Major Update Speculation V31: Gamechanging Edition
5,003 replies, posted
Well, we got medieval mode too!
Did we? I thought that one and arena weren't added.
Does the Patriot Peak lack team colors for anyone else?
Who just got a second 28mb update?
[QUOTE=cha0s;50201776]Who just got a second 28mb update?[/QUOTE]
[IMG]http://i.imgur.com/SHaYbqM.png[/IMG]
[QUOTE]Updated the Quickplay category for Alternative game modes to include Medieval maps [/QUOTE]
Wow, guess they must really be listening.
[QUOTE=sky_216;50201790][IMG]http://i.imgur.com/SHaYbqM.png[/IMG][/QUOTE]
lol i emailed them about the peak like, an hour ago
[QUOTE=AgentSpy;50201839]Wow, guess they must really be listening.[/QUOTE]
I imagine the response was around "Alright we'll add them too, whatever the heck this *medieval* is."
case in point they mention map[b]s[/b] although there's only one
Now we just need dedicated arena servers.
[QUOTE=Hell-met;50201860]I imagine the response was around "Alright we'll add them too, whatever the heck this *medieval* is."[/QUOTE]
"Me Die, Val."
Must be a Top Gun reference.
[QUOTE=AgentSpy;50201839]Wow, guess they must really be listening.[/QUOTE]
Of course they are, 2 members of the TF2 team post on Reddit, do you really think they don't read what people are posting as well?
[QUOTE=ComodoreBluth;50201900]Of course they are, 2 members of the TF2 team post on Reddit,[B] do you really think they don't read what people are posting as well?[/B][/QUOTE]
Yes.
A lot of people hate Hydro and its making me sad cause its honestly one of my favourite maps and I havent played it since 2008. I dont know what I expected.
So apparently the round timer is invisible again.
I know it's not finished but I wish asteroid was in the alternative server rotation :cry:
I've never played Hydro before today, and for the hour that I played it, I didn't experience a round longer than two or three minutes. From what I can tell it's just a gamemode of backcaps. I don't understand the whole stalemate thing people were complaining about.
Edit: can anyone say if this newest update fixed custom animations?
[QUOTE=br0ken_;50202057]I've never played Hydro before today, and for the hour that I played it, I didn't experience a round longer than two or three minutes. From what I can tell it's just a gamemode of backcaps. I don't understand the whole stalemate thing people were complaining about.[/QUOTE]
Rounds in Hydro are literally only either Steamrolls or stalemates. There's no inbetween, and there can't be because of how the map and gamemode are designed.
[QUOTE=Killer monkey;50201978]A lot of people hate Hydro and its making me sad cause its honestly one of my favourite maps and I havent played it since 2008. I dont know what I expected.[/QUOTE]
It's a nice looking map, but it's flaws can be summed up in a single word:
[I]"Stalemate!"[/I]
I've played 14 rounds of Hydro today.
Not one stalemate.
If I have a strange skin, how do I use custom viewmodels? The skins just overwrite them.
[QUOTE=Rajikaru;50202080]Rounds in Hydro are literally only either Steamrolls or stalemates. There's no inbetween, and there can't be because of how the map and gamemode are designed.[/QUOTE]
The biggest jarring effect that the mode has is that when a point is capped, everything is reset so the next area can be warred over. This is a far-more frustrating attempt on the 5CP flowing formula, but it exists to ensure that people are fighting in the correct areas instead of wandering around far away from the action; it's not there arbitrarily.
So the next best approach would be to make it so capping isn't some instantaneous event that people are paranoid about. Give the defenders some leeway to leave their base and make a push so it doesn't devolve into a standoff. Fast caps paired with round resets after every cap aren't a fun mix to experience unless you're on the attacking side. There can be some slight changes that would alleviate it though.
Here's my proposal: Capturing a control point does not immediately end the round, it instead begins a 1 minute countdown. If the defenders can retake their control point, the countdown begins counting up from where it left off before capping off at 1 minute again. This ensures that a rapid-fire back and forth still makes some semblance of progress for the attacking team. If the defenders are contesting the control point when the timer expires, the game goes into overtime until the outcome is determined. Capturing the final control point in the final attack/defense section of the map foregoes the timer and instantly ends the set as it does now.
This addresses the majority of complaints surrounding TC, but ultimately it does nothing about player confusion when the map changes locale so drastically. And in contrast to what people already complain about being "long" matches (due to stalemates and standoffs) instead actually prolongs them in favor of making the individual rounds within the set more meaningful and less of an instantaneous sweep before a team can familiarize themselves with the layout.
There's no perfect medium for this, but I can't say I didn't try.
If you look at the developer's commentary in-game, you can notice how much Valve loved that map.
Finally is back.
I wanna see a version of Hydro where every "territory" was linked together, making a 6cp map. You would have both teams with 3 points, and a setup timer in the beginning (like Well). The setup time would allow classes to get to the front, build uber, and setup buildings. Just like 5cp, you would just have to cap all the points.
I doubt it would be balanced, but it would make Hydro a lot more fun than now. You can tell the amount of love and care put into this map, it deserves better.
Would be better at that point to make it a two-stage 3cp ad map, then, because 6cp is inherently not even because whoever caps first will have an intense advantage that will be hard to remove.
Could work like each team has a Point A, B, and C, with C being the back-most point, since ya know, Hydro's assembled like this, right?
[t]https://wiki.teamfortress.com/w/images/d/d1/Hydro_overview.png?t=20160403194446[/t]
Since it's like this
They could make it so that you have to capture the enemy's point A AND B before they can attempt to capture C
And A and B are always open for capture from the start
All this being said though, all the points on Hydro are pretty asymmetrical, especially those last 2 points' rooms, so it's kinda weird? I dunno, it's a pretty cool idea though.
It'd be way too big. It'd only work with, realistically, 32 player servers, and even then it still might be too big.
Hydro is going to be filled with nostalgic players for the next week or so until it will quickly die out, probably.
Hydro is iconic.
[QUOTE=Fluury;50202974]Hydro is going to be filled with nostalgic players for the next week or so until it will quickly die out, probably.
Hydro is iconic.[/QUOTE]
Maps don't "die out" on Valve servers. They are in constant rotation with players being automatically matched in every day. I've seen many rounds of Fastlane, Junction, Freight, Yukon, and other unpopular maps.
That's the reason why I wanted Hydro on Valve servers in the first place, because it would be played, guaranteed.
My biggest problem with Hydro is 1/4th of the objects in it are invisible if you look at them from a different direction
[QUOTE=Fluury;50202974]Hydro is going to be filled with nostalgic players for the next week or so until it will quickly die out, probably.
Hydro is iconic.[/QUOTE]
I agree with the nostalgic portion of this comment, but with Snowshoe on the rest. It'd be great to see a new generation of newbies screwing around on hydro again.
When I think of Hydro, I think of all the endless hours I spent on the HKCentral gaming servers, my first years in TF2, playing this map with the other regulars. We didn't care if the map was unbalanced or confusing or anything. It was just [i]fun[/i].
It's absolutely crazy that this was 7 YEARS ago.
Sorry, you need to Log In to post a reply to this thread.