• Final Major Update Speculation V37 - This is the last MUS thread. Speculate in General Chat.
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Thoughts on them releasing another blog post before the update drops? Either as a follow up to the previous one including feedback given, or a new one on pyro changes...while there's likely going to be a fair amount of pyro changes, can't exactly see it being worth a blog post on its own before the update drops, but you never know ¯\_(ツ)_/¯ Just feels a little weird coming out of the blue with a "here's most of the proposed changes" post and being completely silent after.
I've never worked for a company that's moved before but would a larger one like Valve not move their stuff in chunks? I wouldn't expect them to shut down everything at once and hike it up in one day, even though their new building is just up the road from the current one. Again I've never been part of a company move so if I'm wrong then please correct me.
Hopefully next time someone prominent visits Valve they could ask them about plans for MvM. I still think an "alright" solution is to just add a different set of Mann Up tickets for community-added maps and tours. Or maybe a literal "season" pass where the only way to buy in gets you access to one run of all the tours. Like a proper bus season pass. Hell, it's not like the whole new Australium/Botkiller weapon thing is that big a deal either. Someone could probably crank out a whole set of those in... a fortnight, maybe a month tops. Give them a cut of the proceeds from the ticket and you're done.
[QUOTE=Jetamo;52453979]Hopefully next time someone prominent visits Valve they could ask them about plans for MvM.[/QUOTE] Hopefully next time it will be someone who speculates less.
[QUOTE=Chuggoth;52453571]I bet a key that update won't be released this week. Key goes to one of the Optimistic ratings. :toxx:[/QUOTE] Where there is ying there must be yang I bet whatever this weapon skin is called that the update WILL be released this week. [IMG]https://files.catbox.moe/c1k3qj.png[/IMG] Skin goes to one of the Late ratings.
[QUOTE=Blackavar;52454246]Since the update could be here any day, I'll just put in what I think should happen to his class as a whole: Fix the flamethrower. Make what you see the same as what hurts the enemy. Remove any discrepancies of range between people of different connection strengths. Along with this, make direct fire damage more powerful, but reduce the size of the hitboxes so more aiming is required. Fix afterburn. For afterburn to be strong, it needs to have less ways of putting it out. Of course, by that I mean I think that healthpacks shouldn't extinguish fire. Everything else can stay. Something I've suggested for a while also ought to occur: Afterburn should do twice as much damage, over half the time. And I think that time should be based on how much direct fire damage has been received over the past second. If the Pyro, during a second of combat, laid into you with all the fire particles possible in a second, the afterburn damage you receive should be great. Whereas if only a single particle scrapes you, you shouldn't have to face much damage at all. Fix airblast. Currently, airblast is a big hitbox that reflects all people and projectiles within it, activated by a single button. Not only does this action require little skill, but it feels random and more based on luck than real timing, especially when reflecting projectiles at a close range. I believe that, at least, the hitbox should be changed from a box shape to a cone shape, meaning people at close range that you're not pointing at with your crosshair will not be airblasted. Secondly, I believe airblast as a concept should be based on explosive knockback, meaning any instance of airblast on the enemy can be strafed through. Third, and finally, I believe airblast's effects should be added to the momentum of the enemy, instead of completely nullifying where they were going in favor of a static, unskillful motion. If a Soldier is jumping at you, crit-shovel in hand, your puff of air shouldn't completely stop him. Unfortunately, I believe this may be something difficult to code into the game (but who knows what the TF2 team has been doing behind closed doors this year). Wean the Pyro off of combos. For too long, using the Flamethrower to kill opponents has been looked down upon, seen as an unskillful method used only by new players and trolls. But simply airblasting an enemy, pulling out a different weapon, and murdering them before they touched the ground, for some reason was seen as the epitome of skill for the Pyro, giving Pyro the honorary title of "Class with the lowest skill ceiling". Given my changes to how the Flamethrower works above, WASD+M1 should no longer be seen as unskillful, and given my changes to airblast, combos can either 1. be removed entirely, or 2. stay how they are because airblast is "more skillful" now. Personally, I think Pyro shouldn't have combos anymore, when the real close-combat DPS comes from the fire. Increase the mobility options of Pyro. In 6s, Pyro is regarded as mostly irrelevant, not just because of his poor combat ability, but by his slowness compared to the main 6s classes. Demo and Soldier can both explosive jump, Scout has incredible movement speed, and Medic has a higher movement speed. Pyro has nothing. A few different things can happen that can increase Pyro's mobility, giving him a place on the 6s team: 1. Increase his base movement speed to that of the Medic. This would be the first thing I would do. It would allow the Pyro defeat any backpedalling class, and get to mid just as fast as the Medic. 2. Give airblast a "Flamethrower Jump" property. Simply put, make it so that airblast has a recoil that, when aimed downward, sends Pyro through the air, perhaps as strong as rocket jumping (I don't actually think it should be that strong though.). 3. Give all Flare Guns the ability to jump, and give the Detonator the jump it had in the Beta version. I used to be a big fan of this idea, but I think the airblast jump would be a better idea. If this change happened, the only viable Flare Gun would be the Detonator, and that's not good.[/QUOTE] x-post pyro rebalance ideas. sort of a final "this is what i hope happens" before the update hits whenever.
-snip fake news-
Since we're talking MvM, I actually had the idea for an unusualifier fabricator. Since they already existed for taunts, we could make them for hats as a substitute for Australiums. It could work something like this. If your kit specifies the burning effect, you need to have a pro KS with the flames effect, the hat you're trying to make an unusualifier for, and some other fluff like parts to make the kit.
[QUOTE=gjw22;52454607]Since we're talking MvM, I actually had the idea for an unusualifier fabricator. Since they already existed for taunts, we could make them for hats as a substitute for Australiums. It could work something like this. If your kit specifies the burning effect, you need to have a pro KS with the flames effect, the hat you're trying to make an unusualifier for, and some other fluff like parts to make the kit.[/QUOTE] ...you do realize how disasterous that could be for the unusal economy?
[QUOTE=Os-Prey;52454633]...you do realize how disasterous that could be for the unusal economy?[/QUOTE] It needs some ironing out of course, it's just an idea. I even think it'd be okay if they were to release a specific generation soley for MvM kits.
[QUOTE=Os-Prey;52454633]...you do realize how disasterous that could be for the unusal economy?[/QUOTE] you are correct here, however that did not stop them from doing the taunt unusualifiers, it was somewhat an okay idea at start, I could swear those unusualifiers would only have set effects that you could never get others because it was obvious they would be so common, yet few days later they release a patch that makes it possible to get every effect from them, unusual taunts had a vey small market because of how rare they were, and now the taunts that were very rare and expenssive are impossible to sell because no one will risk paying the outdated expensive price the taunt had when there were ~ 2 in existence of it, and no one will sell it for much less than that price
[QUOTE=Os-Prey;52454633]...you do realize how disasterous that could be for the unusal economy?[/QUOTE] The TF2 economy is already beyond repair compared to what it used to be.
[QUOTE=Os-Prey;52454633]...you do realize how disasterous that could be for the unusal economy?[/QUOTE] Think of the poor traders!
Heads up, [URL="http://steamcommunity.com/games/20/announcements/detail/1430307055699391628"]a Team Fortress Classic update has shipped. [/URL] Well, it counts, right? In all seriousness, it's great to see it still receiving patches. A major bug pack was also shipped to CS Source and HL1 as well, but they are specific to the game. It's worth noting that while this pack contains Source engine fixes across every game, it also includes specific patches to each game.
[QUOTE=GuntMyFries;52454819]Heads up, [URL="http://steamcommunity.com/games/20/announcements/detail/1430307055699391628"]a Team Fortress Classic update has shipped. [/URL] Well, it counts, right? In all seriousness, it's great to see it still receiving patches. A major bug pack was also shipped to CS Source and HL1 as well, but they are specific to the game. It's worth noting that while this pack contains Source engine fixes across every game, it also includes specific patches to each game.[/QUOTE] even ricochet was updated
[QUOTE=GuntMyFries;52454819]Heads up, [URL="http://steamcommunity.com/games/20/announcements/detail/1430307055699391628"]a Team Fortress Classic update has shipped. [/URL] Well, it counts, right? In all seriousness, it's great to see it still receiving patches. A major bug pack was also shipped to CS Source and HL1 as well, but they are specific to the game. It's worth noting that while this pack contains Source engine fixes across every game, it also includes specific patches to each game.[/QUOTE] I thought they stopped updating TFC years ago.
[QUOTE=Os-Prey;52454633]...you do realize how disasterous that could be for the unusal economy?[/QUOTE] Actually it could potentially be a huge boon to the unusual market. The main problem with unusual stock is that its fairly hard to move around not because of their price but because of the specific effect on the hats for the discerning customers tastes. An unusual effect conversion tool that uses say 50 refined metal to change your unusual effect as a mvm reward would be a shift for unusuals towards a great direction, not only curbing metal prices but also making unusuals more sought after due to the conversion tool, while also being easier to sell.
[QUOTE=Magrathea;52449832]The amount of times I've seen a firstname.lastname account on TF2 is beyond my counting. Sometimes I can't tell if they're doing it ironically or not, or they signed into steam using their mother's email account.[/QUOTE] A lot of people do it on purpose, just like adding "g.e.w.p" and "o.w.n" to their names. To piss off others, that is. It gives the victim the initial pride shock of "I was killed by some fucking gewp/own/lastname.firstname noob", and even though you quickly realise it's some high-level player with their name and avatar changed + private profile - it still stings at first. That's why they do it. [QUOTE=Stroheim;52450423]I will gladly sacrifice a hat generation to the retire gods if that means we can get a Iron Curtain strangifier[/QUOTE] I would gladly sacrifice my soul to have a way to get it (the iron curtain itself) back, given I deleted it in my f2p days because I was missing inventory space and couldn't actually get premium at the time. [QUOTE=prizepool;52450882]Need thoughts on this. What if whenever you leveled up in casual you get a random weapon or hat and then remove the random item drop system for casual?[/QUOTE] I'd do it per-XP amount, not per-level. When doing it per xp level, your drops diminish as you earn higher ranks, because each rank requires progressively more XP. Thus, if people wanted to farm they'd be using fresh alts all the time, and more experienced players would struggle to get specific single items they want without having to resort to some community trading site. However, per-level items would work if all weapons were available without having to drop them, then you'd give away only hats and while still new players would be rewarded more than old players, it doesn't impact your gameplay viability, only (at most) your wardrobe. And before you say - I too happen to miss a unique weapon sometimes. I don't want to be forced to be reliant on scrap.tf's, or other sites' existences and neither should anyone. [b]Trading is optional, not required[/b]. [QUOTE=Shirt.;52454893]Actually it could potentially be a huge boon to the unusual market. The main problem with unusual stock is that its fairly hard to move around not because of their price but because of the specific effect on the hats for the discerning customers tastes. An unusual effect conversion tool that uses say 50 refined metal to change your unusual effect as a mvm reward would be a shift for unusuals towards a great direction, not only curbing metal prices but also making unusuals more sought after due to the conversion tool, while also being easier to sell.[/QUOTE] Your idea has a point but you're still giving a (you didn't imply tiered, so I imply flat) 1/effects_count chance to get some really high-tier effect. It may seem good on paper, but it'll really really take a huge dump on the trading market. Not that I care for it, but you get the idea.
[QUOTE=GuntMyFries;52454741]The TF2 economy is already beyond repair compared to what it used to be.[/QUOTE] Where's Yanis Varoufakis when you need him?
Could tonight something happen? Like an announcement or something?
[QUOTE=agrastiOs;52454981]Could tonight something happen? Like an announcement or something?[/QUOTE] It's very possible, but not guaranteed. Don't be surprised if it doesn't hit anytime this week.
Generally announcements and blog entries for multi-day updates are posted by now, but it's Valve, so you never know.
[QUOTE=Shirt.;52454893]Actually it could potentially be a huge boon to the unusual market. The main problem with unusual stock is that its fairly hard to move around not because of their price but because of the specific effect on the hats for the discerning customers tastes. An unusual effect conversion tool that uses say 50 refined metal to change your unusual effect as a mvm reward would be a shift for unusuals towards a great direction, not only curbing metal prices but also making unusuals more sought after due to the conversion tool, while also being easier to sell.[/QUOTE] The problem with that is refined is practically a bottomless pit. There's so much of it that making cheap $4 worth (that's 50 refined worth) of refined unusual metal sinks like the one you said would only harm trading and would just turn off certain players from uncrating. Harming the money Valve could get from players interested in newer generation unusuals and would be a slow but eventual killer for future content. Because why try to uncrate a new sparkley effect when I could just buy a cheap bubbiling hat and then get an unusual converter and get that new effect? You can't just slap metal sinks on anything and call it a day, I've had people wonder if a metal sink to convert any weapon into an australium would be a good idea, the problem being it'd just make an over-abundance and thus drop demand. Less demand = Less desirable, and you need something more desirable to keep the interest. As with rare items people want bragging rights, and an over-abundance turns a select group of people off. And you could make the unusual transmogrifiers as expensive as can be to craft, but added alternatives to getting the desired items drops demand and thus kills the market. Especially for something so desired as unusuals where the only two ways to own them is to trade or uncrate them. [B]TL;DR[/B] Refined sinks need to be well thought out like the Chemistry Sets, and for things like unusuals refined just isn't a good idea to benefit Valve or the trading community. It'd just benefit those that desire better effects for cheap.
[QUOTE=Gavitro;52454998]It's very possible, but not guaranteed. Don't be surprised if it doesn't hit anytime this week.[/QUOTE] Agreed. Evidence says it's very possible that something might happen this week, but not 100%.
[QUOTE=agrastiOs;52455008]Agreed. Evidence says it's very possible that something might happen this week, but not 100%.[/QUOTE] What evidence?
[QUOTE=Antary;52455014]What evidence?[/QUOTE] Evidence being that we literally know nothing. There is no evidence for shit happening this week or not, we are stuck in Update limbo.
Major Update Speculation: A endless sea of salt and dreams On topic I am still holding on for August being the month. They wouldn't just push out a update literally while they are still moving/closing the old office.
[QUOTE=Stroheim;52455125]On topic I am still holding on for August being the month. They wouldn't just push out a update literally while they are still moving/closing the old office.[/QUOTE] It has already been said that moving is going to take one day max. Also I'm new here so hi :downs:
[QUOTE=ZumoDePapaya;52455155]It has already been said that moving is going to take one day max. Also I'm new here so hi :downs:[/QUOTE] Source?
[QUOTE=ZumoDePapaya;52455155]It has already been said that moving is going to take one day max. Also I'm new here so hi :downs:[/QUOTE] It has been speculated it will take one day max, but by people who ultimately do not know the ins and outs of what needs to be moved in Valve's specific case.
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