• TF2 General Chat & Speculation Station V15 - Buff Pyro plz
    999 replies, posted
at the end it boils down to giving 'em attention, and I guess their plan worked
With an inventory value like that he could probably have purchased a car instead and THEN quit, according to that story. I guess he really was a dimwit, as I fail to see how that story makes him look anything other than stupid for throwing so much money away. Apparently he thought being seen as a cheater was worse.
although valve doesn't give a shit about competitive (a mode where nobody even gives enough of a shit to cycle the map pool since 2016) it pales in comparison to the state of 6s management by its own people. you only have to look at the recent essentials stuff to know what I'm talking about essentials currently holds the contract for next iseries which is the biggest tf2 LAN. I'm not gonna count rewind cause rewind 3 got cancelled (another great story if people haven't heard of that) essentials is in meltdown because the leader has silent quit to pursue a streaming career (he gets about 10 viewers) what do you guys think will happen next?
A car? I'd imagine he could put a down-payment on a house with items that costed as much as those.
no no no guys, you see, he was merely pretending.
Valve really need to make a new item that combines the best aspects of the Secret Saxton (give a random unique item to someone on the same server as you) and the Giftapult (give a random item you provide to a bot). I'd love to spam low tier items to people on my server instead of idle_farming_bot_7194.
https://files.facepunch.com/forum/upload/241798/26036eb0-b70b-4c4a-ab9c-6e59b70dbe56/image.png
Yes, you posted that in the smash thread too.
As long as TF2 makes money, I see it as a very real possibility that the Heavy will make it in somehow. Not that this reflects positively on either Valve and Nintendo in my eyes
https://files.facepunch.com/forum/upload/2015/7bf57d75-af45-4eeb-ac87-d3346e64b14b/image.png
At the risk of continuing to grind this axe. There are 3 known Hearts Hazmat Headcases. This is to say nothing of all those other unusuals. https://backpack.tf/profiles/76561198010776774 https://i.imgur.com/UWpKQ90.png https://wiki.teamfortress.com/w/images/1/11/Pyro_jeers01.wav https://wiki.teamfortress.com/w/images/e/e2/Pyro_jeers02.wav https://wiki.teamfortress.com/w/images/e/e5/Heavy_jeers05.wav https://wiki.teamfortress.com/w/images/1/13/Heavy_jeers03.wav
oh no how will I ever buy ugly particle effects for the price of an actual video game now??
Even Nintendo, a company that has been traditionally conservative, regularly communicates with its customers to the point where they're even giving us insight into the status of a game's development. Valve still has yet to learn this lesson, and in the case of the "TF Team," I don't even believe they have anything to communicate in the first place. Valve is so disorganized and rudderless, they're probably having less and less agreement on how the game should proceed. I suspect this has been the case for several years, with more updates and features ending up on the cutting room floor. It doesn't take six months to ship a Jungle Inferno, let alone 500 days, even accounting for a limited staff. This is what happens when you have a cliquey free-for-all complete with Stalin-esque purges and obstinate company veterans acting as "patrons." They can't decide amongst themselves on what to work on or how to work on it, and when a product does manage to slip through this quagmire, it's the one project that actually deserved to be scrapped. Artifact's failure was evident the moment its announcement met with such a lukewarm response, so where's the corporate oversight telling the developers to shift their efforts elsewhere? Oh right, there isn't any. Valve is on the opposite extreme of companies like EA and Activision-Blizzard; if business spoils the art, then Valve's "art" is spoiling the business.
As far as I am concerned, both are at the extremte end of customer unfriendly practices. Opposite ends, yeah, but at the extreme end nevertheless.
Not in response to the rest but "It doesn't take six months to ship a Jungle Inferno, let alone 500 days, even accounting for a limited staff." We don't exactly have anything to measure that by, especially with tf2 being spaget incarnate trying to measure how much additions take for the game without knowing anything about developing it isn't actually the smartest idea.
https://www.youtube.com/watch?v=T_3BKRvAPCk
I didn't say it was easy to code for, but granting that, there is no way it takes this long for a regular-sized update like Jungle Inferno. They probably don't even begin to work on the updates in earnest until they scrap more than half of their work, if they can even agree on what the update should be. Of course, this is assuming they even work on TF2 full time.
Once again, you have absolutely nothing to base that belief on. The things they "scrap" are part of update development, you know.
Yeah scrapping content is a very normal part of game development. Sometimes stuff just doesn't work out or isn't fun. It would be great to see more scrapped TF2 content someday like that scrapped weapons blog post we got.
pretty sure at this point if the tf team decided to slurp up all the scrapped shit and refine it we'd have another major update entirely made of scrapped shit on our hands
You can't just post this and not post part 2
because things are starting to look pretty darn melacholic here i decided to organise a game which we are going to play koth maps,the event will start at 18:30 utc+2 at the EU server,hope to see you there 188.165.207.20:27024
Added the following: New Engineer building: Repair Node New all-class melee weapons: Flag, Crowbar New Spy weapons: Tranquilizer Gun, Fire Retardant Suit, Smoke Bomb (Smoke Bomb was separate from the Gas Grenade according to leaks) New Scout weapon: Nail Gun New Soldier weapon: Flyswatter New Sniper weapons: High Noon, Club, Walkabout New Engineer weapon: Revolver New Heavy weapon: Lead Pipe, Ludmila New Pyro weapon: Branding Iron, Baleful Beacon New Medic weapons: Syringe, Overhealer, Beer Stein New all-class throwable: Water Balloon Grenades for all classes: Scout: 2 Concussion Grenades Soldier: 2 Frag Grenades, 2 Nail Grenades Pyro: 2 Frag Grenades, 2 Napalm Grenades Demoman: 2 Frag Grenades, 2 MIRVs Heavy: 2 Frag Grenades, 2 (Alternate) Dynamite Packs Engineer: 2 Frag Grenades, 2 EMP Grenades Medic: 2 Frag Grenades, 2 Heal Grenades Sniper: 2 Frag Grenades, 2 Bear Traps Spy: 2 Frag Grenades, 2 Gas Grenades
https://files.facepunch.com/forum/upload/2015/8565f9da-fe18-45ba-b86a-e4c78eb5269d/image.png there we go
It would be criminal to have a TF2 character in Smash and not have them have dominations if they 4 stock people.
https://files.facepunch.com/forum/upload/231968/d60bfc30-217b-4398-bc73-0e5aa8b7fe82/blaaahhh.jpg https://files.facepunch.com/forum/upload/231968/f6e0460b-e072-4af4-b2bf-6a81e57ec915/Untitled.jpg working on HUD icons atm, what do you guys perfer, Ambient shadows, or no? I ask cuz if no, it's closer to the Original HUD icons, but the Ambient shadows make it look more updates. Good idea for Ambient shadows (top) Cute for original esc shadows (bottom)
oh hey that was my thread
that is not how game development works son.
I wish people would stop thinking it actually takes 400 days to make an update. They used to make 5 updates a year and that was when they were making their own maps and models, and not just taking them from the steam community workshop. Entire games are made in 400 days with many models, textures, animations and lines of code. Modelling and texturing 3 weapons (or taking them from the community workshop) does not take 400 days. Coding weapon functionality does not take a long time unless its a very new idea. Most weapons use code logic of other weapons with stats changed. (Community server mods make new weapons faster than valve) Picking some community maps does not take 400 days. A standard class update would not take them very long at all The only things i can see taking a longer time are the SFM animations (that will be a different team though). And new systems/system changes like the contracker and match making (but that wont take close to a year either, they already had match making in their other games so its just porting. And the contracker is just the achievement system being tracked by a server). They are just not working on it the majority of the time we are waiting for an update. This time they were probably working on artifact "but they have a small team". Did tf2 updates ever have a big team? Can you explain to me why it would take a big team to make a class update
There really isn't any valid excuse for the 400+ day droughts, and those of us in denial of that are still clinging to some misbegotten good faith. The "TF Team" is not your friend--Valve is not your friend--and they aren't downtrodden or starved of resources. This myth of five brave and scrappy developers beating the odds and dedicating their lives to the good of all of us dedicated fans was always just that, an unverified fable spun by hopeless optimists. And no, I'm not attempting to slander them either; Dave Riller could be a really nice person, but that doesn't have any bearing on his productivity or the existence of an actual team of people that work on nothing but TF2 all year.
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