Title: TF2 Mann-Conomy Update Post by: taolurker on September 30, 2010, 02:04:27 PM Team Fortress 2 now selling items for real money, Massive Update launched (http://www.pcgamer.com/2010/09/30/team-fortress-2-now-selling-items-for-real-money-massive-update-just-launched/)
BFU (big frickin update) http://www.teamfortress.com/bidwells_big_plan/ http://www.teamfortress.com/mannconomy/ Quote Team Fortress 2 * Added the Mann-conomy. o Added 65 new items (hats, weapons, tools, minigames, gifts, crates). o Added the Mann Co. Store & Catalog. o Added Trading. o Added Item customization. * Additional TF2 features o Added new auto-team-scramble system: + Set mp_scrambleteams_auto to 1 (default) to automatically scramble the teams if the criteria is met + Set mp_scrambleteams_auto_windifference to set the number of round wins a team must lead by in order to trigger an auto scramble (default is 2) o Updated how Spy disguise targets are selected to more randomly distribute the selections o Fixed the FreezePanel background not using the correct color if you were killed by a player or building on your own team o Server browser tweaks + It will now encourage you to add servers to Favorites or Blacklists after you have a good/bad experience on them. + The Server Browser now automatically closes after successfully connecting to a server (opt-out via the Options-Multiplayer->Advanced dialog) * Achievement tuning o Demoman achievement "The Stickening" changed to 3 from 5. o Heavy achievement "Krazy Ivan" changed to 50 from 100. o Medic achievement "Consultation" changed to 3 from 5. o Medic achievement "Peer Review" changed to 10 from 50. o Medic achievement "Placebo Effect" changed to 2 from from 5. o Medic achievement "FYI I am A Medic" changed to 1 from 5. o Medic achievement "Family Practice" changed to 5 from 10. o Soldier achievement "Geneva Contravention" changed to 3 from 5. o Scout achievement "Strike Zone" now counts assists. o Scout achievements "Fall Classic" and "Foul Territory" are fixed. Title: TF2 Mann-Conomy Update Post by: eldaec on September 30, 2010, 02:22:02 PM Quote Q: Are store items priced in points, or some other weird currency? A: No, the Steam Wallet uses the same real-world currency Steam currently supports (USD/GBP/Euros). OMFG how did they possibly manage this incredibly difficult feat! This is great, because next time I start ranting about price obfuscation through Bioware/EA/WindowsfuckingLive points and some fucking hippy turns up in the thread to wisely tell us all how difficult it would be to use normal currencies, I get to punch them in the neck. Title: Re: TF2 Mann-Conomy Update Post by: Segoris on September 30, 2010, 05:06:37 PM Some of the items are a bit over priced (hats mostly, such all the new ones being ~$17.50) but overall it's pretty decent. The weapons are $.50-$5 or something like that, so those are nicely priced (like the new gloves for the heavy - Gloves of Burning Urgency - +30% run speed, -50% damage, -6hp/sec :grin:). You can get all of the new set items in a bundle for $49.99 right now, and that's ~60% off or so. Individual sets are marked as 20 or 30% off for the store opening, so I'd guess that these items will probably be on sale again for the holiday sale if everything is tied to the steam store and already have discounts on them. Some people don't really like it, but overall I think it's an item shop done right. Everything is obtainable in game, anything you buy cannot be traded or used in crafting, and besides the new hats, very well priced.
Anyone hear of any possible new bundles/sets for the classes that didn't get a set this time around? Title: Re: TF2 Mann-Conomy Update Post by: Comstar on September 30, 2010, 05:13:16 PM Excuse me while I don't want to read a comic or a ad written in character, but I guess this means there's no point to playing TF2 unless I pay money for extra gear?
OR I can play the game for 120+ hours and get a crappy hat or pay $20 for one? What is the good side to this and why are you so happy about it!? Title: Re: TF2 Mann-Conomy Update Post by: caladein on September 30, 2010, 05:33:10 PM http://www.teamfortress.com/mannconomy/FAQ/ (http://www.teamfortress.com/mannconomy/FAQ/)
Quote ABOUT THE STORE Q: What's a Mann Co. Store? A: Accessible from inside TF2, the Mann Co. Store will now let players buy, trade and customize the largest addition of inventory items in the game's history, using their Steam Wallets. Q: What's a Steam Wallet? A: Steam now has a feature called the Steam Wallet. It allows you to put money into it, which can then be spent either on in-game items, such as the ones offered in TF2’s Mann Co. Store, or on full products like games in the Steam store. Q: Are store items priced in points, or some other weird currency? A: No, the Steam Wallet uses the same real-world currency Steam currently supports (USD/GBP/Euros). Q: Can I put whatever amount I want into my wallet? A: Yes. We won't force you to buy “bundles” of currency. You can put the exact amount you need to buy the specific items you're interested in. However, each time you fund your wallet, the minimum amount of funds that you can put in your Steam Wallet is $5 / £4 / 5€ to keep transactions and payment service provider fees to a minimum. Q: Can I trade or craft items I've purchased? A: In the short term, no. You can only trade or craft items you have earned or found through gameplay (see Trading & Customization below). We have adopted this policy for the time being, until we can see what effect trading purchased items may have on the Mann-conomy. Q: Is my “TF2” money good elsewhere in Steam? A: Yes. The money in your Steam Wallet can be used to purchase anything on Steam. Q: Will you only sell Valve-crafted items? What about community-made items? A: The Store will sell both. Additionally, community contributors will receive a percentage of sales on items they've created! We’ll be releasing more information soon about exactly how this will work. Q: I'm a community member who contributed an item that's been put in the game. Why isn't it in the Mann Co. Store? A: Initially, we will only be selling the Polycount Pack community items, as this will let us work out the kinks with a small number of contributors. Once we've mastered contributor payments, we'll be expanding the store to include all the community contributions. We plan to do this as soon as possible. WHAT WILL CHANGE? (AND WHAT WILL STAY THE SAME?) Q: Does this mean the updates are over? Are you going to stop releasing free content now? A: No. Our plan is to continue updating TF2 just like we always have, adding free maps, game modes, new features, and more. The Mann Co. Store is simply an alternative way of obtaining items that other players can earn during gameplay. Q: Are you going to start charging for other kinds of content, like maps? A: No, we have no plans to do this. Segregating players into groups that can't play together, based on who bought what, is something we'd like to avoid. Q: Will I have to spend money to remain competitive? A: No. Any items affecting gameplay, and even most purely cosmetic items, will still be obtainable simply by playing the game. Q: Did you adjust the drop rates for existing items? A: No. We haven't made it any harder to obtain existing items through gameplay. Q: Why have all my items switched to "Vintage" items? A: Some items that used to be rare will become more common when they are available for purchase. We wanted to give players this option, but still recognize people who obtained those items “the old-fashioned way” in the past. So we decided to perform a one-time conversion of all the old items into "Vintage" versions, which will never be attainable in the future. This way, those older rare items remain rare (in fact, they're even rarer, because they're limited editions now). Q: What about items I earn in the future? How will others tell them apart from purchased items? A: There are not currently any plans to make this distinction visible to other players. However, purchased items are not currently tradeable or craftable, so there's still a benefit to earning your items "the old fashioned way". TRADING & CUSTOMIZATION Q: Will I be able to trade items? A: Yes. We've added the long-requested Trading feature, so you can swap items with friends. Q: Are all items tradeable? A: No, not all items are tradeable. Some limited-availability items are not tradeable. Purchased items are also not tradeable at the moment (see About the Store). Q: Can I customize my items? A: Yes. In addition to our existing item customization, we have created new kinds of items that will enable a greater amount of customization than we've had in the past, like the ability to name items and even change their color scheme. The Mann Co. Catalog will let you find out which items are customizable and how you can customize them. We've also doubled the amount of backpack space available to you, so that you’ll have room to store all this new stuff. Q: Can I just give items to someone? Or do they have to give me something back? A: Yes, you can "gift" items to others. They do not have to give you anything back. Q: Can I craft the Polycount weapons? Do they have recipes like the other community items? A: Yes, they're craftable. They have the same recipe style (combine two weapons) as the other community-contributed items. Title: Re: TF2 Mann-Conomy Update Post by: Segoris on September 30, 2010, 05:36:09 PM I'm happy about it because they did an item shop right. They made it so all items that you can purchase can still be found in game, as opposed to some item shops where spending money gets you items that can only be obtained through the shop. Items found in game, and items you've owned previously, are available for trade with any other player/friend/community member while items purchased cannot be traded/used in crafting. So no, there's need to spend money if you don't want to but it would just speed up your acquiring of the new items....nothing more. Really, if you don't want to spend money on the items, then it's just a patch that adds trading, fixes a few things, and some new items available for the finding.
From what I've seen while going against some people who are in full sets, I'm not noticing anything different and I don't see them having any major advantages. I have yet to see the customization, that is a bit overpriced imo ($2.50 for a single color to apply to 1 item). Title: Re: TF2 Mann-Conomy Update Post by: Ingmar on September 30, 2010, 05:40:12 PM Yeah I don't see much to complain about. The new items are neat but it isn't like you're spending money for absolute advantage over someone, as always the items are just enabling slightly different playstyles.
Title: Re: TF2 Mann-Conomy Update Post by: Malakili on September 30, 2010, 07:34:45 PM Meh. All told this makes me less, rather than more, likely to feel the urge to log into TF2. Then again, I was one of those people who thought achievements were a bad idea, let along item drops, now you add set bonuses...
I mean, realistically speaking, i'll fire up TF2 from time to time, but meh. Title: Re: TF2 Mann-Conomy Update Post by: Samwise on September 30, 2010, 07:39:19 PM When I saw this I thought "hey, it's like they added a tax for people like Malakili who can't ever wait to get the new shit. :drill:"
I don't see myself spending any money in the TF2 store, but I have no problem with Valve milking a bit of revenue from people who like buying useless things. Title: Re: TF2 Mann-Conomy Update Post by: Nightblade on September 30, 2010, 08:53:16 PM The set bonuses need to go, other than that I have no issues with it. I mean, really; It would have been nice if the cash shop was purely for cosmetic items and the "Give the entire server a drop" gift item, but oh well.
Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 01, 2010, 04:16:42 AM When I saw this I thought "hey, it's like they added a tax for people like Malakili who can't ever wait to get the new shit. :drill:" I don't see myself spending any money in the TF2 store, but I have no problem with Valve milking a bit of revenue from people who like buying useless things. Heh, I won't be spending a dime on it. I'd much rather sit in achievement servers for an evening than shell out cash. Title: Re: TF2 Mann-Conomy Update Post by: Segoris on October 01, 2010, 07:12:50 AM The set bonuses need to go, other than that I have no issues with it. I mean, really; It would have been nice if the cash shop was purely for cosmetic items and the "Give the entire server a drop" gift item, but oh well. What's wrong with the set bonuses? They are non-game breaking trade-offs allowing a variance of play-style. Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 01, 2010, 07:26:32 AM The set bonuses need to go, other than that I have no issues with it. I mean, really; It would have been nice if the cash shop was purely for cosmetic items and the "Give the entire server a drop" gift item, but oh well. What's wrong with the set bonuses? They are non-game breaking trade-offs allowing a variance of play-style. Its the same problem as having unlockables/findables in the first place. The problem is amplified though, because instead of just getting a bonus from any one weapon (which people will generally get eventually), now you are stacking a bonus on a person having all 3 weapons. Now, toss in the fact that you can pay real currency to get the bonus more quickly, and...well...it just feels sketchy to me. Title: Re: TF2 Mann-Conomy Update Post by: Segoris on October 01, 2010, 08:42:38 AM If any of the bonuses didn't require you to trade off a lot of utility/damage I'd agree. Overall though you have to give up more than you get. Let's do a comparison of gain/loss (spoilered), and look at how the biggest benefits aren't the set bonuses at all. This will also be helpful just as a quick reference for anyone thinking of getting the set, and if it would be worth it for them:
Sniper Soldier Pyro Scout Spy Really, only snipers have a set bonus that can be seen as an advantage, until you think about how much more they have to give up to get it. Though, really, the biggest part of why all of this is non-game breaking: everything can be crafted or found and no one will be at a disadvantage because they don't have extra cash to spend irl. Title: Re: TF2 Mann-Conomy Update Post by: eldaec on October 01, 2010, 09:54:50 AM Plus Valve have provided significant free support for TF2 for years. The game has far better support now than most FPS games do at launch.
If they want to tax over-serious clan players a little, I'm cool with that. I'm also happy that unlike the original round of weapon updates, these ones aren't obviously better than the standard versions. Title: Re: TF2 Mann-Conomy Update Post by: Prospero on October 01, 2010, 09:56:32 AM Robin Walker talks about the Mann-conomy update (http://www.pcgamer.com/2010/09/30/interview-valve-on-why-theyre-selling-team-fortress-2-items-for-real-money/)
In particular he talks about why they added set bonuses. Title: Re: TF2 Mann-Conomy Update Post by: HaemishM on October 01, 2010, 10:55:43 AM Plus Valve have provided significant free support for TF2 for years. The game has far better support now than most FPS games do at launch. If they want to tax over-serious clan players a little, I'm cool with that. Yeah, this. It's not many games that are still being so actively supported by their dev 3 years after release without a subscription fee. I see no problem with Valve getting some of that sweet sweet microtrans love. I probably won't buy anything but if it keeps new maps and things coming from TF2, it's all good. Title: Re: TF2 Mann-Conomy Update Post by: Nightblade on October 01, 2010, 11:25:01 AM The set bonuses need to go, other than that I have no issues with it. I mean, really; It would have been nice if the cash shop was purely for cosmetic items and the "Give the entire server a drop" gift item, but oh well. What's wrong with the set bonuses? They are non-game breaking trade-offs allowing a variance of play-style. Its the same problem as having unlockables/findables in the first place. The problem is amplified though, because instead of just getting a bonus from any one weapon (which people will generally get eventually), now you are stacking a bonus on a person having all 3 weapons. Now, toss in the fact that you can pay real currency to get the bonus more quickly, and...well...it just feels sketchy to me. I may have jumped the gun a bit, it's not too bad. Its actually really easy to craft the regular polycount weapons. Furthermore, the polycount sets aren't direct upgrades. The main issue here is the requirement for a hard to find hat/craft hat for the set bonuses. There was a post about making the hat for the sets easier to make, but why not just remove the requirement for owning the hat? That way, you don't devalue the new hats as a rare item, and everyone can have access to the new sub class abilities easier. Title: Re: TF2 Mann-Conomy Update Post by: Prospero on October 01, 2010, 11:30:23 AM Allowing people to buy items straight from Valve also lets Valve shut down any potential eBay market created by trading. Lord knows they have enough problems with stolen accounts; item trading definitely makes account thievery more enticing.
Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 01, 2010, 07:19:22 PM Uninstalled. The game balance is utterly destroyed by a lot of the new additions. Has nothing to do with cash shop. Valve has basically just admitted the game is pure 100% shenanigans at this point. I guess that is what most people want out of TF2, but I'm just not going to waste my time with it.
Title: Re: TF2 Mann-Conomy Update Post by: Strazos on October 01, 2010, 07:23:11 PM I don't know, I still shoot people in the face just fine. :grin:
Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 01, 2010, 07:26:26 PM I don't know, I still shoot people in the face just fine. :grin: Unless they have the new can't be head shot item, am i rite? Seriously though, there is WAY too much emphasis on gear now. What items you are using matters way too much. I'll just be going back to Quake Live. Title: Re: TF2 Mann-Conomy Update Post by: Prospero on October 01, 2010, 10:19:59 PM Why not just play vanilla servers? They exist for a reason.
Title: Re: TF2 Mann-Conomy Update Post by: Strazos on October 01, 2010, 10:26:10 PM I don't know, I still shoot people in the face just fine. :grin: Unless they have the new can't be head shot item, am i rite? Seriously though, there is WAY too much emphasis on gear now. What items you are using matters way too much. I'll just be going back to Quake Live. You can still one-shot without a headshot. Title: Re: TF2 Mann-Conomy Update Post by: Samwise on October 01, 2010, 10:38:51 PM Uninstalled. The game balance is utterly destroyed by a lot of the new additions. Has nothing to do with cash shop. Valve has basically just admitted the game is pure 100% shenanigans at this point. I guess that is what most people want out of TF2, but I'm just not going to waste my time with it. I eagerly await next week's announcement that you've reinstalled but you're trying to pace yourself. Title: Re: TF2 Mann-Conomy Update Post by: Nightblade on October 01, 2010, 11:39:54 PM I don't know, I still shoot people in the face just fine. :grin: Unless they have the new can't be head shot item, am i rite? Seriously though, there is WAY too much emphasis on gear now. What items you are using matters way too much. I'll just be going back to Quake Live. There is no gear dependency. A Vanilla scout who knows what he's doing is going to take a crap out an equal scout who decided to grab the polycount pack. There are upsides and downsides to each of the new sets, they are either downgrades, gimmicks, or sidegrades. The new scout pistol is a fun little toy, but difficult to aim, and does far less damage. The mad milk is a fun tool. I used it to help a heavy survive being focused. The fish is just a cosmetic item. The hat ads 25 hp, not going to make or break an encounter with a vanilla scout. If by some chance you face another scout one on one with the new item set and you don't have the hat; well - they're addressing this discrepancy apparently. The weapons themselves are craftable and give no advantage whatsoever over people just playing without them. Infact, I dare say some classes are at a disadvantage in a lot of situations when using the polycount weapons. The soldier gives up a rocket and his shotgun / buff banner to have some resistance to sentry gun damage. It's a utility for pushing that people got by with before the update, and will grant no big advantage over a team or player not using the cash shop. When you look at the big pictures, you'll find that a lot of the items won't even be used as a full set. If they just remove the hat being necessary to reap the bonuses, it'll be perfect; but even before that - the changes in game now are hardly game breaking. Title: Re: TF2 Mann-Conomy Update Post by: Margalis on October 02, 2010, 12:10:22 AM Quote Some of the items are a bit over priced (hats mostly, such all the new ones being ~$17.50) but overall it's pretty decent. The weapons are $.50-$5 or something like that, so those are nicely priced (like the new gloves for the heavy - Gloves of Burning Urgency - +30% run speed, -50% damage, -6hp/sec ). You can get all of the new set items in a bundle for $49.99 right now, and that's ~60% off or so. Saying that a $17.50 virtual hat is a bit overpriced is like saying that the sun is a bit warm. Title: Re: TF2 Mann-Conomy Update Post by: Strazos on October 02, 2010, 01:20:21 AM I bought the new rifle, and crafted the new machete...it's fun, but sometimes I'd like headshots.
Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 02, 2010, 05:19:47 AM I don't know, I still shoot people in the face just fine. :grin: Unless they have the new can't be head shot item, am i rite? Seriously though, there is WAY too much emphasis on gear now. What items you are using matters way too much. I'll just be going back to Quake Live. There is no gear dependency. A Vanilla scout who knows what he's doing is going to take a crap out an equal scout who decided to grab the polycount pack. There are upsides and downsides to each of the new sets, they are either downgrades, gimmicks, or sidegrades. The new scout pistol is a fun little toy, but difficult to aim, and does far less damage. The mad milk is a fun tool. I used it to help a heavy survive being focused. The fish is just a cosmetic item. The hat ads 25 hp, not going to make or break an encounter with a vanilla scout. If by some chance you face another scout one on one with the new item set and you don't have the hat; well - they're addressing this discrepancy apparently. The weapons themselves are craftable and give no advantage whatsoever over people just playing without them. Infact, I dare say some classes are at a disadvantage in a lot of situations when using the polycount weapons. The soldier gives up a rocket and his shotgun / buff banner to have some resistance to sentry gun damage. It's a utility for pushing that people got by with before the update, and will grant no big advantage over a team or player not using the cash shop. When you look at the big pictures, you'll find that a lot of the items won't even be used as a full set. If they just remove the hat being necessary to reap the bonuses, it'll be perfect; but even before that - the changes in game now are hardly game breaking. It isn't that any one class is OP because of the new weapons, its that the game has too much diversity now. It was already bordering on this before, but now you've got 9 classes + "subclasses" with the sets, and it just isn't the game it used to be any more, its just a different game. If you like the game it is now, fine, but its just too far from TF for me at this point. Title: Re: TF2 Mann-Conomy Update Post by: Segoris on October 02, 2010, 07:31:13 AM I eagerly await next week's announcement that you've reinstalled but you're trying to pace yourself. Hah, my first thought was "see you in a week when you try again Mal!" I bought the new rifle, and crafted the new machete...it's fun, but sometimes I'd like headshots. Try this: Keep the old rifle, new machete, and jarate. Toss down jarate and melee them down with all crits. That, imo, is the best thing that came out of the new sniper gear - the ability to be a good melee class when needed (crits with the new machete do 195dmg and all hits are crits on targets with jarate) The fish is the best cosmetic item ever, that makes people feel embarassed that they were bitch-slapped by a fish. FIFY :grin: Title: Re: TF2 Mann-Conomy Update Post by: Samwise on October 02, 2010, 09:17:22 AM It isn't that any one class is OP because of the new weapons, its that the game has too much diversity now. :oh_i_see: Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 02, 2010, 09:19:14 AM It isn't that any one class is OP because of the new weapons, its that the game has too much diversity now. :oh_i_see: *shrugs* More isn't always = better. Title: Re: TF2 Mann-Conomy Update Post by: Strazos on October 02, 2010, 06:47:20 PM I'm not sure why you're letting other folks' playstyles dictate yours. I snipe on pretty much every map (unless the numbers are whacked), almost regardless of what other folks are doing. I don't see this changing due to the new gear.
Title: Re: TF2 Mann-Conomy Update Post by: Prospero on October 02, 2010, 07:07:26 PM The new hats are going to be craftable soon according to Robin.
Title: Re: TF2 Mann-Conomy Update Post by: eldaec on October 03, 2010, 12:52:38 AM It isn't that any one class is OP because of the new weapons, its that the game has too much diversity now. :oh_i_see: *shrugs* More isn't always = better. Personally I agree that the game was at its best immediately after launch, with no gear and only a few maps. I problem is I'd have no interest in logging in again ever if it was still exactly the same the game I played three years ago. Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 03, 2010, 08:30:49 AM I'm not sure why you're letting other folks' playstyles dictate yours. I snipe on pretty much every map (unless the numbers are whacked), almost regardless of what other folks are doing. I don't see this changing due to the new gear. Its not about not being able to play the class I choose, its there being so many permutations of loadouts now that you can't really make good decisions about what to do in given situations. Thats alright to some degree I suppose, but it is a bit of a turn off for me. One of TF2s very best design choices, which they talk about in the dev commentary, is making the game very readable. I think the huge number of loadouts has made the game far less readable, and introducing this many new options at once has just multiplied the problem in a major way. Its one of the problems I have with games with loadouts to begin with. Basically, I end up with situations in which my reaction to dying was "damn, if I had know he was carrying X, I would've played it different", and given that there is no good way to know he was carrying X, it just leaves me disgusted and frustrated. This is all probably a side effect of the way I approach games in general though, I don't just play "for fun," (though I find the way I play fun, but whatever, I'm not getting into that argument right now), but I like to analyze, plan, and improve, and to the extent that TF2 updates have made that less and less possible on public servers, the game has become less and less worth playing for me. Yes, competitive play still exists, but my schedule doesn't allow for much planned gaming time these days, so thats right out. Perhaps unfortunately, that competitive play mentality remains for me. Quote from: eldaec Personally I agree that the game was at its best immediately after launch, with no gear and only a few maps. I problem is I'd have no interest in logging in again ever if it was still exactly the same the game I played three years ago. I think the second part is where we differ then, I would definitely love a classic server like that. Heck, even keep some of the mechanics changes like spies recovering cloak from ammo, and engineers being able tp upgrade teleporters and dispensers. Title: Re: TF2 Mann-Conomy Update Post by: Strazos on October 03, 2010, 09:39:11 AM I still think you're way over-analyzing this. For the most part, the classes still play the same, and this should not change your approach. I suppose some of the largest deviations would be demoknights (just shoot them, assume stickies) and battle engineers (just shoot them, then shoot their gun...or reverse as needed). The classes are by and large still the same (though not identical) as they were at launch.
Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 03, 2010, 10:37:50 AM I still think you're way over-analyzing this. For the most part, the classes still play the same, and this should not change your approach. I suppose some of the largest deviations would be demoknights (just shoot them, assume stickies) and battle engineers (just shoot them, then shoot their gun...or reverse as needed). The classes are by and large still the same (though not identical) as they were at launch. We just don't play the same way, its fine. Title: Re: TF2 Mann-Conomy Update Post by: Nightblade on October 03, 2010, 11:11:29 AM It isn't that any one class is OP because of the new weapons, its that the game has too much diversity now. :oh_i_see: *shrugs* More isn't always = better. Personally I agree that the game was at its best immediately after launch, with no gear and only a few maps. I problem is I'd have no interest in logging in again ever if it was still exactly the same the game I played three years ago. I don't know... Im not sure if I miss demomen low spamming grenades that exploded on impact in any circumstance. Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 03, 2010, 11:46:45 AM It isn't that any one class is OP because of the new weapons, its that the game has too much diversity now. :oh_i_see: *shrugs* More isn't always = better. Personally I agree that the game was at its best immediately after launch, with no gear and only a few maps. I problem is I'd have no interest in logging in again ever if it was still exactly the same the game I played three years ago. I don't know... Im not sure if I miss demomen low spamming grenades that exploded on impact in any circumstance. To be fair, I'm not even sure if that made it out of beta, if it did it was squashed within a couple weeks of launch. Realistically I think he was referring to the game prior to the medic update. Title: Re: TF2 Mann-Conomy Update Post by: Nightblade on October 03, 2010, 12:11:57 PM It isn't that any one class is OP because of the new weapons, its that the game has too much diversity now. :oh_i_see: *shrugs* More isn't always = better. Personally I agree that the game was at its best immediately after launch, with no gear and only a few maps. I problem is I'd have no interest in logging in again ever if it was still exactly the same the game I played three years ago. I don't know... Im not sure if I miss demomen low spamming grenades that exploded on impact in any circumstance. To be fair, I'm not even sure if that made it out of beta, if it did it was squashed within a couple weeks of launch. Realistically I think he was referring to the game prior to the medic update. Know what else I miss? Pyros being almost completely useless instead of just marginally useless. Those were the days. Title: Re: TF2 Mann-Conomy Update Post by: Malakili on October 03, 2010, 01:26:06 PM Know what else I miss? Pyros being almost completely useless instead of just marginally useless. Those were the days. Like I said, the mechanics changes can stay, leave in airblast. Title: Re: TF2 Mann-Conomy Update Post by: Prospero on October 04, 2010, 12:06:10 AM The wrangler has also drasticly changed the game, and in my mind, greatly improved it.
Title: Re: TF2 Mann-Conomy Update Post by: taolurker on October 07, 2010, 02:51:17 AM New update live with fixes to Mannconomy items:
Quote Team Fortress 2 General Fixes * Fixed an issue that caused some old demos to crash. * The server browser now sorts by ping by default. * The Trading dialog now starts with the chat window having focus. * Fixed a bug that caused overheal to not work properly. * Fixed the Sandvich cooldown not occurring when the Heavy is hurt. * Fixed the Heavy's hands being invisible. * Soldiers no longer maintain their rage level when changing loadout. * Alerts now sort on top of achievement status. * Prevented a bad state occurring when someone tried to trade with themselves. * Fixed a dueling related crash caused by custom scoreboard UIs. * Fixed players not being able to set their default FOV correctly. * Fixed being unable to equip customized shotguns & pistols on some classes. * Improved the explanation of the item set bonus in set item descriptions. * Fixed a bug where items with particle systems would show up at the player's feet or pelvis. * Fixed the wrench number for the Golden Wrench not displaying properly. * Fixed the medal number for the Gentle Manne's Service Medal not displaying properly. * Fixed client seeing incorrect message when changing team while participating in a duel. Economy Changes * Added Remove Name and Remove Paint features. * Achievement items and store promotion items are now usable in crafting. * Gifted items are now craftable and tradable. * Attempting to craft a non tradable item will result in a warning that the items produced by the craft will also be marked as non tradable. * Community, Self-Made, and Valve items are not tradable or usable in crafting. * Changed "Not Craftable" description to "Not Usable in Crafting" to increase clarity. Item Changes * The TF badge on the Glengarry Bonnet is no longer team colored. * Restored the missing PDA2 Slot Token. * Restored the appearance of the Tippler's Tricorne to the version prior to the Mannconomy Update. This item is now paintable. * Added a new paintable hat, the 'Rimmed Raincatcher' that has a new Tricorne style appearance. * The Earbuds are now nameable. * Duel fixes: * Fixed Dueling badges using the wrong texture. * Fixed an issue where dueling stats did not show up on dueling badges above Bronze. * During a duel, the Dueling mini-game item used to initiate the duel cannot be deleted, traded or crafted. * The following hats now allow the paint to affect their color more (colors should not be washed out): * The Pugilist's Protector, The Hard Counter, The Bombing Run, Football Helmet, Fancy Fedora, Cowboy Hat, Engineer's Cap, Viking Helm, Respectless Rubber Glove, Batter's Helmet, Brigade Helm, Master's Yellow Belt, Killer's Kabuto, Backbiter's Billycock * Dueling Mini-Game now drops with 5 uses. Weapon Changes * The Battalion's Backup no longer gives rage for falling damage. * The Shortstop is now affected by tf_use_fixed_weaponspreads. * The Gloves of Running Urgently now using the boxing taunt and boxing glove weapons are now of the type "Boxing Gloves" instead of "Fists." * Your Eternal Reward no longer disguises the Spy if the victim survives the backstabbing attempt (because of Ubercharge, The Razorback, etc) * Your Eternal Reward no longer disguises the Spy if they are carrying the flag. * The Holy Mackerel no longer displays a fish hit message when a Spy disguised as the attacker's team is hit. * The Holy Mackerel no longer triggers other death events (like achievements or stats mods) improperly. * The Sydney Sleeper no longer penetrates targets. * The Sydney Sleeper no longer randomly crits. * Milk will no longer spray from the barrels of other Scout weapons when switching from the Mad Milk. Title: Re: TF2 Mann-Conomy Update Post by: Strazos on October 07, 2010, 06:56:58 PM Wow, so the sleeper cannot headshot and just applies jarate...
Think I'll be staying with the stock rifle...again. Title: Re: TF2 Mann-Conomy Update Post by: Megrim on October 07, 2010, 07:03:06 PM Helps if i read the notes. WHAT THE HELL, why would you get rid of those. That would have made it awesome! Title: Re: TF2 Mann-Conomy Update Post by: Strazos on October 08, 2010, 04:44:18 PM Eh, it simply made it competitive. Now, the only reason to use the Sleeper is to get the set bonus, which is still defeated by full-power scope shots.
Title: Re: TF2 Mann-Conomy Update Post by: dusematic on October 13, 2010, 03:16:10 PM Eh, ok I know this is going to seem super dumb but can anyone link me or briefly describe "what is up" with items and shit in TF2? I got the game as part of Orange Box a long time ago and rarely log in. I like the gameplay, it's crisp, but team based FPS without storylines or friends to play with aren't "sticky" for me.
So, like, if you kill a dude do you have a chance of getting an item or what? Title: Re: TF2 Mann-Conomy Update Post by: Nightblade on October 13, 2010, 03:21:27 PM Eh, ok I know this is going to seem super dumb but can anyone link me or briefly describe "what is up" with items and shit in TF2? I got the game as part of Orange Box a long time ago and rarely log in. I like the gameplay, it's crisp, but team based FPS without storylines or friends to play with aren't "sticky" for me. So, like, if you kill a dude do you have a chance of getting an item or what? Items drop at random during gameplay, you can also get most of the class items through achievements. Also; you can trade with others or just craft your found items into scrap metal to be used in the creation of hats or other weapons. Title: Re: TF2 Mann-Conomy Update Post by: Kail on October 13, 2010, 07:06:32 PM To be clear, it's not like there's an actual item in the map that you pick up. It's just that once every hour or so you'll get a new (random) weapon in your inventory (or as Nightblade said you can grind achievements if there's a specific one you want to unlock). You have a persistent inventory that tracks your weapons and hats and things along with your achievements.
Title: Re: TF2 Mann-Conomy Update Post by: Prospero on October 16, 2010, 07:23:27 PM I'm finally starting to play with the new toys. The new pyro flamethrower is underwhelming, but I'm enjoying the new hammer. The new rocket launcher is pretty damned awesome as well. It's really nice to be able to spam a chokepoint with three rockets to get your health up quickly.
Title: Re: TF2 Mann-Conomy Update Post by: Nightblade on October 16, 2010, 07:55:54 PM I'm finally starting to play with the new toys. The new pyro flamethrower is underwhelming, but I'm enjoying the new hammer. The new rocket launcher is pretty damned awesome as well. It's really nice to be able to spam a chokepoint with three rockets to get your health up quickly. The new pyro flamethrower is a direct upgrade. The burn damage penalty is only for afterburn; furthermore - if take advantage of the decreased weapon switch time; you can use the axtinguisher without puffing people into a corner. You can weapon heckle with the flare gun / shotgun easily too. Title: Re: TF2 Mann-Conomy Update Post by: Prospero on October 17, 2010, 12:30:06 AM Are you sure about the only afterburn part? I swear I sat roasting a scout forever.
Title: Re: TF2 Mann-Conomy Update Post by: Nightblade on October 17, 2010, 12:58:22 AM Are you sure about the only afterburn part? I swear I sat roasting a scout forever. http://wiki.teamfortress.com/wiki/Degreaser The burn is in your mind. Title: Re: TF2 Mann-Conomy Update Post by: dusematic on October 19, 2010, 10:53:58 AM How do they determine how long until an item drops in your inv? Does everyone on the server get the same one? Or is it achievement related? Or random?
Title: Re: TF2 Mann-Conomy Update Post by: Samwise on October 19, 2010, 11:48:06 AM Random item drops are random per-player; about every hour or so of personal playtime (random interval that's recalculated after each drop) you get a randomly chosen item (sometimes weighted toward certain items, e.g. after a new item update they tend to increase the odds of getting the new items). There's a cap on how many random item drops you can get per week, something like twenty or thirty, I think.
Achievement-related item drops are not in any way random; when you get a certain class achievement milestone, you will get a specific item that goes with that milestone. Achievements don't influence random drops. Title: Re: TF2 Mann-Conomy Update Post by: Prospero on October 19, 2010, 02:37:20 PM On top of the random drops items through seem to be pretty common these days. I think I found 4 items this weekend in 40 minutes between 2 random drops and 2 gifts.
And yes; Degreaser + Axtinguisher is luv. |