Functioning tutorial so people know what's going on.
There are players With thousAnds of houRs that still don't understand how to rocket jump...
Functioning tutorial so people know what's going on.
There are players With thousAnds of houRs that still don't understand how to rocket jump...
4812622Buff and rework offclasses to be more mobile, more skill-indexed, and less frustrating to play against.
yes please buff heavy and engineer even more
[quote=4812622]Buff and rework offclasses to be more mobile, more skill-indexed, and less frustrating to play against.[/quote]
yes please buff heavy and engineer even more
Entry to my league to not cost 500 dollars for a team
Entry to my league to not cost 500 dollars for a team
aim-Entry to my league to not cost 500 dollars for a team
this
sandbag teams in open and invite teams off-classing so they can play im wouldn't happen if people didn't have to spend half to a third of their paycheck just for league fee
[quote=aim-]Entry to my league to not cost 500 dollars for a team[/quote]
this
sandbag teams in open and invite teams off-classing so they can play im wouldn't happen if people didn't have to spend half to a third of their paycheck just for league fee
I think a raise in the prize pool for ESEA would solve a lot of those problems, as people will actually want to stick around and play invite instead of it literally not being worth it to spend half a thousand to get nothing
I think a raise in the prize pool for ESEA would solve a lot of those problems, as people will actually want to stick around and play invite instead of it literally not being worth it to spend half a thousand to get nothing
The end of pre-arranged scrims below invite.
The end of pre-arranged scrims below invite.
when the people that keep asking valve for their time and resources and money realize that in order for valve to throw them a bone to these lan´s and actually invest in comp MM, they need to figure out a way to give valve that bone x 20 with a competitive tf2 format
because its the casual playerbase and those r/tf2 hat hoarders that actually support this game and unless a competitive format comes out with a decent format that atracts players and makes them invest in the game whether in the form of hats, skins, stickers, matchmaking passes, competitive will always be secondary to them
they make millions making updates with hats and community stuff
they have a small developpment team
working on competitive wastes their time and resources and in the long run i probably wouldnt be surprised if it costed them money
when the people that keep asking valve for their time and resources and money realize that in order for valve to throw them a bone to these lan´s and actually invest in comp MM, they need to figure out a way to give valve that bone x 20 with a competitive tf2 format
because its the casual playerbase and those r/tf2 hat hoarders that actually support this game and unless a competitive format comes out with a decent format that atracts players and makes them invest in the game whether in the form of hats, skins, stickers, matchmaking passes, competitive will always be secondary to them
they make millions making updates with hats and community stuff
they have a small developpment team
working on competitive wastes their time and resources and in the long run i probably wouldnt be surprised if it costed them money
Viper4812622Buff and rework offclasses to be more mobile, more skill-indexed, and less frustrating to play against.
yes please buff heavy and engineer even more
you missed the whole "more skill indexed and less frustrating to play against" part.
[quote=Viper][quote=4812622]Buff and rework offclasses to be more mobile, more skill-indexed, and less frustrating to play against.[/quote]
yes please buff heavy and engineer even more[/quote]
you missed the whole "more skill indexed and less frustrating to play against" part.
The biggest problem is that TF2 is advertised as a casual game, 90% of TF2 players are kids and/or casual players who has never played other online multiplayer games or even HEARD of competitive gaming. Sources: Me. When i just got TF2 it was my first PC FPS game and i've never heard of competitive gaming in my life.
The biggest problem is that TF2 is advertised as a casual game, 90% of TF2 players are kids and/or casual players who has never played other online multiplayer games or even HEARD of competitive gaming. Sources: Me. When i just got TF2 it was my first PC FPS game and i've never heard of competitive gaming in my life.
So you either have to advertise this game externally for more competitive people to join the game, or advertise the competitive scene internally for more people in this game to become competitive. Both would be the best tho
So you either have to advertise this game externally for more competitive people to join the game, or advertise the competitive scene internally for more people in this game to become competitive. Both would be the best tho
Generally tf2
new gamemodes/maps => putting weapons together into actually coherent viable kits => better default settings/hud => collective community work/resources to make source 2 tf2 happen => tf3
This is the one thing.
Generally tf2
new gamemodes/maps => putting weapons together into actually coherent viable kits => better default settings/hud => collective community work/resources to make source 2 tf2 happen => tf3
This is the one thing.
Better matchmaking game mode that entices people to play it instead of the ~50 people who queue up right now.
Better matchmaking game mode that entices people to play it instead of the ~50 people who queue up right now.
make the default game not have shitty interp, optimization, viewmodels, damage numbers, etc
make the default game not have shitty interp, optimization, viewmodels, damage numbers, etc
A TF:GO with a more serious artstyle would probably bring a lot of players.
Right now the game is hard to take seriously, especially with what #47 said. Friends have seen me pug, mge, whatever, and you have to give them the whole "Well you're going to have to install this config..." if they want to get into the game. Which, most people do not want to go through extra trouble when they can boot up CS:GO or Overwatch and hop right into a game with no trouble whatsoever after installing.
A TF:GO with a more serious artstyle would probably bring a lot of players.
Right now the game is hard to take seriously, especially with what #47 said. Friends have seen me pug, mge, whatever, and you have to give them the whole "Well you're going to have to install this config..." if they want to get into the game. Which, most people do not want to go through extra trouble when they can boot up CS:GO or Overwatch and hop right into a game with no trouble whatsoever after installing.
Optimization so that the game is GPU limited.
Graphics update so that the game is much more cartoony, or much less. OW is essentially pixar animated, TF2 needs its own distinct art style. Right now it looks like a game someone made that started realistic and ended up taking in a cartoony direction. Which is what it is.
Optimization so that the game is GPU limited.
Graphics update so that the game is much more cartoony, or much less. OW is essentially pixar animated, TF2 needs its own distinct art style. Right now it looks like a game someone made that started realistic and ended up taking in a cartoony direction. Which is what it is.
reakoRight now it looks like a game someone made that started realistic and ended up taking in a cartoony direction. Which is what it is.
Did you just imply that tf2 has no clear style?
Everything is easily visible and clear to see because that is the artstyle, from what class you're seeing from a distance just by it's silhouette to distinct team colors and class roles by a character's look. So many textures have a brush style look on and everything has a certain type of outline and glow to it because of the art that inspired this game;
http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf
[quote=reako]Right now it looks like a game someone made that started realistic and ended up taking in a cartoony direction. Which is what it is.[/quote]
Did you just imply that tf2 has no clear style?
Everything is easily visible and clear to see because that is the artstyle, from what class you're seeing from a distance just by it's silhouette to distinct team colors and class roles by a character's look. So many textures have a brush style look on and everything has a certain type of outline and glow to it because of the art that inspired this game;
http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf
kawaA TF:GO with a more serious artstyle would probably bring a lot of players.
Right now the game is hard to take seriously, especially with what #47 said. Friends have seen me pug, mge, whatever, and you have to give them the whole "Well you're going to have to install this config..." if they want to get into the game. Which, most people do not want to go through extra trouble when they can boot up CS:GO or Overwatch and hop right into a game with no trouble whatsoever after installing.
I fear a tf:go or tf3 would be too much not like tf2. I fear valve would change too many core mechanics/fundamentals of tf2 (movement) to make it more beginner friendly (like overwatch did and like how csgo is a dumbed down version of 1.6 in terms of movement and skill based play)
[quote=kawa]A TF:GO with a more serious artstyle would probably bring a lot of players.
Right now the game is hard to take seriously, especially with what #47 said. Friends have seen me pug, mge, whatever, and you have to give them the whole "Well you're going to have to install this config..." if they want to get into the game. Which, most people do not want to go through extra trouble when they can boot up CS:GO or Overwatch and hop right into a game with no trouble whatsoever after installing.[/quote]
I fear a tf:go or tf3 would be too much [i]not[/i] like tf2. I fear valve would change too many core mechanics/fundamentals of tf2 (movement) to make it more beginner friendly (like overwatch did and like how csgo is a dumbed down version of 1.6 in terms of movement and skill based play)
A bigger incentive to play MM would definitely be something possible to achieve.
Since most of the tf2 demographic is the typical r/tf2 user who only gives a shit about comics, hats, and sfm posters, rewarding players with some sort of "competitive" points that could be spent on hats would definitely increase the MM player pool
A bigger incentive to play MM would definitely be something possible to achieve.
Since most of the tf2 demographic is the typical r/tf2 user who only gives a shit about comics, hats, and sfm posters, rewarding players with some sort of "competitive" points that could be spent on hats would definitely increase the MM player pool
• Better internet settings by default (cl_interp, etc. new players should be used to a rocket firing when they click)
• Matchmaking revamp. Remove graphic cvars, make it work with DX8, add a 2 class limit for all classes, add placement matches. Basically copy CSGO's matchmaking rank/elo system to an extent.
• Rebalance all weapons not on the whitelist. Balancing weapons for 6v6 does not make them less fun in 12v12. Yet balancing them for 12v12 does make 6v6 less fun to an alarming extent. (with no need for a whitelist, new players would have an easier time transitioning to competitive, and competitive players would have more weapons to explore unique strategies with.)
• Add a few custom huds as alternatives that you could pick from the options menu (rayshud, broeselhud, m0rehud, ahud.), along with being able to choose the size and color of your damage numbers, and maybe add a few more crosshairs and hitsounds. (remove the shock new players have when seeing competitive players games look completely different from their own.)
• Add the option to turn off ragdolls, blood, and explosion burns on the ground in the advanced video options menu. New players should not have to look to external resources to get atleast 60 fps in this game on a decent computer.
• Last but not least, add a few rocket jumping/airstrafing or movement tutorials. It is the most essential thing for new players to learn, and as it is now, most players wouldn't even understand where to begin or look to for help.
You've probably noticed a theme with these suggestions, and the theme is making the game we play, a lot easier to START playing in the first place. A lot of my friends played TF2 for a couple hundred hours, and then gave up, since they didn't have access to the same game I fell in love with. TF2 isn't lacking anything essential to be an amazing game that people love. It's just that the average player is used to everything being a LOT more accessible than TF2 currently is. If these changes were the TF2 team's priority, this game would be well on it's way to another 10 years. Although as it is now, who knows what we'll get.
(Also bringing in new players isn't a thing. Most people with a steam account have tried TF2 at some point or other. If they hear it got matchmaking and is really fun, a lot of them will come back and give it another try.)
• Better internet settings by default (cl_interp, etc. new players should be used to a rocket firing when they click)
• Matchmaking revamp. Remove graphic cvars, make it work with DX8, add a 2 class limit for all classes, add placement matches. Basically copy CSGO's matchmaking rank/elo system to an extent.
• Rebalance all weapons not on the whitelist. Balancing weapons for 6v6 does not make them less fun in 12v12. Yet balancing them for 12v12 does make 6v6 less fun to an alarming extent. (with no need for a whitelist, new players would have an easier time transitioning to competitive, and competitive players would have more weapons to explore unique strategies with.)
• Add a few custom huds as alternatives that you could pick from the options menu (rayshud, broeselhud, m0rehud, ahud.), along with being able to choose the size and color of your damage numbers, and maybe add a few more crosshairs and hitsounds. (remove the shock new players have when seeing competitive players games look completely different from their own.)
• Add the option to turn off ragdolls, blood, and explosion burns on the ground in the advanced video options menu. New players should not have to look to external resources to get atleast 60 fps in this game on a decent computer.
• Last but not least, add a few rocket jumping/airstrafing or movement tutorials. It is the most essential thing for new players to learn, and as it is now, most players wouldn't even understand where to begin or look to for help.
You've probably noticed a theme with these suggestions, and the theme is making the game we play, a lot easier to START playing in the first place. A lot of my friends played TF2 for a couple hundred hours, and then gave up, since they didn't have access to the same game I fell in love with. TF2 isn't lacking anything essential to be an amazing game that people love. It's just that the average player is used to everything being a LOT more accessible than TF2 currently is. If these changes were the TF2 team's priority, this game would be well on it's way to another 10 years. Although as it is now, who knows what we'll get.
(Also bringing in new players isn't a thing. Most people with a steam account have tried TF2 at some point or other. If they hear it got matchmaking and is really fun, a lot of them will come back and give it another try.)
the casual playerbase not being 11 on average
the casual playerbase not being 11 on average
Honestly, I think if several people came up with a document that showed the dev team how fostering the TF2 competitive scene would be profitable for them, then I think it would become their primary focus. Until that point, it will always take a back seat to things like new skins and hats, because Valve is a business, and at the end of they day, their primary motivation is money.
As for what we can do, I think the most important thing would be to grow the scene by attempting to get more coverage and exposure. Has anyone tried getting in touch with games journalism sites, e-sports broadcasting groups/streams/sites, or anything like that? Hell, when's the last time anyone saw competitive tf2 mentioned outside of a small side reference in an article about overwatch?
In order for the comp scene to succeed, it needs support from Valve; in order to get support from Valve, it needs to be profitable for them to do so, and in order for it to be profitable, comp tf2 needs to reach the wider audience interested in competitive gaming.
As a side note, I think the upcoming tf2 comp movie is going to be a great step in that direction. Show that and the i46 Fragumentary to an audience outside of the circlejerk of comp players and tf2 players who actively dislike 6's, and that could bring in a lot of people.
Honestly, I think if several people came up with a document that showed the dev team how fostering the TF2 competitive scene would be profitable for them, then I think it would become their primary focus. Until that point, it will always take a back seat to things like new skins and hats, because Valve is a business, and at the end of they day, their primary motivation is money.
As for what we can do, I think the most important thing would be to grow the scene by attempting to get more coverage and exposure. Has anyone tried getting in touch with games journalism sites, e-sports broadcasting groups/streams/sites, or anything like that? Hell, when's the last time anyone saw competitive tf2 mentioned outside of a small side reference in an article about overwatch?
In order for the comp scene to succeed, it needs support from Valve; in order to get support from Valve, it needs to be profitable for them to do so, and in order for it to be profitable, comp tf2 needs to reach the wider audience interested in competitive gaming.
As a side note, I think the upcoming tf2 comp movie is going to be a great step in that direction. Show that and the i46 Fragumentary to an audience outside of the circlejerk of comp players and tf2 players who actively dislike 6's, and that could bring in a lot of people.
at the next tf2 lan have the two teams get into a brawl, it'll get people talking about comp tf2 "hey you hear those tf2 players are crazy competitive, this guy nursey choked some lil bitch (corsa) out just becuase he thought he had a chance of beating him!"
at the next tf2 lan have the two teams get into a brawl, it'll get people talking about comp tf2 "hey you hear those tf2 players are crazy competitive, this guy nursey choked some lil bitch (corsa) out just becuase he thought he had a chance of beating him!"
real tutorials
basic rules for comp mm
i get that people might want to play "their" class, but basic stuff like having at least one medic in comp should be taught
pubs is like playing soccer with friends with no rules or whatever, but when its "competitive" there should be at least 1 goalkeeper you know what im saying?
real tutorials
basic rules for comp mm
i get that people might want to play "their" class, but basic stuff like having at least one medic in comp should be taught
pubs is like playing soccer with friends with no rules or whatever, but when its "competitive" there should be at least 1 goalkeeper you know what im saying?
AntimoonHonestly, I think if several people came up with a document that showed the dev team how fostering the TF2 competitive scene would be profitable for them, then I think it would become their primary focus. Until that point, it will always take a back seat to things like new skins and hats, because Valve is a business, and at the end of they day, their primary motivation is money.
Been done, didn't work.
[quote=Antimoon]Honestly, I think if several people came up with a document that showed the dev team how fostering the TF2 competitive scene would be profitable for them, then I think it would become their primary focus. Until that point, it will always take a back seat to things like new skins and hats, because Valve is a business, and at the end of they day, their primary motivation is money.[/quote]
Been done, didn't work.
Bring new players into the scene.
Have more devs on the TF2 team
Bring new players into the scene.
Have more devs on the TF2 team