• Major Update Speculation V31: Gamechanging Edition
    5,003 replies, posted
[QUOTE=RetroMike;50344857]Wish granted. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=322555870[/url] I also made a Lost Soul head for Pyro and a demon set for Heavy that was based on the Cyber Demon[/QUOTE] Oh cool, I think I've seen that workshop item too which is why I added it to the list in the first place. I'm kind of interested in why the Demon set would be for Heavy over Soldier if you don't mind me asking. Mostly because body shape wise the soldier seems like a better fit. Not to mention the cyberdemon's weapon was an arm mounted rocket launcher, which could be made for the set as a rocket launcher replacement weapon technically, freeing up a cosmetic slot for something else on his body perhaps? Presuming 1 would be a skull like head/mask, another being a mechanical hoof for his... I believe right leg and the last could be a body piece perhaps? Then I guess the last thing I'd love to see, but never would expect anyone to actually do it. How about a Mann vs Hell MVM game mode? Where you fight the forces of hell ( aka Doom monsters ) instead of robots. Require a crap tone of work, but man would I be excited to play that lol. If anything though, be a bit refreshing from fighting the same robots over and over again to take on something completely different.
[QUOTE=Man in the Moon;50345906]Then why is this bland thing the highest tier in the tough break cosmetic case? [img]https://wiki.teamfortress.com/w/images/thumb/5/54/RED_A_Well_Wrapped_Hat.png/179px-RED_A_Well_Wrapped_Hat.png[/img][/QUOTE] awfully rude probably because it's really fucking big and has the capacity to potentially obfuscate hitboxes
[QUOTE=Kapellmeister;50346122]Any news on that?[/QUOTE] Lemme check with Valve. ... They said they'd have to call me back once the daily Money Pit Swimming Session was over.
[QUOTE=Kitt Stargaze;50346162]Oh cool, I think I've seen that workshop item too which is why I added it to the list in the first place. I'm kind of interested in why the Demon set would be for Heavy over Soldier if you don't mind me asking. Mostly because body shape wise the soldier seems like a better fit. Not to mention the cyberdemon's weapon was an arm mounted rocket launcher, which could be made for the set as a rocket launcher replacement weapon technically, freeing up a cosmetic slot for something else on his body perhaps? Presuming 1 would be a skull like head/mask, another being a mechanical hoof for his... I believe right leg and the last could be a body piece perhaps? Then I guess the last thing I'd love to see, but never would expect anyone to actually do it. How about a Mann vs Hell MVM game mode? Where you fight the forces of hell ( aka Doom monsters ) instead of robots. Require a crap tone of work, but man would I be excited to play that lol. If anything though, be a bit refreshing from fighting the same robots over and over again to take on something completely different.[/QUOTE] I did start with soldier but it ended up being easier to work with Heavy. It also left Soldier open for a Doomguy set later.
[QUOTE=Magypsy;50346072]It'd be nice if we got a new system that didn't cater almost entirely to whales. As a normal user, I just don't see the point in uncrating if I can buy 4 of the common items for the price of the key an hour after the crate drops, and the odds of me uncrating anything valuable are slim to none.[/QUOTE] Wasn't this the same for the normal crates? Almost every item in them was worth less than a key after a few weeks. The only reason to unbox was for that slim chance of unusual, and even then unboxing wasn't worth it.
Why not just get rid of cases and rarities all together and just have crates with hats that match the aesthetic?
[QUOTE=Blade Rx69;50346245]Wasn't this the same for the normal crates? Almost every item in them was worth less than a key after a few weeks. The only reason to unbox was for that slim chance of unusual, and even then unboxing wasn't worth it.[/QUOTE] With seasonal and cosmetic crates, there were definitely a few items that were just as common as everything else, but popular enough to sell for more than what you put in. The new tier system and not being able to trade anything for a week put an end to that, sadly.
[QUOTE=ikes;50346166]awfully rude probably because it's really fucking big and has the capacity to potentially obfuscate hitboxes[/QUOTE] reminder that this exists and isn't ~elite rare~ [img]https://wiki.teamfortress.com/w/images/thumb/f/f5/Towering_Pillar_of_Hats.png/250px-Towering_Pillar_of_Hats.png?t=20111215143440[/img]
[QUOTE=Magypsy;50346495]With seasonal and cosmetic crates, there were definitely a few items that were just as common as everything else, but popular enough to sell for more than what you put in. The new tier system and not being able to trade anything for a week put an end to that, sadly.[/QUOTE] I'd argue that the higher grades act as those few items that sold for more than what you put in. IIRC it's a 20% chance to get commando or better. Trade restrictions I'd agree with, they made trading for the brand new hot items a thing of the past. It's all on the community market now.
I'd like the crate rarities to be a bit more tilted in the chance of getting a higher rarity hat. I've opened dozens upon dozens of [del]crates[/del] cases and have yet to unbox a single elite grade item. IIRC the algorithm for hats is that you have a 1/5 chance of being bumped up to the next rarity, and it has to reroll that 1/5 3 times in order to net you an elite grade hat or skin. I just think that each grade should be multiplicative in terms of how much rarer they are instead of exponentially, or at the least not use such a huge base for the exponent. Maybe make it so commando skins are 1/2 as likely to be unboxed, assassin are 1/4, and elite are 1/6 less likely.
[QUOTE=ikes;50346166]awfully rude probably because it's really fucking big and has the capacity to potentially obfuscate hitboxes[/QUOTE] How...was that rude? [editline]18th May 2016[/editline] DID NOT REALIZE YOU MADE THAT HAT, holy shit sorry m8.
It took a long time to finally phase out Salvaged Crates despite how dumb they were. Hope the same will happen to the case rarity system. Even after they supposedly "changed" the algorithm for cases i dont feel a difference. Meanwhile the Stockpile crates were a great idea that will never be used again.
[QUOTE=ikes;50346166]awfully rude probably because it's really fucking big and has the capacity to potentially obfuscate hitboxes[/QUOTE] I dont think theyd make it the more rare an item is the more likely it is to make it harder to kill you
Generally, the stuff that stands out more like a sore thumb would be what ends up rarest. People like standing out, so Valve seems to choose to put more outlandish stuff as rarer, presumably to milk more money out of the people who care that much to be THE ONE WITH THE BANANA HAT, etc, etc.
[QUOTE=InfectedPotato;50347153]I dont think theyd make it the more rare an item is the more likely it is to make it harder to kill you[/QUOTE] it's also got a potential for bright contrasting colors ever seen it in lime? honestly it makes sense to put it as assassin over the other items in the case. im not saying my explanation is faultless but I am saying that ever since theyve added grades, theyve added more and more unrestricted items that are further out there than previous times.
[QUOTE=ikes;50347205][B]it's also got a potential for bright contrasting colors[/B] ever seen it in lime? honestly it makes sense to put it as assassin over the other items in the case. im not saying my explanation is faultless but I am saying that ever since theyve added grades, theyve added more and more unrestricted items that are further out there than previous times.[/QUOTE] terrible assumptions. It's pretty obvious high tiers are based off of "how much we expect people to want the item". Nothing about hitboxes or colors are even remotely relevant
[QUOTE=Punchy;50347256]terrible assumptions. It's pretty obvious high tiers are based off of "how much we expect people to want the item". Nothing about hitboxes or colors are even remotely relevant[/QUOTE] the point is that it's all stuff that breaks theme
[QUOTE=ikes;50347291]the point is that it's all stuff that breaks theme[/QUOTE] The theme's been loosened so harshly since 2013 that at this point a banana hat or a skull mask aren't even that out there, if lime/pink/white/black were removed from the game there'd be a huge difference, but if the banana or any elite item was removed nobody would notice a difference
The introduction of tiers has put me off buying/trading new hats entirely. Stupid name colors (they're unique quality, they should be yellow). Near-impossible rarities. Duplicates everywhere. $2.50 down the drain. It's fucking trash, I'm not sugar coating it. The only use these cases have is how much I can sell them on the market before they tank in value and nobody cares anymore.
[QUOTE=Snowshoe;50347765]The introduction of tiers has put me off buying/trading new hats entirely. Stupid name colors (they're unique quality, they should be yellow). Near-impossible rarities. Duplicates everywhere. $2.50 down the drain. It's fucking trash, I'm not sugar coating it. The only use these cases have is how much I can sell them on the market before they tank in value and nobody cares anymore.[/QUOTE] In my opinion, tiered items would be fine if they weren't put on every goddamn item from Gun Mettle onwards. Maybe an occasional major update after like 2 or 3 updates with normal items. Having them occasionally would allow for some form of uniqueness in my opinion. If they changed it to be like this, I'd be happy having tiered items so long as every update doesn't contain fucking tiered items.
I feel like this video is pretty relevant to the topic especially with the tier system in TF2 and just how far the artstyle has fallen from its original, intended form. [video]https://youtu.be/Q9RjDRLBWio[/video] To throw in my two cents and elaborate on what I said earlier, in terms of art style, aesthetic and principles, almost everything since GM has been absolutely detrimental, though that isn't to say it wasn't bad before, merely that GM and beyond it has been rapidly accelerating in a direction it really shouldn't be going. Rarity is another part of this poorly chosen direction, as it's being used as an excuse for putting in more ridiculous and out of place crap that shouldn't be in the game at all. Admittedly, out of place hats and other stuff is hardly new, but just because there is a history of artstyle breaking cosmetics does not mean that Valve should keep trying to one up themselves by adding even more out of place and visually unappealing garbage. They should look to those previous mistakes and make an honest attempt to not make them again. Just because the artstyle has already been diluted as it has been does not mean it should continue to be more so, and if possible, attempts should be made at fixing those missteps in the past so we can maybe one day see a game where all the hats and all the cosmetics actually seem to fit. But really that's beyond wishful thinking, and going forward I fully expect to see Valve continue the course of rarity tiers and out of place nonsense that only serves to further dilute and destroy the games already dying artstyle.
[QUOTE=Kapellmeister;50346122]I remember reading some time ago that Valve was working on implementing a system that would give a portion of market profits to the creator of the item. Any news on that?[/QUOTE] That would make the grade crap have a reason to exist, right now only Valve themselves benefit from the inflated Market prices
[QUOTE=Kapellmeister;50346122]I remember reading some time ago that Valve was working on implementing a system that would give a portion of market profits to the creator of the item. Any news on that?[/QUOTE] An excerpt from the Steam Workshop Agreement regarding revenue sharing: [quote]Revenue Share on Fees Collected on Secondary Sales. In cases where your Contribution is capable of being sold by Steam Subscribers in the Steam Community Market, Valve or the Publisher may choose to share a portion of any game fee, if any, they receive in connection with such secondary sales. The applicable Workshop page may provide information about potential revenue sharing in this case.[/quote] I don't remember the exact date that this was amended to the agreement, but I'm pretty sure it was late 2014/early 2015 but with no tangible results stemming from this clause. Having it entailed within their agreement doesn't necessitate it being exercised, though.
[QUOTE=Pako;50349877]That would make the grade crap have a reason to exist, right now only Valve themselves benefit from the inflated Market prices[/QUOTE] Personally I would like to see Valve add a .5 or 1% item creators fee to any community created item sold on the market for TF, CS and DOTA.
I'd make the figure 3.75%, to be consistent with direct item sales. Contributors get 25% on primary sales, right? If Valve takes a 15% cut on secondary sales (Steam Market), I say 25% of that - hence, 3.75% - should go to the item creator(s).
It's been like 4 months. Why can you still build out of bounds on Frontier's last point? This is fucking embarrassing.
[QUOTE=Magypsy;50350461]It's been like 4 months. Why can you still build out of bounds on Frontier's last point? This is fucking embarrassing.[/QUOTE] because quantum crouching is an engine-wide bug
another fantastic byproduct of the mess known as duckjumps
I thought they fixed quantum crouching, apparently not then.
[QUOTE=Snowshoe;50350547]because quantum crouching is an engine-wide bug[/QUOTE] That doesn't stop them from just marking the areas you can clip into as nobuild, does it?
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