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TF2 update for 7/28/16
91
#91
14 Frags +

The issue is not entirely the viewmodels. To me at least the core of the issue is Valves fixation on viewmodels as an issue. There are so many other things that need to be fixed, as someone already took two posts to lay out, and Valve decided to stop a small community of players from using custom animations to play the game how they have played it and wish to continue to play it. I personally love the minimum viewmodels, they dont mess with my head at all, but what I do not like is that Valve has devoted time and effort to stopping this issue instead of other bigger issues that have already been pointed out.

The issue is not entirely the viewmodels. To me at least the core of the issue is Valves fixation on viewmodels as an issue. There are so many other things that need to be fixed, as someone already took two posts to lay out, and Valve decided to stop a small community of players from using custom animations to play the game how they have played it and wish to continue to play it. I personally love the minimum viewmodels, they dont mess with my head at all, but what I do not like is that Valve has devoted time and effort to stopping this issue instead of other bigger issues that have already been pointed out.
92
#92
-4 Frags +
MR_SLINmousiopeMR_SLINi don't think viewmodels are really worth complaining about. if they started enforcing this viewmodel thing in pugs/leagues/comp then it might be an issue worth complaining about but this doesn't affect a majority of the playerbase so i don't think TFTV complaining about it is going to fix anything. most people who play TF2 play with viewmodels on -- this shouldn't surprise you. the developers have taken a hard stance on this and are making it clear that they want to have a common experience for all players in their system.

viewmodel offsets, weapon minmode, etc. these are good compromises i think.

so you have now :
viewmodels off
viewmodels on range 54 to 70 (or 1 to 180)
min_viewmodels range 54 to 70
world viewmodels
tf_viewmodels_offset_override x y z (cheats on needed for this one atm but im guessing it was introduced with a purpose)
how is this a common stance for all players in the system ?
its the same as with the ruleset, theres a ton of different leagues with different rulesets and the solution they propose in MM is no rules whatsoever and fingers crossed hoping this thing evolves into a competitive game.
Let´s attract players (hat hoarders) to MM with contracts with promises of skins and hats and not because its fun and exciting to actually play the damm game.
You're making it more complicated than it needs to be. Viewmodels off and offset override are not available in comp matchmaking. So the only options are:

1) Viewmodels with a slider
2) Minmode

Every player in the game should be able to figure it out from there. I'm only suggesting override as a possible option because it's available in CSGO and it hasn't been that confusing for users.

And I agree with you, TF2 is a fun game to play so why is everyone all up in arms about viewmodels? They're not that hard to figure out and if you can't hide the viewmodels you won't die. TF2 is still fun even with viewmodels on.

viewmodels off are now available in comp
why force settings in comp and make it different than anything else ?
isnt the plan standardization of the whole tf2 ecosystem ? why create a different ecosystem with diferent settings and different standarts ?
because of streams ???? so you cant stream anything else other than comp ? they could learn a thing or two from the tf2 classic developpers, where if you have viewmodels off, the weapon you`re using appears near your ammo.
If ppl are confused to why your weapons dont appear ingame, they´re probably completely new to the game and their opinion is a bit less valuable imo.
I think new players have a harder time when they get matched on a different continent vs higher ranks (15´s to 18´s) and get discouraged because they get rolled and dont completely understand why, and eventually give up MM because its unatractive and not fun for them, saw it first hand the other day, bunch of friends newbies tried MM to only eventually give up because ot the reasons mentioned above.

[quote=MR_SLIN][quote=mousiope][quote=MR_SLIN]i don't think viewmodels are really worth complaining about. if they started enforcing this viewmodel thing in pugs/leagues/comp then it might be an issue worth complaining about but this doesn't affect a majority of the playerbase so i don't think TFTV complaining about it is going to fix anything. most people who play TF2 play with viewmodels on -- this shouldn't surprise you. the developers have taken a hard stance on this and are making it clear that they want to have a common experience for all players in their system.

viewmodel offsets, weapon minmode, etc. these are good compromises i think.[/quote]

so you have now :
viewmodels off
viewmodels on range 54 to 70 (or 1 to 180)
min_viewmodels range 54 to 70
world viewmodels
tf_viewmodels_offset_override x y z (cheats on needed for this one atm but im guessing it was introduced with a purpose)
how is this a common stance for all players in the system ?
its the same as with the ruleset, theres a ton of different leagues with different rulesets and the solution they propose in MM is no rules whatsoever and fingers crossed hoping this thing evolves into a competitive game.
Let´s attract players (hat hoarders) to MM with contracts with promises of skins and hats and not because its fun and exciting to actually play the damm game.[/quote]
You're making it more complicated than it needs to be. Viewmodels off and offset override are not available in comp matchmaking. So the only options are:

1) Viewmodels with a slider
2) Minmode

Every player in the game should be able to figure it out from there. I'm only suggesting override as a possible option because it's available in CSGO and it hasn't been that confusing for users.

And I agree with you, TF2 is a fun game to play so why is everyone all up in arms about viewmodels? They're not that hard to figure out and if you can't hide the viewmodels you won't die. TF2 is still fun even with viewmodels on.[/quote]

viewmodels off are now available in comp
why force settings in comp and make it different than anything else ?
isnt the plan standardization of the whole tf2 ecosystem ? why create a different ecosystem with diferent settings and different standarts ?
because of streams ???? so you cant stream anything else other than comp ? they could learn a thing or two from the tf2 classic developpers, where if you have viewmodels off, the weapon you`re using appears near your ammo.
If ppl are confused to why your weapons dont appear ingame, they´re probably completely new to the game and their opinion is a bit less valuable imo.
I think new players have a harder time when they get matched on a different continent vs higher ranks (15´s to 18´s) and get discouraged because they get rolled and dont completely understand why, and eventually give up MM because its unatractive and not fun for them, saw it first hand the other day, bunch of friends newbies tried MM to only eventually give up because ot the reasons mentioned above.
93
#93
-20 Frags +

 

 
94
#94
-3 Frags +

Just run a multi monitor display to fix fov ;P

Just run a multi monitor display to fix fov ;P
95
#95
8 Frags +

How about Valve stop alienating the community that has been wanting this since forever, who will put the most time into competitive, have put the most time into competitive outside of matchmaking and have put so much fucking money into competitive.
Like 99% of the players above 2,000 hours on this game are competitive players and anyone over 4,000 is no doubt competitive.
It makes no sense considering how much the comp community has put into this game.
:))))

How about Valve stop alienating the community that has been wanting this since forever, who will put the most time into competitive, have put the most time into competitive outside of matchmaking and have put so much fucking money into competitive.
Like 99% of the players above 2,000 hours on this game are competitive players and anyone over 4,000 is no doubt competitive.
It makes no sense considering how much the comp community has put into this game.
:))))
96
#96
32 Frags +
ShooshLike 99% of the players above 2,000 hours on this game are competitive players and anyone over 4,000 is no doubt competitive.

You're underestimating the ammount of keen pubbers though.

[quote=Shoosh]Like 99% of the players above 2,000 hours on this game are competitive players and anyone over 4,000 is no doubt competitive.[/quote]
You're underestimating the ammount of keen pubbers though.
97
#97
-7 Frags +
shorasShooshLike 99% of the players above 2,000 hours on this game are competitive players and anyone over 4,000 is no doubt competitive.You're underestimating the ammount of keen pubbers though.

pubbers, like they give a fuck about or have played comp

[quote=shoras][quote=Shoosh]Like 99% of the players above 2,000 hours on this game are competitive players and anyone over 4,000 is no doubt competitive.[/quote]
You're underestimating the ammount of keen pubbers though.[/quote]
pubbers, like they give a fuck about or have played comp
98
#98
5 Frags +

I don't think locked viewmodels in comp matchmaking is that important. In addition, Valve has (through b4nny) explained their reasoning, and even if we don't all agree with it, there is some sense. TF2 needs to be as attractive as possible to potential players when they see it being played, and valve want to make money off skins.

I think a far more important issue with competitive matchmaking is the in-game voice communication. It has unacceptable latency (not even factoring in ping) and the quality is very poor. The latency is especially important.

An example where this is very harmful is a medic being flanked by a scout, his/her pocket doesn't realize. The medic says over voice "Help, scout on me!" But in the time it takes for the pocket to hear that, the scout can take multiple shots, and kill the medic before the pocket fights back if he hits his shots.

Competitive TF2 is (apart from stalemates) very fast paced and fluid, and relies heavily on knowing where your teammates are. The poor quality and latency of in-game voice chat doesn't encourage communication- when your entire team in matchmaking is silent, it's very frustrating because you almost feel like you're playing alone.

So, TF2 team, I hope you're reading this- it would be hugely beneficial to both competitive and casual to improve the quality of voice chat.

And to my fellow players, let's stop focusing on just the one subject of config restrictions. Let's talk about other important issues, like this one.

I don't think locked viewmodels in comp matchmaking is that important. In addition, Valve has (through b4nny) explained their reasoning, and even if we don't all agree with it, there is some sense. TF2 needs to be as attractive as possible to potential players when they see it being played, and valve want to make money off skins.

I think a far more important issue with competitive matchmaking is the in-game voice communication. It has unacceptable latency (not even factoring in ping) and the quality is very poor. The latency is especially important.

An example where this is very harmful is a medic being flanked by a scout, his/her pocket doesn't realize. The medic says over voice "Help, scout on me!" But in the time it takes for the pocket to hear that, the scout can take multiple shots, and kill the medic before the pocket fights back if he hits his shots.

Competitive TF2 is (apart from stalemates) very fast paced and fluid, and relies heavily on knowing where your teammates are. The poor quality and latency of in-game voice chat doesn't encourage communication- when your entire team in matchmaking is silent, it's very frustrating because you almost feel like you're playing alone.

So, TF2 team, I hope you're reading this- it would be hugely beneficial to both competitive and casual to improve the quality of voice chat.

And to my fellow players, let's stop focusing on just the one subject of config restrictions. Let's talk about other important issues, like this one.
99
#99
10 Frags +
Shooshpubbers, like they give a fuck about or have played comp

Exactly. We want them to. That's the goal

[quote=Shoosh]pubbers, like they give a fuck about or have played comp[/quote]

Exactly. We want them to. That's the goal
100
#100
3 Frags +

 

 
101
#101
15 Frags +

god forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some support

god forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some support
102
#102
3 Frags +
mousiopegod forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some support

I remember a time where there wasn't even mp_tournament mode, that was brought in by demand of the early competitive scene, just like cvars for criticals and random spread etc. So it's not 0 support. Just very basic.

[quote=mousiope]god forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some support[/quote]

I remember a time where there wasn't even mp_tournament mode, that was brought in by demand of the early competitive scene, just like cvars for criticals and random spread etc. So it's not 0 support. Just very basic.
103
#103
2 Frags +
Citricit would be hugely beneficial to both competitive and casual to improve the quality of voice chat.

ffs CS:GO's codec was crap and they updated it so the voice transmission is clear and very low-latency, why the hell can't they just copypaste it into tf2?? i mean cs:go's engine is modified but it's still Source so what's the problem??
then again, why couldn't they reuse the basic principles of matchmaking from it, like normal server picking so you dont have 9000 ping and, you know, RANK CALIBRATION??

[quote=Citric]it would be hugely beneficial to both competitive and casual to improve the quality of voice chat.
[/quote]

ffs CS:GO's codec was crap and they updated it so the voice transmission is clear and very low-latency, why the hell can't they just copypaste it into tf2?? i mean cs:go's engine is modified but it's still Source so what's the problem??
then again, why couldn't they reuse the basic principles of matchmaking from it, like normal server picking so you dont have 9000 ping and, you know, RANK CALIBRATION??
104
#104
2 Frags +

If they want the game to look good then why did they make min viewmodels so ugly? Also if any of you find anything similar to yttrium's idea keep it between you and friends.

If they want the game to look good then why did they make min viewmodels so ugly? Also if any of you find anything similar to yttrium's idea keep it between you and friends.
105
#105
5 Frags +

 

 
106
#106
2 Frags +
Pvt_ParrotCitricit would be hugely beneficial to both competitive and casual to improve the quality of voice chat.i mean cs:go's engine is modified but it's still Source so what's the problem??
then again, why couldn't they reuse the basic principles of matchmaking from it, like normal server picking so you dont have 9000 ping and, you know, RANK CALIBRATION??

Because while TF2 and CSGO are both Source engine they are very different versions of source, you can't just copy + paste it. That's why they couldn't just copy CSGO's matchmaking system and change it for TF2, they had to develop it on their own.

[quote=Pvt_Parrot][quote=Citric]it would be hugely beneficial to both competitive and casual to improve the quality of voice chat.
[/quote]
i mean cs:go's engine is modified but it's still Source so what's the problem??
then again, why couldn't they reuse the basic principles of matchmaking from it, like normal server picking so you dont have 9000 ping and, you know, RANK CALIBRATION??[/quote]

Because while TF2 and CSGO are both Source engine they are very different versions of source, you can't just copy + paste it. That's why they couldn't just copy CSGO's matchmaking system and change it for TF2, they had to develop it on their own.
107
#107
3 Frags +
Snowshoemousiopegod forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some supporttbh I'm curious why viewmodels is the biggest issue in comp matchmaking right now and not the fact there are no class limits, weapon bans, map selection, you know things that have been in comp tf2 for years

no class limits and weapon bans/rebalances for competitive with ample time from the beta was the worst thing. also why can i not choose what map to play when there are shit maps like swiftwater, gorge, and vanguard? I get that there arent very many players but a hell of a lot more people would play without these awful choices for the format.

to be honest min viewmodels with 70 fov barely blocks anything anyways.

[quote=Snowshoe][quote=mousiope]god forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some support[/quote]
tbh I'm curious why viewmodels is the biggest issue in comp matchmaking right now and not the fact there are no class limits, weapon bans, map selection, you know things that have been in comp tf2 for years[/quote]
no class limits and weapon bans/rebalances for competitive with ample time from the beta was the worst thing. also why can i not choose what map to play when there are shit maps like swiftwater, gorge, and vanguard? I get that there arent very many players but a hell of a lot more people would play without these awful choices for the format.

to be honest min viewmodels with 70 fov barely blocks anything anyways.
108
#108
0 Frags +
Snowshoemousiopegod forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some supporttbh I'm curious why viewmodels is the biggest issue in comp matchmaking right now and not the fact there are no class limits, weapon bans, map selection, you know things that have been in comp tf2 for years

viewmodels are not an issue anymore i just think the path they re taking to standartization is weird to say the least and that they´re actually focusing on the wrong things, instead of actually focusing on real issues with real priorities

[quote=Snowshoe][quote=mousiope]god forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some support[/quote]
tbh I'm curious why viewmodels is the biggest issue in comp matchmaking right now and not the fact there are no class limits, weapon bans, map selection, you know things that have been in comp tf2 for years[/quote]


viewmodels are not an issue anymore i just think the path they re taking to standartization is weird to say the least and that they´re actually focusing on the wrong things, instead of actually focusing on real issues with real priorities
109
#109
37 Frags +
Twiggyand yet valve reacts to yttrium's job when a "very small" portion of the playerbase cares enough to use it ;)

daily reminder that valve is so angry about my hidden viewmodels and spent so much time trying to get fix them and anger both their casual and comp communities by removing viewmodel animations altogether...

when they still haven't fixed the fucking 120 fov exploit that undeniably gives you a real competitive advantage.

http://i.imgur.com/hcqU3y8.jpg

[quote=Twiggy]and yet valve reacts to yttrium's job when a "very small" portion of the playerbase cares enough to use it ;)[/quote]
daily reminder that valve is so angry about my hidden viewmodels and spent so much time trying to get fix them and anger both their casual and comp communities by removing viewmodel animations altogether...

when they still haven't fixed the fucking 120 fov exploit that [i]undeniably[/i] gives you a real competitive advantage.

[img]http://i.imgur.com/hcqU3y8.jpg[/img]
110
#110
5 Frags +
yttriumdaily reminder that valve is so angry about my hidden viewmodels and spent so much time trying to get fix them and anger both their casual and comp communities by removing viewmodel animations altogether...

when they still haven't fixed the fucking 120 fov exploit that undeniably gives you a real competitive advantage.

http://i.imgur.com/hcqU3y8.jpg

Even I fixed that in my plugin....

https://github.com/Miggthulu/IntegriTF2/blob/2.0/integriTF2.sp#L79


ConVar g_CvarTeleFovStart;
ConVar g_CvarTeleFovTime;

int g_TeleFovStart = 90;

void initConVar(ConVar convar)
{
	if (convar == INVALID_HANDLE)
		return;
	convar.AddChangeHook(OnConVarChanged);
	resetConVar(convar);
}

void resetConVar(ConVar convar)
{
	if (convar == g_CvarTeleFovStart)
	{
		// if convar is TeleFovStart, change to 90 from default of 120
		// the exploit allows users to keep 120 after teleporting
		convar.SetInt(g_TeleFovStart, true, true);
	}
	else if (convar == g_CvarDroppedWeaponLifetime)
		convar.SetInt(0, true, true);
	else
		convar.RestoreDefault(true, true);
}

public void OnPluginStart()
{
g_CvarTeleFovStart = FindConVar("tf_teleporter_fov_start");
	g_CvarTeleFovTime = FindConVar("tf_teleporter_fov_time");
	initConVar(g_CvarTeleFovStart);
	initConVar(g_CvarTeleFovTime);
}

public void OnConVarChanged(ConVar convar, char[] oldValue, char[] newValue)
{
	char convarDefault[CVAR_MAXLEN];
	char convarName[CVAR_MAXLEN];
	convar.GetDefault(convarDefault, sizeof(convarDefault));
	convar.GetName(convarName, sizeof(convarName));

	if (convar == g_CvarTeleFovStart)
	{
		IntToString(g_TeleFovStart, convarDefault, sizeof(convarDefault));
	}
	else if (convar == g_CvarDroppedWeaponLifetime)
	{
		IntToString(g_DroppedWeaponLifetime, convarDefault, sizeof(convarDefault));
	}

	if (StringToInt(convarDefault) != StringToInt(newValue))
	{
		PrintToChatAll("[IntegriTF2] Attempt to change cvar %s to %s (looking for %s), reverting changes...", convarName, newValue, convarDefault);
		resetConVar(convar);
	}
}
[quote=yttrium]
daily reminder that valve is so angry about my hidden viewmodels and spent so much time trying to get fix them and anger both their casual and comp communities by removing viewmodel animations altogether...

when they still haven't fixed the fucking 120 fov exploit that [i]undeniably[/i] gives you a real competitive advantage.

[img]http://i.imgur.com/hcqU3y8.jpg[/img][/quote]

Even I fixed that in my plugin....

https://github.com/Miggthulu/IntegriTF2/blob/2.0/integriTF2.sp#L79

[code]

ConVar g_CvarTeleFovStart;
ConVar g_CvarTeleFovTime;

int g_TeleFovStart = 90;

void initConVar(ConVar convar)
{
if (convar == INVALID_HANDLE)
return;
convar.AddChangeHook(OnConVarChanged);
resetConVar(convar);
}

void resetConVar(ConVar convar)
{
if (convar == g_CvarTeleFovStart)
{
// if convar is TeleFovStart, change to 90 from default of 120
// the exploit allows users to keep 120 after teleporting
convar.SetInt(g_TeleFovStart, true, true);
}
else if (convar == g_CvarDroppedWeaponLifetime)
convar.SetInt(0, true, true);
else
convar.RestoreDefault(true, true);
}

public void OnPluginStart()
{
g_CvarTeleFovStart = FindConVar("tf_teleporter_fov_start");
g_CvarTeleFovTime = FindConVar("tf_teleporter_fov_time");
initConVar(g_CvarTeleFovStart);
initConVar(g_CvarTeleFovTime);
}

public void OnConVarChanged(ConVar convar, char[] oldValue, char[] newValue)
{
char convarDefault[CVAR_MAXLEN];
char convarName[CVAR_MAXLEN];
convar.GetDefault(convarDefault, sizeof(convarDefault));
convar.GetName(convarName, sizeof(convarName));

if (convar == g_CvarTeleFovStart)
{
IntToString(g_TeleFovStart, convarDefault, sizeof(convarDefault));
}
else if (convar == g_CvarDroppedWeaponLifetime)
{
IntToString(g_DroppedWeaponLifetime, convarDefault, sizeof(convarDefault));
}

if (StringToInt(convarDefault) != StringToInt(newValue))
{
PrintToChatAll("[IntegriTF2] Attempt to change cvar %s to %s (looking for %s), reverting changes...", convarName, newValue, convarDefault);
resetConVar(convar);
}
}
[/code]
111
#111
1 Frags +
Snowshoemousiopegod forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some supporttbh I'm curious why viewmodels is the biggest issue in comp matchmaking right now and not the fact there are no class limits, weapon bans, map selection, you know things that have been in comp tf2 for years

because it's the easiest thing to change/get rid of. I highly doubt anyone would complain about it if suddenly they got rid of their stupid restrictions to viewmodels.

[quote=Snowshoe][quote=mousiope]god forbid they take advice by watching the actual competitive scene, that has developped and been around with 0 of their support, and actually give it some support[/quote]
tbh I'm curious why viewmodels is the biggest issue in comp matchmaking right now and not the fact there are no class limits, weapon bans, map selection, you know things that have been in comp tf2 for years[/quote]

because it's the easiest thing to change/get rid of. I highly doubt anyone would complain about it if suddenly they got rid of their stupid restrictions to viewmodels.
112
#112
7 Frags +

https://www.youtube.com/watch?v=7FHWArVjR5c

[youtube]https://www.youtube.com/watch?v=7FHWArVjR5c[/youtube]
113
#113
2 Frags +
Gizmohttps://www.youtube.com/watch?v=7FHWArVjR5c

Not anymore. However it was possible before this patch according to Yttrium

http://puu.sh/qjN7M/d84f28f6b7.png

[quote=Gizmo][youtube]https://www.youtube.com/watch?v=7FHWArVjR5c[/youtube][/quote]

Not anymore. However it was possible before this patch according to Yttrium
[img]http://puu.sh/qjN7M/d84f28f6b7.png[/img]
114
#114
6 Frags +

still no class limits :(

still no class limits :(
115
#115
11 Frags +
ShooshLike 99% of the players above 2,000 hours on this game are competitive players and anyone over 4,000 is no doubt competitive.

http://i.imgur.com/pQKuOFU.png

[quote=Shoosh]
Like 99% of the players above 2,000 hours on this game are competitive players and anyone over 4,000 is no doubt competitive.
[/quote]

[img]http://i.imgur.com/pQKuOFU.png[/img]
116
#116
38 Frags +

Jill runs a community server, actively browses TF.TV, and has shown interest in working with the 6s community where possible. He's not 100% but he's definitely aware that we exist. If I had to guess there's a lot of different directions at valve that are being pulled from and that's splintering the dev focus. Jill seems to be trying to get MM working as best he can, and Eric gets the updates out, but we don't know anyone in between. There's likely an art guy (not important), a programmer (McJohn?), and another game manager (important), and everyone kind of has to be on the same page here. The main goal seems to be get MM playable, viewable, and streamable. The project managers are the ones saying what needs to be done, the art guy fucks around with the HUD all day, and we're waiting on like one or two programmers to really work their way through what is likely a huge list of changes that only they can work on. Even if Jill is locking them in a sweatshop and telling them they can't come out until we esports bois they have to run through half a million dev versions of minor things before it can really get a public build, and they can't really justify dev time being spent on weapon changes when they still need to work on the backend.

This doesn't excuse the absolutely horrible time table for release though. MM shouldn't have been released yet, but I guess community pressure forced their hand idk. Trying to discredit them as not playing the game is silly tho.

Jill runs a community server, actively browses TF.TV, and has shown interest in working with the 6s community where possible. He's not 100% but he's definitely aware that we exist. If I had to guess there's a lot of different directions at valve that are being pulled from and that's splintering the dev focus. Jill seems to be trying to get MM working as best he can, and Eric gets the updates out, but we don't know anyone in between. There's likely an art guy (not important), a programmer (McJohn?), and another game manager (important), and everyone kind of has to be on the same page here. The main goal seems to be get MM playable, viewable, and streamable. The project managers are the ones saying what needs to be done, the art guy fucks around with the HUD all day, and we're waiting on like one or two programmers to really work their way through what is likely a [i]huge[/i] list of changes that only they can work on. Even if Jill is locking them in a sweatshop and telling them they can't come out until we esports bois they have to run through half a million dev versions of minor things before it can really get a public build, and they can't really justify dev time being spent on weapon changes when they still need to work on the backend.

This doesn't excuse the absolutely horrible time table for release though. MM shouldn't have been released yet, but I guess community pressure forced their hand idk. Trying to discredit them as not playing the game is silly tho.
117
#117
5 Frags +

What'd be nice is if they communicated with us, like acknowledging the retarded amount of cheaters that have been almost completely unpunished and what they will/want to do about them, or officially stating why they want to force viewmodels, or why they refuse to talk about class limits.

Honestly just something from them would be reassuring.

What'd be nice is if they communicated with us, like acknowledging the retarded amount of cheaters that have been almost completely unpunished and what they will/want to do about them, or officially stating why they want to force viewmodels, or why they refuse to talk about class limits.

Honestly just something from them would be reassuring.
118
#118
-6 Frags +
_KermitWhat'd be nice is if they communicated with us
Honestly just something from them would be reassuring.

http://www.teamfortress.com/post.php?id=22797
http://www.teamfortress.com/post.php?id=23062
They are communicating with us. Maybe not as much as we would like, but don't pretend like they aren't doing anything.
https://youtu.be/Fwv1G3WFSfI?t=33m43s

[quote=_Kermit]What'd be nice is if they communicated with us
Honestly just something from them would be reassuring.[/quote]

[url=http://www.teamfortress.com/post.php?id=22797]http://www.teamfortress.com/post.php?id=22797[/url]
[url=http://www.teamfortress.com/post.php?id=23062]http://www.teamfortress.com/post.php?id=23062[/url]
They are communicating with us. Maybe not as much as we would like, but don't pretend like they aren't doing anything.
[url=https://youtu.be/Fwv1G3WFSfI?t=33m43s]https://youtu.be/Fwv1G3WFSfI?t=33m43s[/url]
119
#119
0 Frags +
JoesMonkeyLand_KermitWhat'd be nice is if they communicated with us
Honestly just something from them would be reassuring.

http://www.teamfortress.com/post.php?id=22797
http://www.teamfortress.com/post.php?id=23062
They are communicating with us. Maybe not as much as we would like, but don't pretend like they aren't doing anything.
https://youtu.be/Fwv1G3WFSfI?t=33m43s

i think he means communicating about the problems we are very concerned about, like how they handled casual. them doing it in this order could have something to do with casual being the main playerbase of tf2 and wanting to fix that, but a blogpost like what they did with casual about competitive and all the shit related to that would be nice

[quote=JoesMonkeyLand][quote=_Kermit]What'd be nice is if they communicated with us
Honestly just something from them would be reassuring.[/quote]

[url=http://www.teamfortress.com/post.php?id=22797]http://www.teamfortress.com/post.php?id=22797[/url]
[url=http://www.teamfortress.com/post.php?id=23062]http://www.teamfortress.com/post.php?id=23062[/url]
They are communicating with us. Maybe not as much as we would like, but don't pretend like they aren't doing anything.
[url=https://youtu.be/Fwv1G3WFSfI?t=33m43s]https://youtu.be/Fwv1G3WFSfI?t=33m43s[/url][/quote]
i think he means communicating about the problems we are very concerned about, like how they handled casual. them doing it in this order could have something to do with casual being the main playerbase of tf2 and wanting to fix that, but a blogpost like what they did with casual about competitive and all the shit related to that would be nice
120
#120
3 Frags +
JoesMonkeyLand_KermitWhat'd be nice is if they communicated with us
Honestly just something from them would be reassuring.

http://www.teamfortress.com/post.php?id=22797
http://www.teamfortress.com/post.php?id=23062
They are communicating with us. Maybe not as much as we would like, but don't pretend like they aren't doing anything.
https://youtu.be/Fwv1G3WFSfI?t=33m43s

It's still not enough. Two spaced out blog posts and a video from 2 years ago about the general communication ethic from valve are not reassuring, especially since the updates we ARE getting are focusing on things that at the moment (viewmodels restrictions, hat particles, cloak bug fixing for character models with spy when he's disguised), have far less importance when compared to say, the disgusting amount of hackers present, or the fact that the voice codec is terrible and delayed, or even the fact that the options that brand new players start off with in the game are godawful (75 FOV, no hit-sounds or actually visible damage numbers).

It doesn't really matter if Jill and Eric read every post on the forum. Unless they are actively talking back and forth with us, telling us what they can, cannot and will not do, none of it matters in the slightest.

[quote=JoesMonkeyLand][quote=_Kermit]What'd be nice is if they communicated with us
Honestly just something from them would be reassuring.[/quote]

[url=http://www.teamfortress.com/post.php?id=22797]http://www.teamfortress.com/post.php?id=22797[/url]
[url=http://www.teamfortress.com/post.php?id=23062]http://www.teamfortress.com/post.php?id=23062[/url]
They are communicating with us. Maybe not as much as we would like, but don't pretend like they aren't doing anything.
[url=https://youtu.be/Fwv1G3WFSfI?t=33m43s]https://youtu.be/Fwv1G3WFSfI?t=33m43s[/url][/quote]
It's still not enough. Two spaced out blog posts and a video from 2 years ago about the general communication ethic from valve are not reassuring, especially since the updates we ARE getting are focusing on things that at the moment (viewmodels restrictions, hat particles, cloak bug fixing for character models with spy when he's disguised), have far less importance when compared to say, the disgusting amount of hackers present, or the fact that the voice codec is terrible and delayed, or even the fact that the options that brand new players start off with in the game are godawful (75 FOV, no hit-sounds or actually visible damage numbers).

It doesn't really matter if Jill and Eric read every post on the forum. Unless they are actively talking back and forth with us, telling us what they can, cannot and will not do, none of it matters in the slightest.
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