Zane"being exploited"
its hard to respect valve as a developer when they purposely restrict game commands that decrease the user experience and then instead of adjusting to backlash and playerbase developments they simply ignore the users and restrict it further
its hard to respect valve as a developer when they purposely restrict game commands that decrease the user experience and then instead of adjusting to backlash and playerbase developments they simply ignore the users and restrict it further[/quote]
https://www.youtube.com/watch?v=fLrpBLDWyCI
They have the viewmodel_offset command in CS:GO, and I posted about it with some screenshots so maybe that's why they added it.
By the way, there's a mod called Team Fortress 2 Classic that has the command which is how I showed the screenshots
By the way, there's a mod called Team Fortress 2 Classic that has the command which is how I showed the screenshots
"The matchmaking beta is cool and all, but can we disable viewmodels please? They're really distracting"
"OK, we'll now cap the viewmodel FOV to 54"
"What, we wanted to disable them, not make them even worse"
"Oh, sorry about that"
"So can we disable viewmodels now?"
"We'll try to make viewmodels transparent"
"Oh that's neat I guess. But will we be able to disable them outright?"
"OK we couldn't figure out how to make viewmodels transparent even though modders in the community who don't have access to the source code could figure it out so here's min viewmodels"
"What? Those are almost worse than stock because there's still something distracting on the screen, but now it doesn't even point to your crosshair. We just want to have absolutely nothing blocking our screens or moving around when we shoot because it doesn't convey anymore information than what the HUD does. Its unnecessary and distracting"
"OK, we'll fix a few, but not all animations and allow you to use viewmodel_fov 70"
"..."
Valve holy shit stop wasting time on changes that fucking no one cares about. People either don't give a rats arse about viewmodels, or they care a lot and want them off. Fixing animations or adding new positions is a waste of time considering matchmaking STILL puts people in 300 ping servers and doesn't let you pick what map you want to play and there are many blatantly broken unlocks etc etc. Priorities.
Like holy shit TF2 is never going to be a huge esport 9 years after release just let the remaining community enjoy the immense customisation this game used to allow while also enjoying a Smash-like renaissance.
No comp players are going to enjoy playing matchmaking with retard unlocks and restricted configs and forced viewmodels and no class limits and not being able to select a map (like holy shit why the fuck does casual let you select a map and not comp holy shit) when they can just organise a PUG with friends or randoms and play normal comp TF2 in a way that the community found was optimal AFTER NINE FUCKING YEARS OF PLAYTESTING.
pls stop making this game so hard to like I just want that damn major holy shit
/rant
"OK, we'll now cap the viewmodel FOV to 54"
"What, we wanted to disable them, not make them even worse"
"Oh, sorry about that"
"So can we disable viewmodels now?"
"We'll try to make viewmodels transparent"
"Oh that's neat I guess. But will we be able to disable them outright?"
"OK we couldn't figure out how to make viewmodels transparent even though modders in the community who don't have access to the source code could figure it out so here's min viewmodels"
"What? Those are almost worse than stock because there's still something distracting on the screen, but now it doesn't even point to your crosshair. We just want to have absolutely nothing blocking our screens or moving around when we shoot because it doesn't convey anymore information than what the HUD does. Its unnecessary and distracting"
"OK, we'll fix a few, but not all animations and allow you to use viewmodel_fov 70"
"..."
Valve holy shit stop wasting time on changes that fucking no one cares about. People either don't give a rats arse about viewmodels, or they care a lot and want them off. Fixing animations or adding new positions is a waste of time considering matchmaking STILL puts people in 300 ping servers and doesn't let you pick what map you want to play and there are many blatantly broken unlocks etc etc. Priorities.
Like holy shit TF2 is never going to be a huge esport 9 years after release just let the remaining community enjoy the immense customisation this game used to allow while also enjoying a Smash-like renaissance.
No comp players are going to enjoy playing matchmaking with retard unlocks and restricted configs and forced viewmodels and no class limits and not being able to select a map (like holy shit why the fuck does casual let you select a map and not comp holy shit) when they can just organise a PUG with friends or randoms and play normal comp TF2 in a way that the community found was optimal AFTER NINE FUCKING YEARS OF PLAYTESTING.
pls stop making this game so hard to like I just want that damn major holy shit
/rant
Dear god please unblock tf_viewmodels_offset_override
This would literally solve any viewmodel problem that ever existed
This would literally solve any viewmodel problem that ever existed
Yo. If we're going for the Reddit outcry tactic can we make it something more important than viewmodels in an uncompetitive 'competitive' match making?
It's not like they're forcing viewmodels in leagues. MM with its current ruleset can't be taken seriously in the slightest. I can't believe viewmodels are the number 1 reason people are refusing to play matchmaking. Personally, I find it more annoying to play a 10 minute match on a Singapore server after waiting 5 minutes for everyone to join, after queueing for 5 minutes, only to have someone abandon making it all a waste of tf2 time.
It's not like they're forcing viewmodels in leagues. MM with its current ruleset can't be taken seriously in the slightest. I can't believe viewmodels are the number 1 reason people are refusing to play matchmaking. Personally, I find it more annoying to play a 10 minute match on a Singapore server after waiting 5 minutes for everyone to join, after queueing for 5 minutes, only to have someone abandon making it all a waste of tf2 time.
Yeah, I got Singapore servers twice when trying to queue and I haven't played TF2 since. I was hoping to have some fun in matchmaking after putting down the game competitively but it's just nowhere near as smooth of a process of playing some overwatch or something like rocket league.
it's like they're trying to make tf2 a friend-game-tier game where they restrict a bunch of settings and give little to no customization and want to give all characters a chance to shine and lie about what's a high fov and what's not
[spoiler]overwatch[/spoiler]
im pretty sure the reason the war update ends 1.5 months after it started was because they need a bunch of time to fix all the shit they've broken before the next major update
I think that viewmodels and other graphical restrictions in matchmaking are important to the aesthetic of the game, and I think aesthetics are often overlooked by the competitive community because our primary focus is always gameplay. But streaming is bringing lots of exposure to competitive TF2 (the top streamers have all been doing tons of competitive matchmaking) and aesthetic quality is very important for streams, especially for new players/viewers and the casual community.
You have to remember that matchmaking really wasn't made for the tiny competitive community. It is an effort to bring competitive content to the largely untapped casual community, so it has to appeal to them just as much as us, if not even more than us.
I think an interesting compromise would be to only require certain restrictions if you are streaming matchmaking, but this could potentially lower the amount of players streaming and/or playing matchmaking, plus I have no idea how this would be enforced.
Personally, I don't think that viewmodels and various other graphical settings (save maybe ragdolls) are worth the hassle and backlash. Doesn't matter how the stream looks if the streamers are constantly bashing the system, and even the casual r/tf2 community shows significant resistance to some of these decisions. Matchmaking would be much more well-received if it wasn't packaged with these restrictions.
However, being well-received by the existing audience is probably not enough to turn this game into the eSport we've been hoping for; not the kind that tens of thousands watch and hundreds of thousands play regularly. That kind of growth might require significant change to our competitive TF2 experience, and if Valve attempts it, change could mean a lot more than the customizability of your viewmodels.
You have to remember that matchmaking really wasn't made for the tiny competitive community. It is an effort to bring competitive content to the largely untapped casual community, so it has to appeal to them just as much as us, if not even more than us.
I think an interesting compromise would be to only require certain restrictions if you are streaming matchmaking, but this could potentially lower the amount of players streaming and/or playing matchmaking, plus I have no idea how this would be enforced.
Personally, I don't think that viewmodels and various other graphical settings (save maybe ragdolls) are worth the hassle and backlash. Doesn't matter how the stream looks if the streamers are constantly bashing the system, and even the casual r/tf2 community shows significant resistance to some of these decisions. Matchmaking would be much more well-received if it wasn't packaged with these restrictions.
However, being well-received by the existing audience is probably not enough to turn this game into the eSport we've been hoping for; not the kind that tens of thousands watch and hundreds of thousands play regularly. That kind of growth might require significant change to our competitive TF2 experience, and if Valve attempts it, change could mean a lot more than the customizability of your viewmodels.
aslYo. If we're going for the Reddit outcry tactic can we make it something more important than viewmodels in an uncompetitive 'competitive' match making?
It's not like they're forcing viewmodels in leagues. MM with its current ruleset can't be taken seriously in the slightest. I can't believe viewmodels are the number 1 reason people are refusing to play matchmaking. Personally, I find it more annoying to play a 10 minute match on a Singapore server after waiting 5 minutes for everyone to join, after queueing for 5 minutes, only to have someone abandon making it all a waste of tf2 time.
I shit you not my queue got 9 abandons in a row when we were winning. It got so bad we ended up letting the other team win one round so if someone left we would still have time to win.
It's not like they're forcing viewmodels in leagues. MM with its current ruleset can't be taken seriously in the slightest. I can't believe viewmodels are the number 1 reason people are refusing to play matchmaking. Personally, I find it more annoying to play a 10 minute match on a Singapore server after waiting 5 minutes for everyone to join, after queueing for 5 minutes, only to have someone abandon making it all a waste of tf2 time.[/quote]
I shit you not my queue got 9 abandons in a row when we were winning. It got so bad we ended up letting the other team win one round so if someone left we would still have time to win.
Was bored so made this quick video showing what
"sv_cheats 1;tf_viewmodels_offset_override -5 5 -5;tf_use_min_viewmodels 0;viewmodel_fov 70"
looks like. I'd be so happy if Valve made something like "tf_use_min_viewmodels 2/3/4" with options like these
Looks pretty cool on the original as well. Sort of like how many people like to have their viewmodels in Reflex
http://puu.sh/qishX/d194e56fd6.png
After testing some more values I think I found a really good one: 0 3 -10
Basically the default viewmodel but moved down
(the 3 moves the viewmodel to the right a bit. Looked better like that imo. Also rockets/pipes are better alligned with the projectiles coming from the right)
Was bored so made this quick video showing what
"sv_cheats 1;tf_viewmodels_offset_override -5 5 -5;tf_use_min_viewmodels 0;viewmodel_fov 70"
looks like. I'd be so happy if Valve made something like "tf_use_min_viewmodels 2/3/4" with options like these
Looks pretty cool on the original as well. Sort of like how many people like to have their viewmodels in Reflex
http://puu.sh/qishX/d194e56fd6.png
After testing some more values I think I found a really good one: 0 3 -10
Basically the default viewmodel but moved down
(the 3 moves the viewmodel to the right a bit. Looked better like that imo. Also rockets/pipes are better alligned with the projectiles coming from the right)
wickedplayer494 Fixed weapons not being hidden during some taunts for the Engineer, Medic, and Soldier
http://i.imgur.com/LfM3krV.jpg
you couldn't even get this one right
[img]http://i.imgur.com/LfM3krV.jpg[/img]
you couldn't even get this one right
why fix what isn't broken, or indeed even what no one complained about? the community has spent so much time perfecting the competitive experience to be the best possible with what little was given, these updates feel like a spit in the face of all the hard work
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.
viewmodel offsets, weapon minmode, etc. these are good compromises i think.
still can't even choose what gamemode i play in matchmaking *sigh*
MR_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.
It's not the worst idea, it's just incredibly confusing that this is the thing they choose to most openly care about for such a minuscule reason. Imposing a restriction at all is so incredibly pointless.
viewmodel offsets, weapon minmode, etc. these are good compromises i think.[/quote]
It's not the worst idea, it's just incredibly confusing that this is the thing they choose to most openly care about for such a minuscule reason. Imposing a restriction at all is so incredibly pointless.
Matchmaking cooldowns are way too long for a game like TF2
thanks valve for giving viewmodels longer arms!
scout looks great with viewmodel_fov 90 too tbh
is it just me or the original is slightly off-centered now?
scout looks great with viewmodel_fov 90 too tbh
is it just me or the original is slightly off-centered now?
EricI think that viewmodels and other graphical restrictions in matchmaking are important to the aesthetic of the game
Aesthetics where thrown out the window the day they added pink paint.
Aesthetics where thrown out the window the day they added pink paint.
ScrewballAesthetics where thrown out the window the day they added pink paint.
lime killed tf2
Aesthetics where thrown out the window the day they added pink paint.[/quote]
lime killed tf2
There are so many things people complain about and some dumb little bugs that have been in the game for so long yet valve somehow notices some unusual particles not showing and fixes it.
AndKennethYeah, I got Singapore servers twice when trying to queue and I haven't played TF2 since. I was hoping to have some fun in matchmaking after putting down the game competitively but it's just nowhere near as smooth of a process of playing some overwatch or something like rocket league.
bitch we're literally playing against you this week, you haven't quit :x
bitch we're literally playing against you this week, you haven't quit :x
MR_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.
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.
MR_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.
and yet valve reacts to yttrium's job when a "very small" portion of the playerbase cares enough to use it ;)
viewmodel offsets, weapon minmode, etc. these are good compromises i think.[/quote]
and yet valve reacts to yttrium's job when a "very small" portion of the playerbase cares enough to use it ;)
This update completely broke the choose your own maps in casual apparently, I've gotten into 2 payload maps i specifically unchecked on the UI. I should probably be more surprised than I am, but it's become typical at this point.
GoofyGorillaThis update completely broke the choose your own maps in casual apparently, I've gotten into 2 payload maps i specifically unchecked on the UI. I should probably be more surprised than I am, but it's become typical at this point.
It was broken yesterday AM before this update came out, I think. I got put in cp_foundry and cp_freight matches despite not having those checked and that was well before I saw this op on here or on r/tf2.
It was broken yesterday AM before this update came out, I think. I got put in cp_foundry and cp_freight matches despite not having those checked and that was well before I saw this op on here or on r/tf2.
Huckmatchmaking update was the biggest flop in tf2 history
mousiopeMR_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.
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.