It feels like an era passed away in the style of community servers. It seems they moved to games such as minecraft, ark, and still gmod, though it's a far different audience for the most part.
I miss custom sprays. Blizz could make an approval system, to avoid offensive or trademarked sprays, just like Drift City did. Fuck, I'd even pay to upload custom sprays and avatars for others to see.
I just want everyone to see my blue ball :cry:
[QUOTE=Gamerman12;50704843]overwatch kiddos of today will never know the bonds formed over maps like this
[t]http://images.akamai.steamusercontent.com/ugc/3300321172047881898/CB0D7835F66A72DF1AC8EF76D9E06C1EF56DD021/[/t]
the source community is super interesting to compare to overwatch. it's no holds barred, so everyone just kinda went with it. you could be a total asshole and have a porn spray and micspam all the time but honestly most of the people on there were chill and there could be conversations had. i once found a really cool dude who was an actor in tf2 and he ended up voicing a character for me. that kind of investment is why i spent so much time with the games, and why so many other games and mods and everything inbetween cropped up, because valve just kinda let people at it. overwatch to me is low risk, i can just drop in a game and play it and carry no investment in the game. to be fair, thats nice every once and awhile but it doesn't keep me coming back. i still go back to games like csgo and tf2 or hell even gmod rp because its fun to just fuck around with folks over the mic and ive honestly had pretty good experiences when i don't take the game seriously.
i don't want to call overwatch a bad game cause it's nowhere near bad. but it bares a stark contrast to tf2, not because of its content, but how that content drives people in the community.[/QUOTE]
CS 1.6 Nipper maps were my childhood
[QUOTE=Necrotic Fever;50705773]I'll never forget the FPUK server. When it was full it was the most fun I'd had with TF2. When everyone would micspam songs and mess around, that was just pure joy. I miss those times.
Here's a video of it, actually:
[media]https://www.youtube.com/watch?v=Hm4qQHgBmso[/media]
I'm actually in this video, back when I had the username Cthonic.[/QUOTE]
oh god. all of the regulars, the micspam, the admin abuse, my shitty old mic being a black void of static
why must you hurt me like this ;__;
[QUOTE=Necrotic Fever;50705773]I'll never forget the FPUK server. When it was full it was the most fun I'd had with TF2. When everyone would micspam songs and mess around, that was just pure joy. I miss those times.
Here's a video of it, actually:
[media]https://www.youtube.com/watch?v=Hm4qQHgBmso[/media]
I'm actually in this video, back when I had the username Cthonic.[/QUOTE]
This was honestly some of the most fun I have ever had in any video game. Back when me and Reag hosted it, FPUK was what I would come on after sixth form every single day. Having a community of players was great to play with regularly and just generally shit up the server was great.
Rip FPUK
[QUOTE=HumanAbyss;50706132]I remember the majority of the games I played in TF2 being wildly unbalanced so
[editline]13th July 2016[/editline]
And games like BF4 still use the same basic premise and there's shit teams on a lot of servers quite often.
Honestly, I think a lot of this video hits REALLY hard on nostalgia for a lot of you.[/QUOTE]
Same. I used to play a lot of TF2 but I do remember it always being very unbalanced. Either I was on a team that steamrolled or I was on a team that got steamrolled. Very rarely were there stalemates or ties. I've noticed that in Overwatch it's actually a lot more balanced. In some games I'm just up against much better players, in others we're all equally matched. I've had more one-on-one fights with people in equal skill to me in Overwatch than I ever did in TF2. In TF2 all it would take was a direct, hard counter to your class and you were basically fucked. In Overwatch if you are good with the specific character you might stand a chance against a hard counter, even if only to escape (Tracer vs McCree for example). I do not recall much happenings like that in TF2.
Both games do have a very rock/paper/scissors feel to them but in my time playing TF2, rock would always beat scissors, paper would always beat rock, and scissors would always beat paper. In Overwatch it feels like it's more down to personal skill level and how comfortable you are with the character and map layout, whereas in TF2 if you were a Spy and a Pyro was anywhere nearby you were basically guaranteed to die unless you just...didn't do anything.
This is why the Overwatch open beta convinced me to not purchase the game. As soon as I realized that it wasn't going to replicate the fun I had goofing off on casual TF2 servers, I knew it wasn't for me. I just don't really have patience for competitive gaming, not when there's so many single player or casually cooperative games I can spend my time playing and enjoying with very minimal frustration.
[QUOTE=HumanAbyss;50698767]
I grew up playing a lot of console games online, Halo 2 jumps to mind because I made more friends in that game than any other besides Rainbow 6 Vegas. In those games, meeting with randoms and getting stuck with them for a while bred a lot of friendships for me[/QUOTE]
That's the issue with Overwatch, though. Even on competitive you only at with a group of randoms for maybe fifteen, twenty minutes at the most. Games in TF2 could go on for forty-five minutes to an hour, round after round after round, and when the game was over, it was just a new map with the same general people. I never had an issue with Dota with this type of gameplay because you got to know your group over a forty-five minute period. I get frustrated with Overwatch because as soon as I feel like I finally get a good group of randoms, they're gone just as quickly as I found them. There's no time to build a relationship of any sort.
I'd be way less frustrated if quickplay would have you play with the same group of 12 total people with a drop-in/drop-out system instead of just getting 11 nrw people every single time.
[QUOTE=Cock Boner;50725376]That's the issue with Overwatch, though. Even on competitive you only at with a group of randoms for maybe fifteen, twenty minutes at the most. Games in TF2 could go on for forty-five minutes to an hour, round after round after round, and when the game was over, it was just a new map with the same general people. I never had an issue with Dota with this type of gameplay because you got to know your group over a forty-five minute period. I get frustrated with Overwatch because as soon as I feel like I finally get a good group of randoms, they're gone just as quickly as I found them. There's no time to build a relationship of any sort.
I'd be way less frustrated if quickplay would have you play with the same group of 12 total people with a drop-in/drop-out system instead of just getting 11 nrw people every single time.[/QUOTE]
Add them to friends? That's what I've done with randoms I synergize well with.
i was one of those assholes with a custom soundboard filled with sam jackson quotes and dumb music
good times
[QUOTE=latin_geek;50706123]I guess this brings up the question: how come TF2/CS/etc servers maintained a balance even when [I]anyone[/I] could join [I]any[/I] server? Is it a difference in how those games' difficulties work, compared to games that [I]need[/I] matchmaking? Were votekicks and team shuffles enough to keep a server balanced? If so, why do we need algorithm-based games now?[/QUOTE]
I did a study on this at university!
To break it down hella quick:
[img]http://i.imgur.com/xsYwjEf.png[/img]
I ran 100 games with a bunch of simulated players of different skill levels and tried different matchmaking algorithms.
The Y axis is skill disparity (how far apart team skill was), X axis is meaningless, each point represents a match and I ordered them by disparity.
Blue is control (random), Orange is only allowing players from a certain skill range, green is manually balancing teams (from a random pool) and yellow is combining both strategies.
As you can see you get a big improvement (in theory) with matchmaking, but simple random matchmaking still results in matches that aren't too imbalanced most of the time. And steamrolls end quickly so you get a fresh random match.
the more you know
[QUOTE=Empty_Shadow;50725797]I did a study on this at university!
To break it down hella quick:
[IMG]http://i.imgur.com/xsYwjEf.png[/IMG]
I ran 100 games with a bunch of simulated players of different skill levels and tried different matchmaking algorithms.
The Y axis is skill disparity (how far apart team skill was), X axis is meaningless, each point represents a match and I ordered them by disparity.
Blue is control (random), Orange is only allowing players from a certain skill range, green is manually balancing teams (from a random pool) and yellow is combining both strategies.
As you can see you get a big improvement (in theory) with matchmaking, but simple random matchmaking still results in matches that aren't too imbalanced most of the time. And steamrolls end quickly so you get a fresh random match.
the more you know[/QUOTE]
Yeah, I've noticed that ever since BF4 now has an autobalancer based on a skill rating by default for EVERY server I've been getting WAY more close matches. Only downside is that I'm usually the most skilled player on my team so I'll always get a bunch of retards to fill in our side's ranks. The whole thing goes a bit haywire though if all the good players go on the same squad since squads are preserved between rounds.
Yah that's what my stats showed.
Forcing teams to be balanced is a really good strategy, even if you have a 'pro only' server the better half can still stack.
"The equivalent of a 4chan random board"
"Overwatch does not have this problematic problem"
here's your le upvote XDDD
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