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Re: Player traits = insanity
Posted By: SinisterSamuraiDate: 8/20/07 12:59 p.m.

In Response To: Re: Player traits = insanity (Blueblur1 a.k.a. Total Sacrifice)


: I went through all of those options during the beta. it sounds like they have
: it organized under four main categories: Shields and Health, Damage
: Modifiers, Movement, and Appearance. I cannot tell you how much of a
: headache it was to go through the options in the Beta. Since it was
: prepared for public consumption, the options were all over the place. And
: some didn't work. The base player traits sometimes overrode the specific
: player traits (like the player in the lead). A lot of things were hard to
: find and didn't work.

Even so, customs was pretty fantastic. Through tricky manipulation of the VIP gametype, my friends and I managed to make everything from a re-creation of Splinter-Cell's Mercs vs Spies (up to 16 players!?) to an almost proper, rule enforced Zombies game (Team-changing was the only aspect that counldn't be rule enforced).


Message Index




Replies:

New Interview with Lars Bakken at IGNPsychoRaven 8/20/07 12:20 a.m.
     Re: Sorry Messed up linkPsychoRaven 8/20/07 12:22 a.m.
     Player traits = insanityGhaleonEB 8/20/07 1:01 a.m.
           Re: Player traits = insanityBlueblur1 a.k.a. Total Sacrifice 8/20/07 12:39 p.m.
                 Re: Player traits = insanitySinisterSamurai 8/20/07 12:59 p.m.
                       Re: Player traits = insanityTotal Sacrifice 8/20/07 1:07 p.m.
                             Re: Player traits = insanitySinisterSamurai 8/20/07 1:30 p.m.
                                   Re: Player traits = insanityTotal Sacrifice 8/20/07 2:22 p.m.
                                         Re: Player traits = insanitySinisterSamurai 8/20/07 3:10 p.m.
     On a side note: Permutation unlocks, 90% confirmed *NM*SinisterSamurai 8/20/07 7:04 p.m.



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