Am I the only one that doesn't see competitive mode as some sort of cure-all for TF2? As much as the playerbase of this forum may differ, the vast majority of players of TF2 are purely casual, and for many, competitive mode will do nothing for them.
Solemn Vow is banned in comp because it removes the skill of tracking enemy Uber, what do comp players think of the Spy, who has the same ability by default?
[QUOTE=_Pai;53076841]Am I the only one that doesn't see competitive mode as some sort of cure-all for TF2? As much as the playerbase of this forum may differ, the vast majority of players of TF2 are purely casual, and for many, competitive mode will do nothing for them.[/QUOTE]
I don't know if official comp being good will "save" TF2, we just don't know, comp has been barely visible to the general TF2 base until relatively recently.
[QUOTE=_Pai;53076841]Am I the only one that doesn't see competitive mode as some sort of cure-all for TF2? As much as the playerbase of this forum may differ, the vast majority of players of TF2 are purely casual, and for many, competitive mode will do nothing for them.[/QUOTE]
Most games have a competitive scene that's no where near as large as the casual. Both sides need to exist as well, as the casual player base can eventually become interested in the competitive side down the line. Competitive though is fairly popular amongst games of this generation, which is probably one of the reasons TF2 jumped on the bandwagon as well. There are benefits as well when it comes to competitive scene as well, like in that Uncle Dane video where it involved balancing weapons at the competitive level.
Speaking of Danes video, I meant to post about that. But been recovering from a nasty cold this entire week. I just wanted to say I wish more TF2 youtubers would post informative videos like that more often. Might help casual players better understand some of the reasoning behind demands of the player base and what not.
[QUOTE=_Pai;53076841]Am I the only one that doesn't see competitive mode as some sort of cure-all for TF2? As much as the playerbase of this forum may differ, the vast majority of players of TF2 are purely casual, and for many, competitive mode will do nothing for them.[/QUOTE]
The entire reason why the vast majority of tf2 players are casual is because there is no convenient way to play comp.
[QUOTE=TheBorealis;53076849]Solemn Vow is banned in comp because it removes the skill of tracking enemy Uber, what do comp players think of the Spy, who has the same ability by default?
[/QUOTE]
This is a tool of the class, and part of his job of relaying information and deciding when to strike as a spy.
The solemn vow gives that to the medic, who doesn't need that at all. If you want to track uber and you're not the spy, learn math.
[QUOTE=_Pai;53076841]Am I the only one that doesn't see competitive mode as some sort of cure-all for TF2? As much as the playerbase of this forum may differ, the vast majority of players of TF2 are purely casual, and for many, competitive mode will do nothing for them.[/QUOTE]
Yes. Casual needs to not suck too.
It's the flagship game experience, and needs to be the one the broadest number of people can enjoy, and is key to bringing in and retaning players.
So I haven't played TF2 in about 4 months, because my laptop's internal fan broke. I figured out a way to rig this personal fan I have to point under the laptop in a way that keeps my temperatures from exploding, and played some TF2. I did all the Pyro contracts (besides Hot Hand because I don't care about it). But god is Casual annoying sometimes. Doing amazingly as Medic doesn't mean ass if the god-tier Sniper is able to peek through a chokepoint that should easily be locked down by the whole team, just to kill me. Ugh. It's also difficult to stay alive when your teammates stop facing an enemy after realizing they're not being attacked by them (instead, I die. then they get attacked). There were a couple of instances where a member of my team had actual experience, did the rollout, waited for the crossbow arrow, and helped beat up mid. But god damn do I hate Snipers. And Spies. Probably why I hate Casual the most is because you can have a competent Sniper and Spy on your team at the same time and still roll. etc etc
tl;dr fuck sniper/spy in casual and tf2 is no fun if your teammates are all new
p.s. Dragon's Fury is fun as hell. Thermal Thruster will take getting used to (I've tried to switch to a Shotgun subconsciously quite a few times and it's gotten me killed). I still think it should have its own slot.
Hey, I know it's annoying to ask about the comic, but I've noticed is been a year since the last issue and I was wondering if any information related to it has been posted.
Thanks
[QUOTE=P.;53077166]Hey, I know it's annoying to ask about the comic, but I've noticed is been a year since the last issue and I was wondering if any information related to it has been posted.
Thanks[/QUOTE]
no
[QUOTE=Mort Stroodle;53076043]This is pretty silly guys, you think they're actually not working on the game between the updates? That every summer 75 valve employees suddenly get a biological urge to make animations and re balance weapons and make new hats, and crank out the update in a month or two? These things simply take time. The tf2 team prefers to put all their eggs in one basket for whatever reason and make a very small number of big updates rather than spreading content over the year. That's all there is to it. If valve hadn't been working on TF2 since MyM, how do you think they made a 4 minute SFM short (which takes a preposterously long time to make), five new weapons, a completely reworked flame particle system, a new map with lots of new assets, a completely reworked contract system with dozens and dozens of new contracts, new taunts, and loads of weapon skins? The TF team isn't that large and their decision to dump all their content out in one update instead of spacing things out is questionable at best but it's pretty obvious that they're working on the game all the time.[/QUOTE]
There are also very talented people at Valve, people have been making a full SFM short in a matter of week from 0 to full. Makani, who now works at Valve refers to this in some kritzkast podcast. It was the MVM video that lasts 3 mins, which was made in a week.
One more reason why Valve has quiet early months of the year is the personnel review. Everyone wants to be nice and not risk anything that might compromise It's firing time for the people who have not contributed within the company or are simply not getting along with the "valve style" aka do not fit into the bossless environment or dont get along with others.
They also put their eggs in one basket because their stats show that players like bigger updates instead of many smaller ones. Personally i would like the smaller ones more and more often instead of 10 months wait of overhyped update. I'm sure i'm not alone.
Also, while they work with TF2, there are things also inside Valve offices that they take part of. Playtests, move to other teams, etc. They're definitely not working with TF2 all the time but less and less people are getting to it. These breaks are getting longer and updates are getting less and less frequent. Its very clear to see if you dont have fanboy glasses on your eyes and look things objectively.
I wish there was a way to disable the obnoxious Pyro flames...
I wonder who the bullying bosses at Valve are, If I had to guess I might say those students hired to make Portal or the people Icefrog brought to help with Dota 2.
edit: if all that dumb hierarchy stuff really is true
[QUOTE=qubestf2;53077671]I wish there was a way to disable the obnoxious Pyro flames...[/QUOTE]
Simple, petition valve to delete pyro from the game
[QUOTE=Johnny Joe;53077723]Simple, petition valve to delete pyro from the game[/QUOTE]
All they need to do is make the flame particles not hit the same enemy multiple times, done, flailing is less effective. (and up the alpha on the flame particles)
edit: or if they want to be lazy increase the particle speed so it's hard for a particle to hit an enemy multiple times
[QUOTE=TheBorealis;53077807]All they need to do is make the flame particles not hit the same enemy multiple times, done, flailing is less effective. (and up the alpha on the flame particles)
edit: or if they want to be lazy increase the particle speed so it's hard for a particle to hit an enemy multiple times[/QUOTE]
Or they could make it so that particles disappear the instant they hit the enemy.
[QUOTE=Johnny Joe;53077723]Simple, petition valve to delete pyro from the game[/QUOTE]
Why don't we toss in engineer, spy, sniper and heavy with him so we keep the only 'fun' classes in the game then lol?
[QUOTE=Blackavar;53077870]Or they could make it so that particles disappear the instant they hit the enemy.[/QUOTE]
They don't "hit" the enemy, that's the problem, they penetrate through the enemy and also hit the person behind him.
[QUOTE=qubestf2;53077911]They don't "hit" the enemy, that's the problem, they penetrate through the enemy and also hit the person behind him.[/QUOTE]
and what i meant is that they shouldn't penetrate
No one replied to this, could a comp player give their opinion?
[QUOTE=TheBorealis;53076849]Solemn Vow is banned in comp because it removes the skill of tracking enemy Uber, what do comp players think of the Spy, who has the same ability by default?[/QUOTE]
[QUOTE=TheBorealis;53077965]No one replied to this, could a comp player give their opinion?[/QUOTE]
I've heard that to be the reason by comp players as well... It takes a lot of the risk vs reward out of the game when you can easily figure out where the medic is at.
[QUOTE=TheBorealis;53077965]No one replied to this, could a comp player give their opinion?[/QUOTE]
the difference is you waste a 1/6 of your team's slots for that ability, while with the vow you waste ... nothing
[QUOTE=Kitt Stargaze;53077991]I've heard that to be the reason by comp players as well... It takes a lot of the risk vs reward out of the game when you can easily figure out where the medic is at.[/QUOTE]
Yeah, I know why the Vow's banned, but theoretically, if Spy was full time viable, would he be banned because of his Uber seeing ability?
[QUOTE=TheBorealis;53077998]Yeah, I know why the Vow's banned, but theoretically, if Spy was full time viable, would he be banned because of his Uber seeing ability?[/QUOTE]
The difference between Spy having that ability and Medic having it is that Spy isn't a crucial class compared to the Medic, which is a core, irreplaceable one.
Besides, high-level players do (ab)use Spy's powers, mostly by having scouts do [URL="http://comp.tf/wiki/Glossary#Medigun_Checking"]medigun checking[/URL] before freeze time is over and while you're holding last by changing to Spy and disguise as the enemy medic and switching to their secondary.
[QUOTE=TheBorealis;53077998]Yeah, I know why the Vow's banned, but theoretically, if Spy was full time viable, would he be banned because of his Uber seeing ability?[/QUOTE]
Swapping out a generalist for a spy is a bigger risk then swapping out an ubersaw for a vow...
[QUOTE=TheBorealis;53077965]No one replied to this, could a comp player give their opinion?[/QUOTE]
[QUOTE=C. Blades;53076970]This is a tool of the class, and part of his job of relaying information and deciding when to strike as a spy.
The solemn vow gives that to the medic, who doesn't need that at all. If you want to track uber and you're not the spy, learn math.[/QUOTE]
Blades is a comp player and responded to you.
For a bit more expansion on it, Medic is already the most powerful and important class in the game. Spy is a utility pick, and taking away any amount of his utility makes for a less diverse experience.
Additionally, many players prefer the skill-based aspect of it: both Medics juggling resources and internally counting ubers with their own game sense adds another element of skilled play to 6s, and that's part of the fun.
Would it be possible for the vow to just see enemy health and not uber?
[editline]24th January 2018[/editline]
[QUOTE=Contra132;53078028]Blades is a comp player and responded to you.
For a bit more expansion on it, Medic is already the most powerful and important class in the game. Spy is a utility pick, and taking away any amount of his utility makes for a less diverse experience.
Additionally, many players prefer the skill-based aspect of it: both Medics juggling resources and internally counting ubers with their own game sense adds another element of skilled play to 6s, and that's part of the fun.[/QUOTE]
Oops, don't think I saw that reply sorry
[QUOTE=Kitt Stargaze;53077879]Why don't we toss in soldier, spy, sniper, demo, and scout with him so we keep only the 'fun to play against' classes in the game then lol?[/QUOTE]
ftfy
[QUOTE=TheBorealis;53078031]Would it be possible for the vow to just see enemy health and not uber?[/QUOTE]
They would probably need to recode the way the "view player information on-hover" thing works and add a condition for it.
That being said, that'd make it significantly less useful and even fewer would use it; knowing uber percentages is hardly useful in pubs because it's so chaotic, and in competitive usually the enemy Medic is healing constantly so you can assume based on their respawn time what their percentage is - some huds even do it semi-automatically I recall, but that might have been patched out since it abused some hud-related commands.
I think it'd be cool to give Spy the ability to see more than just health/uber. Maybe see enemy ammo and miscellaneous counter-related information on top of what he already can. It'd be useful for a Spy to be able to see how much rage a Soldier has in their banner, or a Demo's active sticky count.
Everyone should be SMG-only Sniper.
There, I fixed the game.
[QUOTE=Johnny Joe;53078165]ftfy[/QUOTE]
Maybe if your goal is to truly kill off TF2 completely. It would be a heavy only match up run with medic's full time... Talk about boring as hell... Even CoD would be more exciting at that point...
It's not a ftfy if you don't fix anything and make it 1000x worse... Use common sense man!
[QUOTE=ics;53077329]They also put their eggs in one basket because their stats show that players like bigger updates instead of many smaller ones. Personally i would like the smaller ones more and more often instead of 10 months wait of overhyped update. I'm sure i'm not alone.[/quote]
I enjoy a drip feed of updates since there's regularly something new to check out. However, the merit of large updates can't be ignored.
Large updates like Jungle Inferno are notable. Not to places like here: we're already interested in TF2. They're notable to a variety of websites and social media. It gets reported on, youtubers make videos on it, forums discuss it, and friends talk about it. All this reaches out to attract new blood and former players.
Regular, smaller updates can't do that.
[quote]Also, while they work with TF2, there are things also inside Valve offices that they take part of. Playtests, move to other teams, etc. They're definitely not working with TF2 all the time but less and less people are getting to it. These breaks are getting longer and updates are getting less and less frequent. Its very clear to see if you dont have fanboy glasses on your eyes and look things objectively.[/QUOTE]
TF2 continues to get increasingly complex and demanding in regards to nearly everything about it: the code/engine, playerbase diversity/expectations, gameplay balance, optimization, public perception/communication, cheating, and the economy. Declining interest is just one of many possible situations.
If you want a horror story, [url=https://www.kennethreitz.org/essays/the-reality-of-developer-burnout]developer burnout[/url] is a real and unfortunate phenomenon. Breaks and limiting engagement are a necessity, otherwise developers can face serious hits to their motivation, interest, and focus. Worst case, a burnout results in a developer leaving and never wanting to work on a project again.
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