• Tier attributes in new official API (But not GCF)
    56 replies, posted
[url]http://tf2stats.net/lazy[/url] [code] array ( 'name' => 'Tier 5 cloak consume rate decreased', 'defindex' => 1824, 'attribute_class' => 'mult_cloak_meter_consume_rate', 'min_value' => 0, 'max_value' => 0, 'description_string' => '+%s1% cloak duration', 'description_format' => 'value_is_inverted_percentage', 'effect_type' => 'positive', ),[/code] There are literally hundreds of these "Tier x" attributes. They're in the new API's GetSchema, but not in the GCF (yet?) Just what are you up to, valve.
Upgradable Weapons perhaps?
Ingame upgradable weapons, maybe some sort of upgrade station for the ENgi, in which players can upgrade their shit? Might be cool.
Or random stat weapons? There was some conspiracy theories about those not long ago, can't remember what started it though.
The whole random stats business was sparked by the brief period in which weapons you found had random levels. Personally, I reckon they're just attributes for the up 'n' coming Polycount unlockables.
"Random"-stat weapons are still being worked on then I guess! Very interesting. If they were to push this out with the engi update it'd definitely be the biggest one yet. It's unlikely to be for anything else - why create so many new attributes when it's already easily possible to set stats the usual way? There'd be no point in working on so many of these just to make item creation easier. It's gotta be something big.
Surely these were the attributes that Valve used to use on their own weapons? [b]EDIT:[/b] See post below ;)
[QUOTE=DogGunn;23107206]Surely these were the attributes that Valve used to use on their own weapons?[/QUOTE] You mean the uber powerful valve weapons? They just added every unique attribute already in the game and set them to really high numbers. Tiers wouldn't be of much use when it's all meant to be super high. Stuff like projectile speed and rifle charge rates were all unused in that case, too.
Some observations: [LIST] [*]It seems the majority of Tier 5 attributes are "0.000000". [*]Some don't extend past Tier 2 (E.g. health from packs decreased). [*]Some tiered attributes don't kick in until Tier 3 or Tier 4 (E.g. Tier 3 dmg bonus vs buildings). [*]"Tier 5 increase player capture value" increases the player's capture value to [B]4[/B]! [/LIST]
[b]oh my god[/b] golden wrench installs australium into your weapons :tinfoil:
[QUOTE=Tentacle;23107172]The whole random stats business was sparked by the brief period in which weapons you found had random levels. Personally, I reckon they're just attributes for the up 'n' coming Polycount unlockables.[/QUOTE] I'm going to have to agree with this. Seems the most logical.
[URL="http://www.teamfortress.com.br/engineerupdate/day04.html"]http://www.teamfortress.com.br/engineerupdate/day04.html[/URL] I know this is a fake update page, but if people think that weapons may be upgradable, take a look at this. Maybe valve 'picked it up'? It would be cool, if i do say so myself.
[QUOTE=Leo Leonardo;23107747]I'm going to have to agree with this. Seems the most logical.[/QUOTE] nope. I should point out all of those attributes [i]already exist[/i] in the gcf. The key here is the 'Tiers'. For example: damage_penalty might have a min and max of 20 and 5, tier 3 damage_penalty would have a min and max of 10 tier 4 might have a min and max of 15 Basically, they're existing attributes, with a fixed window. The interesting question is: Why. One possible scenario is to easily switch values on the fly. If you assume code enforces the min/max, and you switch the defindex of damage_penalty from tier 2 to 3, you'd get a much easier method of changing the value without worrying about each attribute's value quirks, or adding any additional data to the structure. Another possibility is that valve's just screwing with us.
This is weird. The min and max values have never been relevant, so why would Valve add tiers like that? For instance, the "add uber charge on hit" attribute is used for the Übersaw, we all know it adds 25% Übercharge on hit, right? That's exactly 0.25. Yet the min and max values for that attribute are 0.01 and 0.05.
How long have these been there? [code] 28 => array ( 'name' => 'alt-fire is vampire', 'defindex' => 29, 'attribute_class' => 'set_altfire_mode', 'min_value' => 1, 'max_value' => 1, 'description_string' => 'Attrib_AltFire_Is_Vampire', 'description_format' => 'value_is_additive', 'effect_type' => 'positive', ), 29 => array ( 'name' => 'fists have radial buff', 'defindex' => 30, 'attribute_class' => 'set_weapon_mode', 'min_value' => 1, 'max_value' => 1, 'description_string' => 'On Kill: +50 health on nearby teammates On Kill: +10% Crit Chance on nearby teammates', 'description_format' => 'value_is_additive', 'effect_type' => 'neutral', ),[/code]
Perhaps an uberneedlegun? :v:
First one is for the scrapped Ludmilla
Nope, engineer's new weapon obviously fires vampires
[QUOTE=Omolong;23108085]How long have these been there?[/QUOTE] Heavy update. Anyway, these are probably just to help people who edit items_game.
[QUOTE=ShockbattMatt;23108233]Nope, engineer's new weapon obviously fires vampires[/QUOTE] Scout doesn't have to worry then, he has a bat.
[QUOTE=Onirik;23108347]Scout doesn't have to worry then, he has a bat.[/QUOTE] :downsrim:
[QUOTE=Redkey;23107122]Ingame upgradable weapons, maybe some sort of upgrade station for the ENgi, in which players can upgrade their shit? Might be cool.[/QUOTE] I've thought of that before. That would be pretty neat.
random weapon drops with varied stats
Hey, maybe there will be a system of bonuses and penalties that weapon contributors will be able to pick from, so they can pick what their weapon will do as well as make the model.
[QUOTE=Redkey;23107122]Ingame upgradable weapons, maybe some sort of upgrade station for the ENgi, in which players can upgrade their shit? Might be cool.[/QUOTE] But then engi's will have to upgrade everyone's shit, otherwise people will yell at them. It fits the sidegrade philosophy, but I don't think it would work.
I think, if they do make the ability to upgrade weapons possible, that players stand next to an 'upgrade point' that the engineer builds, and then it upgrades the said weapon. For example, the engineer builds it for about 75 metal, then he continues putting metal into it. This metal INSIDE the upgrade station will distribute evenly to the players standing near it, and once it reaches a certain level of metal, the weapon will upgrade, give it more crit chance/more damage etc.
Don't think it could be upgrades. Thinking it could be customization, something like X upside for Y downside.
I'd say it's another joke like the item levels were and the quest thing in the file. But it's quite a bit of code, so I think not.
[QUOTE=Tentacle;23107172]The whole random stats business was sparked by the brief period in which weapons you found had random levels.[/QUOTE] Wrong. Valve has clearly tested several random-stat systems in the past, and the evidence was left in the code for us to see at varying points in time. One system, which was the original intention of the "levels", had random-stat weapons based on "level" and "rarity" drop in-game and were usable probably for the single life that you found them in. The range of rarities and levels findable by players were tweak-able as server-side cvars. Another system was simply having the current item distribution system toss random-stat weapons in your backpack, again defined by a "rarity" and "level". Some of the prototype tests from this system were seen in Valve employee backpacks several months ago and the name coloring system for the rarities is still in the game, just currently unused. This "tier" system seems to be to be some sort of in-game "value changes on the fly" kind of thing, though, given the way some of these attributes change as the tiers increase. I'm interested to see if Valve uses it. Remember, though: Valve comes up with a lot of ideas and they scrap a lot of ideas. Don't get your hopes up over this, but do keep it in mind. [editline]04:01PM[/editline] [QUOTE=XSFOX;23109127]Don't think it could be upgrades. Thinking it could be customization, something like X upside for Y downside.[/QUOTE] You know, this could also be true. The system could elevate a weapon's pro to a better tier while also elevating one of the weapon's cons the same amount of tiers. It could be like some sort of balancing scale system. Sadly, like most everything else Valve has tried in this system so far, it sounds really difficult to balance; if they do go forward with this, I'm eager to find out how they keep it balanced.
Gonna go ahead and agree with the Polycount explanation, seems the most logical at this given time.
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