky sliding animations of zombies with invisible carpets.
It makes me long for Resident Evil 4 all over again, everything was pretty solid there compared to this.
This just feels so flimsy.

And I just finished Death Toll campaign, I can't believe how much worse the water is from Half Life 2.

Listen, asshat, if you're not willing to read other people's posts and take what they say with some merit, then why should we do the same for you? You know what's actually going on here? You challenged Valve and Left 4 Dead, and we stood up for them and won, and now you're sore about it. You don't want to admit it... Does the fact that it's just a game not mean anything to you? You're not going to let yourself have fun because it doesn't look like Crysis maxxed out? Because there are a few errors with clipping you're going to sat the entire game sucks? I feel sorry for you, because if you go through all of your life like this you're never going to have fun anywhere.

If you think it's such a horrible thing, why don't you fix it yourself? Design us a map that has NO wall clipping at all, and I may reconsider all of your opinions on the matter. Until I see that map, you're just an ass.
 
Um, van halen, he's an ass and all that, but your last argument makes about no sense whatsoever.
 
I just played Killing Floor, weapons animations are far superior to L4D, including reload animations, handling, weapon effects, iron-sights etc.
Although the game has inferior(the lighting is completely outdated) engine to L4D maybe Valve should hire them to do the weapons.
 
Or maybe L4D isn't supposed to be gun porn.
 
the questiong is,which games dont have clipping? clipping is so comon in games it would be take away the immersiong if there wasnt

and to solve that there would be a lot of phisics required which means more cpu power which means buy more cpu which is what valve dont want or people will be complaining like crysis that uses half pc`s of the continent to run

also I think the only bad animations is of the first person hands cuz the rest is very good it feels so natural when zombies back off from a bunch or shot and run to you and the transition from animation to ragdoll is so nice it make all the previous ragdolls in previos games look weird even halflife2
 
I just played Killing Floor, weapons animations are far superior to L4D, including reload animations, handling, weapon effects, iron-sights etc.
Although the game has inferior(the lighting is completely outdated) engine to L4D maybe Valve should hire them to do the weapons.

Oooh, you found something else to complain about. Well done.
 
Wow, after marathon play through Killing Floor I came back to play L4D and everything seemed so primitive. How can you go back to no variety of weapons, persistent perks and classes, shopping, more varied gameplay, absolutely fantastic weapon animations, even better than COD4.

It's a shame it isn't built in Unreal 3 engine, I guess that is reserved for the sequel.
 
Kindly shut up over the water. You only see it in like one level, i'm pretty sure the development team wasn't waking up in a cold sweat every night it wasn't done.
 
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