TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
I'm still convinced no one on the TF2 team actually tried the Smissmas 2013 Short Circuit buff in game before they shipped it because no one who's actually played the game would ever find it remotely acceptable.
On one forum it actually brought back a retired Competitive player I knew back just to make a topic stating how that had to be the single worst change he has ever seen within the game. Then he went and disappeared again and I don't believe he ever came back lol.
Seeing a thing on reddit that the Disciplinary action is unique in that it attacks in a circle around the soldier, compared to other melee weapons, this can't be right?
it's the same system by all melees. the non-whip "circles" are just too small to actually clip out of the player.
hi i love the short circuit okay bye
To be honest I forgot the Short Circuit exist within the game. The Wrangler gives you so much for exchange of your Pistol. Yeah, the Short Circuit has its moment, but is not as viable as the Wrangler.
Wrap Assain sometimes activating Soda Popper hype when launching the ball.
Medi beams sometimes disappearing after inspecting while healing.
Medigun disappearing when changing loadout while healing. Glove textures changing team colors.
Enforcer have a vertex rigged to a wrong bone.
Engineer fingers twitching during the Short Circuit draw animation.
Engineer hand clipping when holding the Widowmaker.
Demoman sprite in the hp cross looks flipped.
Yes, there are a lot of small details to add to the list. A shame most of them would not be marked as a priority considering the needings of the game as it is right now and the time needed to fix all that.
And to be honest I would miss a bit that twisted Holy Mackarel/Ham if by surprise we get an update around this.
Is that enforcer issue the reason for this in the reddit issue list?
"The Enforcer's model shows an odd string of metal attacked from the hilt to his chest, and is only visible to the player wielding it"
The team is stretched thin with not only on updating a system people demanding to be fixed (comp) but also the lack of mannpower to deliver the update on a non yearly schedule.It is sad that they are under staffed but that still doesnt excuse some of their more questionable choices they made on the past and im not sure where i can fault the lack of testing to.
Lack of experiance with game balance could be it as not everyone on the TF team plays tf2 too much to get a feel of the game,could also explain some bizzare changes such as the enforcer resistance penetration (that doesnt even work).Perhaps with the nature of valve employees going on and off from tf2 might mean that some people on the TF team have or had experiance on one part of the game where other members did not.
This is something I've found out myself a few day ago while making a map for april fools.
Flames will also not set off func_buttons set to trigger to damage.
I don't know, I kind of enjoyed W+M1 Engineer--after all, it took more skill than Pyro.
To be fair, there're many indie games companies with this amount of developers. Yet, they're way more efficient than tf2 team is.
I can explain a ton of bugs in updates by an absence of any QA in Valve, I can explain strange balance choices by the fact that team doesn't play tf2 that much, but I can't explain the amount of content we get.
Probably I'll just post Brens' quotes from "Ready Up"
Are you on the permanent lunch break?
Are you being held hostages?
I missed that part when writing it.
Optimizations aside, is it possible for TF2 to have a 64bit client?
In an hypotetical near future were the devs says they still have plans for the future and starts working from the roots to prepare for a change, I'm not really looking forward for a dev team saying the game can be compatible or moved to Source 2 while keeping important core mechanics untouched. And idea of a future, brand new engine that TF2 could take advantage from seems very unlikely as well.
I'm pretty sure TF2 would not shine outside Source considering what it achieved until now, even if such change promises a perfect performance in machines that used to perform relatively good with the help of custom cfg.
Of course I don't expect a 64bit Source to be a magic pill, but it would help a lot regarding the increasing memory usage after each update, rendering issues, and it would be a nice way to get the engine closer to nowadays hardware.
If we're talking just about compiling the current tf2 version for 64-bit architecture then it should be relatively easy to do.
But the only advantage I can see is a possibility to increase RAM usage above 4GB.
Of those indie companies, how many:
are using a 10 year old branch of a 20 year old engine
developing a multiplayer-only game
with as much content as tf2
and a similar-sized playerbase with similar standards?
tf2 is running on 2013 source version just like CSGO.
Warframe - same amount of programmers. More sound and animation artists, level designers.
Rocket League - smaller team than tf2.
I wonder if they will the the "Finder's Fee" hat for this.
TF team members, just like the rest of Valve, do not exclusively work on TF2 or any other project. That's part of the problem.
If it's really the case then the issue is valve structure once again, not the team size.
Even if Eric Smith and Dave Riller focused their energies on TF2 alone--and we know they don't given their alleged presence at Dota 2 Invitationals--that would still be only two people.
Doubt it. I looked through the list, half of it seems to be FoV nitpicking which isn't valve's problem given OP wants viewmodels to not go broke at 120 - which is quite literally insane.
did they ever fix the flamethrower's hose being tied to the pyro's hand?
Would you want to exclusively work on somthing like TF2:
So old and buggy and poorly documented people might even know how to change stuff
Very justifiably "desperate" fanbase
Existing team members might have attitude issues based on that Mannpower video
No cabal boss to force people to work on it like VR (might not be a real thing)
The "working on a dead game" stigma if that exists
Game isn't played by Gabe
Really a bit of a miracle we got Jill. I know it's bad seeing all of our's favorite game in this state, but I don't think much will change unless TF2 gets an "evangelist" at Valve like Chet Faliszek was for VR.
Nerf Pyro flame damage and bring back old axetinguisher and degreaser and everyone will be happy.
whats wrong with current degreaser lol
Existing team members might have attitude issues based on that Mannpower video
Whoa, what? What's the story on this?
It's not Pyro's flame damage that needs to be nerfed, it's things like the flailing and being able to be hit multiple times by the same projectile.
Flame damage isn't the problem currently, it's the goofy binary way that hits are registered. Namely that hitting with one particle is as good as hitting with all particles used to be.
Saw some useful bug info in the comments of the reddit bug report:
The talking corpses seem to result from the corpse still being rigged to the owner's expressions when the player respawns. Ex. A player dies and then calls for Medic after respawning. Both the player and his previous corpse will move their mouths.
For the hats appearing out of nowhere bug:
They probably appear at the map's origin (position [0, 0, 0]), most likely because the player who sees the prop didn't have the position of the dying player sent to them (they were too far away, etc.), so it defaulted to the origin to spawn the 'hat ragdoll'.
The new airblast throwing people in the air if aiming downward is intentional
"tf_airblast_cray_ground_reflect" = "1"
game cheat
- If set, cray airblast reflects any airblast power directed into the ground off of it, to prevent ground-stuck and provide a bit more control over up-vs-forward vectoring
The machina apparently shoots four tracers
https://steamuserimages-a.akamaihd.net/ugc/920297821136267983/DE547BF265BFAB793285D54820BB913148D818E2/
And this bug can apparently be fixed by alt-tabbing.
The prompt you enter text in to chat on a game server will sometimes stay up, preventing you from playing, requiring a restart
Honestly, I think Valve under-estimates how valuable some good-ol' fashioned transparency can be for a game like TF2. Like, when they released those balance changes (which they SHOWED US AHEAD OF TIME AND ASKED FOR FEEDBACK ON), I saw more love being thrown their way than ever before.
"I hope you all understand how much it means to us that you're keeping this game alive with more than just new cosmetics" and shit like that, the fanbase was actually THANKING the dev for releasing an update. That's huge.
The TF2 community is a volatile bunch, but I feel like a lot of that comes from the fact that so much of what Valve does (or doesn't do) with the game is behind closed doors. If we can't see anything happening, we'll assume nothing is happening and grow restless. But when we KNOW they're working on something, it's like Christmas is right around the corner. That's why those update teases kept the Speculation Station near the top of the list of most active threads back in the day.
If they put a team of a few ragtag underdogs on TF2 and released a weekly/bi-weekly dev blog where we could sort of chart their progress, I think public opinion of the game (and by proxy, Valve) would skyrocket. All of this venom is coming from the feeling that Valve is mistreating the IPs that put them on the map, so a look behind the curtain every so often would do a lot to dispel that negative kind of speculation.
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