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ETF2L bans wall bugs
91
#91
2 Frags +
ZestyYou'd also have to be careful about conserving volume between the cylinder and the cuboid because it has a pretty significant effect on whether your directs/pipes hit or not.

More the volume, i'd say the projections (and on 2 dimensions out of 3 that's easy with a cyilindrical hitbox). But either way if a change like this happened i'd be more then glad to sacrifice bit of my muscle memory in exchange.

Speaking of making this a doable, i'm not so negative. It's not an hard work on Valve's behalf and i guess that if we persevere on demanding a fix like we did for demo det bug, then eventually they'll work on it

EDIT: are we sure that what allows to wallbug is the vertex of the parallelogram and not the corner too? Otherwise having a cylinder wouldn't fix it either (there is still a corner between the base and the height). Pills hitbox would be the only choice, but i'm afraid that would break many good things in jumps such as edge bugs, bounce, slides (?),..

This is one of the many times i wish Team Fortress 2 Beta was still used by valve for testing mechanics for future updates... Otherwise we can still test it on Team Fortress 2 Classc (the open source community project) and see how a change of the hitbox would affect the game

[quote=Zesty]You'd also have to be careful about conserving volume between the cylinder and the cuboid because it has a pretty significant effect on whether your directs/pipes hit or not.[/quote]
More the volume, i'd say the projections (and on 2 dimensions out of 3 that's easy with a cyilindrical hitbox). But either way if a change like this happened i'd be more then glad to sacrifice bit of my muscle memory in exchange.

Speaking of making this a doable, i'm not so negative. It's not an hard work on Valve's behalf and i guess that if we persevere on demanding a fix like we did for demo det bug, then eventually they'll work on it

EDIT: are we sure that what allows to wallbug is the vertex of the parallelogram and not the corner too? Otherwise having a cylinder wouldn't fix it either (there is still a corner between the base and the height). Pills hitbox would be the only choice, but i'm afraid that would break many good things in jumps such as edge bugs, bounce, slides (?),..

This is one of the many times i wish Team Fortress 2 Beta was still used by valve for testing mechanics for future updates... Otherwise we can still test it on Team Fortress 2 Classc (the open source community project) and see how a change of the hitbox would affect the game
92
#92
17 Frags +

Even if fixable I don't really understand why you would want to. From a jumping perspective it'd be pretty awful since some jumps/maps would become straight up impossible (and some map WRs using a wallbug to save time would become unbeatable), but from a more general gameplay perspective I don't see why wallbugs are evil and need to go but other engine bugs/exploits/unintended mechanics are fine and can stay.

Even if fixable I don't really understand why you would want to. From a jumping perspective it'd be pretty awful since some jumps/maps would become straight up impossible (and some map WRs using a wallbug to save time would become unbeatable), but from a more general gameplay perspective I don't see why wallbugs are evil and need to go but other engine bugs/exploits/unintended mechanics are fine and can stay.
93
#93
6 Frags +
BloodisHey, before things here get even more out of control, we, as in the whole ETF2L admin team, have been reading through all the feedback from this thread and have come to the conclusion that the wallbug rule is very vague and doesn't explain the intention as to why it was even mentioned on the list with other banned spots.

First of all, we published a list like this in order to be more transparent towards our players regarding what exactly is allowed or not allowed in matches, with the aim to have teams and players report us any new spots in maps that can be exploited. An example of a map where this is the case is Gullywash, where a player is able to shoot through the shutter on last when it's closed or taunt with Equalizer/Escape Plan from elbow to the balcony without dying from it.

The part that caused a lot of controversy was this: "All maps: Sticking to angled walls", which is understandable, as it doesn't give any explanation to what instances it is applied to. Before anything, this has not been allowed on ETF2L for years now, as Muuki already said in post #6 in this thread. Regardless, we will be removing this part from the rules for now and I'll clarify it properly here.

We have decided that it's not fair to prohibit players from using simple game mechanics that can be done without the use of scripts or without the use of 3rd party plugins. With this in mind, due to popular demand, we will allow people to use the game mechanics as they see it fit. However, the use of map only mechanics, such as sticking yourself to an invisible wall, for example on Product, from where you can gain information about what's happening in the map without being able to be damaged by enemies is not allowed.
Any similar map exploit that is reported to us will be discussed within the admin team and we'll try to come to a conclusion about them as quickly as possible.

ETF2L's intention was to make people aware which spots in certain maps are allowed to be used and which are not. The post we published applies to old map spots that players in the past have been warned not to use. The only difference now is that they're of public knowledge now, instead of players having to come to us in order to know if a certain spot is allowed or not.

you didnt need to wallbug up there on product, is standing up there normally prohibited as well?
is it just the fact you cant get shot?
are other map exploits where you can hide really high up banned too?

[quote=Bloodis]Hey, before things here get even more out of control, we, as in the whole ETF2L admin team, have been reading through all the feedback from this thread and have come to the conclusion that the wallbug rule is very vague and doesn't explain the intention as to why it [b]was[/b] even mentioned on the list with other banned spots.

First of all, we published a list like this in order to be more transparent towards our players regarding what exactly is allowed or not allowed in matches, with the aim to have teams and players report us any new spots in maps that can be exploited. An example of a map where this is the case is Gullywash, where a player is able to shoot through the shutter on last when it's closed or taunt with Equalizer/Escape Plan from elbow to the balcony without dying from it.

The part that caused a lot of controversy was this: "All maps: Sticking to angled walls", which is understandable, as it doesn't give any explanation to what instances it is applied to. Before anything, this has not been allowed on ETF2L for years now, as Muuki already said in post #6 in this thread. Regardless, we will be removing this part from the rules for now and I'll clarify it properly here.

We have decided that it's not fair to prohibit players from using simple game mechanics that can be done without the use of scripts or without the use of 3rd party plugins. With this in mind, due to popular demand, we will allow people to use the game mechanics as they see it fit. However, the use of map only mechanics, such as sticking yourself to an invisible wall, for example on Product, from where you can gain information about what's happening in the map without being able to be damaged by enemies is not allowed.
Any similar [b]map exploit[/b] that is reported to us will be discussed within the admin team and we'll try to come to a conclusion about them as quickly as possible.

ETF2L's intention was to make people aware which spots in certain maps are allowed to be used and which are not. The post we published applies to old map spots that players in the past have been warned not to use. The only difference now is that they're of public knowledge now, instead of players having to come to us in order to know if a certain spot is allowed or not.[/quote]
you didnt need to wallbug up there on product, is standing up there normally prohibited as well?
is it just the fact you cant get shot?
are other map exploits where you can hide really high up banned too?
94
#94
1 Frags +
StarkieBloodis...you didnt need to wallbug up there on product, is standing up there normally prohibited as well?
is it just the fact you cant get shot?
are other map exploits where you can hide really high up banned too?

It's because a player cannot be damaged unless if someone goes all the way near the grass with the mid health pack to kill the soldier/demoman high up in the air due to the invisible wall blocking all the damage across from mid point.

If a player is just high up in the air only then that's allowed and fine, only now so far we're aware of how the Product spot can be exploited.

[quote=Starkie][quote=Bloodis]...[/quote]
you didnt need to wallbug up there on product, is standing up there normally prohibited as well?
is it just the fact you cant get shot?
are other map exploits where you can hide really high up banned too?[/quote]

It's because a player cannot be damaged unless if someone goes all the way near the grass with the mid health pack to kill the soldier/demoman high up in the air due to the invisible wall blocking all the damage across from mid point.

If a player is just high up in the air only then that's allowed and fine, only now so far we're aware of how the Product spot can be exploited.
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