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/r/tf2
61
#61
9 Frags +

every time someone makes this thread we completely forget/ignore the ridiculous shit thats happened because of unlocks in the past. justin's (i think it was him) snakewater last jarate+buschwaka medic drop, double natascha heavy, double gunslinger engi on gpit, QF heavy v QF heavy; the list goes on and on and on and on.

oh, and as far as growing the game and all that shit...tf2 is a pain in the nutsack to watch. we have no minmap, and action at times gets super fast paced, nonstop, and spread out. you have a flank and a combo to watch simultaneously, and you never know when one side or the other is going to commit or go for a play or what have you. any fps with a respawn mechanic that isn't round based like cs is going to be tough to spectate/cast to someone who doesnt already play the game.

take the slow, steady growth we already have, and cultivate it to make sure it continues and we retain as many players as possible each season. we're not gonna be the next dota2, accept it.

every time someone makes this thread we completely forget/ignore the ridiculous shit thats happened because of unlocks in the past. justin's (i think it was him) snakewater last jarate+buschwaka medic drop, double natascha heavy, double gunslinger engi on gpit, QF heavy v QF heavy; the list goes on and on and on and on.

oh, and as far as growing the game and all that shit...tf2 is a pain in the nutsack to watch. we have no minmap, and action at times gets super fast paced, nonstop, and spread out. you have a flank and a combo to watch simultaneously, and you never know when one side or the other is going to commit or go for a play or what have you. any fps with a respawn mechanic that isn't round based like cs is going to be tough to spectate/cast to someone who doesnt already play the game.

take the slow, steady growth we already have, and cultivate it to make sure it continues and we retain as many players as possible each season. we're not gonna be the next dota2, accept it.
62
#62
0 Frags +

All this talk about reaching out to the player base seems a bit misguided. TF2 is one of the most played games on steam, sure, but the majority of the player base is either 11 years old or completely uninterested in playing anything competitively/organized. There just isn't some untapped player base waited to get scooped up. As far as I see, the only way to greatly increase the 6v6 community is with a large prizepool to motivate players from other games to transition.

All this talk about reaching out to the player base seems a bit misguided. TF2 is one of the most played games on steam, sure, but the majority of the player base is either 11 years old or completely uninterested in playing anything competitively/organized. There just isn't some untapped player base waited to get scooped up. As far as I see, the only way to greatly increase the 6v6 community is with a large prizepool to motivate players from other games to transition.
63
#63
2 Frags +

there's no evidence to suggest the playerbase demographic for tf2 is any different than any other game you wish to compare it to

there's no evidence to suggest the playerbase demographic for tf2 is any different than any other game you wish to compare it to
64
#64
1 Frags +
2cthere's no evidence to suggest the playerbase demographic for tf2 is any different than any other game you wish to compare it to

aside from the name choices and sprays of pub players

Show Content
bobby_basketball_1999
[quote=2c]there's no evidence to suggest the playerbase demographic for tf2 is any different than any other game you wish to compare it to[/quote]
aside from the name choices and sprays of pub players
[spoiler]bobby_basketball_1999[/spoiler]
65
#65
-6 Frags +

http://i.imgur.com/tWsfyGh.gif

[img]http://i.imgur.com/tWsfyGh.gif[/img]
66
#66
4 Frags +

I'm sure this is just me but I think watching players whom I don't know but simply are "good" tf2 players is extremely boring. If I watch dota there's so much strategy involved and insane plays can happen. If you watch tf2 watching b4nny get a 3k on scout is like
W0w. I know I'm comparing different genres of games but I simply find TF2 boring to watch. So many games are stalemates and with only one decent rivalry in the game b4nny/plat I just don't bother watching invite tf2 or any other divs.

I'm sure this is just me but I think watching players whom I don't know but simply are "good" tf2 players is extremely boring. If I watch dota there's so much strategy involved and insane plays can happen. If you watch tf2 watching b4nny get a 3k on scout is like
W0w. I know I'm comparing different genres of games but I simply find TF2 boring to watch. So many games are stalemates and with only one decent rivalry in the game b4nny/plat I just don't bother watching invite tf2 or any other divs.
67
#67
0 Frags +

As a pubber, my opinion is that valve doesnt think that making tf2 comp viable would be profitable. they could have done it ages ago, but they rather invested time and money in mvm and cosmetics, because its essentially free money. people pay to play on your servers (rather than playing on dedicated servers, which is 0 dollars for valve) and you can reward them with some random stuff that you didnt even have to make because the community already made it for you. MvM is now even more appealing with the killstreak kits and australium weapons.
On the other hand, how could you profit off from making tf2 comp a huge thing? you would have to pay tons of money on programmers to make a ranked system, a normal matchmaking system, a decent spectator system, you would have to balance the weapons, fix the bugs, you would have to spend a long time analysing the meta and making the game comp viable( as it is without third party rulesets, weapon and class limitations). And after all these things, what would you get? praise from a couple hundred of guys who are playing the game seriously and a huge bill from the workers of the project. Its better for their wallet if they just make the game more fun for the bigger audience, because 10,000 people pay more money than a 1,000.
I think its a little bit too late to convince valve that tf2, a six years old game could be the next big hit. After they found out that the mann co store is the easiest way to profit, they became money hungry. The number of hats were growing at the expense of the games' atmosphere and balance. tf2 was a good ground for experiments for the later valve titles, but it became a money-milking abomination during the process. the community would have to something truly remarkable to convince valve that there better ways to get money than making weapons glittery.

As a pubber, my opinion is that valve doesnt think that making tf2 comp viable would be profitable. they could have done it ages ago, but they rather invested time and money in mvm and cosmetics, because its essentially free money. people pay to play on your servers (rather than playing on dedicated servers, which is 0 dollars for valve) and you can reward them with some random stuff that you didnt even have to make because the community already made it for you. MvM is now even more appealing with the killstreak kits and australium weapons.
On the other hand, how could you profit off from making tf2 comp a huge thing? you would have to pay tons of money on programmers to make a ranked system, a normal matchmaking system, a decent spectator system, you would have to balance the weapons, fix the bugs, you would have to spend a long time analysing the meta and making the game comp viable( as it is without third party rulesets, weapon and class limitations). And after all these things, what would you get? praise from a couple hundred of guys who are playing the game seriously and a huge bill from the workers of the project. Its better for their wallet if they just make the game more fun for the bigger audience, because 10,000 people pay more money than a 1,000.
I think its a little bit too late to convince valve that tf2, a six years old game could be the next big hit. After they found out that the mann co store is the easiest way to profit, they became money hungry. The number of hats were growing at the expense of the games' atmosphere and balance. tf2 was a good ground for experiments for the later valve titles, but it became a money-milking abomination during the process. the community would have to something truly remarkable to convince valve that there better ways to get money than making weapons glittery.
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