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by Kyle P., Level 50
Last updated at December 6, 2008, 10:51 am
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To whom it may concern,
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Before I begin my ranting, raving, and listing of everything I dislike about Left 4 Dead versus mode let me first say that despite its myriad flaws I enjoy playing it a great deal. And the problems, while significant, are to be expected. Even the most rigorous internal testing cannot quash the efforts of tens of thousands of players doing their damnedest to exploit. So I forgive you. Now, on to the ranting:
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Coming into the closet
One of the biggest disappointments in L4D is the ability for players to camp out in small, single-entrance spaces with near immunity. Whether this problem stems from melee attacking being too effective, choke points being too useful, or special infected lacking the utility to prevent it is up to some debate. But the result is the same. Players can skate through some of the most climactic moments of the game by crowding into a small space and repeatedly melee attacking (and squeezing off the occasional shot just for good measure).
Some might call this good tactics, but more than that it is tremendous anti-climax. I believe there is a reason you refer to actions like calling the elevator (and alerting the horde) "panic events".
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Perhaps the greatest argument against these small spaces are the ones offered in the developer commentary. You stated the finale level for No Mercy was reworked many times so that players would be challenged by zombies coming from all sides and be greeted by the spectacle of the oncoming tide. Your intentions have clearly been circumvented by the area under the ramp which acts as a choke point to all infected similar to a closet. And that ramp area is only one of a growing number of 'safe' locations for survivors to weather what should be the most challenging portions of the game. Camping in small spaces is too easy and, frankly, too boring to continue to be a part of L4D.
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A Designated No Smoking Game
The developer commentary states the smoker was implemented to separate players who are bunched together. It doesn't work. At least, it doesn't work most of the time. There are areas like the hospital rooftop or the sewer's gas station that are excellent for smokers to pull someone off a ledge and separate them from their team. Sadly, these areas are few and far between and the rest of the time you're left with what basically amounts to a less effective hunter.
Being able to attack from long range seems like it should be an advantage but the fact is a great deal of L4D takes place in small rooms and narrow hallways; which make smokers easy targets. On top of this (and oddly enough) smokers seem to be the least effective at the job for which they were specifically designed. Whenever players are clustered together a simple melee attack will free a survivor and failing that a single shot grazing the tongue will break its hold. If players are standing next to each other to begin with its a given that they will be able to perform one or both of these actions with ease.
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It is hard enough for a smoker to separate a team that is on the run but against a group of players that is holed up inside a room? Forget it. Maybe this problem will be diminished as new maps are introduced but until a smoker's value isn't negated by a light tap to its Gene Simmons-esque appendage; its going to be the most situational and least useful of the special infected.
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The bigger they are the... longer they burn?
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The tank is wonderfully designed in versus mode. Against upgraded weapons the survivors can make short work of it but with a bit of teamwork the tank is force to be reckoned with. Or rather that is what I'd like to say. Unfortunately, (or fortunately, depending on whose side your on) there are molotovs. More and more players are learning that once caught on fire the tank never stops burning. At face value that doesn't seem so bad since survivors still have to fight two tons of burning flesh even if it is slow roasting alive. However, a few shrewd players have put two and two together: If the tank never stops burning and it hurts really bad when it hits you... why not just run away?
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Granted, running away isn't always entirely possible due to the tank spawning early in the map, or immediately after a section where the survivors cannot backtrack. However, the rest of the time players get to take a quick trip down memory lane; the land in which they've destroyed every last infected and have nothing left to bar their freedom run from yon pillar of sizzling brawn.
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Sometimes the other special infected will be able to slow the survivors up if they are hightailing it back towards the starting area but infected can't plan for tank spawns and so any harassment survivors receive is predominantly haphazard and ineffective. Again, as with the closet camping, the best argument against permanently burning tanks is in the developer commentary.
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One of the early pipe bombs could kill a tank. Kinda cool, but this idea was scrapped because it was anti-climactic. The tank is supposed to be a force to be reckoned with, not a problem a single item can solve. Maybe the molotov isn't an instant kill but it is anti-climactic for the same reason. One molotov kills a tank, no one needs to fire a shot.
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I don't know what World War III will be fought with, but World War IV will be fought with elbows.
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Melee attacking in L4D versus is absolutely insane. I'm very tempted to see if a group of players can beat a level or two without firing a shot. Akimbo Assasin eat your heart out. A clustered group of survivors spamming melee attack can achieve the following:
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1) Stop nearly all hunter pounces
2) Immediately rescue smokered teammates
3) Knockback any charging boomers
4) Render basic infected almost completely useless (in many cases, completely useless)
5) Free any teammates from hunters before significant damage is dealt, if any at all.
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Now, that may look like a short list but the only thing that leaves is the mighty tank to break up the karate action. With smokers, hunters, and boomers all getting elbows to the chin and a white-out; survivors have taken to chasing special infected down like Muay Thai champions. It is simply more effective to keep a hunter or smoker completely disabled (and soon dead) by spamming melee attack then it is to fire and risk their escape.
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That video is as riveting to play as it is to watch. And don't even get me started on the fact that you can fully reload while spamming melee attack.
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And one more thing...
Boomers need to explode in all directions equally. Killing a boomer two feet above ones head should adhere to the laws of physics and gravity; those laws which cause said boomer to rain down in carnage confetti.
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Now, you may be thinking I must be some twisted survivor hating zombie supporter. But that isn't the case. The game forces me to play both sides equally and I enjoy them both. The problems I've outlined here are symptomatic of having too easy a time (as a survivor) and too difficult a time as a special infected. Its not so bad when I play with a random unorganized group of people but when one or both teams know what they're doing: the job of the special infected becomes incredibly difficult.
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Near perfect timing and positioning is required to deal any sort of substantial damage and these situations are almost entirely dependent on the actions of the survivors. Even though the AI director changes things up a bit the problem is that the survivors can constantly refine the way they play through the levels, minimizing risk and increasing speed. This means less respawns for special infected and fewer chances to capitalize on vulnerable survivors. Essentially the infected are just along for the ride and are forced to adapt to survivor behaviour to a much greater degree than survivors have to adapt to theirs.
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Advanced and Expert difficulty went a long way towards making things more challenging for survivors but with their forced removal I'd like to see steps taken towards buffing the special infected or nerfing the survivors.
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The Steam L4D stats may reflect a very low rate of survivor succes but that is undoubtedly due to new players and random, unorganized teams. Please make this game exciting for players who are organized and experienced as well.
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Sincerely,
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Kyle P.
GameRiot Community Manager
www.gameriot.com
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P.S. Consider an option for normalizing tank and witch spawns. Many players get very upset (and leave games) when they have to fight a tank or witch when the other team didn't. Also, it is very annoying when one team has to fight a tank before they get upgraded weapons while the other team gets to fight it with upgraded weapons. I don't know if this bothers everyone, but in my limited experience it seems to annoy quite a few people.

Besides, the weapons don't need to be balanced. Just not completely overpowering.
They also need to make changes to some maps, especially in the No Mercy finale. The girders are too easy to exploit. Â
No matter how much variation is put into boss spawns, how good it looks, or how much fun it is, the life of a game like this will come down to these steps:
1) Game / Map is released. Nobody knows strats, game is fun failing a lot trying to beat it.
2) Game / Map is beaten. A few players discover / create a strat.
3) Strat is passed on via pubs to other pubs. Much noob-calling occurs from the players who recently learned the strat to the players who don't know it yet.
4)Â Days / Weeks later, strat is pretty well distributed among the population, rinse and repeat every game occurs.
5)Â After doing the same thing over again 5-10 times, you realize you already know whats going to happen every game from here on out, so you quit playing.
L4D is just a fps remake of the maps people have been making for years in starcraft and wc3. I can play wc3 player-made maps for free, and I already own plenty of fps's, so its not exactly new material.
Pay 50 bucks for a souped up wc3 custom map? please.
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