[QUOTE=geel9;52771625]There are some fundamental differences.
-You get free items just for playing. This can include hats.
-You can trade your items away. Many games lack this.
-You can craft your items into other items.[/QUOTE]
I still think TF2's drop system has always been bad since 95% of it is all RNG based and with so many weapons, it becomes much more of a chore and bother than other games that let you unlock stuff with earn able currency.
[QUOTE=Drury;52765837]the article is about multiplayer storytelling in TF2, meanwhile people are commenting about hats
ok then[/QUOTE]
"lol who reads bot articles"
[QUOTE=Captain;52771663]I still think TF2's drop system has always been bad since 95% of it is all RNG based and with so many weapons, it becomes much more of a chore and bother than other games that let you unlock stuff with earn able currency.[/QUOTE]
Everything gameplay altering can be crafted using exact crafting recipes. And if you don't have the metal to craft it yet, they let you use the weapon for free from the store.
This is also ignoring just how inexpensive items are to obtain via trading.
[QUOTE=Fr3ddi3;52771626]Kinda going off topic here but
I have a very biased and sour opinion as the community I was helping to run were one of the many victims to quick play. All 5 of our servers dropped something like 30% over night in traffic and it slowly ebbed down and down after that point no matter what we did.
While we could retain players just fine, the problem was we wasnt getting anyone new joining our servers anymore, all because we run custom maps with crit's off and thus was excluded from quick play traffic. By the time valve did something to fix it the damage was done.
In essence, 'killed' (we still play other things) the / my community, and with it killed my love of the game.[/QUOTE]
Yeah, quickplay definitely could have been executed a lot better. (also random crits were a mistake from the start, but valve insists it's a core gameplay feature)
To be totally fair, with things like sourcemod, community servers added a lot of stuff to make themselves stand out as well as to help fund the server that detracted from the main gameplay experience, which was part of the reason why quickplay was introduced. (Pinion) Also your average dumb gamer just wants to launch and play. That's why an enormous amount of games nowadays went to matchmaking instead of a server browser. It became all about the game and less about the community.
I remember back when hats and preorder crosspromo had people worried about setting bad precedents and others saying it wouldn't possibly turn bad.
How foolish we were.
[QUOTE=Captain;52771663]I still think TF2's drop system has always been bad since 95% of it is all RNG based and with so many weapons, it becomes much more of a chore and bother than other games that let you unlock stuff with earn able currency.[/QUOTE]
Weapons drop every hour. Two weapons can be crafted into a metal scrap. Scrap and weapons can be traded between players. The community treats all weapons as having the same value, scrap is the currency. Geel runs a service that allows you to buy any two weapons of your choice for one scrap pretty much instantly.
The lootbox system only encompasses cosmetics. These are a completely different ballpark price-wise, but don't affect the gameplay in the slightest.
The system is extremely fair. You can get any weapon you want by just waiting a little bit and crafting and trading your duplicates away. It's only really a pain if you want to get into cosmetic trading, since those have been getting more and more expensive due to idling. That didn't affect the prices of weapons at all though, in fact it flooded the market with them and allowed them to stay dirt-cheap. Moreover, if you do get lucky and drop a hat, that's worth like 30-200 weapons. There are like 130 in the game.
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