Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
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.
- 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
-
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.
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.
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."
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.
Yoru argument doesn't address as to why reducing the server size is "stupid."
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 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.
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.
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".
I remember those threads and I agree; especially on the comp "be lvl 50 on casual in order to join comp" IIRC.