Team Fortress 2
Stink3y Oct 28, 2017 @ 3:12pm
JUNGLE INFERNO PROBLEMS AND HOW TO FIX THEM - AN OVERVIEW OF THE UPDATE
It has been a week since launch so I think it's high time to do a review of Jungle Inferno. The update as good as it was (with some exceptions) has been underwhelming by a number of omissions which are still left unanswered.

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Index

- The Pros and Cons of the Update
- Explanation of the Problems
- Combative Proposals
- Answering Counter-Arguments


THE PROS AND CONS OF THE UPDATE
The Good:

1) Weapon rebalances (Burn in hell, Dead Ringer!)
2) The Casual Tier system resolves maxed players with continued progression
3) The refinement of the lobbying system and new UI
4) Contracts are more customizable
5) War Paints are more flexible in your choice of skin rewards

The Bad:

1) No improvements to Casual matchmaking
2) No changes to the XP System
3) No changes to the Tutorial
4) No changes to existing gamemodes
5) No removal of Random Spread and Random Criticals
6) War Paints are NOT applicable to existing weapons
7) Competitive requirements still include mobile phone verification
8) The omission of Competitive ELO from the original release


EXPLANATION OF THE PROBLEMS
1) Casual ranks are still sorted by average teams rather than individual ranks leading to a wildly inconsistent skill spectrum. Level 1's are still being paired with level 150's which is unacceptable.

2) The new Casual Tier system is NEGLIGIBLE with XP still worthless with no material reward. How they pushed the Tier system but failed to address the XP problem boggles my mind.

3) ZERO effort was made to change the Tutorial. It's a low priority, but if you're going to introduce Competitive then you should be taking steps to better prepare new players as well.

4) CTF and PLR are still in anarchy, Payload is too slow, Attack/Defend is too skewed towards Defense. Gamemodes are still unoptimized for Competitive to introduce into its map rotation.

5) Random Spread is an unnecessary feature and Random Criticals negate skilled play with gambling chance. These mechanics have no place in a game soon to feature Competitive.

6) No option of applying Paints to existing weapons. Why? Is there any reason I should NOT be able to do so? You'd think with all the choices War Paints offer it'd be an expected option.

7) Comp still requires mobile authentication to join. It doesn't measure skill or experience, it doesn't stop cheaters and requiring a third-party device to join a gamemode is stupid.

8) My issue with Comp is not the delay itself but the devs' failure to communicate the omission. How hard is it to let the community know what's going on? Here, I'll do it for them right now:

"The Competitive elements have been omitted from the original release as we've felt they weren't ready for an official launch. We cannot promise an exact date but rest assured we've not forgotten about it. Please be patient for a little longer."

Smart@sses reminding me about Jill's message, NO. A user who had to personally PM a dev for confirmation is NOT an acceptable response. They should've made a blogpost publicly addressing the issue.


COMBATIVE PROPOSALS
Alright, I'm done minging about the update's shortcomings, here's the positive bit where we discuss proposals that would address the problems what Jungle Inferno missed:


1) Improving Casual Matchmaking and Comp requirements

I've already addressed notable issues like relevant ranks and XP changes with previous posts.
WARNING: they're very long reads; sentient forum-ers with reading comprehension skills only:

New Competitive Requirements Proposal:
http://steamcommunity.com/app/440/discussions/0/1496741765128574159/

Ideal Casual Mode Part 1: Casual Matchmaking Changes, XP System Overhaul
http://steamcommunity.com/app/440/discussions/0/1520386297693326006/

Ideal Casual Mode Part 2: New Tutorial, Gamemode Changes, Game Mechanics Changes
http://steamcommunity.com/app/440/discussions/0/1520386297701194095/

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2) Reducing Casual team sizes to 9 for a total server size of 18

Special thanks to Pathulu for the idea although his original suggestion was at 8 rather than 9.
NOTE: This is assuming the "Ideal Casual Mode" proposals from above are implemented.

- It reduces overcrowding on maps
- It'll reduce the effectiveness of class stacking to encourage more class variety
- It'll speed up matchmaking load times with less players needed to sort
- Higher stakes with deaths being more impactful to the game
- Smaller teams would better familiarize Casual players transitioning to Comp 6s
- Mapmakers are more able to design new maps that can be used for both Casual and Comp settings with team sizes being more similar to each other

To compensate for smaller server capacity, increase the number of servers available by 25%. Easier said than done, but it'd be well within Valve's resources.

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3) Resetting all Casual/Comp ranks with the release of Matchmaking overhauls

Ranks be wiped clean for everyone to experience the new matchmaking system equally. The old ranks would be incompatible as they don't take in account of the new XP calculations to rank up.

For those who object to losing their old rank, I am unsympathetic. You've spent dozens of hours working up to a level that meant NOTHING. Keeping your old rank makes no sense when it doesn't factor in any contributive plays you might've been making beforehand and you'd miss out on rank up rewards.

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4) Make War Paints applicable to existing weapons

Give War Paints the same classification of Tools just like Name Tags and Strange Parts. Of course there have to be conditions:

- Strange/Unusual Paints are not applicable to Strange weapons and pre-existing Skins
- Paints redeemed as separate weapons are kept as they are
- Paints are able to be applied and deleted via the Restore function when applied to existing weapons

Please Valve, please PLEASE let them be available to existing weapons, I'm begging you. I just want skins for my already existing vanilla Strange weapons. I don't want to clutter my backpack with copies of non-tracking weapons I already own.

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5) Monthly or Quarterly reports from the dev team: more communication

All of my gripes in this thread would be pacified if the devs actually continued to increase their communication. Remember that June 20th blogpost? We need more of that!

They'd still be free to modify changes they could keep or scrap depending on feedback. The devs already proved that with the June 20th post. Granted, I don't expect revolutionary changes every month but letting us in on proposals on a semi-frequent basis would considerably help both sides; they'll know exactly what to focus on and what is wanted and we'll know exactly what they're focusing on.


ANSWERING COUNTER-ARGUMENTS
"You overhyped it, the disappointment is on you!"

Yes, I'll admit the overhype is my fault. But with their claims of "the largest TF2 update to date", >400 days of development and explicit promises of Comp being included it's not unreasonable that I and many others had high expectations.

This was Valve's ticket to redemption for players previously repulsed by Meet Your Match and they half succeeded. The playercount peaked to <100k only to crash back to ~50k within days after the initial launch: a sure sign the players who came back were just as disappointed as I was. Comp being omitted from the update without explanation was the huge factor IMO.

"The Contracts serve as the incentive for players to play differently!"

In some aspects, but it doesn't resolve issues like useless XP. In actuality contracts incentivize playing more selfishly rather than contributing to the team more often than not.

Reducing server sizes would hurt large maps like Swiftwater and Gravelpit!

Yes, I'm aware some maps aren't well optimized for the proposal. The problem lies with the map design. Tighter similarities between Casual and Comp would allow map makers to create new (and modify existing) maps to use interchangeably for both modes to utilize.

Example: 5CP maps are excellent for 12s as the large player pool makes up for the space whereas for 6s it's restrictive in class choices due to the nature of their mobility. 5CP maps are too large and too slow for every class to be viable in 6s.

The solution would be to alter problematic maps so the environment can be equally effective for every class. But in practice, creating maps to cater all 9 playstyles while simultaneously making them viable for both modes is a nightmare and I don't envy anyone tasked to do so.

All of your proposals are bad for Friendlies! It's named Casual for a reason!

Friendlies are irrelevant to these proposals as their pacifist playstyle rejects all matchmaking incentives for skilled play. I've already made a post discussing this issue:

"Why Friendlies are Detrimental to TF2's Development"
http://steamcommunity.com/app/440/discussions/0/1520386297705164724/

"Be grateful that Valve even bothered! Suck it up and stop being so entitled!"

On the contrary, I'm very happy with the update. What I'm NOT happy with is certain features were left out without sufficient communication from the team. Given the length of time taken for the update I'd say I'm allowed to have certain expectations.

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Overall, Jungle Inferno is an excellent addition to TF2's arsenal and the devs have my heartfelt thanks and gratitude for their hard work. But I and many others are desperately wanting more changes that TF2 is still in dire need. I'd like to hear your thoughts on the suggestions.
Last edited by Stink3y; Oct 30, 2017 @ 12:28pm
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Showing 31-45 of 56 comments
Corvus Corone Oct 29, 2017 @ 3:08am 
Warpaints... Except they are not paints, you can not paint anything you own.
A new weapon spawns instead...
But that's not how a paint works.

Can someone link me to the petition to call for the jungle inferno devs dismissal?
I'm heavily debating selling up and quiting. I think it would be nice if I could help the sell out devs forcefully quit too.
pathulhu (Banned) Oct 29, 2017 @ 6:51am 
Originally posted by VoidFX:
Warpaints... Except they are not paints, you can not paint anything you own.
A new weapon spawns instead...
But that's not how a paint works.

Can someone link me to the petition to call for the jungle inferno devs dismissal?
I'm heavily debating selling up and quiting. I think it would be nice if I could help the sell out devs forcefully quit too.
Over something so ♥♥♥♥♥♥♥ little?
Volcanic163 Oct 29, 2017 @ 6:59am 
Although I agree with you for the most part, I don't want this game to solely focus on competitive. A large amount of people who are still playing are on casual servers, and I don't want competitive to be the main focus for a CASUAL shooter. This is just my opinion, and you're free to disagree with it.
WallopingWooper Oct 29, 2017 @ 7:08am 
90% of these problems would either polarize the casual community (which is the majority), or so minute and have been addressed it's nitpicking, most people are fine with the current game modes and maps, and you ignore the major problems with control point maps, (most classes are not useful because the either suffer on attack or defense, and the map can go on for ever) while maps like attack defend and and payload are designed to be played twice and the non-symmetric map makes using certain classes easier. Reducing the size of a casual server is stupid, when people play casual they generally care more about having fun messing around killing people then say, completing the objective. I don't think they care about the tutorial enough to update it. You want to change the entire game to fit for a minority of players, hardcore competitive players, while forsaking the majority of people who like the current game.
Last edited by WallopingWooper; Oct 29, 2017 @ 7:09am
Lia ☀ Oct 29, 2017 @ 7:21am 
Ricegum ._.

- DON'T QUOTE THE ENTIRE THREAD
It takes up unnecessary space, you look like a f*cking idiot for doing so, don't do it.
Type out the specific topic you want to discuss and go from there.
Stink3y Oct 29, 2017 @ 10:30am 
Originally posted by Tronex:
-snip-
First Point: Are you saying that Friendlies are an irrelevant factor in my proposals? If so I agree. Or are you saying they should be kept in Casual? I'm not understanding what you're trying to say.

You're thinking too presently; Competitive will not be garbage forever contrary to what pessimists are saying. My focus was to overhaul Casual to be a better teaching tool for players wanting to join Comp which is exactly what the devs are aiming for with creating common ground for both communities.

The idea being a moderately high Casual rank indicates you're experienced and familiar with the game to justify you joining Comp. Admittedly my original suggestion at rank 75 was too high; many pointed out it'd take too long for the playerbase to grow. Rank 50 was the more accepted minimum.

The mobile autho you hate is not a bad concept, it's not a major step in preventing hackers but it holds them from coming back quickly. still a better option than yours.
I disagree. Comp died not only because of the lack of features but the torrent of cheaters destroying the mode. It DOES NOT STOP CHEATERS IN THE SLIGHTEST. Casual in comparison has no mobile authentication but the ratio of cheaters to servers is waaaaay lower than what Comp has.

Let me put it this way: Me, who has been playing for 6 years and is "relatively" experienced is unable to join Comp all because I don't own a smartphone.

In comparison another person who DOES have a smartphone but has never played TF2, has never bought anything from the store can join Comp instantly. Does that sound fair to you?

Second Point: In some aspects yes it would, but it wouldn't be as impactful as you say it is. Optimized properly it'd be just as fast as the current system. I've tried to compensate with my proposal of smaller server sizes at 18 to reduce wait times. Smaller Casual servers speed up matchmaking AND make more comparisons to Comp's environment.

Would you rather wait 2 minutes to join an unreliable balance only to get steamrolled? Or would you rather wait 4 minutes to join a more balanced game? It's a no brainer for me.

Even if it were slower, I'd say it's worth it compared to the system we have now. I'm sure you're just as sick of playing with idiot Silvers and god-like Reds on the same team, the skill spectrum is too inconsistent to have a balanced experience to rank up reliably.

And it peaked at 89k today. so? peaks happen on holidays and less on normal days.
This doesn't reflect any disappointed and believe it or not, alot of people (and i mean ALOT) don't care about comp in the first place.
I admit that was a trivial point to bring up, playercount matters little. But you're incorrect about "most" people not caring about Comp. Not only the (small but considerable) Comp community cares but I'm confident a sizable portion of the Casual playerbase bored of pubstomping at the highest ranks would be very interested in joining an official Competitive mode.

Just because YOU don't care doesn't mean others have the same view. It's completely optional on your part so there's no reason to hold back things for everyone else. Thanks for your feedback.
Last edited by Stink3y; Oct 29, 2017 @ 10:37am
I have one. Contrackers broken and doesn't track points you earn for friends.
GhastlyGhostJr Oct 29, 2017 @ 10:34am 
Originally posted by Neko-Nomikon:
I have one. Contrackers broken and doesn't track points you earn for friends.
First time ive heard of that issue.
Originally posted by GhastlyGhostJr:
Originally posted by Neko-Nomikon:
I have one. Contrackers broken and doesn't track points you earn for friends.
First time ive heard of that issue.
It's been there since day 1 sadly. I play quite often with 3-4 others who also have passes and none of theirs track either.
Jimmy Hunter Oct 29, 2017 @ 10:58am 
Gonna try and keep this down to a respectable size.

1) Casual ranks...Level 1's are still being paired with level 150's...

In a system where you cannot lose ranks, this does not fix anything useful. All a Badge shows is how much time you've put into playing Casual, or perhaps time spent NOT playing casual.

2) The new Casual Tier...

There's absolutely nothing wrong with not giving an item or reward for an achievement. This makes me cringe when I hear people demanding more then "Congrats, you've done it!". Believe it or not, there was a time when achievements were simply that. Nothing more, nothing less.

3), 4).

Neither of these have anything to do with what was brought out with JI. There was nothing said (Atleast as far as I've seen) to indicate these would have been worked on.

The maps being "unviable" means they would have to re-do the maps, which is really time I'd prefer them not wasting. Although Steel is a perfect example of a map that is Comp Viable in A/D. Plenty of flanking routes, with 2 open points to bounce back and forth to protect.

5)

Sooner the better for both of these. Tired of dying to random crits over and over, while my meatshot random crit hits for 18 only to recieve a full 180 from their shotgun.


6)

That's something we could see in the future at some point. I'd imagine it would be a huge mechanical undertaking to ensure every single reskin, quality, and killstreak didn't screw something up elsewhere.

7)

They weren't ready yet, so all I can add that I didn't say before is we'll have to just wait and see at this point.




2) Reducing Casual team sizes to 9 for a total server size of 18

Personally I would rather keep the 12v12, and let 9v9 be que-able through Comp. I would be 100% on board with both HL and 6s seeing support, as it was shown during Beta of Comp they did consider 9v9. There's been no further comment if it ever will be a thing though.



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3) Resetting all Casual/Comp ranks with the release of Matchmaking overhauls

Comp yes, Casual no. Especially now that all the stats I gained on the old Causal screen are lost to the win, I don't want the last shred I have left showing I've put in well over 1500 matches gone.

I would be fine with Casual levels resetting if the stats screen came back. Honestly there's no reason we can't have the "casual" or "comp" badge area have a scroll bar to see said stats, or have the window expand.


5) Monthly or Quarterly reports from the dev team: more communication

How they handled keeping us updated and in the loop was excellent.

I'm hoping they'll continue doing this in the future, as it's a great step forward.
Last edited by Jimmy Hunter; Oct 29, 2017 @ 11:01am
Emurinus Oct 29, 2017 @ 11:23am 
One thing I found particulary annoying was that Pyro didn't recieve any extra balance changes beyond his flamethrower and the multi-class weapons. In addition, the new weapons also need looked at, notably the Gas Passer. For an update that was more akin to him, I was expecting other balances changes to his more troublsome weapons like the Phlog, Degreaser, Scorch Shot, SVF, etc. Instead, we didn't get much.

Don't get me wrong, I'm grateful for what they did to Pyro thus far especially with the particle inconsistencies on his primaries, but they also left much of their work still on the table.

This was my thoughts on what Valve should do to address the weapon balances issue. Though lengthy, it would be worth discussing at least?
One idea for the community to help resolve weapon balance issues to an extent: bi-monthly weapon rebalances. Essentially, the community would vote on weapons most in need of being reworked, and the top 5 weapons would be worked on for the next two months. Valve would listen to the comp community first for changes much like they did with Jungle Inferno, but Casual still has a say of course. When the time has come to put out the newly balanced weapons, they'd be removed from the original list until the next poll so people can't still to a handful of weapons forever. This would make it easier for the people in charge of balance since they only have to work on a few at a time, and the game has plenty of weapons that would offer much better playstyles if balanced correctly and would reduce the need for new weapons that wil most likely be broken as well.

Back to the original topic, I agree wholehartedly with your 5th point. It's nice that Valve is opening up a bit more with this new dev team, but it's still not enough and having them at least keep up the communication would certainly make it easier for them to understand their community.

As it stands right now, Valve's more or less transitioning away from their original (though slight) permissive position over it's community. They are starting to care more about the community, but they still don't understand us very well, and the community themselves aren't willing to give them that chance. With the idea of more communication, we would see a more mutual agreement between the community's voice and the dev team's action.

It's also up to the community to wise up themselves, because the constant cycle of entitlement and false hype is just leading to unjustified bitterness towards Valve. Of course, there are legitimate reasons that follow from Valve's actions, but most of it is just angry venting because the game wasn't built to their exact liking. Overall, the community needs to mature more if we want to see valve more willing to talk to us.
Stink3y Oct 29, 2017 @ 11:29am 
Originally posted by Jimmy Hunter:
-snip-
1) I'm unsure whether you read my previous "Ideal Casual Mode" posts in the Matchmaking Improvements section which included a suggestion for a non-linear XP System. I'm confused whether you're against or apathetic for having a tighter average rank system rather than than mish-mash of extreme skill differences you see in every Casual team.

2) Yes, but achievements have a material reward system with giving weapons for completing a certain amount of challenges. Why can't we have the same with badges?

3), 4) I'm very aware they were not mentioned, that's my fault for expecting too much. But it would've been nice if they'd addressed it.

2) "Reducing Casual server sizes to 18"
My goal was to reduce overcrowding on maps and speed up matchmaking times. Not only that, but it'd create a more Comp-like environment for Casual players to better prepare for an even smaller 6s.

The experience of 12s is much different compared to 6s, making 9s as the Casual standard serve as a closer bridge to that difference. With smaller teams class-stacking is less effective and more variety is enabled; Scouts are near useless in pubs with Engies hard-countering them whereas in 6s it's the complete opposite.

3) "Resetting Casual/Comp ranks"
I've addressed this, in case you haven't read the whole thing:

"For those who object to losing their old rank, I am unsympathetic. You've spent dozens of hours working up to a level that meant NOTHING. Keeping your old rank makes no sense when it doesn't factor in any contributive plays you might've been making beforehand and you'd miss out on rank up rewards."
Last edited by Stink3y; Oct 29, 2017 @ 11:32am
Stink3y Oct 29, 2017 @ 1:39pm 
Originally posted by Azzy Asriel:
Although I agree with you for the most part, I don't want this game to solely focus on competitive. A large amount of people who are still playing are on casual servers, and I don't want competitive to be the main focus for a CASUAL shooter. This is just my opinion, and you're free to disagree with it.
It's not making Casual into Competitive contrary to what people are saying. The whole point of my proposals are to incentivize people more heavily to play the game as intended.

Casual players looking for a more relaxed experience would be unaffected by it, they'd continue playing as usual while their rank would simply progress at a slower pace. The difference with Comp is Competitive puts stronger rewards and consequences on that system.

It's important to remember Casual matchmaking ranks are OPTIONAL, nobody's forcing you to tryhard every single round. Rather, you're more rewarded if you contribute to the team.

The only people who'd be severely affected would be Friendlies, but Friendlies reject skilled-play and are thus irrelevant and unimportant to matchmaking. Their solution would be to migrate to Community servers where they'll play rankless with complete freedom of custom servers.
Last edited by Stink3y; Oct 29, 2017 @ 1:40pm
Stink3y Oct 30, 2017 @ 12:25pm 
Originally posted by Walloping Wooper:
90% of these problems would either polarize the casual community (which is the majority)
The aim of my proposals are to incentivize people to play the objective more and are rewarded for it. Casual players wouldn't be affected at all, rather they're encouraged to play the objective. Friendlies do not count as they don't take part in objectives and/or skilled play and are thus irrelevant.

Reducing the size of a casual server is stupid, when people play casual they generally care more about having fun messing around killing people then say, completing the objective.
Yoru argument doesn't address as to why reducing the server size is "stupid."

I don't think they care about the tutorial enough to update it.
Just because they're not working on it doesn't mean "they don't care." The Tutorial is not a massive issue requiring the devs' attention but it's still a broken feature that needs to be fixed.

You want to change the entire game to fit for a minority of players, hardcore competitive players, while forsaking the majority of people who like the current game.
You obviously didn't read the whole thread and completely missed the point. No, it wouldn't affect Casual players in the slightest; IT'S TO REWARD PLAYERS MORE HEAVILY FOR PLAYING THE GAME AS INTENDED.

You're allowed to fool around and play with less effort in Casual, but you'd simply rank up slower. For someone who "just cares about having fun," ranks are unimportant and a non-issue. You're complaining about a problem that's not even a problem to you in the first place.

Clearly you didn't pay attention and just commented right away with your ignorant statements. And on top of your <300 hours of playtime you've little credibility to have a say with your inane counter-arguments which don't answer my points.
Last edited by Stink3y; Oct 30, 2017 @ 12:26pm
Cee Oct 30, 2017 @ 12:54pm 
2) Reducing Casual team sizes to 9 for a total server size of 18
I like this idea, stops the overflow of stacked Snipers and Spies since they will realize "This doesn't work!" quicker. Although, I'd be fine as f*ck with 12v12, as it's quite alot of fun (has the flaws ofc). But that's preference.

4) Make War Paints applicable to existing weapons
Would it still work as in "can create a new skinned weapon" OR would it just be "you need the existing weapon"? I think if it allowed you to add it to pre-existing weapons but still allowed newer players to create a new one, it'd make the most sense.

5) Monthly or Quarterly reports from the dev team: more communication
Albeit this would be really helpful for the game, unfortunately I don't think they aren't too "into" it; as in "lazy" or "don't care".

1) Improving Casual Matchmaking and Comp requirements
I remember those threads and I agree; especially on the comp "be lvl 50 on casual in order to join comp" IIRC.
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Date Posted: Oct 28, 2017 @ 3:12pm
Posts: 56