Final Major Update Speculation V37 - This is the last MUS thread. Speculate in General Chat.
4,863 replies, posted
Having all weapons be relevant is a pipe-dream.
Underpowered weapons are no problem - sure you can buff them up and make them relevant, but they are not having a negative effect on gameplay, since they arent there.
Overpowered weapons on the other hand..
[QUOTE=NotTheBestGuy;52340033]Just asking to all of you
How much money are you gonna save when the pyro update hit's.
If you plan on not spending anything and just playing the game than that's perfectly fine, but for others who spend the game mainly. Well i just wanna ask a simple question.[/QUOTE]
Already sold couple of items to be able to buy the pass for 6$.
Also if anyone is planning to sell items to get money for campaign i suggest you to do that now, way before campaign is announced, because when it is announced a lot of people will rush to sell stuff so prices will drop and you'll need to sell more.
[QUOTE=NotTheBestGuy;52340033]Just asking to all of you
How much money are you gonna save when the pyro update hit's.
If you plan on not spending anything and just playing the game than that's perfectly fine, but for others who spend the game mainly. Well i just wanna ask a simple question.[/QUOTE]
I've got 30+ keys sitting in my backpack, planning to do an unboxing when the update hits
[QUOTE=Hatman;52340293]I've got 30+ keys sitting in my backpack, planning to do an unboxing when the update hits[/QUOTE]
Have you bought the mann co keys? Because the update could have their own unique key for the cases like gun mettle and tough break.
I feel like if we are not getting the Blog Post/Props next week, we might aswell cut June as the possible Update month.
How about we just stop guessing dates randomly and wait for something to make guesses tied to it instead?
For example, i wouldn't expect even a blog post before Summer Sale starts.
[QUOTE=kos8bit;52340378]How about we just stop guessing dates randomly[/QUOTE]
[QUOTE=kos8bit;52340378]i wouldn't expect even a blog post before Summer Sale starts.[/QUOTE]
:hammered:
[QUOTE=Paradox_cg;52340301]Have you bought the mann co keys? Because the update could have their own unique key for the cases like gun mettle and tough break.[/QUOTE]
I'm going to sell them on the SCM and I'll buy with that money the keys and crates from the update
[QUOTE=Fluury;52340163]Having all weapons be relevant is a pipe-dream.
Underpowered weapons are no problem - sure you can buff them up and make them relevant, but they are not having a negative effect on gameplay, since they arent there.
Overpowered weapons on the other hand..[/QUOTE]
Complete balance itself is a pipe dream, but that shouldn't stop anyone from attempting to get as close as possible. Sorry, but this is a bad argument trying to justify laziness.
what if valve added a custom game creator in TF2 that allowed players to adjust character stats like you can do in overwatch, and then incentivised players somehow to try and balance certain unlocks or classes as a way to semi-outsource rebalancing to the community
they could also stick their own future rebalances in this as a custom "arcade" mode for public testing without needing players to install a beta client
just having that arcade mode would be a good way for valve to test rebalances and allow the community more creativity in playing the game, just allocate empty quickplay servers to the custom matches
[QUOTE=ikes;52341079]what if valve added a custom game creator in TF2 that allowed players to adjust character stats like you can do in overwatch, and then incentivised players somehow to try and balance certain unlocks or classes as a way to semi-outsource rebalancing to the community
they could also stick their own future rebalances in this as a custom "arcade" mode for public testing without needing players to install a beta client
just having that arcade mode would be a good way for valve to test rebalances and allow the community more creativity in playing the game, just allocate empty quickplay servers to the custom matches[/QUOTE]
Shit, that's a really good idea.
[QUOTE=ikes;52341079]what if valve added a custom game creator in TF2 that allowed players to adjust character stats like you can do in overwatch, and then incentivised players somehow to try and balance certain unlocks or classes as a way to semi-outsource rebalancing to the community
they could also stick their own future rebalances in this as a custom "arcade" mode for public testing without needing players to install a beta client
just having that arcade mode would be a good way for valve to test rebalances and allow the community more creativity in playing the game, just allocate empty quickplay servers to the custom matches[/QUOTE]
This sounds good on paper but in execution will fall flat.
Like with Overwatch, the amount of players actually "testing" balance will be incredibly limited, thus will not be a good way of testing things. While it would certainly be more effective than the Beta client, it will still fall flat.
Of course, this is unless you add a incentive to actually play on those in some form or another.
[QUOTE=Fluury;52341178]This sounds good on paper but in execution will fall flat.
Like with Overwatch, the amount of players actually "testing" balance will be incredibly limited, thus will not be a good way of testing things. While it would certainly be more effective than the Beta client, it will still fall flat.
Of course, this is unless you add a incentive to actually play on those in some form or another.[/QUOTE]
weekly drop incentives
do it like OW does it lol
stick one drop per gamemode for your first time playing in a given gamemode, and then a drop for every 3 wins, up to 3 of these per week
then stick more incentives to the balance-test mode
[QUOTE=Fluury;52341178]This sounds good on paper but in execution will fall flat.
Like with Overwatch, the amount of players actually "testing" balance will be incredibly limited, thus will not be a good way of testing things. While it would certainly be more effective than the Beta client, it will still fall flat.
Of course, this is unless you add a incentive to actually play on those in some form or another.[/QUOTE]
You can't just assume it will fall flat though. x10 and custom weapon servers are populated, and they aren't officially endorsed. There's nothing to imply there wouldn't be a sustainable interest in custom gamemodes either.
[editline]11th June 2017[/editline]
[QUOTE=ikes;52341270]weekly drop incentives
do it like OW does it lol
stick one drop per gamemode for your first time playing in a given gamemode, and then a drop for every 3 wins, up to 3 of these per week
then stick more incentives to the balance-test mode[/QUOTE]
The tricky thing with incentives is that tf2 runs on an economy unlike overwatch, so you can't just give people free things without messing up something else. It'd have to be untradeable, which could make people not care about it.
[QUOTE=Slurg;52340009]What do you guys want out of the sfm short[/QUOTE]
with every short comes some kick-ass music, and i'm excited to see what they've done this time.
Plot twist: The update is taking so long because Valve is implementing the Guard Dog.
[QUOTE=ikes;52341079]what if valve added a custom game creator in TF2 that allowed players to adjust character stats like you can do in overwatch, and then incentivised players somehow to try and balance certain unlocks or classes as a way to semi-outsource rebalancing to the community
they could also stick their own future rebalances in this as a custom "arcade" mode for public testing without needing players to install a beta client
just having that arcade mode would be a good way for valve to test rebalances and allow the community more creativity in playing the game, just allocate empty quickplay servers to the custom matches[/QUOTE]
Quite some time ago it was found out that if you blocked connection to valve servers you could wear conflicting hats. This was because of a programming oversight, cosmetics took their restrictions from your game_items.txt if valve servers were blocked. So you could simply delete all the restrictions from your file and Wear conflicting miscs online.
So obviously since I don't give a shit about hats I wondered if you could modify weapons this way, and you could! Only on servers you hosted yourself, though, luckily.
The first thing I did was just play with some concepts I had in mid, I made the Etranger give you health instead of cloak (and dubbed it the Healthranger), I made the Enforcer shoot weak demo pills instead of hits can bullets, fun stuff.
I even wrote a guide about it on SPUF which is now lost. Also I think they fixed it so that editing the text file in any way will simply crash tf2.
Well when the TF2 modding community was still a thing, we basically had a ridiculous amount of Gamemodes at our disposal. Many people who were part of that community have moved on to different things though.
[QUOTE=UberMunchkin;52341564][B][HAT FARM] 500% Instant Respawn, Random Classes, Unlimited Ammo (Friendly RP)![/B]
We've seen the horror. Though admittedly a TF2 custom arcade mode would be miles better than Overwatch's in terms of [I]fun[/I].[/QUOTE]
What, you [B][I]don't [/I][/B]like insta-charging Zarya with infinite barriers and unlimited Graviton Surge?
[QUOTE=Johnny Joe;52341619]What, you [B][I]don't [/I][/B]like insta-charging Zarya with infinite barriers and unlimited Graviton Surge?[/QUOTE]
[B]"I break you."[/B]
[QUOTE=ikes;52341079]what if valve added a custom game creator in TF2 that allowed players to adjust character stats like you can do in overwatch, and then incentivised players somehow to try and balance certain unlocks or classes as a way to semi-outsource rebalancing to the community
they could also stick their own future rebalances in this as a custom "arcade" mode for public testing without needing players to install a beta client
just having that arcade mode would be a good way for valve to test rebalances and allow the community more creativity in playing the game, just allocate empty quickplay servers to the custom matches[/QUOTE]
i think that wuld be a great ability to add to community servers to bring a nice resurgence to them
-snip-
Valve is really cutting it close with this blog post. They need to provide themselves with enough time to make reasonable changes if the community reacts negatively to their decisions.
[QUOTE=ikes;52341270]weekly drop incentives
do it like OW does it lol
stick one drop per gamemode for your first time playing in a given gamemode, and then a drop for every 3 wins, up to 3 of these per week then stick more incentives to the balance-test mode[/QUOTE]
I'm still so confused about how item drops work now, are they still random or are they based on rank ups, since theres times I've gone up several levels without a drop
[QUOTE=Lord Exor;52342454]Valve is really cutting it close with this blog post. They need to provide themselves with enough time to make reasonable changes if the community reacts negatively to their decisions.[/QUOTE]
Cutting it close to what, exactly?
There's no deadline, we saw that last year. The steam summer sale (which was leaked to start in about 10 days) will likely not affect the TF team, so they have a free pass on delaying it for as long as they need for it to be ready.
[QUOTE=C. Blades;52342645]Cutting it close to what, exactly?
There's no deadline, we saw that last year. The steam summer sale (which was leaked to start in about 10 days) will likely not affect the TF team, so they have a free pass on delaying it for as long as they need for it to be ready.[/QUOTE]
Map developers are still waiting anxiously on that asset pack they announced for the Jungle update, which also will need a few days to give said map makers time to art pass their maps with said props.
So the longer they take to even give out a blog post or the asset pack the longer we'll be waiting and cutting into summer.
I predict a mid-late July release with a blog post releasing within the next 2 weeks and the asset pack releasing 1-2 weeks before the update.
If it's any later than that... that'd suck, I guess.
[QUOTE=X marks it;52342669]Map developers are still waiting anxiously on that asset pack they announced for the Jungle update, which also will need a few days to give said map makers time to art pass their maps with said props.
So the longer they take to even give out a blog post or the asset pack the longer we'll be waiting and cutting into summer.[/QUOTE]
They already stated that the map makers should not wait for the pack as they dont know when it will be out and maps should be finished without the valve made props. Most likely theres not going to be few days to art pass. Maps may have already been selected that may get into the update from community side or will be picked up in coming week(s).
[QUOTE=ics;52342730]They already stated that the map makers should not wait for the pack as they dont know when it will be out and maps should be finished without the valve made props. Most likely theres not going to be few days to art pass. Maps may have already been selected that may get into the update from community side or will be picked up in coming week(s).[/QUOTE]
Yea, thats what I was thinking when I saw all the comments about the Assests. There are many great Jungle maps with good custom models from wich valve could choose some.
[QUOTE=Sai;52342469]I'm still so confused about how item drops work now, are they still random or are they based on rank ups, since theres times I've gone up several levels without a drop[/QUOTE]
item drops are still random. I believe there is a cap to how many items you can find a week. I think its 6-7 a week? Crates done affect the drop rates.
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