Team Fortress 2

Team Fortress 2

Halloween Spells Series 2!
the militant Sep 2, 2021 @ 3:09pm
For Valve, should they read this
This is how to Implement Halloween Spells. The biggest thing people don’t realize is how exactly Valve would implement spells.

My suggestion is that Spells be added as bonus drops (or in a package item similar to the Halloween pumpkin packages) for Scream Fortress Contracts. This would encourage players to finish the secondary objectives and be a not-too easy method of obtaining spells. The way I would suggest would be an ‘open crate of spells’ that could be unboxed like the pumpkin packages.

It should be universally agreed that if Spells are reimplemented, they should (ideally) be:
1. Tradeable, marketable, and sellable
2. Gen 1 should return in circulation with a new Gen.
3. Stay in Halloween. I don’t buy into the idea of them being unrestricted.

This is my suggestion, and I hope that if Valve looks over this workshop submission that they read this and consider it.
Last edited by the militant; Aug 26, 2022 @ 9:55am
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Showing 1-15 of 21 comments
Woshee Sep 2, 2021 @ 9:28pm 
if I am VALVe here, I would aim for an authentic way, so A. would be more likely.
Chrome Sep 3, 2021 @ 12:16pm 
do not make them from a case unless you want another event where paying is the way to make us of it

the contract thing i really like tho
Last edited by Chrome; Sep 3, 2021 @ 12:16pm
λtom605 Sep 3, 2021 @ 1:08pm 
Originally posted by A .VMF:
This is how to Implement Halloween Spells. The biggest thing people don’t realize is how exactly Valve would implement spells.

My suggestion is that
A. Spells be added as bonus drops (or in a package item similar to the Halloween pumpkin packages) for Scream Fortress Contracts. This would encourage players to finish the bonus and be a not-too easy method of obtaining spells.
B. (Optionally with A) Spells be added as a rare bonus item when unboxing a crate during the Halloween season. Could also potentially be put in a standalone case?

It should be universally agreed that if Spells are reimplemented, they should be:
1. Tradeable, marketable, and sellable
2. Gen 1 should return in circulation with a new Gen.
3. Stay in Halloween. I don’t buy into the idea of them being unrestricted.

This is my suggestion, and I hope that if Valve looks over this workshop submission that they read this and consider it.


These ideas are nice however it would be wiser if each player was given a limited amount of spells. The reason valve mainly stopped them is due too many particles being rendering crashing servers. If they were to make them buyable in the store or drop from cases it will cause the exact problem. My idea is to make it so you are only allowed to buy a specific amount of spells from something similar of the Gift Shop from Jungle Inferno using blood money tickets. This time with halloween tickets that let you buy a limited amount of spells you would like to have. Basically pick what you want, leave what you dont.
the militant Sep 3, 2021 @ 2:15pm 
Originally posted by λtom605:
Originally posted by A .VMF:
This is how to Implement Halloween Spells. The biggest thing people don’t realize is how exactly Valve would implement spells.

My suggestion is that
A. Spells be added as bonus drops (or in a package item similar to the Halloween pumpkin packages) for Scream Fortress Contracts. This would encourage players to finish the bonus and be a not-too easy method of obtaining spells.
B. (Optionally with A) Spells be added as a rare bonus item when unboxing a crate during the Halloween season. Could also potentially be put in a standalone case?

It should be universally agreed that if Spells are reimplemented, they should be:
1. Tradeable, marketable, and sellable
2. Gen 1 should return in circulation with a new Gen.
3. Stay in Halloween. I don’t buy into the idea of them being unrestricted.

This is my suggestion, and I hope that if Valve looks over this workshop submission that they read this and consider it.


These ideas are nice however it would be wiser if each player was given a limited amount of spells. The reason valve mainly stopped them is due too many particles being rendering crashing servers. If they were to make them buyable in the store or drop from cases it will cause the exact problem. My idea is to make it so you are only allowed to buy a specific amount of spells from something similar of the Gift Shop from Jungle Inferno using blood money tickets. This time with halloween tickets that let you buy a limited amount of spells you would like to have. Basically pick what you want, leave what you dont.
This is a fine idea, but the whole concept the particles are responsible for spell removal is a load of bunk. Not only do spells still get used today, meaning the effects are still in game and people are still using them, but unusuals and unusual taunts continue to receive new generations in increasing numbers, and no supposed threat of ‘particles breaking performance’ there.
λtom605 Sep 3, 2021 @ 3:12pm 
Originally posted by A .VMF:
Originally posted by λtom605:


These ideas are nice however it would be wiser if each player was given a limited amount of spells. The reason valve mainly stopped them is due too many particles being rendering crashing servers. If they were to make them buyable in the store or drop from cases it will cause the exact problem. My idea is to make it so you are only allowed to buy a specific amount of spells from something similar of the Gift Shop from Jungle Inferno using blood money tickets. This time with halloween tickets that let you buy a limited amount of spells you would like to have. Basically pick what you want, leave what you dont.
This is a fine idea, but the whole concept the particles are responsible for spell removal is a load of bunk. Not only do spells still get used today, meaning the effects are still in game and people are still using them, but unusuals and unusual taunts continue to receive new generations in increasing numbers, and no supposed threat of ‘particles breaking performance’ there.


Yes spells get used today, but im referring to the fact valve no longer allows player to buy them or unbox them. And the particles causing server crashes IS true. It may not seem like it cus you were most likely not around when spells were first introduced. The footprint spells caused servers to crash as there would be multiple people on a sever using them along with unusual effects making it go over the particle limit the game allows, causing it crash. The reason you dont see it anymore current day is cus 90% of the time official servers dont have halloween active.
Woshee Sep 3, 2021 @ 4:19pm 
January 30, 2015 Patch
. Fixed a client crash related to the particle system.
Woshee Sep 3, 2021 @ 4:28pm 
Not to mention I cannot find any evidence of what you are saying about particle overload causing server crashes. I could only find one from a bit ago about client crashes, but idk what are the chances that can happen, it only seems to happen with super expensive mods installed.
λtom605 Sep 3, 2021 @ 5:10pm 
Originally posted by Woshee:
Not to mention I cannot find any evidence of what you are saying about particle overload causing server crashes. I could only find one from a bit ago about client crashes, but idk what are the chances that can happen, it only seems to happen with super expensive mods installed.


Well, I’m having a lot of well experienced workshoppers saying that it’s the sole reason why spells were removed. Plus the person who does the particle work for the spells we’re doing say it’s true as well. But idk, you can be right but if there isn’t a good source to prove it idk what to tell you
Last edited by λtom605; Sep 3, 2021 @ 5:12pm
Nier Sep 5, 2021 @ 12:57am 
Originally posted by A .VMF:
This is how to Implement Halloween Spells. The biggest thing people don’t realize is how exactly Valve would implement spells.

My suggestion is that
A. Spells be added as bonus drops (or in a package item similar to the Halloween pumpkin packages) for Scream Fortress Contracts. This would encourage players to finish the bonus and be a not-too easy method of obtaining spells.
B. (Optionally with A) Spells be added as a rare bonus item when unboxing a crate during the Halloween season. Could also potentially be put in a standalone case?

It should be universally agreed that if Spells are reimplemented, they should be:
1. Tradeable, marketable, and sellable
2. Gen 1 should return in circulation with a new Gen.
3. Stay in Halloween. I don’t buy into the idea of them being unrestricted.

This is my suggestion, and I hope that if Valve looks over this workshop submission that they read this and consider it.
(Replying to "Gen 1 should return in circulation with a new Gen.")
This is a terrible idea, it would absolutely crash the market for original spell owners and simply make any money spent on those spelled items go down the drain.

I'd rather have Gen 2 feature Gen 1 spell effects, but with altered colors to make them still be separate from the original generation to maintain their value.
the militant Sep 5, 2021 @ 12:56pm 
Originally posted by Barrett:
Originally posted by A .VMF:
This is how to Implement Halloween Spells. The biggest thing people don’t realize is how exactly Valve would implement spells.

My suggestion is that
A. Spells be added as bonus drops (or in a package item similar to the Halloween pumpkin packages) for Scream Fortress Contracts. This would encourage players to finish the bonus and be a not-too easy method of obtaining spells.
B. (Optionally with A) Spells be added as a rare bonus item when unboxing a crate during the Halloween season. Could also potentially be put in a standalone case?

It should be universally agreed that if Spells are reimplemented, they should be:
1. Tradeable, marketable, and sellable
2. Gen 1 should return in circulation with a new Gen.
3. Stay in Halloween. I don’t buy into the idea of them being unrestricted.

This is my suggestion, and I hope that if Valve looks over this workshop submission that they read this and consider it.
(Replying to "Gen 1 should return in circulation with a new Gen.")
This is a terrible idea, it would absolutely crash the market for original spell owners and simply make any money spent on those spelled items go down the drain.

I'd rather have Gen 2 feature Gen 1 spell effects, but with altered colors to make them still be separate from the original generation to maintain their value.

I personally believe this is wrong, but whatever.
Nier Sep 6, 2021 @ 11:40am 
Originally posted by A .VMF:
Originally posted by Barrett:
(Replying to "Gen 1 should return in circulation with a new Gen.")
This is a terrible idea, it would absolutely crash the market for original spell owners and simply make any money spent on those spelled items go down the drain.

I'd rather have Gen 2 feature Gen 1 spell effects, but with altered colors to make them still be separate from the original generation to maintain their value.

I personally believe this is wrong, but whatever.
I understand wanting to have Gen 1 effects back as they were cool as hell, but objectively they would crash the market of the original effects. A strange original double spelled itself adds 50 keys, meaning a person would lose 100 dollars simply by Gen 1 effects being re-added.

Or to be more thorough of how much spells increase item prices, here's a pricelist. https://steamcommunity.com/sharedfiles/filedetails/?id=1882335372
Last edited by Nier; Sep 6, 2021 @ 11:40am
the militant Sep 6, 2021 @ 12:31pm 
Originally posted by Barrett:
Originally posted by A .VMF:

I personally believe this is wrong, but whatever.
I understand wanting to have Gen 1 effects back as they were cool as hell, but objectively they would crash the market of the original effects. A strange original double spelled itself adds 50 keys, meaning a person would lose 100 dollars simply by Gen 1 effects being re-added.

Or to be more thorough of how much spells increase item prices, here's a pricelist. https://steamcommunity.com/sharedfiles/filedetails/?id=1882335372

So that's it then. The economy of spells can NEVER recover if they re-add them?
They seems like a load of hooey if you ask me.
λtom605 Sep 6, 2021 @ 12:51pm 
Originally posted by A .VMF:
Originally posted by Barrett:
I understand wanting to have Gen 1 effects back as they were cool as hell, but objectively they would crash the market of the original effects. A strange original double spelled itself adds 50 keys, meaning a person would lose 100 dollars simply by Gen 1 effects being re-added.

Or to be more thorough of how much spells increase item prices, here's a pricelist. https://steamcommunity.com/sharedfiles/filedetails/?id=1882335372

So that's it then. The economy of spells can NEVER recover if they re-add them?
They seems like a load of hooey if you ask me.

I’m going to be honest here, IF Valve were ever do add spells back, and that’s a huge ass if, I highly doubt they would bring back gen 1 spells. I think they’re fully aware that the trading community would blow a fuse if they were to re add them back. The project we did is purely for fun, but if they were to add our series 2 it would prolly be the only spell series added. It sucks but they’re not wrong, re adding those back would make a lot of people upset.
Originally posted by λtom605:
Originally posted by A .VMF:

So that's it then. The economy of spells can NEVER recover if they re-add them?
They seems like a load of hooey if you ask me.

I’m going to be honest here, IF Valve were ever do add spells back, and that’s a huge ass if, I highly doubt they would bring back gen 1 spells. I think they’re fully aware that the trading community would blow a fuse if they were to re add them back. The project we did is purely for fun, but if they were to add our series 2 it would prolly be the only spell series added. It sucks but they’re not wrong, re adding those back would make a lot of people upset.

Valve most likely will never bring back 1st gen spells. They know there's a market for spells, and because theyre limited and retired, the price will continuously go up, and a lot of spelled items can be sold on the steam community market, the higher the price they sell for, the more money valve will get from steam tax. I don't think valve would just throw away that free money.
λtom605 Sep 7, 2021 @ 10:01am 
Originally posted by what year was new coke invented:
Originally posted by λtom605:

I’m going to be honest here, IF Valve were ever do add spells back, and that’s a huge ass if, I highly doubt they would bring back gen 1 spells. I think they’re fully aware that the trading community would blow a fuse if they were to re add them back. The project we did is purely for fun, but if they were to add our series 2 it would prolly be the only spell series added. It sucks but they’re not wrong, re adding those back would make a lot of people upset.

Valve most likely will never bring back 1st gen spells. They know there's a market for spells, and because theyre limited and retired, the price will continuously go up, and a lot of spelled items can be sold on the steam community market, the higher the price they sell for, the more money valve will get from steam tax. I don't think valve would just throw away that free money.

Exactly
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