Final Major Update Speculation V37 - This is the last MUS thread. Speculate in General Chat.
4,863 replies, posted
hey boys lets do a polllllllllll
if you think its gonna drop THIS WEEK, press agree
if you think it's NEXT week, press disagree
if you think its some other time this month, tell me you love me with a cute heart
if you think it's not this month, summon a rainbow
the winner gets the ugliest shirt in the game crafted by yours truly
[IMG]https://puu.sh/wbmsL/cca5aa8d29.png[/IMG]
and four dictators
[T]https://puu.sh/wbmxo/e500c0e6ca.png[/T]
Anyways, I hope this week has some interesting things revealed to us (Maybe we will even get that New Weapons blog post).
[QUOTE=Eon Destroyer;52314034]Anyways, I hope this week has some interesting things revealed to us (especially the blog post).[/QUOTE]
I'm hoping we get either the answers to the rest of the VNN questions or (if the update is this month) the balance blog post.
[QUOTE=ikes;52313988]hey boys lets do a polllllllllll
[/QUOTE]
I think your raffle could use a bit of clarification; do you mean the update itself releasing, or would the pre-update blog post count as well?
[QUOTE=Contra132;52313866]i get it[/QUOTE]
That's what this is for [T]https://facepunch.com/fp/ratings/zing.png[/T]
[QUOTE=Paradox_cg;52313698]All I know is that for the past 2 years, every unscheduled major update (Updates excluding Halloween and smissmass) has occurred the exact moment I am far way from my computer and wont be returning for some time[/QUOTE]
Pack your bags NOW
[sp]Please[/sp]
[t]http://i.imgur.com/VbowHa9.jpg[/t]
we still doin this
[QUOTE=hahagoni_r;52315098]I honestly think casual ranks are in a good place right now and should not be heavily altered.
They represent one's dedication pretty well, but just looking at them won't give you an accurate outcome prediction.
In [I]World of Tanks[/I] there is a popular mod called [I]XVM[/I] (the devs have implemented many of its features into the main game), which, among other things provides you a color-coded skill-rating of the players.
All that does is encourage people to surrender before the game even begins, causes toxicity ([I]"Fucking tomato team"[/I]) and thus overall worsens the game experience for everyone.
In Casual mode, multiple factors are taken into account when assigning players to teams, while the ranked badges only represent their (casual) experience. And it should definitely stay that way.[/QUOTE]
I was more refering to Levels actually rewarding the player in some way, going to far as giving the player some kind of goodies for leveling up - or even replacing the drop system, in some way atleast. Right now leveling up... doesn't feel like an accomplishment.
My ideal Drop-system would be a second bar of "EXP" (for both Casual and approved Community Servers) that just fills based on the stuff you do ingame. When it's full, you get a crate that has a weapon or two, and a chance for a craft-hat. Nothing overly fancy.
[QUOTE=TWKUK;52314234]I think your raffle could use a bit of clarification; do you mean the update itself releasing, or would the pre-update blog post count as well?[/QUOTE]
update itself
Looking at that bingo, how many times did they fix the multi weapon bug by now? I was under the assumtion that last time they managed to fix it for real.
[QUOTE=Fluury;52315232]I was more refering to Levels actually rewarding the player in some way, going to far as giving the player some kind of goodies for leveling up - or even replacing the drop system, in some way atleast. Right now leveling up... doesn't feel like an accomplishment.
My ideal Drop-system would be a second bar of "EXP" (for both Casual and approved Community Servers) that just fills based on the stuff you do ingame. When it's full, you get a crate that has a weapon or two, and a chance for a craft-hat. Nothing overly fancy.[/QUOTE]
I would not appreciate an increased focus on inventory management in TF2, myself. A fullscreen notification for a drop is already more than I need. Any kind of box-opening "you are directed to feel rewarded please" ceremony would ring hollow.
Gaining a level doesn't and shouldn't feel like an accomplishment, because it isn't one, right?
[QUOTE=Fluury;52314707][t]http://i.imgur.com/VbowHa9.jpg[/t]
we still doin this[/QUOTE]
The Jungle one is pretty much inevitable. I would also highlight the bottom row and new meme cause of the new SFM short and the fact that people can make memes from anything.
[QUOTE=Mockingbird;52315450]Gaining a level doesn't and shouldn't feel like an accomplishment, because it isn't one, right?[/QUOTE]
then why have levels at all
just give a drop every casual game or two, until the drops are done for that week. that would make people play casual instead of playing on silly idle servers. and while weapon/hat/tag/etc drops come from playing casual, make it so that crate drops only come from community servers that valve "trusts" so people play those too.
[QUOTE=Blackavar;52315581]then why have levels at all[/QUOTE]
A fair question, and one I can't answer.
Is there really a problem of too many people playing community servers (idle or otherwise) rather than casual? Honest question, I'm pretty out of the loop lately.
Anyway, I don't think drops should be treated as an incentive at all. The last thing I want is more players focusing on something other than just playing the game while they're playing the game. Kids saying stuff like "don't cap, we'll get more xp if we wait!" is anathema to me (thankfully pretty rare though).
[QUOTE=Mockingbird;52315638]A fair question, and one I can't answer.
Is there really a problem of too many people playing community servers (idle or otherwise) rather than casual? Honest question, I'm pretty out of the loop lately.
Anyway, I don't think drops should be treated as an incentive at all. The last thing I want is more players focusing on something other than just playing the game while they're playing the game. Kids saying stuff like "don't cap, we'll get more xp if we wait!" is anathema to me (thankfully pretty rare though).[/QUOTE]
The drop system I have proposed would not base drops on experience or levels, only finishing games. So there would be an incentive to win, or at least get the game over with. And people should always want to win.
[QUOTE=Mockingbird;52315450]I would not appreciate an increased focus on inventory management in TF2, myself. A fullscreen notification for a drop is already more than I need. Any kind of box-opening "you are directed to feel rewarded please" ceremony would ring hollow.
Gaining a level doesn't and shouldn't feel like an accomplishment, because it isn't one, right?[/QUOTE]
I disagree, it *should* be an accomplishment, it's supposed to be this awkward progress system that gives you a reason to continue to play other than pure enjoyment, and feel like you accomplished something.
It doesn't have to be a box if you are not fond of box opening, just have it be a random drop with a higher chance of a hat.
[editline]5th June 2017[/editline]
[QUOTE=Septimus01;52315571]The Jungle one is pretty much inevitable. I would also highlight the bottom row and new meme cause of the new SFM short and the fact that people can make memes from anything.[/QUOTE]
The middle field in Bingos is usually a free one, which, well, is Jungle.
[QUOTE=Blackavar;52315666]The drop system I have proposed would not base drops on experience or levels, only finishing games. So there would be an incentive to win, or at least get the game over with. And people should always want to win.[/QUOTE]
As you say, for people who care about this sort of thing, it would be an incentive to get the game over with. Winning would be irrelevant to them.
[QUOTE=Fluury;52315669]I disagree, it *should* be an accomplishment, it's supposed to be this awkward progress system that gives you a reason to continue to play other than pure enjoyment, and feel like you accomplished something.[/QUOTE]
Adding a reward doesn't make it an accomplishment though, does it? I don't see the value in a reason to play other than enjoyment. Why condition someone to play a game even when they're not enjoying it? I think this would shift attitudes in a negative way.
Keep in mind that messing with drop system and tying it to casual levels is a death sentence to community server leftovers and any attempts to restore them
[QUOTE=kos8bit;52315735]Keep in mind that messing with drop system and tying it to casual levels is a death sentence to community server leftovers and any attempts to restore them[/QUOTE]
I don't necessarily agree. If people had a daily limit of, say, 2 drops from casual, they would be free to play community servers "guilt-free" after 2 drops.
This would also be a major benefit for the economy as it gets rid of idle bots, which would save community servers in the long-run because [i]TF2 will last longer.[/i]
Valve putting off drops completely from community servers on CSGO basically killed the rest of the "pub feeling" where players gathered up in larger servers to play and have fun on maps. There was just no reason to play on community servers anymore, if you had that limited time per week to even get to the game if you wanted the "full experience".
The same thing would happen for TF2 and it would affect on any server that isn't running on mods or instant respawn crap that for some odd reason, some players prefer to as they cannot wait 10 seconds to respawn. Why should drops to be tied with levels that are completely useless as they are now? Not everything that CSGO has needs to be brought into TF2.
I know it's not a surefire way to do it, but seeing the badges on the scoreboard can let me quickly make assumptions about who I should trust enough to give kritz to, go in deep with or jump into sentry sightlines knowing they'll interpret my "Sentry ahead!" as a cue to sap it.
Hats can't guarantee they've played a lot since they could just be rich, but I suppose even playing a lot != being good.
Playing with your teammates in a way you can plan for is a lot more meaningful than drops for me.
[QUOTE=Darth_Toast;52315950]I know it's not a surefire way to do it, but seeing the badges on the scoreboard can let me quickly make assumptions about who I should trust enough to give kritz to, go in deep with or jump into sentry sightlines knowing they'll interpret my "Sentry ahead!" as a cue to sap it.
Hats can't guarantee they've played a lot since they could just be rich, but I suppose even playing a lot != being good.
Playing with your teammates in a way you can plan for is a lot more meaningful than drops for me.[/QUOTE]
You're jumping to too much conclusions. Think about how the player feels who doesn't get a critz because you think hes dumb and not worthy. Idea is to have fun, and you're denying that from him. I've seen all kinds of players but i loathe the "personal medics" who just heal the same guy and uber him only all the time, ignoring the rest of the team unless the guy needs more percentages to load the uber. They never learn to be better unless we, the more experienced players show the example how to do it. Sometimes things fail, it happens but you win as a team and you also lose as a team.
[QUOTE=ics;52315847]Valve putting off drops completely from community servers on CSGO basically killed the rest of the "pub feeling" where players gathered up in larger servers to play and have fun on maps. There was just no reason to play on community servers anymore, if you had that limited time per week to even get to the game if you wanted the "full experience".
The same thing would happen for TF2 and it would affect on any server that isn't running on mods or instant respawn crap that for some odd reason, some players prefer to as they cannot wait 10 seconds to respawn. Why should drops to be tied with levels that are completely useless as they are now? Not everything that CSGO has needs to be brought into TF2.[/QUOTE]
It removes the ability for idlebots to generate the amount of refined they're generating.
It also has a huge downside. I get that you care a lot of items and idlebots since you run those sites but for general public player like me and someone who has ran tf2 servers for it's lifetime its the last and final downside that can happen. There are also other methods to counter idlebots. Those are never going to go away.
[QUOTE=geel9;52315746]I don't necessarily agree. If people had a daily limit of, say, 2 drops from casual, they would be free to play community servers "guilt-free" after 2 drops.
This would also be a major benefit for the economy as it gets rid of idle bots, which would save community servers in the long-run because [i]TF2 will last longer.[/i][/QUOTE]
Please don't do that.
The Idle-problem would be fixed by a simple trusted Community Server System, that's it. Or by a different drop system. You don't have to give community servers another stab in the back, they are already crawling on the ground bleeding out.
[QUOTE=Mockingbird;52315730]
Adding a reward doesn't make it an accomplishment though, does it? I don't see the value in a reason to play other than enjoyment. Why condition someone to play a game even when they're not enjoying it? I think this would shift attitudes in a negative way.[/QUOTE]
Good for you then, but a lot of others feel differently. Overwatch has a very good progression system, and there are a lot of people that play out of motivation to get another box, hell, I do it sometimes.
A reward gives a feeling of accomplishment, atleast for a lot of people, yes.
I'm just hoping for the update to take steps forward to reviving community servers that aren't already running Vanilla, Orange, or Trade/Idle.
Or at least lets me use custom skins again like I could many years ago :cry:
The drop system should be changed to only give drops on level up in Casual mode (or every X amount of exp earned). This is how CS:GO does it, and I believe is the best option for TF2 at this juncture. The problem of idle bots far outweighs the community server issue.
[QUOTE=Snowshoe;52316304]The drop system should be changed to only give drops on level up in Casual mode (or every X amount of exp earned). This is how CS:GO does it, and I believe is the best option for TF2 at this juncture. The problem of idle bots far outweighs the community server issue.[/QUOTE]
Then when you reach the max level, you don't receive anymore drops.
Yeah, no that's not a good idea. That actually supports players to create alt accounts to replay through casual to get more drops to trade over to their main account.
[QUOTE=X marks it;52316328]Then when you reach the max level, you don't receive anymore drops.
Yeah, no that's not a good idea. That actually supports players to create alt accounts to replay through casual to get more drops to trade over to their main account.[/QUOTE]
You still get EXP after rank 150. And valve is updating casual ranks in the next update anyway.
[QUOTE=Snowshoe;52316335]You still get EXP after rank 150. And valve is updating casual ranks in the next update anyway.[/QUOTE]
I've heard mumblings about this for months. Was it ever actually confirmed?
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