TF2 General Chat and Update Speculation Station - One of Several Edition
5,001 replies, posted
[QUOTE=ComodoreBluth;52515310]They would let us know if they were porting the game to Source 2 because it would break mods and they would almost certainly put out a beta before they ship Source 2 in the main client.[/QUOTE]
what mods?
[QUOTE=Chicken McFly;52515313]Can you elaborate why? You just deny L&W was great with no argument whatsoever.[/QUOTE]
Let me run this down day-by-day.
L&W Day 1: Great SFM video. 2 good taunts plus 3 mediocre ones. Achievements related to these taunts aren't challenging at all.
L&W Day 2: They add one horrible Scout primary, one OP Demo shield, One rocket launcher that encourages rocket jumping and (kinda) encourages aiming your shots. Punishes newer players for not knowing ammo spots and/or conserving ammo. One Parachute no one uses on Demo and is only used on Solly with the Air strike. Another new Sniper rifle that still hasn't been nerfed. Four reskins, and some Achievements to go with the weapons. Also, Cosmetics!!!!1111!!!!!! fat man engi amirite????//???
Overall, it had some potential, but the taunts felt too over-the-top, and all of the weapons were too gimmicky. Average at best.
What if they're waiting for the 10th anniversary to happen? Let's say the update comes next week, they are going to update the game again for the 10th anniversary, wich is one month away. Doesn't make sense. People are going to hear "10th anniversary" and "the biggest update ever in tf2" and they're going to jump to tf2 like a little bunny.
[QUOTE=Trogarr;52515364]What if they're waiting for the 10th anniversary to happen? Let's say the update comes next week, they are going to update the game again for the 10th anniversary, wich is one month away. Doesn't make sense. People are going to hear "10th anniversary" and "the biggest update ever in tf2" and they're going to jump to tf2 like a little bunny.[/QUOTE]
Doesn't make sense, as for the 20th anniversary of the whole Team Fortress franchise even existing, all we got were party hats and noisemakers. Valve doesn't really care about "special dates" in general.
[QUOTE=socks_;52515274]I've found that over the 5 years I've been playing this game, every time they touch any of the Grordbort weapons, the community is outraged. I'd say they should just buff the bison, and leave the weapons alone.[/QUOTE]
The Pomson needs the cloak and uber drain removed (and a buff in some way to make up for that change).
[QUOTE=Drury;52515314]what mods?[/QUOTE]
Lots of community servers run mods. Source mod is the big one but there are others like RTD, randomizer, 10x, Stop that Tank and more. Even Exor's server runs a mod that removes the carts on High tower.
[QUOTE=Trogarr;52515364]What if they're waiting for the 10th anniversary to happen? Let's say the update comes next week, they are going to update the game again for the 10th anniversary, wich is one month away. Doesn't make sense. People are going to hear "10th anniversary" and "the biggest update ever in tf2" and they're going to jump to tf2 like a little bunny.[/QUOTE]
The 10th anniversary is in Oct, and if I recall correctly they said they have no plans for it.
Here is an idea for the pomson:
What if instead of draining cloak the spy stays visible (such as when he bumps into players or gets shot) for a bit longer?
I don´t know what the equivalent for the medic would be.
It will not be October or September. It'll be August.
They won't tell Mappers that they should hussle and then leave a 2 month space of time.
If something doesnt suddenly come by and kill all hype, I'm hoping next week, as every week.
[QUOTE=DrVincentWolf;52515488]Here is an idea for the pomson:
What if instead of draining cloak the spy stays visible (such as when he bumps into players or gets shot) for a bit longer?
I don´t know what the equivalent for the medic would be.[/QUOTE]
Stops building uber for a while?
I don't like the idea of pomson affecting 2 specific classes' secondary abilities in the first place though. Or any other classes' secondary abilities.
[QUOTE=Fluury;52515509]It will not be October or September. It'll be August.
[/QUOTE]
Said with a lot of confidence. Did they confirm this?
[QUOTE=Paradox_cg;52515541]Said with a lot of confidence. Did they confirm this?[/QUOTE]
did you read the rest of my post? They didn't confirm anything, it's just speculation on my part.
[QUOTE=Fluury;52515577]did you read the rest of my post? They didn't confirm anything, it's just speculation on my part.[/QUOTE]
Yes its just usually with speculation sentences start with "I think" and I thought the second part was stand alone. Not much communication on valves part has been made so I didn't know if your statement was from something they confirmed out of the blue. Pardon the misunderstanding.
I think with every week longer it takes the expectations grow more than actually content is finished.
In other words, the longer this takes, the more of a let down is possible.
[QUOTE=CoolJosh3k;52515633]I think with every week longer it takes the expectations grow more than actually content is finished.
In other words, the longer this takes, the more of a let down is possible.[/QUOTE]
don't know about everyone else but I've been expecting a fairly big summer update since the big nothing we got in winter
my expectations have not really changed since
[QUOTE=CoolJosh3k;52515633]I think with every week longer it takes the expectations grow more than actually content is finished.
In other words, the longer this takes, the more of a let down is possible.[/QUOTE]
which is why they should just release smaller updates every month-3 months with balance changes, some cosmetics, maybe a map or two, bug fixes, and (hopefully) optimization. the only difficult things in those would be the bug fixes ad optimization. everything else is community and balance changes are easy to theorycraft
[QUOTE=Drury;52515235]Metal sink is the commonly used grammatically correct term, as in we're "flushing" metal out of the economy. It's not about "synchronizing" anything.[/QUOTE]
alternately we're making the value sink.
Edit my b I meant to say supply is lowering which is comparable to sinking.
[QUOTE=chandlerj333;52515966]alternately we're making the value sink.[/QUOTE]
A metal sink would actually make the value of metal rise since there would be less of it.
The issue is that, for a ref sink to work, players need to gain value from burning ref, and that would mean players would spend less money on keys, because they could use their ref instead to increase the value of their backpack and trade that value for items they want. So creating a ref sink would mean a drop in revenue for valve, and that's why they'll never do it, and the weapons -> keys trade up is dead forever. It currently takes 540 weapons to craft the value of a $2,5 key.
Other games can have a money sink, like repairing your armor in MMOs, because there's no player inventory based trading economy giving almost every item in your backpack an universal value. Ref doesn't buy you anything directly ingame like WoW gold does, so you can't sink ref that way. The only ref sink that exists is the craft hat for 3 ref, but this it's not a good deal anymore because the craft hats crashed in value once thousands of each were crafted and you loose value almost every time. The way the tf2 economy works makes a ref sink impossible, because anything you give players that's tradable has some value in this economy. That's exactly why idling bots exist.
The only good side effect of the ref crash is that weapons are worth 1 cent on the market now (thanks to Geel, otherwise they'd be 3 cents on the steam market) so now it's much easier to get every unlocks and not be at a disadvantage as a new player.
The bad effect is that while you could use your weapons to get into trading for free, that's straight up not possible anymore. It would take 500+ hours on average to grind for one key.
[QUOTE=socks_;52515170]>metal sink
All spelling errors aside, I honestly think this would be a good idea. Last time i checked, there is about 10,000 refined metal in existence. The whole "metal sync" idea would be a good idea to help Refined Metal increase in price, therefore lowering the price of keys. Though i love this idea, i think it'd be hard to implement. I swear i saw a video on Youtube stating that the TF2 team had mentioned this idea, but they stated that they were having trouble testing it.
[highlight](User was banned for this post ("Greenberg shit" - Novangel))[/highlight][/QUOTE]
There exist far, far more than 10,000 refined metal.
3,8 million ref and 950 000 keys in the economy according to backpack.tf
>update only comes out when we delete 75% of all refined
>no update because +25% is in abandoned accounts.
[highlight](User was banned for this post ("> green texting. This isn't 4chan." - Kiwi))[/highlight]
Didn't valve give us a free key one year for smissmas?
[QUOTE=ShimTaco;52516461]Didn't valve give us a free key one year for smissmas?[/QUOTE]
Stocking Stuffer Key. I still have mine. :D
[QUOTE=Loth;52516342]The issue is that, for a ref sink to work, players need to gain value from burning ref, and that would mean players would spend less money on keys, because they could use their ref instead to increase the value of their backpack and trade that value for items they want. So creating a ref sink would mean a drop in revenue for valve, and that's why they'll never do it, and the weapons -> keys trade up is dead forever. It currently takes 540 weapons to craft the value of a $2,5 key.
Other games can have a money sink, like repairing your armor in MMOs, because there's no player inventory based trading economy giving almost every item in your backpack an universal value. Ref doesn't buy you anything directly ingame like WoW gold does, so you can't sink ref that way. The only ref sink that exists is the craft hat for 3 ref, but this it's not a good deal anymore because the craft hats crashed in value once thousands of each were crafted and you loose value almost every time. The way the tf2 economy works makes a ref sink impossible, because anything you give players that's tradable has some value in this economy. That's exactly why idling bots exist.
The only good side effect of the ref crash is that weapons are worth 1 cent on the market now (thanks to Geel, otherwise they'd be 3 cents on the steam market) so now it's much easier to get every unlocks and not be at a disadvantage as a new player.
The bad effect is that while you could use your weapons to get into trading for free, that's straight up not possible anymore. It would take 500+ hours on average to grind for one key.[/QUOTE]
A system may be implemented that would award player with non-tradable good in exchange for metal. It could be "self-made lockpick" that would open crate, but it's contents would be not tradable, craftable, or marketable in any circumstances, even disabling giftapult and gift wrap. This way people will be able to receive wider array of items from accumulated metal, giving them incentive to waste it, trading will not be impacted and keys would still be preferable. But it would only work if 'lockpick" ref value will be higher than average value of unboxed item.
so what's with everyone having Valve related dreams? because I had one too, although it was about 3 employees streaming HL2 maps that were slight modifications of the originals but one of them had the beta child workers and they were voice acted.
what does this even mean?
Speaking of valve related dreams, I had a dream of a sandvich alternative that let you throw it like a Frisbee and it'd travel further.
Was literally just a sandvich taped to a Frisbee.
Was kinda cool.
I had a dream about VNN's questions being answered and there were 4 different Reddit posts about it, and a new comic was out on the TF2 blog page. I guess that's why they are called dreams.
new metal sink: Mann Co. Lockpicks
craft it using a set amount of refined, I'm not sure how much it should use
gives a 33%(?) chance to open a crate when used, breaks after use, weather it opened the crate or not, and works on any still openable crate, not only giving people a good metal sink, but gives free to play users a way to obtain the newer hats that you can't craft
[QUOTE=st00pid;52516539]A system may be implemented that would award player with non-tradable good in exchange for metal. It could be "self-made lockpick" that would open crate, but it's contents would be not tradable, craftable, or marketable in any circumstances, even disabling giftapult and gift wrap. This way people will be able to receive wider array of items from accumulated metal, giving them incentive to waste it, trading will not be impacted and keys would still be preferable. But it would only work if 'lockpick" ref value will be higher than average value of unboxed item.[/QUOTE]
That sounds like a good solution, but it would only work if the rewards you'd get from thoses "ref crates" are exclusive to thoses crates. You can't put anything that's on sale on the market or the mann co store in the "ref crates" because that would mean less mann co sales/market sales for theses items, which would drop tf2 revenue.
And imo that means it has to be exclusive cosmetics, because if it's another kind of reward like a backpack expander, they could sell that on the store instead and it would mean lost revenue for the game.
Like maybe i'm wrong but they decisions taken by the tf team in the past shows to me that they will never go in a route that will drop the revenue of the game. They will only make decisions that will increase it.
And if you add exclusive cosmetics in "ref crates", can it be workshop cosmetics? Because if it is, how do you remunerate the creators of the items then, if people don't pay money for theses items?
Like in my mind the tf team doesn't add a ref sink even though the economy desperately needs it because they calculated that it would mean decrease or loss revenue in some way. I don't see any other reason they still havent added it.
[QUOTE=Loth;52516620]That sounds like a good solution, but it would only work if the rewards you'd get from thoses "ref crates" are exclusive to thoses crates. You can't put anything that's on sale on the market or the mann co store in the "ref crates" because that would mean less mann co sales/market sales for theses items, which would drop tf2 revenue.
And imo that means it has to be exclusive cosmetics, because if it's another kind of reward like a backpack expander, they could sell that on the store instead and it would mean lost revenue for the game.
Like maybe i'm wrong but they decisions taken by the tf team in the past shows to me that they will never go in a route that will drop the revenue of the game. They will only make decisions that will increase it.
And if you add exclusive cosmetics in "ref crates", can it be workshop cosmetics? Because if it is, how do you remunerate the creators of the items then, if people don't pay money for theses items?
Like in my mind the tf team doesn't add a ref sink even though the economy desperately needs it because they calculated that it would mean decrease or loss revenue in some way. I don't see any other reason they still havent added it.[/QUOTE]
Exclusiveness will solve nothing, on the contrary, it may attract investments into ref for such exclusive items. On the other hand, if player uses my variant of lockpicks - he removes items from trading forever. One day he'll get tired of his unbox, and will be forced to sink another bunch of metal, or buy a real key. Yes, you are right about demand for keys being lowered a bit from this, but it will only reflect marginally on the whole picture.
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