TF2 General Chat and Speculation Station V6 - Year of the Guard Dog SURVEY IN OP
8,672 replies, posted
i like valve. I dont see where the entitlement that they should be working on tf2 more than anything else comes from. It's full of fallible people, oh well. I do sympathize with the frustration, but just because logically they could theoretically make more money but choose not to, doenst mean they should be hated; i dont think.
I know we went over this so many times but I always smirk a bit when cheaters that have been banned still try to be super smug about it.
My 'valve sucks' was a response to somebody else implying that valve deserves praise, and I interjected that they had it backwards. Valve only being able to partially meet expectations is a red flag. That is textbook discussion. He said something, and I responded.
Because whining on facepunch will definitely show Valve that you feel like you're being mistreated.
Valve will still communicate poorly compared to other companies even if there's another Meet your Match level outcry. We got like three blog posts from that.
There must be something beyond not wanting to talk about in progress projects that makes them not communicate.
Glad we're on the same page?
"no UR stoopider".
Long term, dedicated communication isn't why people joined valve, making games and innovating is why people joined valve. Of course, actually having a community that feels like it's not being neglected requires less flashy jobs like community management to be done, but ultimately Valve's structure has never accommodated that.
Valve could do with a group of lower grunt-work employees who aren't expected to be making massive innovative strides that redefine the industry. People who can fix bugs and fix visual inconsistencies and communicate with the community, freeing up the veterans to make card games or whatever it is that valve is doing these days.
way I see it is due to how the management never really moved on from their early days, while in a smaller team size a flat "do what you want" method of managing your employees is pretty neat. When you got a large portfolio of games that needs maintaining & developing and a large numbers of employees, the lack of proper structure is whats biting them.
TF2 is still a hugely popular game, makes valve a good pile of money and has the community doing a good chunk of the work for them, but because there is no one to say "we have to keep at least x amount of people on this game" we get major updates delayed by half a year+ as theres like one or two dedicated people and the rest just come and go when they feel like it.
Its really noticable on the weapons added in the newest update, you got some bits of a weapon thats really well done and then other parts that are terrible. Jetpack's model is terribly unoptimised and clips with itself, but the animations are really nicely done.
You're probably right, even if its like getting some of the contributors to work freelance on the game, you'd probably have a pretty big jump in quality.
But I doubt that'd ever happen as valve seems really closed off despite their community driven appearance at first, plus it'd require more effort and even a dedicated person on valve's part, and you know that won't happen.
what exactly are people expecting from the heavy update anyway weapon/balance wise? are people expecting totally new weapons with new gimmicks like what pyro got in JI, or are people excpecting more traditional heavy weapons with more focus on rebalancing the heavy at his core?
I'm fairly certain Valve employees can communicate at will; the TF Team does not because they simply do not want to, for whatever archaic and dubious reason.
For me I want to see the Brass Beast actually be usable in casual. I mean yeah it can be usable in casual, but it's more of a defensive weapon when actually used. For me my idea of fixing up the Brass Beast would be to change it's spin up time to the Natascha or maybe make it 30% slower and make it 30% walking speed when spun up.
They mentioned that they work on this game so head down that they forget to communicate.
I would like to see a Natasha rework, used to be my favorite minigun but it got nerfed into near uselessness.
I kinda want to see most of Heavy's rarely used items to stand out more so more people would use them
I sometimes really hope TF2Team never see's these threads.
Sorry for being a dick, but some suggestions here make me cringe.
The DotA2, CS:GO and TF2 Teams have a track record of not being communicative, see ༼ つ ◕_◕ ༽つ Give DIRETIDE and all that ensured after, which is what happened when the DotA2 Team didn't communicate to Valve's largest fanbase regarding Diretide, their Scream Fortress equivalent, and the rest is history. It also gave us the best quote ever from the DotA2 Team: "this is probably a good time to stop [carbon-copying] innocent car manufacturers with your messages".
After that, regarding TF2, I'd say we're getting pretty decent communication thus far. Jill ocassionally posts on Reddit regarding some bugs, for example, and whenever they post on their blog, it's often communicative enough for the community to ease their minds with. Even though the Balance Changes blog post was well-received by the community, I still find the TF2 Team's ability to surprise us to be quite pleasant, like with the various balance changes and the Competitive rework that happened with the Blue Moon update. The Ambassador could've been better, the Dragon's Fury maybe didn't need the dead-on mechanic, the Gas Passer needs to be a bit more stronger, and the Cow Mangler was fine as it was, but the considering that they've modified more than 30 weapons and there's only a few outliers, I'd say they're doing a good job regarding listening to community feedback and applying it to already existing weapons. I've also found that emailing them seems to be a good way to get them aware of issues even if they don't answer back.
It's too early for any big update to happen right now, aside from bug fixes, as they're probably gathering feedback and information regarding weapons and developing new content, but I've got the impression that they'll let us know when it happens just like it happened before. Even if they don't, the fact that they don't rely on stats as much as they did anymore and that they have an interest on making the game more competitive through class and weapon tweaking while also listening to the community makes it seem like they know what they're doing for the most part. If I had to speculate, of course, I'm sure the next update is probably related to the Heavy, as he only ever really had one update to his name, and the Meet your Match blog post seemed to allude to it: "[...] both of them might get new Class Updates at some point. In fact, it's highly likely they both will."
Communication might not happen until later, but I think that's okay, as they're probably figuring out what new toys should they develop for the Heavy, what tweaks they need to do next and what fixes need to be done, like fixing Pyro's new damage mojo and how a flame particle hitting a wall causes the particle to think it's reached full range, somehow. Right now I'm having a lot of fun playing with the new stuff, so I can bear waiting for a little longer myself and I recommend everyone here to play with the tweaked weapons they haven't tried before and see how they feel about them, too. Maybe we can give the TF2 Team better feedback that way.
Does anyone else find hard to aim with Heavy close up because of how the bullets come out of his eyes?
We should make an alignment char for the biggest Facepunch regulars.
Cyclops cosmetic for heavy, When?
I'm pretty sure almost every class is this way, it's just that Heavy is the most noticeable. You're just making up an excuse.
I know that's how hitscan works, it's just when a scout is all in my face my brain expects the bullets to come out of the gun instead of Heavy's eyes. Maybe I should play a bit with viewmodels off.
I mean, I just try to put the crosshair on the enemy.
Speaking of crosshairs, let's share which you use. I use either crosshair 5 or 6 (dot and dotless cross) in pure green.
It's hard to aim with Heavy close-up because A. he has the bullet spread problem where for a good second after you start revving, your shots will be inaccurate as hell, and B. Scouts in close-range can jump over you and move incredibly fast.
I'm not saying you're wrong, it's definitely hard to aim up-close with Heavy, and it's never as simple as "well just stop being bad and shoot da bad guy", but it's just one of those things that we'll have to hope will be changed if and when the Heavy update rolls around.
but it is that simple
Is it really necessary for players to see the MMR they receive at the end of a match? Playing valvecomp would be much more enjoyable for me, at least, if it didn't slap me in the face with "+0" every time i finally win a match.
Yes, very necessary. The 0 MMR part is an issue though. Instead of saying "We shouldnt see the issue" you should say "you should fix this issue"
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