TF2 General Chat and Update Speculation Station - One of Several Edition
5,001 replies, posted
thankfully tools such as CompilePal solved that issue ages ago
[QUOTE=Ultravod;52621253]Apparently the dev of the Lithium cheat for TF2 is ceasing development.[/QUOTE]
[B]And nothing of value was lost.[/B]
EDIT:
[QUOTE]That bit about "let the Pyro update decide the future of TF2" hit a bit close to home. The update is already affecting the future of TF2 with its absence.[/QUOTE]
Realize you're letting some cheating piece of shit influence you on the state of the game HE'S killing.
I still do it with buildcubemaps ingame because it worked for me in the past and with source i'm scared changing anything to my process will break everything.
[QUOTE=Drag0600;52623820]Realize you're letting some cheating piece of shit influence you on the state of the game HE'S killing.[/QUOTE]
Not that I want to ever be in the position of defending those who code cheats for TF2, but you are at best burying the lede.
What is doing the most damage to TF2 is not the cretins who code TF2 cheats, nor the shitheads who use them. It's the multi billion dollar company who lets them get away with it, as part of their wide reaching program of neglect. If my opinion on TF2 is being negatively influenced, it's 90% or more because of the (in)actions of Valve, and only a small fraction because of TF2 cheats.
was just in a dustbowl game and the ENTIRE enemy team were aimbotting snipers. haven't seen anything like this before, but we had 4 vaccinator medics and that seems to be the only true counter.
If only we had community moderators to ban these bots instead of people suffering while VAC waits to act.
The true Pyro update.
[t]https://i.redd.it/juu5latldliz.png[/t]
[QUOTE=Hell-met;52623719]thankfully tools such as CompilePal solved that issue ages ago[/QUOTE]
100% this. I haven't had to build cubemaps, or pack my custom content manually after compiling in many months. If you are doing map releases without compilepal you are just making things harder for yourself. It's a game changer.
Took me awhile to switch over, I wanted to make sure it was stable before I trusted it for any big releases. It's definitely ready, outside of a few very rare edge cases.
[QUOTE=Kaleidescoop;52624581]The true Pyro update.
[t]https://i.redd.it/juu5latldliz.png[/t][/QUOTE]
Is it bad that at first I thought this was real?
[QUOTE=Owlet;52621481]Selling weps for a scrap is always half a scrap profit, so with today's prices you have to make more than 520 deals to make 1 key out of it[/QUOTE]
That makes sense for sure when it comes to keys, but I'm sure people want items worth several or a few ref. I wouldn't pass up the chance to make 0.5 scrap if I'm after a 2 ref item.
Anyway, it's definitely dead. Shame, guess I need to figure out what to do with my very few pieces of metal.
[QUOTE='[ToRn];52624964']That makes sense for sure when it comes to keys, but I'm sure people want items worth several or a few ref. I wouldn't pass up the chance to make 0.5 scrap if I'm after a 2 ref item.
Anyway, it's definitely dead. Shame, guess I need to figure out what to do with my very few pieces of metal.[/QUOTE]
Scrapbanking isn't [i]dead[/i], it's just [i]not alive.[/i]
[QUOTE=geel9;52624966]Scrapbanking isn't [i]dead[/i], it's just [i]not alive.[/i][/QUOTE]
What's the difference between dead and not alive?
[QUOTE=geel9;52624966]Scrapbanking isn't [i]dead[/i], it's just [i]not alive.[/i][/QUOTE]
Well scrap.tf it's probably thriving because it's the convenient option.
But in regards to trade servers and in-game in general, it's pretty much dead.
But as I said earlier, I keep my profile friends only, so I can't use scrap.tf. I have to rely on traders, which is pretty hard.
Just in case you haven't read the previous posts, I'm not scrap banking, just looking to buy random weps.
[QUOTE=dx9er;52624831]How do some people move before the freeze time has ended in casual? I've been wondering for a long time now.[/QUOTE]
Switch class/loadout during it
[QUOTE=Dwapking;52625004]What's the difference between dead and not alive?[/QUOTE]
Dead means it doesn't work anymore, not alive means no one is doing it.
Scrap.tf sells weapons 1:1. Scrap banking is dead.
do you think we would get the update sooner if it was the heavy update instead? i've been thinking about that for a while now lol
[QUOTE=e_k_M;52625416]do you think we would get the update sooner if it was the heavy update instead? i've been thinking about that for a while now lol[/QUOTE]
with Heavy the situation is a bit simpler; he mostly needs rebalances, instead of a rework that (i suppose?) TF2 team aims for.
I could be wrong, because im not even sure if the Pyro update is suppose to give rebalances and also some reworking of the class mixed in there
[QUOTE=e_k_M;52625416]do you think we would get the update sooner if it was the heavy update instead? i've been thinking about that for a while now lol[/QUOTE]
Without knowing what's taking this update so long it's impossible to say for sure.
[QUOTE=Fluury;52622554]obviously ics got a map in and is now damage controlling because he accidentally spilled the beans
off to reddit!
[IMG]https://files.catbox.moe/df0uvo.jpg[/IMG][/QUOTE]
we decided to print this thing out (without the 400+ and the Thread replaced with job) and hang it up in class today
(since our course is only 8 men big and 7 of them are tf2 scrubs) and plan to update the number every day with a pencil
now Im torn between the update releasing this week making this a short lived joke and it releasing later but instead giving us more time to laugh about this stupid poster
Off-topic, here is an aspect to discuss:
Many want to combat "dying" games in the new Casual system and leavers if you lose/get stomped. Some have suggested punishing leavers but we all have seen that doesn't work. So how about we reward stayers? In what way can we do that?
[QUOTE=Fluury;52625557]we decided to print this thing out (without the 400+ and the Thread replaced with job) and hang it up in class today
(since our course is only 8 men big and 7 of them are tf2 scrubs) and plan to update the number every day with a pencil
now Im torn between the update releasing this week making this a short lived joke and it releasing later but instead giving us more time to laugh about this stupid poster
Off-topic, here is an aspect to discuss:
Many want to combat "dying" games in the new Casual system and leavers if you lose/get stomped. Some have suggested punishing leavers but we all have seen that doesn't work. So how about we reward stayers? In what way can we do that?[/QUOTE]
we can start by making it so you only get XP if you stay until the game ends, like it was and should've been all the time, and making XP mean something, even crafting a stupid badge once a year like CSGO, at least that's something, maybe something else to go with it
[QUOTE=Nebrassy;52625656]we can start by making it so you only get XP if you stay until the game ends, like it was and should've been all the time, and making XP mean something, even crafting a stupid badge once a year like CSGO, at least that's something, maybe something else to go with it[/QUOTE]
To encourage players from not leaving every game, and the rest of the players having to deal with a 4v4, I suggest that when you stay in the match, you get some form of xp boost.
Like in the next map you get 5%, then 10%, 15% and capping at 20%. And we should add incentive to level up.
I'm tired of having to basically find a match again after every damn game.
Edit: We should also implement some kind of prestige system. So players aren't stuck on level 150 forever.
[QUOTE=Fluury;52625557]
Many want to combat "dying" games in the new Casual system and leavers if you lose/get stomped. Some have suggested punishing leavers but we all have seen that doesn't work. So how about we reward stayers? In what way can we do that?[/QUOTE]
It would certainly help if people could join in the middle of a match like they used to, instead of at the start of a map and seemingly random round starts. A more constant influx of players would at least somewhat counteract lobbies decaying, something which really didn't happen before MyM.
[QUOTE=Fraklin;52625695]To encourage players from not leaving every game, and the rest of the players having to deal with a 4v4, I suggest that when you stay in the match, you get some form of xp boost.
Like in the next map you get 5%, then 10%, 15% and capping at 20%. And we should add incentive to level up.
I'm tired of having to basically find a match again after every damn game.
Edit: We should also implement some kind of prestige system. So players aren't stuck on level 150 forever.[/QUOTE]
An XP boost for staying multiple matches in a row isn't a bad idea.
Also Uncle Dane was told that Valve would be adding more levels to casual in the Pyro update when he visited Valve earlier this year.
[QUOTE=RedDagger;52625726]It would certainly help if people could join in the middle of a match like they used to, instead of at the start of a map and seemingly random round starts. A more constant influx of players would at least somewhat counteract lobbies decaying, something which really didn't happen before MyM.[/QUOTE]
That's a thing. There are mid-game refills, unless you talk about joining a friend.
[QUOTE=Fluury;52625821]That's a thing. There are mid-game refills, unless you talk about joining a friend.[/QUOTE]
They don't really seem to [I]work[/I] though. A lot of the time empty matches will have a lot of the slots stuck at "Searching for a player...", meanwhile there's a load of people out there waiting forever to find a match.
Players abandoning during match is a minuscule problem compared to the 8 or so dumbos who won't just leave the server on mapvote, thus keeping open yet another server ravenously in need of backfills.
Valve needs to 1: stop matching people into games that have already actually declared a winner, and 2: not allow a server to start a new map if less than, let's say, 12 players are currently on it.
Pare down the stupid dead servers and you'll have backfills for days when your team gets rolled first round and half of them quit.
[QUOTE=IntenseBarney;52625865]They don't really seem to [I]work[/I] though. A lot of the time empty matches will have a lot of the slots stuck at "Searching for a player...", meanwhile there's a load of people out there waiting forever to find a match.[/QUOTE]
The way the system works is odd - in my experience.
In popular maps, when a single or two players are missing, they get replaced in an almost instant fashion. In less popular maps? They seem to act in a wave-like fashion. I stayed on a server with my friend where we played 2vs2, and after 3-4 minutes, boom, a giant wave of players joined.
[QUOTE=Mockingbird;52625873]
Valve needs to 1: stop matching people into games that have already actually declared a winner.[/QUOTE]
This probably isn't really possible because the server doesn't actually know if a match is going to end until it does with some exceptions, like the timer counting down on the final point on the second match of attack/defend or payload maps. In other scenarios like say 5CP or CTF the server doesn't know when the human players are going to cap and will keep adding players until the end.
[QUOTE=e_k_M;52625416]do you think we would get the update sooner if it was the heavy update instead? i've been thinking about that for a while now lol[/QUOTE]
The TF Team has made (as far as I remember) claims this update will be one of the "biggest" in the history of the game. That means it could be bigger than the original updates that brought the game into the current state of non-stock weapons, cosmetics, and so on.
We don't know if it'll be that content-dense or if they're doing things behind the curtains to make their jobs easier. I remember someone saying that it'd take Valve a year to get a Source 2 port of the game made at minimum; obviously this isn't what we're still expecting but maybe they're laying the framework down to prepare for something major like changes to the engine or optimizing the game.
We don't know what percentage of their work on this update is done; we don't even know what they're doing for the update for certain. I'd predict that a lot of the work the TF Team has had has been them fixing things and preparing the game to make updating it with new content easier. For all we know, maybe they're working on stuff that they intend to release for the Heavy update.
The only thing I could say with any certainty at all is that I'm pretty certain the TF Team will release the Heavy update before the year anniversary of the Pyro update.
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