TF2 General Chat and Update Speculation Station - One of Several Edition
5,001 replies, posted
[QUOTE=ToastyToes;52529586]Not sure what you're trying to say here. Yeah, there are upsides to keys being worth so little.[/QUOTE]
I mean that keys were low in price back then and people didnt have a problem with it. I belive the price of a key is based on the fact that you can [U]virtually[/U] get an unusual from it right? but in the end you will probably get a strange that isnt even worth a ref, thats why back in the day they were cheap. Now with people using bots the keys are not reacheable for someone that doesnt spend a lot of grinding/money into the game. Also, since when is inflation a good thing?
[QUOTE=turshitposter;52529607]I mean that keys were low in price back then and people didnt have a problem with it. I belive the price of a key is based on the fact that you can [U]virtually[/U] get an unusual from it right? but in the end you will probably get a strange that isnt even worth a ref, thats why back in the day they were cheap. Now with people using bots the keys are not reacheable for someone that doesnt spend a lot of grinding/money into the game. Also, since when is inflation a good thing?[/QUOTE]
They were cheaper because there wasn't as much refined in the game. As more players started playing more refined was being crafted. More refined in the game means it's worth less since it's so easy to aquire it. Inlfation in general isn't a good thing, but look at all the points I made.
keys are still generally worth the same if we're talking about USD, they're just worth more in refined.
Edit: You're right though, they initially had value because you can uncrate with keys.
[QUOTE=ToastyToes;52529586]Not sure what you're trying to say here. Yeah, there are upsides to keys being worth so little.[/QUOTE]
It's not that the keys are worth little, it's that refined is worth much. Keys are worth exactly $2.50, and they always have. Refined metal, on the other hand, has dynamic worth, dependent on the amount within the economy. Less refined in the economy = less difficulty getting keys for your weapons. I like to unbox every once in a blue moon, and it'd be nice not to have to buy the key directly.
[QUOTE=Chuggoth;52529567]For some people it might get released in September, even if they push their big summer update on August 31st.
And what if it gets released in October?In 2018? By a chinese company called Valve?With no hats?
What will happen to the economy if they stop adding hats?:scream:[/QUOTE]
December is likely, but I wouldn't rule out a 2018 release either.
[QUOTE=Chuggoth;52529705]
And Valve won't lose that much money since it all comes from [B]tiered cosmetic crates[/B] and campaigns.[/QUOTE]
I want this to die.
What the TF2 economy needs is:
A new regular crate (not case) series, opened by a normal Mann Co key. In it is:
Strange Gunslinger (1% chance, just like the re-released Kritzkrieg.)
Strange Conscientious Objector (1% chance.)
Strange Sharp Dresser (1% chance.)
Eureka Effect Strangifier (the only Grordbort weapon lacking one.)
Strange Part: Domintion Kills (so it's no longer 6 keys.)
Strange Part: Snipers Killed (ditto.)
Strange Part: Robots Destroyed (likewise.)
Strange Part: Airborne Enemies Killed (ahem.)
Strange Part: Projectiles Relfected (see a pattern here? Also Pyro update.)
Vita-Saw Strangifier (cannot be a Strange because of its similarity in appearance to an ADAM harvester.)
Strange B.A.S.E. Jumper (even if they're nerfing it. Levels up on Kills While Explosive Jumping. Can accept 3 strange parts, but ironically not Kills While Explosive Jumping.
Strange Tide Turner.
Strange Wanga Prick.
Strange Unarmed Combat.
Strange Three Rune Blade.
Lugermorph Strangifier (yes, this will make vintages and CS vintages even more expensive.)
Iron Curtain Strangifier.
Or an exceedingly rare unusual ITEM (not just hat, because Valve fixed fucking unusual non-hat-equip-region "miscs," which have been broken since last Halloween.
BONUS: Unusual items have a chance for one of 8 new unusual effects, taken from the TF2 workshop. These effects will become unboxable from other crates/cases at a later date.
Of course, all of the above is even less likely than the Pyro update dropping today and it not being a complete shitshow for the first 2 1/2 days. A man can dream.
I'm still waiting for a Freedom Staff Strangifier
Please just add one Valve
[QUOTE=turshitposter;52529496]Talking about TF3, years ago I was thinking about the next game of the TF and CS saga and the first thing that came to my mind was "what are they going to do with the skins and the hats?"
So? are they just going to port [B]EVERY. SINGLE. ONE.[/B] to the new games? or leave them behind?[/QUOTE]
I feel like Valve would just give a unique cosmetic instead of porting all of them. Knowing Valve, they'd probably end up giving everyone something they don't want.
[t]http://media.steampowered.com/apps/440/icons/veteran_hat_large.b16b39f6190addbfadb65b37a69a651db074b948.png[/t]
[QUOTE=Ultravod;52529767]Strange B.A.S.E. Jumper (even if they're nerfing it. Levels up on Kills While Explosive Jumping. Can accept 3 strange parts, but ironically not Kills While Explosive Jumping.[/QUOTE]
shouldn't a strange base jumper count seconds deployed like the invis-watch would?
or even distance traveled would make more sense
Kills while parachuting with a built-in distance traveled strange part would be cool.
[QUOTE=Ultravod;52529767]What the TF2 economy needs is:
A new regular crate (not case) series, opened by a normal Mann Co key. In it is:
Strange Gunslinger (1% chance, just like the re-released Kritzkrieg.)
Strange Conscientious Objector (1% chance.)
Strange Sharp Dresser (1% chance.)
Eureka Effect Strangifier (the only Grordbort weapon lacking one.)
Strange Part: Domintion Kills (so it's no longer 6 keys.)
Strange Part: Snipers Killed (ditto.)
Strange Part: Robots Destroyed (likewise.)
Strange Part: Airborne Enemies Killed (ahem.)
Strange Part: Projectiles Relfected (see a pattern here? Also Pyro update.)
Vita-Saw Strangifier (cannot be a Strange because of its similarity in appearance to an ADAM harvester.)
Strange B.A.S.E. Jumper (even if they're nerfing it. Levels up on Kills While Explosive Jumping. Can accept 3 strange parts, but ironically not Kills While Explosive Jumping.
Strange Tide Turner.
Strange Wanga Prick.
Strange Unarmed Combat.
Strange Three Rune Blade.
Lugermorph Strangifier (yes, this will make vintages and CS vintages even more expensive.)
Iron Curtain Strangifier.
Or an exceedingly rare unusual ITEM (not just hat, because Valve fixed fucking unusual non-hat-equip-region "miscs," which have been broken since last Halloween.
BONUS: Unusual items have a chance for one of 8 new unusual effects, taken from the TF2 workshop. These effects will become unboxable from other crates/cases at a later date.
Of course, all of the above is even less likely than the Pyro update dropping today and it not being a complete shitshow for the first 2 1/2 days. A man can dream.[/QUOTE]
Don't forget Strange Sun on a Stick
The longer they hold off on release, the more underwhelming this update will be. Because it's Valve, there is no way the amount of content provided by this update will be proportionate to the amount of time spent developing it. Perhaps if they didn't skip Smissmas 2016, and released this update in late June, I would have been more forgiving.
All I really wish is that the pyro pack released during smissmas like it was supposed to. Then we [del]would[/del] should have gotten the heavy pack with the jungle update.
I have a feeling the reason it was delayed would not be a satisfactory one.
[QUOTE=Lord Exor;52530236]The longer they hold off on release, the more underwhelming this update will be. Because it's Valve, there is no way the amount of content provided by this update will be proportionate to the amount of time spent developing it. Perhaps if they didn't skip Smissmas 2016, and released this update in late June, I would have been more forgiving.[/QUOTE]
May this be the fifth time someone says this
[IMG]https://my.mixtape.moe/pgclga.png[/IMG]
now you can call tf2 truly a dead game
[QUOTE=turshitposter;52530268]May this be the fifth time someone says this[/QUOTE]
It ain't getting any less true.
[QUOTE=Lord Exor;52530236]The longer they hold off on release, the more underwhelming this update will be. Because it's Valve, there is no way the amount of content provided by this update will be proportionate to the amount of time spent developing it. Perhaps if they didn't skip Smissmas 2016, and released this update in late June, I would have been more forgiving.[/QUOTE]
Didn't you say in the update speculation thread just a week ago that you respect TF2 team and their passion, despite being undermanned? Now you suddenly can't be more forgiving?
It's a complicated issue; Valve is a bad company, and as a direct result the TF2 team is understaffed. The TF2 team may be passionate, but their work flow, efficiency, and competence isn't above criticism. For example, Dave Riller believes that the player base's dissatisfaction with Valve stems from updates that aren't Uber Update-sized. This is very far from the truth, and further hammers home the point that they're still marginally out of touch.
[QUOTE=Lord Exor;52530320]For example, Dave Riller believes that the player base's dissatisfaction with Valve stems from updates that aren't Uber Update-sized.[/QUOTE]
Can we get a source?
[QUOTE=Lord Exor;52530320]It's a complicated issue; Valve is a bad company, and as a direct result the TF2 team is understaffed. The TF2 team may be passionate, but their work flow, efficiency, and competence isn't above criticism. For example, Dave Riller believes that the player base's dissatisfaction with Valve stems from updates that aren't Uber Update-sized. This is very far from the truth, and further hammers home the point that they're still marginally out of touch.[/QUOTE]
How exactly you know what he believes? I havent seen him saying such thing.
Valve is an okay company. They do have a problem with the structure, it's not built for shitting out updates, but even with such a huge problem they're still pretty good. Though like I said numerous times, TF2 absolutely could use more people working on it.
[QUOTE=ics;52530334]How exactly you know what he believes? I havent seen him saying such thing.[/QUOTE]
VNN told me in the Facepunch TF2 Discord, after having conversed with him a few months ago.
[QUOTE=Lord Exor;52530644]VNN told me in the Facepunch TF2 Discord, after having conversed with him a few months ago.[/QUOTE]
I wouldn't believe anything he says after what happened with that video a while ago.
[QUOTE=Lord Exor;52530644]VNN told me in the Facepunch TF2 Discord, after having conversed with him a few months ago.[/QUOTE]
That is a fast track way to getting barred from getting valve info/tf2 team interviews ever again.
[QUOTE=Stroheim;52530709]That is a fast track way to getting barred from getting valve info/tf2 team interviews ever again.[/QUOTE]
Not unless Dave Riller told Tyler that info was off the record or he signed some sort of NDA not to give out any info that wasn't part of the video interview.
[QUOTE=Dr. Doughnut;52529948]I feel like Valve would just give a unique cosmetic instead of porting all of them. Knowing Valve, they'd probably end up giving everyone something they don't want.
[t]http://media.steampowered.com/apps/440/icons/veteran_hat_large.b16b39f6190addbfadb65b37a69a651db074b948.png[/t][/QUOTE]
never noticed the logo before
good page king
I don't know why you're believing this information to be new, astonishing, or even a breach of trust. Dave Riller states as much in the videotaped interview, where he mentions players' expectations for the size of each update.
Bear in mind there are two different groups of players. Well... obviously there's many different groups, but broadly speaking there's two important distinctions:
Those who are dedicated, perhaps even obsessed, to the game and speculate endlessly, or make maps and cosmetics, or play every day to level their stranges/badges, or are desperately hungry for more of the story and fluff, or play competitively in 6s,or otherwise are deeply invested in TF2. Let's face it, for the most part, that's us on these forums and tf2maps.net and teamfortress.tv and r/truetf and even r/tf. We recognize the value in regular updates because those at least temporarily satiate those of us who churn over every small change to the game.
Then there's the other group. The ones that don't gather on forums to talk about the game constantly, that are just very casual. They might have fond memories of TF2's glory days or they might be relative newbies. They come in for Halloween every year, or Smissmas, or whenever there's a huge update that draws their attention, but otherwise they're off doing other things and generally don't even think about TF2.
I suspect that the second group is larger -- much, much larger -- and for them, a lack of Uber sized updates may very well be dissatisfaction. Big updates could be their bread and butter because that's the only time they actually play.
Contrast that with us, here. We see an update that consists of a few long-needed weapon balances and a new case with some cosmetics, and we'll obsess and discuss it for weeks on end.
It's very hard to remember that as dedicated to the game as we may be, we don't necessarily represent the volumes of players that might jump into a game of TF2. I'm not claiming this is actually how things are, but it's something to keep in mind when generalizing about the typical TF2 player.
Implying that smaller updates that deliver content piecemeal, at least as far as balance is concerned, would really make a negative impact on that second group?
[QUOTE=EArkham;52530919]Bear in mind there are two different groups of players. Well... obviously there's many different groups, but broadly speaking there's two important distinctions:
Those who are dedicated, perhaps even obsessed, to the game and speculate endlessly, or make maps and cosmetics, or play every day to level their stranges/badges, or are desperately hungry for more of the story and fluff, or play competitively in 6s,or otherwise are deeply invested in TF2. Let's face it, for the most part, that's us on these forums and tf2maps.net and teamfortress.tv and r/truetf and even r/tf. We recognize the value in regular updates because those at least temporarily satiate those of us who churn over every small change to the game.
Then there's the other group. The ones that don't gather on forums to talk about the game constantly, that are just very casual. They might have fond memories of TF2's glory days or they might be relative newbies. They come in for Halloween every year, or Smissmas, or whenever there's a huge update that draws their attention, but otherwise they're off doing other things and generally don't even think about TF2.
I suspect that the second group is larger -- much, much larger -- and for them, a lack of Uber sized updates may very well be dissatisfaction. Big updates could be their bread and butter because that's the only time they actually play.
Contrast that with us, here. We see an update that consists of a few long-needed weapon balances and a new case with some cosmetics, and we'll obsess and discuss it for weeks on end.
It's very hard to remember that as dedicated to the game as we may be, we don't necessarily represent the volumes of players that might jump into a game of TF2. I'm not claiming this is actually how things are, but it's something to keep in mind when generalizing about the typical TF2 player.[/QUOTE]
But [i]we're[/i] (first group) the ones giving all this feedback apparently, and Driller has apparently acted like our feedback is telling him to make bigger updates instead of more frequent smaller updates. Something is off here.
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