how about making it "black market" items, items in tf2 beta are normal, but can
be traded (one way) to the normal tf2 universe, but then turn "Black Market
Degreaser" etc, and if crafted it can only crafted with other black market
items to get black market metal, hats etc. catch would be that playtime on
normal and beta would be one time window, ppl would have to choose, or divide
the playtime per week. The other possibility is to lower the drop rate on beta
for this.
>________________________________
>From: "[email protected]" <[email protected]>
>To: Half-Life dedicated Win32 server mailing list <[email protected]>
>Sent: Thursday, 10 November 2011, 12:37
>Subject: Re: [hlds] Team Fortress 2 Beta update released
>
>Possibly. If it's an item incentive, it needs to be designed in a way that
>unlike the Alien Swarm Parasite Hat, TF2 Beta is played for more than 5
>minutes per person.
>
>On 10/11/2011, at 10:32 PM, Jethro Seabridge wrote:
>
>> Perhaps another variant of the "Employee" badge? Earned for how long
>> you've spent on the beta?
>>
>> On 11/10/11, [email protected] <[email protected]> wrote:
>>> I dare say that time in the beta should count against drops in the regular
>>> game.
>>>
>>> Currently for the economically minded (of which economic value is
>>> debatable), TF2 Beta would be a waste of time, as you get drops in a
>>> separate universe and time spent playing the beta takes away from time in
>>> the regular game in which you would get regular drops.
>>>
>>> If playing the beta got regular-TF2 item drops, there would be less of a
>>> deterrent to playing the beta.
>>>
>>> Still not a decent incentive, but it might help.
>>>
>>> On 10/11/2011, at 7:36 PM, Flubber wrote:
>>>
>>>> I think that would not give any more info just taking people to idle in
>>>> beta then get their loot. An
achievement in TF2 Beta that would give an
>>>> item in the normal TF2 would be more efficient for testing. Of course it
>>>> would had to be a gameplay achievement (capture # points, heal # people,
>>>> you know what i mean), but that would take some players to the beta.
>>>>
>>>> 2011/11/10 zach isaac <[email protected]>
>>>> it really lakes the metagame that TF2 uses to keep players hooked. It
>>>> would be impossible to implement the same mechanic, but Im sure there a
>>>> differant kind of meta game that would work (I.e. double drops that are
>>>> for the main game)
>>>>
>>>>
>>>> On Wed, Nov 9, 2011 at 7:25 PM, Mart-Jan Reeuwijk <[email protected]>
>>>> wrote:
>>>>
>>>> Was there ever done some with the input that was given some time ago in
>>>> requests in how to get more players occasionally play TF2 Beta? afaik
>>>> there are no benefits for players that do so. There was a wide range of
>>>> ideas put up, but I've not seen such pass by as being used or other things
>>>> like that.
>>>> From: Eric Smith <[email protected]>
>>>> To: 'Half-Life dedicated Win32 server mailing list'
>>>> <[email protected]>; "'[email protected]'"
>>>> <[email protected]>;
>>>> "'[email protected]'"
>>>> <[email protected]>
>>>> Sent: Wednesday, 9 November 2011, 22:33
>>>> Subject: [hlds] Team Fortress 2 Beta update released
>>>>
>>>> We've released a mandatory update for the Team Fortress 2 Beta. The notes
>>>> are below. We encourage players to help us stress test the updated model
>>>> loading system so we can roll the
changes to Team Fortress 2 as soon as
>>>> possible.
>>>>
>>>> Thanks.
>>>>
>>>> -Eric
>>>>
>>>> ---------------------------------------
>>>>
>>>> Team Fortress 2 Beta
>>>> - Sync'd with recent changes from Team Fortress 2
>>>> - Re-added original Degreaser afterburn duration penalty (in addition to
>>>> -10% dmg)
>>>> - Dramatically improved the dynamic model loading system's memory usage,
>>>> performance, and stability
>>>>
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>>>>
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>>>
>>>
>>
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