TF2 General Chat and Update Speculation Station - One of Several Edition
5,001 replies, posted
[QUOTE=turshitposter;52532479]Im aware of that but impliying that this scumbags are doing this to "show" how vulnerable the vac system is its laughtable. If that was the case why being such an asshole to everyone calling you out, why selling that crap to people so they can rage hacks? and the one that trigger me the most, they act like they ae gods "holy shit I can do things you cant because im superior lol" while not being aware how cringy they are.
This people should get their motherboard banned so next time they have to spend time and money[/QUOTE]
At post-soviet space criminals often justify lesser of their doings by "teaching victim a life lesson", so that next time they won't be robbed/scammed/mugged so easily. I guess them and such "honorable" devs would get along nicely
[QUOTE=Fluury;52531619]Too many maps is actually malicious for TF2, given the fact that more maps means more of the playerbase more divided, and thus more trouble for the matchmaker, causing longer queue times and half dead games.
If we were to half the maps available in TF2 right now, queue times and the amount of half dead matches would also be halfed.
I personally believe that we are slowly reaching a state where TF2 should have a monthly rotation of maps in casual, really.[/QUOTE]
Matchmaker only cares about players and what they search, doesnt matter for the queue times if there are half less maps. If player has all maps selected, its easier for it to find a match. If it has 10 people searching only lets say some more rare map such as thundermountain and there is no servers running that map, it will wait untill it has ~20 gathered who search that map around your area. Those can either be people who have thundermountain and other maps selected or only that map. It doesn't care which, it cares only about matching players on the same server.
Even if you remove 50% of the current official made maps, people are still going to play mostly maps like 2fort, hightower and dustbowl and large majority are going to go for those maps. Now halloween maps are available only like 2-3 weeks in a year and if we look back at last halloween, the servers were nicely populated on all of them, for the first week. After that you started to see decay on players on those maps.
If more maps would be available only same way, perhaps it would bring in some changes on how players play the maps. I've always wanted valve to do a "campaign" with maps that already exist in the game. Add in new achievements to that, tie up a story based around those maps. Make players more interested on those maps. Add some special stuff to collect from them only for a limited time frame.
I think i'm in the minority when i say this but the golden wrench craftign was awesome time. For that week, the game got a lot interesting but due to bad feedback from angry players who didn't get one and the whole scandal based on the leaked info, valve said things like that are never gonna happen again. But i dont mean golden wrench distribution, i'm talking about item(s) that can be gained only at certain times. Also on those times, really rare of them not even then unless you are lucky.
[QUOTE=Mort Stroodle;52532410]This is completely inaccurate. More maps doesn't mean more servers with the same number of players, causing longer queue times, it just means that when the game coordinator grabs 12 players, it has a different option of map to stick them in. Even if people are really selective about which maps they have enabled, the game coordinator only needs to find one map in common between 12 people, and it can put them all in that server. Queue times wouldn't be affected at all. Valve should add as many high quality maps as they can, it's nothing but a positive for the community. A rotating map pool would be the absolute worst thing they could do for the game. I would instantly stop playing, it would make the game so, so much more boring for me. Playing the same map over and over again for a week would be absolutely awful and accomplish nothing.[/QUOTE]
That is only true if the game coordinator is starting fresh games, which is isn't always doing - the more maps tf2 gets, the rarer effective and fast refills will become - hell they already are kinda rare.
Queue times are going to be massive if TF2 was to have "as many high quality maps as possible" - you think the GC could handle a 140 maps, with all of them being refilled, played, and queue times as short as right now?
We are still away from this point either way, I am just saying that this point will eventually be reached, and a solution needs to be found.
[QUOTE=hahagoni_r;52531918]I believe that occurs when a map gets voted in that the bots don't support, so they leave the game and que for the desired map. Any chance the map beforehand was a CTF one?
[t]https://i.imgur.com/F8oKVTt.png[/t][/QUOTE]
No idea. This was half way into a round.
[QUOTE=Fluury;52532577]That is only true if the game coordinator is starting fresh games, which is isn't always doing - the more maps tf2 gets, the rarer effective and fast refills will become - hell they already are kinda rare.
Queue times are going to be massive if TF2 was to have "as many high quality maps as possible" - you think the GC could handle a 140 maps, with all of them being refilled, played, and queue times as short as right now?
We are still away from this point either way, I am just saying that this point will eventually be reached, and a solution needs to be found.[/QUOTE]
Like i tried to tell you, game cordinator doesnt' care about count of maps, only players and what they are searching for in certain areas. It prefers to assign players to a single server, but sometimes when it detects one server is half full and there is group of people searching for that map that it is running on, it will assign players to that server too.
Granted, there are delays on how it handles those and how often servers report back to it with their player counts and tags on what they run but the system seems to work quite ok, atleast here in europe. Just depends on the maps you search.
[QUOTE=ics;52532612]Like i tried to tell you, game cordinator doesnt' care about count of maps, only players and what they are searching for in certain areas. It prefers to assign players to a single server, but sometimes when it detects one server is half full and there is group of people searching for that map that it is running on, it will assign players to that server too.
Granted, there are delays on how it handles those and how often servers report back to it with their player counts and tags on what they run but the system seems to work quite ok, atleast here in europe. Just depends on the maps you search.[/QUOTE]
Yeah, and players care about the count of maps.
If we get more maps, and the player amount stays the same, players searching for specific maps/gamemodes will have a longer time to wait. Of course, if everyone tags everything, then nothing will change.
Personally the experiences I have made with Casual are rather... meh-tier. Too often I see a server that's 6vs6 with absolutely nothing happening, it acts in waves of players which sometimes works, and sometimes doesnt.
[QUOTE=Fluury;52532577]That is only true if the game coordinator is starting fresh games, which is isn't always doing - the more maps tf2 gets, the rarer effective and fast refills will become - hell they already are kinda rare.
Queue times are going to be massive if TF2 was to have "as many high quality maps as possible" - you think the GC could handle a 140 maps, with all of them being refilled, played, and queue times as short as right now?
We are still away from this point either way, I am just saying that this point will eventually be reached, and a solution needs to be found.[/QUOTE]
But there's a really simple solution to that. If, at the end of a match, the match isn't, say, 70% full, re-queue everybody for new games. If player numbers drop below 70% during the 30 seconds before setup time starts, it can do the same thing. Queues for new matches are really damn fast anyway, and they'd be even faster with dead servers getting poured back into the matchmaker. Refills are only a problem because the matchmaker refuses to ever disband a server when there's too few players after the end of the match like every other modern matchmaking system. Re-adding stopwatch would also benefit things because people are less likely to ditch a game when they're not getting stomped for 25 minutes at a time. Stopwatch ends unbalanced games faster.
Rotating maps are a horrible solution to a simple problem.
[QUOTE=rolfum;52532395]at this point i'm pretty sure they're only making these bots to practice their programming skills, which is incredibly impressive or tf2's security is just that incredibly flimsy[/QUOTE]
What security.
Valve anticheat is an open gate that lets people cheat, banning them after they've already committed the offense.
[QUOTE=C. Blades;52533041]What security.
Valve anticheat is an open gate that lets people cheat, banning them after they've already committed the offense.[/QUOTE]
Banning them as soon as VAC detected a cheat would make it easier to get around VAC
[QUOTE=C. Blades;52533041]What security.
Valve anticheat is an open gate that lets people cheat, banning them after they've already committed the offense.[/QUOTE]
A fat policeman with a xix century gun
[QUOTE=Shaohs;52533064]Banning them as soon as VAC detected a cheat would make it easier to get around VAC[/QUOTE]
Or valve could you know, fix the exploits in the game's code and seal the cracks. But that would actually be work. And we all know how valve is about work that doesn't involve hats.
What is more important to the game right now? The team cleaning up the coding or porting the game to Source 2?
The game needs both badly in my opinion.
TFSourc2 is not going to happen in the next decade, barring Valve upping the TF2 team's numbers by a factor of 20. The code is by all account a spaghetti disaster of bailing wire, duct tape and prayers to dark gods.
To be honest, apart from balance changes I'd be greatly pleased with a huge TF2 update that was nothing more than bug fixes. In one sense, my hope for the Pyro update is mostly about bug fixes for that class.
...that and un-nerfing Heavy. Gaben fricken dammit.
[QUOTE=Drag0600;52533170]What is more important to the game right now? The team cleaning up the coding or porting the game to Source 2?
The game needs both badly in my opinion.[/QUOTE]
porting to source 2 would more or less mitigate a need for "cleaning up the coding". We know they don't have the resources or necessity to port it so if we're lucky we'll get some a few engine adjustments.
[QUOTE=Punchy;52533251]porting to source 2 would more or less mitigate a need for "cleaning up the coding". We know they don't have the resources or necessity to port it so if we're lucky we'll get some a few engine adjustments.[/QUOTE]
Why would a port to source 2 do anything to make the code more efficient? Aren't those completely unrelated?
[QUOTE=Mort Stroodle;52533292]Why would a port to source 2 do anything to make the code more efficient? Aren't those completely unrelated?[/QUOTE]I guess people think they'll rewrite the code or something
[QUOTE=Shaohs;52533064]Banning them as soon as VAC detected a cheat would make it easier to get around VAC[/QUOTE]
This worked better when the game was paid to play. Now that its free, it is more important to stop cheaters already doing the act, due to how easy it is to hack on a smurf.
There's also the concern that moving from havok to rubikon will have an impact on stuff like rocket jumping. Obviously I don't expect it to be completely removed, but it might for instance break a ton of jump maps, or create new jumps. A slight variation in velocity calculation means you land more or less hammer units away which changes everything.
[QUOTE=Firetornado;52531136]I want someone at valve to logically explain to me why there cant be another blog post.
:disappoint:[/QUOTE]
i believe a few years ago, back before the game went f2p even, tf2 would have a weekly or bi weekly blog update. From what i remember hearing, after a while the community became very annoyed with it as they felt the blog should be a place where it updates only when it is of great significant value.
Now i'm not saying complete radio silence is the right approach, as its simply just on the opposite side of the spectrum, but it's hard to tell what the full community wont be enraged about considering they did try being frequent with communication in the past and it didn't seem to boil over well.
Try sending them an email, as long as it's not asking for specifics, they might answer.
[QUOTE]We're working on a mandatory update for Team Fortress 2. The notes for the update are below. We should have it ready soon.
-Eric
===========================
- Added AsiaFortress Cup Season 11 tournament medals
- Added the Chapelaria Ultiduo Season 1 tournament medals
- Added the TFCL 6v6 Alpha and Season 2 tournament medals
- Added the TFCL Ultiduo Alpha, Season 2, and Season 3 tournament medals
- Added the Blapature Co. Contributor 2017 community event medal
- Added the TF2Maps 72hr TF2Jam Summer Participant 2017 community medal
- Fixed a server crash related to vote-kick
- Fixed a client crash related to previewing bundles in the Mann Co. Store
- Fixed being able to accept a duel request during the round-end bonus time
- Fixed rockets fired by Halloween bosses not displaying particle effects if Halloween is not active (community request)
- Strange Soda Poppers can now accept Critical Kills strange parts
- Updated the localization files
- Mannpower update
- All-class
- Players can no longer taunt when grappled to an enemy (you can still taunt if an enemy has grappled to you)
- Players can no longer grapple while frozen before a round starts or while stunned
- Fixed not equipping the grapple when accepting the prompt about equipping it
- Engineer
- Halved the number of wrench hits needed to upgrade buildings
- Pyro
- Reduced grapple movement speed when hooked into another player because of their advantage in close quarters
- Reduced the rate of rage gain when carrying a powerup
- Agility
- Reduced grapple movement speed bonus when carrying the intelligence
- Knockout
- Reduced melee damage bonus
- Updated health bonus per class
- Spy, Sniper, Engineer, Scout, and Heavy increased
- Medic, Soldier, and Demoman unchanged
- Pyro and Demoknight decreased
- Precision
- Removed radius damage falloff on explosive projectiles
- Removed self-blast damage
- Resistance and Vampire
- Added immunity to reflect damage[/QUOTE]
Finally the mannpower update we all waited for
[QUOTE]Reduced the rate of rage gain when carrying a powerup[/QUOTE]
That note for Pyro is kinda... weird? Pyro doesn't have any items that gain rage. Unless they mean the phlog.
[QUOTE=rolfum;52532395]at this point i'm pretty sure they're only making these bots to practice their programming skills, which is incredibly impressive or tf2's security is just that incredibly flimsy[/QUOTE]
hacking of any kind is seriously not that impressive
what takes more effort, designing and building an impenetrable wall or making it to the other side of one?
[QUOTE=Fluury;52533536]Finally the mannpower update we all waited for
That note for Pyro is kinda... weird? Pyro doesn't have any items that gain rage.[/QUOTE]
the phlog does, but it might also be referring to the charge meter on the supernova powerup
[QUOTE=Retinazer;52533535]stuff[/QUOTE]
Valve what the fuck are you even doing?
[QUOTE=Mort Stroodle;52533292]Why would a port to source 2 do anything to make the code more efficient? Aren't those completely unrelated?[/QUOTE]
Logically if they ported to a new engine they would be overhauling a bulk of the game's coding in the process.
[QUOTE=TwoYearLurker;52533562]the phlog does, but it might also be referring to the charge meter on the supernova powerup[/QUOTE]
That line is really vague. There is only a single item right now that gives rage for the pyro and a single powerup, yet they generalised that line really badly.
What if it is another bait and switch like with Gun Mettle :v:
Why the fuck are they working on mannpower.
Priorities???
Rage is definitely the Phlog's "Mmph" meter.
[QUOTE=Man in the Moon;52533567]Valve what the fuck are you even doing?[/QUOTE]
getting all the minor changes not related to the big update out the door before it comes out? [img]https://facepunch.com/fp/ratings/rainbow.png[/img]
I don't care if they work on mannpower quality of life fixes in between the update work. I just don't get why it warrants an early update.
The fact this was released now rather than just held for the major update shows it's probably still far away. Unless they want to get irrelevant fixes added early to prevent a larger than necessary file size, but I find that unlikely.
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