nice bones song title
make it so damage numbers and hitsounds are enabled by default, also fov_desired 90 and disable motion blur
- Significant rework of classes in attempt to make them (somewhat equally) viable in some adapted competitive environment (i.e. not limit tweaking by trying to fit all classes in current metas).
- Tweak maps/gamemodes for competitive. For example: reduce spawn times and increase push speed on pl_ maps if match is 6v6.
- Weapons balancing is obvious and goes with the first point. As the result whitelists should become redundant.
- A few small tournaments using gamemode we got after all of above. Tweaking stuff based on feedback from these tournaments.
- A big tournament. With Gaben and Source 2 transiction announce.
- Competitive mode is locked for new players. They are required to pass all-new tutorial, that's now bounded with Casual mode (gives tips and instruction during the gameplay). After few tens of Casual levels, they are getting access to the advanced tutorial that, upon completion, will give access to the Comp mode.
Oh. "One thing"... Bugfixing/optimization, I guess...
[*] Significant rework of classes in attempt to make them (somewhat equally) viable in some adapted competitive environment (i.e. not limit tweaking by trying to fit all classes in current metas).
[*] Tweak maps/gamemodes for competitive. For example: reduce spawn times and increase push speed on pl_ maps if match is 6v6.
[*] Weapons balancing is obvious and goes with the first point. As the result whitelists should become redundant.
[*] A few small tournaments using gamemode we got after all of above. Tweaking stuff based on feedback from these tournaments.
[*] A big tournament. With Gaben and Source 2 transiction announce.
[*] Competitive mode is locked for new players. They are required to pass all-new tutorial, that's now bounded with Casual mode (gives tips and instruction during the gameplay). After few tens of Casual levels, they are getting access to the advanced tutorial that, upon completion, will give access to the Comp mode.
[/list][/spoiler]
Oh. "One thing"... Bugfixing/optimization, I guess...
sopsreakoRight now it looks like a game someone made that started realistic and ended up taking in a cartoony direction. Which is what it is.
Did you just imply that tf2 has no clear style?
Everything is easily visible and clear to see because that is the artstyle, from what class you're seeing from a distance just by it's silhouette to distinct team colors and class roles by a character's look. So many textures have a brush style look on and everything has a certain type of outline and glow to it because of the art that inspired this game;
http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf
New medigun???
Did you just imply that tf2 has no clear style?
Everything is easily visible and clear to see because that is the artstyle, from what class you're seeing from a distance just by it's silhouette to distinct team colors and class roles by a character's look. So many textures have a brush style look on and everything has a certain type of outline and glow to it because of the art that inspired this game;
http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf[/quote]
New medigun???
[img]http://i.imgur.com/xfeZo1P.png?1[/img]
I'm going to come back and help you guys improve tf2.
I think the changes that should be done are not directly connected to competitive, but Valve really needs to attract more people to the game's competitive mode.
Playing the tutorial should be mandatory and unskipable for every new player and two new parts should be added (Medic and some very very basic rocket and sticky jumping)
Give players a Strange weapon or a craft hat whenever they reach a level for the first time in competitive or a random drop every for every 3 gold medals, things like that.
These are things that people would be willing to play for and actually tryhard in the gamemode.
Also, the "obvious" stuff, which Valve that supposedly plays the game a lot hasn't fixed since the launch of the game.
Proper net settings because playing without these (especially on projectile classes) is painful.
Brighter and slightly bigger damage numbers.
FOV locked at 90 for everyone.
All of the above settings locked(?) and on by default.
Playing the tutorial should be mandatory and unskipable for every new player and two new parts should be added (Medic and some very very basic rocket and sticky jumping)
Give players a Strange weapon or a craft hat whenever they reach a level for the first time in competitive or a random drop every for every 3 gold medals, things like that.
These are things that people would be willing to play for and actually tryhard in the gamemode.
Also, the "obvious" stuff, which Valve that supposedly plays the game a lot hasn't fixed since the launch of the game.
Proper net settings because playing without these (especially on projectile classes) is painful.
Brighter and slightly bigger damage numbers.
FOV locked at 90 for everyone.
All of the above settings locked(?) and on by default.
remove the ability to make balancing decisions from the current tf team and anyone who has never played competitive tf2 (highlander does NOT count) before
change the default playercount on pubs from 12v12 to 6v6, balance everything around 6v6 everywhere, rework all broken weapons, actually skill-index pyro, engineer and heavy, remove or rework the majority of valve 'official' maps so that they aren't cancerously bad, nerf sticky traps and buff offensive stickybomb use, explore other measures for mitigating stalemates at high levels
then announce a valve major
change the default playercount on pubs from 12v12 to 6v6, balance everything around 6v6 everywhere, rework all broken weapons, actually skill-index pyro, engineer and heavy, remove or rework the majority of valve 'official' maps so that they aren't cancerously bad, nerf sticky traps and buff offensive stickybomb use, explore other measures for mitigating stalemates at high levels
then announce a valve major
TF2 has a huge amount of players but the overall community is fractured so badly that it may not be possible to bring Comp 6's to where we all want it to go. If you compare TF2 to CSGO you can see this divide more clearly.
CSGO players can be scrimming or pubbing and the vast majority are playing the exact same game mode with the same objectives as the Competitive scene. That translates to new players jumping into the CSGO comp scene with little change from the normal game they just installed and played. This can be said for other games like Overwatch as well.
TF2 players have a larger amount of game modes to choose from and there is no way to funnel the player base into the 6v6 comp game mode at this point. Players are not going to give up on payload and other Highlander type games so for the average TF2 player, there is no push or drive to enter the competitive scene like there is in CSGO.
In every previous Team Fortress generation, starting with original Quake, the goal of competitive play was always centered around CTF. The TF classes were created with the abilities to defend or capture a flag. This was always the format for competitive Team Fortress and that meant new players were automatically playing the competitive side of TF after they installed so any move to Competitive play was a simple and easy transition.
That simply did not happen with TF2 although CTF was played in the beginning. However, the old CTF maps were very poorly made (example: 2Fort or Well) and there was little or no effort to change them in order to fit TF2. That is when 6's took hold and never looked back to CTF, there were much better maps for 6's and it was a fresh new way to play the game.
Unfortunately, 6's is not what new players first experience when they install and play TF2 which is why I compared it to new players in CSGO and Overwatch. Considering TF2's age and fractured state, I really don't know how or if it is possible to get the player base we all want and need for 6's to really jump to for the forefront of the TF2 world.
CSGO players can be scrimming or pubbing and the vast majority are playing the exact same game mode with the same objectives as the Competitive scene. That translates to new players jumping into the CSGO comp scene with little change from the normal game they just installed and played. This can be said for other games like Overwatch as well.
TF2 players have a larger amount of game modes to choose from and there is no way to funnel the player base into the 6v6 comp game mode at this point. Players are not going to give up on payload and other Highlander type games so for the average TF2 player, there is no push or drive to enter the competitive scene like there is in CSGO.
In every previous Team Fortress generation, starting with original Quake, the goal of competitive play was always centered around CTF. The TF classes were created with the abilities to defend or capture a flag. This was always the format for competitive Team Fortress and that meant new players were automatically playing the competitive side of TF after they installed so any move to Competitive play was a simple and easy transition.
That simply did not happen with TF2 although CTF was played in the beginning. However, the old CTF maps were very poorly made (example: 2Fort or Well) and there was little or no effort to change them in order to fit TF2. That is when 6's took hold and never looked back to CTF, there were much better maps for 6's and it was a fresh new way to play the game.
Unfortunately, 6's is not what new players first experience when they install and play TF2 which is why I compared it to new players in CSGO and Overwatch. Considering TF2's age and fractured state, I really don't know how or if it is possible to get the player base we all want and need for 6's to really jump to for the forefront of the TF2 world.
The one thing that would help comp TF2 the most is a time machine
Also a return of newbie mixes/newbie mix drive might help out lower level players.
Reero(like overwatch did and like how csgo is a dumbed down version of 1.6 in terms of movement and skill based play)
CS:GO is easier to get into than 1.6, but it still has high skill celling and it's 3rd or 4th most popular esport right now.
It's too soon to tell whether or not Overwatch will be a very successful esport, but you can easily tell that CS:GO is far more successful (in terms of popularity, price pools, tournaments) esport than CS 1.6.
IMO competitive TF could really use competitive based sequel on Source 2, however Valve must be careful not to break such important mechanics as rocket jumping or Ubercharge and crit heals.
CS:GO is easier to get into than 1.6, but it still has high skill celling and it's 3rd or 4th most popular esport right now.
It's too soon to tell whether or not Overwatch will be a very successful esport, but you can easily tell that CS:GO is far more successful (in terms of popularity, price pools, tournaments) esport than CS 1.6.
IMO competitive TF could really use competitive based sequel on Source 2, however Valve must be careful not to break such important mechanics as rocket jumping or Ubercharge and crit heals.
banning b4nny
http://www.teamfortress.tv/38910/ban-b4nny
http://www.teamfortress.tv/38910/ban-b4nny
HiipFireeu esea
natf2l would be much more beneficial
natf2l would be much more beneficial
i was reading a bit of cs go history and how skins boosted the game popularity and did a bit of research and found this reddit post that matches some of my ideas
https://www.reddit.com/r/tf2/comments/53iutv/the_competitive_crates/
i dont think it would be that hard to create stuff like competitive crates with workshop content that drop at the end of a match.
you got 18 ranks divided by 3 you get 6 sets of crates numbered by the rank you play.
bigger ranks mean more rare weapons, even if these people dont play competitive it would be an incentive for the people that actually play it, to get these crates and be able to sell them for money or whatever.
i see some of these kids play 300 tours of mvm the same fucking map with the same bullshit over and over just to try to get gold weapons or a golden pan, turn this into a fun experience with MM with placement matches, get drops at the end of the match, boom everyone profits and it shouldnt be too hard to implement it
https://www.reddit.com/r/tf2/comments/53iutv/the_competitive_crates/
i dont think it would be that hard to create stuff like competitive crates with workshop content that drop at the end of a match.
you got 18 ranks divided by 3 you get 6 sets of crates numbered by the rank you play.
bigger ranks mean more rare weapons, even if these people dont play competitive it would be an incentive for the people that actually play it, to get these crates and be able to sell them for money or whatever.
i see some of these kids play 300 tours of mvm the same fucking map with the same bullshit over and over just to try to get gold weapons or a golden pan, turn this into a fun experience with MM with placement matches, get drops at the end of the match, boom everyone profits and it shouldnt be too hard to implement it
mousiopei was reading a bit of cs go history and how skins boosted the game popularity and did a bit of research and found this reddit post that matches some of my ideas
https://www.reddit.com/r/tf2/comments/53iutv/the_competitive_crates/
i dont think it would be that hard to create stuff like competitive crates with workshop content that drop at the end of a match.
you got 18 ranks divided by 3 you get 6 sets of crates numbered by the rank you play.
bigger ranks mean more rare weapons, even if these people dont play competitive it would be an incentive for the people that actually play it, to get these crates and be able to sell them for money or whatever.
i see some of these kids play 300 tours of mvm the same fucking map with the same bullshit over and over just to try to get gold weapons or a golden pan, turn this into a fun experience with MM with placement matches, get drops at the end of the match, boom everyone profits and it shouldnt be too hard to implement it
Something like this would be a cool perk for newer players to join the competitive scene. Problem is that Valve's version of Competitive 6's (MatchMaking) is competitive in name only. MatchMaking doesn't give newer players a real feel for the 6's game and is basically a 6v6 pub where you can do anything you like.
Until Valve fixes and tries to make MatchMaking more like actual competitive 6's (FaceIT pugs) then any weapon skin or unboxing incentives are a worthless effort.
https://www.reddit.com/r/tf2/comments/53iutv/the_competitive_crates/
i dont think it would be that hard to create stuff like competitive crates with workshop content that drop at the end of a match.
you got 18 ranks divided by 3 you get 6 sets of crates numbered by the rank you play.
bigger ranks mean more rare weapons, even if these people dont play competitive it would be an incentive for the people that actually play it, to get these crates and be able to sell them for money or whatever.
i see some of these kids play 300 tours of mvm the same fucking map with the same bullshit over and over just to try to get gold weapons or a golden pan, turn this into a fun experience with MM with placement matches, get drops at the end of the match, boom everyone profits and it shouldnt be too hard to implement it[/quote]
Something like this would be a cool perk for newer players to join the competitive scene. Problem is that Valve's version of Competitive 6's (MatchMaking) is competitive in name only. MatchMaking doesn't give newer players a real feel for the 6's game and is basically a 6v6 pub where you can do anything you like.
Until Valve fixes and tries to make MatchMaking more like actual competitive 6's (FaceIT pugs) then any weapon skin or unboxing incentives are a worthless effort.
thats true but looking at the popularity of the current MM i think they already know that! (dont they?)
i also think that even when they implement placement matches and hopefully class limits, this wont be enough to boost the popularity of comp.
we all know tf2 players like hats and shiny things and we can look at the example of cs go and learn that the true boost of the game originated from the fancy pixels
i also think that even when they implement placement matches and hopefully class limits, this wont be enough to boost the popularity of comp.
we all know tf2 players like hats and shiny things and we can look at the example of cs go and learn that the true boost of the game originated from the fancy pixels
thing is valve doesnt want to make mm like the actual competitive that sixes is because new players wouldnt want to play
this could easily be fixed by providing incentive to play for those types of players (skin drops, hat drops, something like that with an increased drop rate in mm or other incentives)
sent from my iphone
this could easily be fixed by providing incentive to play for those types of players (skin drops, hat drops, something like that with an increased drop rate in mm or other incentives)
sent from my iphone
remove demoman
buff sniper to 1 hit kill
ingame currency to buy classes
less ridiculous weapons
less cartoony graphics
make recoil a thing
add in stickers
make the main menu cooler
let the user easily change viewmodel and ingame hud colour
rename the sides t and ct
add de_dust2
add bomb
5v5
buff sniper to 1 hit kill
ingame currency to buy classes
less ridiculous weapons
less cartoony graphics
make recoil a thing
add in stickers
make the main menu cooler
let the user easily change viewmodel and ingame hud colour
rename the sides t and ct
add de_dust2
add bomb
5v5
bleghfarecban robin walker
him and his rocket launcher do cheat...
him and his rocket launcher do cheat...
wtzremove demoman
buff sniper to 1 hit kill
ingame currency to buy classes
less ridiculous weapons
less cartoony graphics
make recoil a thing
add in stickers
make the main menu cooler
let the user easily change viewmodel and ingame hud colour
rename the sides t and ct
add de_dust2
add bomb
5v5
Nice meme , I didn't laugh
buff sniper to 1 hit kill
ingame currency to buy classes
less ridiculous weapons
less cartoony graphics
make recoil a thing
add in stickers
make the main menu cooler
let the user easily change viewmodel and ingame hud colour
rename the sides t and ct
add de_dust2
add bomb
5v5[/quote]
Nice meme , I didn't laugh
people like ipz, knoxxx, zebbosai (can only really speak for eu here) who could maincall and actually would put effort into developing strats/plays to counter better teams instead of just crying and bowing down season after season
this wouldnt make tf2 bigger but atleast more exciting to watch
this wouldnt make tf2 bigger but atleast more exciting to watch
Viperaim-Entry to my league to not cost 500 dollars for a teamthis
sandbag teams in open and invite teams off-classing so they can play im wouldn't happen if people didn't have to spend half to a third of their paycheck just for league fee
It would still happen. In EU you don't have to pay anything and yet sandbaggin is real
this
sandbag teams in open and invite teams off-classing so they can play im wouldn't happen if people didn't have to spend half to a third of their paycheck just for league fee[/quote]
It would still happen. In EU you don't have to pay anything and yet sandbaggin is real
Just take all the shit fundamentally broken weapons and delete them
They really need to revamp the Tutorial Mode, I suggest making it like this:
First, one Tutorial that would be extremelly highlighted the first time you boot up the game, this tutorial would explain the basic movement, fighting and basics of the 5 main gamemodes. (Maybe obligatory before being able to play, but thats debatable)
Then, 9 new tutorials (1 for each class) would unlock, each one would teach how to do the basic stuff with each class, and also explain about team composition for each class depending on gamemode. After completing a tutorial, you'd be given 3 untradeable weapons for the class (much like Millestone Achievements work)
Then 5 advanced tutorials would unlock (1 for each gamemode), where the gamemodes would be explained in much more detail.
And finally, 2 final tutorials would unlock:
One for customization of the game (It would explain most of the Advanced Options, and also a basic tutorial on how to use the most commonly used console commands for scripts)
And The other one for competitive (It would explain the current ruleset of Comp MM, so it should be updated alongside Comp MM)
Lastly, they need to make the class tips (those that show in the loading screen) to be shown in the loadout/class selection screen. And they should add more (maybe make a small contest where people can suggest Tips, and those selected are given a event hat/misc)
First, one Tutorial that would be extremelly highlighted the first time you boot up the game, this tutorial would explain the basic movement, fighting and basics of the 5 main gamemodes. (Maybe obligatory before being able to play, but thats debatable)
Then, 9 new tutorials (1 for each class) would unlock, each one would teach how to do the basic stuff with each class, and also explain about team composition for each class depending on gamemode. After completing a tutorial, you'd be given 3 untradeable weapons for the class (much like Millestone Achievements work)
Then 5 advanced tutorials would unlock (1 for each gamemode), where the gamemodes would be explained in much more detail.
And finally, 2 final tutorials would unlock:
One for customization of the game (It would explain most of the Advanced Options, and also a basic tutorial on how to use the most commonly used console commands for scripts)
And The other one for competitive (It would explain the current ruleset of Comp MM, so it should be updated alongside Comp MM)
Lastly, they need to make the class tips (those that show in the loading screen) to be shown in the loadout/class selection screen. And they should add more (maybe make a small contest where people can suggest Tips, and those selected are given a event hat/misc)
smzipeople like ipz, knoxxx, zebbosai (can only really speak for eu here) who could maincall and actually would put effort into developing strats/plays to counter better teams instead of just crying and bowing down season after season
this wouldnt make tf2 bigger but atleast more exciting to watch
teams need to stop dying after 1 season for this to actually happen again
this wouldnt make tf2 bigger but atleast more exciting to watch[/quote]
teams need to stop dying after 1 season for this to actually happen again