My Idea For A TF2 League
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SteamID64 | 76561198020242938 |
SteamID3 | [U:1:59977210] |
SteamID32 | STEAM_0:0:29988605 |
Country | France |
Signed Up | November 6, 2012 |
Last Posted | October 6, 2024 at 5:46 PM |
Posts | 848 (0.2 per day) |
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Hey bud, hopefully you don't get discouraged but I'm afraid this forum doesn't really have the target audience for what you're trying to achieve. I think r/tf2 might be a better fit.
Bests
Hey,
Thanks for the request, we've discussed this a little bit internally and we feel like this could be a good idea. Bump this thread in a week or two if we haven't done anything to make it happen
Cheers
I'll go ahead and make the wild claim that success, in this case, implies player retention.
FACEIT were "impressed" by the numbers because we were the first hub to get any attention, that's mostly because no other CSGO community had picked up or even heard of hubs yet. Mythic League had like 3000 subs last time I talked to one of their devs (6+months ago), that's half of the entire TF2PL registred playerbase paying $5 a month.
TF2PL was a nice attempt, I appreciate all the work that everyone involved put in, it was not successful.
https://media.discordapp.net/attachments/424322448260071435/564676705084637204/habib.png
he's alright, reason here: https://clips.twitch.tv/BlazingDepressedBibimbapDendiFace
BuffMcStrongHugeBlaming the system because you and the other team decide to ban everything but process snake and gully isn't the systems fault.
Teams are not incentivized to ban the popular maps.
Teams are more likely to pick maps they invested time on (this isn't limited to officials though, scrims take place in this).
Teams are more likely to pick maps they can be sure will never be banned.
Because of all this, teams are more likely to pick for the popular maps.
This is a positive feedback loop (X happening makes X more likely to happen more) and it's right into the design.
I don't think you can blame the players on that one.
It's genuinely the fastest way to have all teams only play the most popular maps.
I don't know what's the precedent on this but you can try emailing enigma community@teamfortress.tv
the inner-meta clearly lost this debate
True Schumarer fans know if he does actually have kids or not
lucrativeThis is just absolutely false lol
How do you think white lists started? How do you think the ruleset became what it is today? When I started playing comp tf2 11 years ago we played 8v8 with no limits, the current ruleset didn’t just appear or of thin air and has been played for all of time.
I'm not sure if I misunderstood your point or if you've misread mine. I never implied rules came out of thin air..?
From my understanding, the general process was along the lines of:
- Players play for a while
- Players find something they don't like
- League admins consider solutions for said thing
- League admins apply solutions
- Repeat
I haven't been verbose about it because I thought it was implied and obvious.
Feel free to let me know what I got wrong