Bonafidehow can nikkx be one year on steam with 7,362 hrs on record
and the other guy roxi has 7,128 hrs on record
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SteamID64 | 76561198045803959 |
SteamID3 | [U:1:85538231] |
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Country | United Kingdom |
Signed Up | March 1, 2014 |
Last Posted | October 1, 2019 at 12:14 PM |
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Bonafidehow can nikkx be one year on steam with 7,362 hrs on record
and the other guy roxi has 7,128 hrs on record
Idling account
LulzyThat in and of itself is an issue. If most of your team doesn't use steam, then most of your team also doesn't play TF2, unless they play XBOX or PS3. So then how in the hell do you expect any of them to know what to do? Not to mention the fact that you claimed that you and a bunch of friends managed to program a bit after YEARS, so then where are those guys? I guess they don't use steam either and just magically know how to program a TF2 bot? Also, you say you can't talk to us because we don't understand how things work, but the only reason we don't understand is because YOU haven't told us how it works. And also, where is this OTHER person whose supposed to help answer questions? Maybe he or she won't be as cryptic as you are.
They are actually the new TF2 dev team.
SoapIt would be hard for valve to justify creating infrastructure for those formats in hopes of a dwindling cash flow at best.
Valve would be able to generate cashflow by doing something that costs them nothing - give away virtual items for playing, just like MvM. Throw in a new thing like the Botkiller stuff and you get every single item addicted kid playing comp formats.
The lobby justification was to gather weapon ban data. They already have weapon equip data, i.e. what weapons are fun to play with. This would given them weapon ban data, or what weapons are not fun to play against (or have to use, for example the Vitasaw). The benefits in terms of gameplay improvements for all players could potentially feed into huge revenues by increasing player loyalty and participation.
Essentially the lobby system they suggested makes the game more fun for everybody, which is why they suggested it. Valve have always invested in feedback during development and focused on making fun games first and foremost. It would be just one more example.
SoapI am still failing to understand the argument that TF2 competitive is only as small as it is because no one knows about it. Its far more likely that it isn't well followed because A) watching tf2 matches on stream is not enjoyable compared to the alternatives
It could definitely be a lot more popular, once you're inside the competitive bubble you forget how closed off from the general populace it is. There's a huge information gulf and no one is selling the scene. Events like Communities vs Pros and Highlander Open are very important in this respect and don't really happen enough, and introductory material for viewers is thin on the ground. Of course Valve's involvement lends anything legitimacy. It' still never going to be the centre of the games culture but it could advance from a backwater. Logs.tf has over 80 thousand different steam ids registered as at least trying the competitive formats of the game.
SoapB) Because Counter Strike and Dota are inherently competitive in the sense that they built their competitive scenes to their large following without large third party support.
This is true, CS has grown up as a competitive game from the early days and it's community has the competitive background in it's DNA. Dota has been heavily backed because Riot back LoL and those games compete directly. TF2 was designed to be different and more of a casual experience, to be an unusually large break from it's predecessor, and the Mann Co experiment completely changed the direction of the game even from that.
Soapcost benefit
The fact they offered it means they think it would have been beneficial enough (whether from gameplay improvements through ban data to maybe MvM style tickets) to do it if it got good uptake. The decision depended on good feedback from the comp community because those are the players who would use it and Valve don't want to make it only to discover everyone hates it. Mediocre feedback means no lobbies because there's no guarantee of any product for them at the end of it, so in terms of the business case it is potentially there for this kind of facility and recognised as such by Valve.
Maybe the system by which information got back to Valve was less than perfect, or maybe there's quite a few peeps here who haven't tried it and don't realise that it stinks. If it pops up out of nowhere I'll gladly look silly in exchange for the feature, but I can't see it happening.
Like A Velvet Glove Cast In Iron by Daniel Clowes (in fact any Clowes really, Wilson's really good)
If it has to be the super hero schtick then you could try Miracle Man by Alan Moore as Rockkkkkkk said. From Hell by Moore is really good as well, but is about Jack the Ripper.
If you have a tablet they make excellent comic book readers
Warning: You may not enjoy these at all
thesupremecommanderLately, development has slowed due to a lack of ideas to develop, so if you have anything you'd be interested in seeing implemented, please let me know.
Changing the team names in the same way that we can change the player names might be useful. The scoreboard is shown several times over the course of a map and often shows Red vs Blu, or a joke name, or the name of teams who used the server previously.
ShakeNovawhen will this be implemented to tf2center or pickup ( apprently pickup won't be that much better with it. Although maybe with some adjustations it will ?? )
EDIT : Myabe with pickup a win loss system would work ?? since in that environment every one actually influences his team and the game's outcome.
TF2 Pickup had a partial implementation running for a while but a server problem trashed their records, I believe their intention is to build a more complete version soon but for any service it all comes down to manpower and finding the time to implement it all.
The win/loss system is one of the worst you can use, just using some simple in game stats without any balancing by opponents are better.
i52 Review. Yes I have spammed this across 2 threads, I apologise.
i52 Review added
raiku... I think in one of the interviews of i46 with ruwin, he was asked what would you think would help make TF2 more fluid/fun to play/watch, and he said halve the uber times(which in all honestly would work quite well) there would potentially be twice as much action. But this thing would never happen unless someone make a plugin....
AFAIK there are already server plugins that allow a great deal of customisation of weapon and item behaviours, albeit working through Sourcemod.
KanecoDamn, I love it.
Theres something magical about having a bug fixed a couple days after you report it, guess I got lucky with my email.
It was a problem Cube & Bones struggled with on the i49 fragumentary, nice of Valve to finally fix it though.
Really nice intimate feel, would be good to hear an occasional episode if you're bored. For a start I'm not convinced with the explanation of the teabagging incident, we need Darn's version.
dummyOh i misunderstood i thought he compared the i52 war vs i49 numlocked. Either way wtf? Who cares about damage, numlocked is and always will be better, that number doesnt prove anything
I quite agree. Someone else made the point about damage, I pointed out that War's was higher in a comparable tournament. That's all.
dummyOmfg so many people with damage numbers. Just watch the players play. The number youre obsessed with gives absolutely no context. And comparing someones dpm between two tournaments a year apart is fucking hilarious, and i hope i dont need to explain why.
They were both at the same tournament, i49.
mnumlocked won
If you can call defecting to LoL winning. Or even living.