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Changes for MatchMaking
121
#121
3 Frags +
Screwballnitethere is a difference between aesthetic design and believable design. things can be painted lime green in the real world. but you never see disembodied partially see-through arms floating in front of you.Pretty certain if i rocket jumped in the real world our set my hat on fire i would die.
Realism has NEVER been a concern with TF2. Gameplay is. Viewmodels blocking my view affect gameplay more than slightly glitched viewmodels. And if they really cared about that they can get to work on all the broken clipping in the game. http://i.imgur.com/CZShNxv.png

are you aware of the concept of suspension of disbelief?

[quote=Screwball][quote=nite]
there is a difference between aesthetic design and believable design. things can be painted lime green in the real world. but you never see disembodied partially see-through arms floating in front of you.[/quote]
Pretty certain if i rocket jumped in the real world our set my hat on fire i would die.
Realism has NEVER been a concern with TF2. Gameplay is. Viewmodels blocking my view affect gameplay more than slightly glitched viewmodels. And if they really cared about that they can get to work on all the broken clipping in the game. http://i.imgur.com/CZShNxv.png[/quote]

are you aware of the concept of suspension of disbelief?
122
#122
6 Frags +

this is a pretty useless argument. viewmodels are used to determine distance with things like melee weapons, if the concept of realism mattered as much as ppl are implying then we shouldn't be having invisible feet, and we definitely shouldn't be able to turn off viewmodels like we currently can

the actual reason is that, past 90, they're obnoxious and ugly, and by that point you should just turn the damn thing off

this is a pretty useless argument. viewmodels are used to determine distance with things like melee weapons, if the concept of realism mattered as much as ppl are implying then we shouldn't be having invisible feet, and we definitely shouldn't be able to turn off viewmodels like we currently can

the actual reason is that, past 90, they're obnoxious and ugly, and by that point you should just turn the damn thing off
123
#123
4 Frags +

Pretty much every modern first-person game has viewmodels locked somewhere between ~70 and ~50. That's no accident; those are the values that are pretty much required to not look like a pile of garbage, especially when the real FOV is capped at similar values.

It's impossible to remove all cases of clipping in a 3D game, especially one with customizable cosmetics like TF2; this doesn't mean that Valve "doesn't care" about aesthetics. Locking the viewmodel_fov is not about "realism" vs "gameplay"; it's about aesthetics. Sure, there are things in TF2 that lower the overall aesthetic quality of the game, but you will look at those things and say "wow that cosmetic is really fucking ugly" and not "wow this game is really fucking ugly".

Pretty much every modern first-person game has viewmodels locked somewhere between ~70 and [b]~50[/b]. That's no accident; those are the values that are pretty much required to not look like a pile of garbage, especially when the real FOV is capped at similar values.

It's impossible to remove all cases of clipping in a 3D game, especially one with customizable cosmetics like TF2; this doesn't mean that Valve "doesn't care" about aesthetics. Locking the viewmodel_fov is not about "realism" vs "gameplay"; it's about aesthetics. Sure, there are things in TF2 that lower the overall aesthetic quality of the game, but you will look at those things and say "wow that cosmetic is really fucking ugly" and not "wow this game is really fucking ugly".
124
#124
6 Frags +
EricPretty much every modern first-person game has viewmodels locked somewhere between ~70 and ~50. That's no accident; those are the values that are pretty much required to not look like a pile of garbage, especially when the real FOV is capped at similar values.

It's impossible to remove all cases of clipping in a 3D game, especially one with customizable cosmetics like TF2; this doesn't mean that Valve "doesn't care" about aesthetics. Locking the viewmodel_fov is not about "realism" vs "gameplay"; it's about aesthetics. Sure, there are things in TF2 that lower the overall aesthetic quality of the game, but you will look at those things and say "wow that cosmetic is really fucking ugly" and not "wow this game is really fucking ugly".

I disagree. Quake and Reflex both have an option to change these values to basically whatever you want them to be, you can hide viewmodels if you don't like them. This is not something "aesthetic", it's a simple customization.

[quote=Eric]Pretty much every modern first-person game has viewmodels locked somewhere between ~70 and [b]~50[/b]. That's no accident; those are the values that are pretty much required to not look like a pile of garbage, especially when the real FOV is capped at similar values.

It's impossible to remove all cases of clipping in a 3D game, especially one with customizable cosmetics like TF2; this doesn't mean that Valve "doesn't care" about aesthetics. Locking the viewmodel_fov is not about "realism" vs "gameplay"; it's about aesthetics. Sure, there are things in TF2 that lower the overall aesthetic quality of the game, but you will look at those things and say "wow that cosmetic is really fucking ugly" and not "wow this game is really fucking ugly".[/quote]
I disagree. Quake and Reflex both have an option to change these values to basically whatever you want them to be, you can hide viewmodels if you don't like them. This is not something "aesthetic", it's a simple customization.
125
#125
-7 Frags +

Quake is also dead Kappa

Quake is also dead Kappa
126
#126
6 Frags +
spammyI disagree. Quake and Reflex both have an option to change these values to basically whatever you want them to be, you can hide viewmodels if you don't like them. This is not something "aesthetic", it's a simple customization.

I suppose the difference is that Quake and Reflex are targeted towards hardcore gamers whereas a lot of tf2 is designed around appealing to a more casual crowd. That's part of the reason why so many tf2 players have always been so negative towards competitive. Now Valve is trying to change that, but they're also going to keep trying to appeal to the more casual players as well.

[quote=spammy]I disagree. Quake and Reflex both have an option to change these values to basically whatever you want them to be, you can hide viewmodels if you don't like them. This is not something "aesthetic", it's a simple customization.[/quote]
I suppose the difference is that Quake and Reflex are targeted towards hardcore gamers whereas a lot of tf2 is designed around appealing to a more casual crowd. That's part of the reason why so many tf2 players have always been so negative towards competitive. Now Valve is trying to change that, but they're also going to keep trying to appeal to the more casual players as well.
127
#127
2 Frags +

I mean CS:GO is sort of targeted towards hardcore gamers and yet the viewmodel_fov limit is 68

You can also use viewmodel_offset_xyz commands to make it farther from the screen though

Here's what the viewmodels in CS:GO look like with viewmodel_fov 68 and viewmodel_offset_xyz commands to make it farther from the screen

http://images.akamai.steamusercontent.com/ugc/309991900848407932/8AF94D7BC5BE78D10382BD7C4CF1D50AC66F6378/

You also can't turn the viewmodels off in CS:GO if anybody was wondering

I mean CS:GO is sort of targeted towards hardcore gamers and yet the viewmodel_fov limit is 68

You can also use viewmodel_offset_xyz commands to make it farther from the screen though

Here's what the viewmodels in CS:GO look like with viewmodel_fov 68 and viewmodel_offset_xyz commands to make it farther from the screen

[img]http://images.akamai.steamusercontent.com/ugc/309991900848407932/8AF94D7BC5BE78D10382BD7C4CF1D50AC66F6378/[/img]

You also can't turn the viewmodels off in CS:GO if anybody was wondering
128
#128
13 Frags +

tbh I couldn't care less what the viewmodels are locked to as long as I can turn them off

tbh I couldn't care less what the viewmodels are locked to as long as I can turn them off
129
#129
12 Frags +
sombrezI mean CS:GO is sort of targeted towards hardcore gamers and yet the viewmodel_fov limit is 68

Viewmodels in CS:GO are considerably less intrusive than they are in TF2.

pazertbh I couldn't care less what settings they lock out as long as they don't lock out the ones i use.

Fixed for you.

[quote=sombrez]I mean CS:GO is sort of targeted towards hardcore gamers and yet the viewmodel_fov limit is 68[/quote]
Viewmodels in CS:GO are considerably less intrusive than they are in TF2.

[quote=pazer]tbh I couldn't care less what settings they lock out as long as they don't lock out the ones i use.[/quote]
Fixed for you.
130
#130
5 Frags +
ScrewballViewmodels in CS:GO are considerably less intrusive than they are in TF2.

you can't turn them off, i'd consider that pretty intrusive

also i'm not going to repeat the argument of "viewmodels look bad with high fov" again, that's already been discussed and explained many times in this thread

[quote=Screwball]Viewmodels in CS:GO are considerably less intrusive than they are in TF2.[/quote]

you can't turn them off, i'd consider that pretty intrusive

also i'm not going to repeat the argument of "viewmodels look bad with high fov" again, that's already been discussed and explained many times in this thread
131
#131
3 Frags +
pazerviewmodels look bad with high fov"

And they look even worse covering 40% of my screen.
Allso that argument doesn't really hold water. Viewmodels look fine at 90 and below. Capping it at 70 is excessively low.

pazeryou can't turn them off, i'd consider that pretty intrusive

CS viewmodels are on the bottom of the screen. TF2 viewmodels are on the center side on some weapons. The RL viewmodel is by FAR more intrusive than anything in CS:GO and personally i wouldnt want to be forced to use the original.

[quote=pazer]viewmodels look bad with high fov"[/quote]
And they look even worse covering 40% of my screen.
Allso that argument doesn't really hold water. Viewmodels look fine at 90 and below. Capping it at 70 is excessively low.
[quote=pazer]you can't turn them off, i'd consider that pretty intrusive[/quote]
CS viewmodels are on the bottom of the screen. TF2 viewmodels are on the center side on some weapons. The RL viewmodel is by FAR more intrusive than anything in CS:GO and personally i wouldnt want to be forced to use the original.
132
#132
3 Frags +
ScrewballViewmodels look fine at 90 and below.

You can see inside of your arms

[quote=Screwball]Viewmodels look fine at 90 and below.[/quote]

You can see inside of your arms
133
#133
0 Frags +
pazerYou can see inside of your arms

That is my problem not Valve's. If i want to see the inside of my arms then let me see the inside of my arms.

[quote=pazer]
You can see inside of your arms[/quote]
That is my problem not Valve's. If i want to see the inside of my arms then let me see the inside of my arms.
134
#134
7 Frags +

There has already been a huge explanation of how valve wants to standardize the look of the game for streams etc...

There has already been a huge explanation of how valve wants to standardize the look of the game for streams etc...
135
#135
5 Frags +
pazerThere has already been a huge explanation of how valve wants to standardize the look of the game for streams etc...

If they want to do that they can at least put the effort in to make the viewmodels less intrusive before forcing it down my throat.

[quote=pazer]There has already been a huge explanation of how valve wants to standardize the look of the game for streams etc...[/quote]
If they want to do that they can at least put the effort in to make the viewmodels less intrusive before forcing it down my throat.
136
#136
1 Frags +

I would like to not get an Abandon for playing a full match. It happened to me last game and a friend of mine a few games ago.

I would like to not get an Abandon for playing a full match. It happened to me last game and a friend of mine a few games ago.
137
#137
5 Frags +

-Use X/minute stats instead of totals on scoreboards and for assigning badges. Right now, you can play a short game where everyone on your team plays really well and get no badges, while a long game where people don't do much of anything nets golds across the board. Better to use DPM instead of total damage, KPM instead of overall kills, etc.

-The community has been playtesting and updating these maps for 10 years. Why am I playing on cp_viaduct with the snow and the crazy sniper lines when a better version exists?

-Hopefully the finished version will have either a "Queue for X maps" or a map vote at the start of the round (similar to CSGO). This will allow Valve to look at stats for which maps are popular and which need to be changed.

BTW, I saw someone mention paying for a MM pass in another thread. They aren't planning on charging for this, are they?

Right now, it looks a lot like they're imitating Blizzard (closed betas, stress tests, and forced hype; limiting user decisions regarding UI; hugbox scoreboards; misguided balance ideas). It's a strange path for Valve to go down and I hope to see some of the old Valve design philosophy creeping in as this gets closer to release.

-Use X/minute stats instead of totals on scoreboards and for assigning badges. Right now, you can play a short game where everyone on your team plays really well and get no badges, while a long game where people don't do much of anything nets golds across the board. Better to use DPM instead of total damage, KPM instead of overall kills, etc.

-The community has been playtesting and updating these maps for 10 years. Why am I playing on cp_viaduct with the snow and the crazy sniper lines when a better version exists?

-Hopefully the finished version will have either a "Queue for X maps" or a map vote at the start of the round (similar to CSGO). This will allow Valve to look at stats for which maps are popular and which need to be changed.

BTW, I saw someone mention paying for a MM pass in another thread. They aren't planning on charging for this, are they?

Right now, it looks a lot like they're imitating Blizzard (closed betas, stress tests, and forced hype; limiting user decisions regarding UI; hugbox scoreboards; misguided balance ideas). It's a strange path for Valve to go down and I hope to see some of the old Valve design philosophy creeping in as this gets closer to release.
138
#138
2 Frags +

I keep getting a queue priority ban. It says its safe to leave and I hit leave and I'm banned. Happened twice. First time was to a game that never started, second was after the round was over. So lame.

I keep getting a queue priority ban. It says its safe to leave and I hit leave and I'm banned. Happened twice. First time was to a game that never started, second was after the round was over. So lame.
139
#139
1 Frags +
Bentomat
-Hopefully the finished version will have either a "Queue for X maps" or a map vote at the start of the round (similar to CSGO). This will allow Valve to look at stats for which maps are popular and which need to be changed.

CSGO doesn't have a voting system. You queue for specific maps.

[quote=Bentomat]

-Hopefully the finished version will have either a "Queue for X maps" or a map vote at the start of the round (similar to CSGO). This will allow Valve to look at stats for which maps are popular and which need to be changed.

[/quote]

CSGO doesn't have a voting system. You queue for specific maps.
140
#140
3 Frags +

Better anti-cheat. Played in three nights worth, ran in to three hackers so far.

Better anti-cheat. Played in three nights worth, ran in to three hackers so far.
141
#141
1 Frags +
NewbieMcNewbfaceBetter anti-cheat. Played in three nights worth, ran in to three hackers so far.

It will be a huge hack fest if valve doesn't at least implement an overwatch system.

[quote=NewbieMcNewbface]Better anti-cheat. Played in three nights worth, ran in to three hackers so far.[/quote]

It will be a huge hack fest if valve doesn't at least implement an overwatch system.
142
#142
2 Frags +

Pretty sure you're gonna have to pay for a pass to get into matchmaking when it comes out.

Pretty sure you're gonna have to pay for a pass to get into matchmaking when it comes out.
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