Valve released the TF2 SDK in February, and immediately we all jumped in on a conversation about our own version of the game, but with blackjack and hookers improving the game on all fronts to better suit our needs, whatever those needs were. This conversation wasn’t even new, competitive-focused mods have been talked about for almost 12 years now, at least from what I can find in TFTV discussions.
More recently than the release of the SDK comes a wallhack exploit that was publicized, with steps on how to achieve it, to perfectly bypass sv_pure limitations. Unfortunately, we now know that Valve in their latest large patch since then has not addressed it, just like they did not address the spy decloak bug that also had a step-by-step guide written for it (6 years ago!). While I think it was the right decision to publicize this exploit, it makes plain the continued pattern of Valve not caring about game-breaking exploits, which is clear to anybody who frequents this forum.
That should have been some sort of rallying point. Instead, people got caught up in discussing the philosophies of exposing exploits to the public, rather than what we should have been focusing on: legitimate fixes from and for our community in the form of our own promod that actually addresses our very real problems.
The downsides of forum discussion become very clear, very quickly when you try to read through everybody’s opinions and ideas. We get stuck in endless “what ifs” that lack any real scope (and sometimes, merit) and spend our time debating the boogeyman of the week instead of narrowing down our ideas to qualitative goals. Questions that need answers get buried by rebalancing offclasses, adding tutorials, remaking matchmaking or hosting pugs some nebulous new service, giving pyro a lightning gun, whatever. Meanwhile, we’re still stuck with an inconsistent experience that we actually have the power to fix.
This, just like the time before and the time before that, can be a wakeup call to focus on something that really matters, which is a fork of TF2 that is consistent, fixes what Valve clearly won’t, and gives the people who push the game forward the tools they need without reinventing from the ground up. Mastercomms just did this with TC2’s summer patch, and it looks amazing. Is that a jumping off point, or even a blueprint?
I’m not saying I have answers for who codes, funds, or maintains the crazy amount of work that a project like this would entail. I just wish we wouldn’t spin our wheels for a decade arguing over making a third global whitelist or anything that isn’t making our experience realistically any better. We’re playing the game now, why don’t we want to make the one we have stable instead of daydreaming about a totally different one?