Eloquent.
On 30/10/2012 7:58 AM, "doc" <[email protected]> wrote:

> You seem to be upset with TF2 for requiring a certain amount of people to
> take on certain tasks. You want to be able to experience 100% of the
> content regardless of it's intention, delivery, or challenge. This seems
> like you just want more free stuff for your free game, this is good, it's a
> sign that you really like this game and you're frustrated you cannot
> experience everything about it because you must rely on the public to help
> you. I can understand that's... sometimes unfortunate, but at the same time
> you cannot hold this against Valve/TF2.
>
> I'm not sure what exactly you're expecting for TF2 anymore. I mean think
> about what you've gotten and how it stacks up to any other multiplayer game
> you've ever played:
>
> - TF2 came out in 2007 (you cite Borderlands 2, when the first Borderlands
> came out in 2009)
> In this time there have been: a lot of -free- updates. Over 5 years of
> constant support, new game modes, new maps, new voice actor lines, new
> models, new weapons, new hats (hooray??), more features, different entire
> game modes. All of these things have been provided for free, because some
> people really like those $100 rings.
>
> - TF2 is now -free-, 100% free
> THERE ARE STILL CONTENT UPDATES. This is what really blows me away. This
> game is 100% free, this entire event was 100% free. Sure you can say the
> event sucks but why have any events... ever really? CoD doesn't have
> Halloween events and it seems to be quite fine without them. I'm not sure
> Halo has any kind of achievements unlocking new weapons, or new maps coming
> out (for free).
>
> - Not everyone wants to play by themselves.
> I think the fact that you need at least x players to do something is kind
> of neat - it's not something you see in a lot of other video games, and I
> mean.... is this really a big deal? It's ONE map during ONE week of TF2,
> and unless you've been sucked into the trading meta-game (that is
> cheapening TF2) there isn't anything you 'get' out of this. Then again when
> I started playing TF2 5 years ago, there wasn't anything to get at anytime.
> You say that 32 man servers show you can take an idea too far, but what is
> to stop that argument from being flipped on it's head. Why does VALVE get
> to tell me how many players I should max out on? If one can say 32+ is too
> many, I'm comfortable in saying you need 6 to do MvM, unless you regularly
> are able to 1-man MMORPG bosses or L4D runs I don't see why this is such a
> strange restraint.
> (Also side note: what is the challenge in hitting the tank? The challenge
> comes in splitting your attention, the tank itself is easy but it REQUIRES
> time, REQUIRES damage. If you  have to concentrate on stopping a tank or
> stopping bomb progress what do you do? That question is the reason tanks
> exist. They are not difficult on normal, but then again the Normal
> difficulties are pretty easy.)
>
> - Perhaps TF2 is reaching the end of it's idea threshold
> So MvM isn't some perfect MAN VERSUS MACHINE SHOWDOWN, it's more of a
> really fancy set of maps and AI logic and hacked up missions. I explain MvM
> as a super polished SourceMod plugin - and that's a blast. It's a shame it
> takes up a literal 32 man server, but expecting them to completely change
> bots/AI behavior within their game at this point in it's lifetime just
> doesn't many any sense - there is no financial motive unless they plan on
> re-releasing it as some paid addition. You can't just edit SoldierBot.cs
> and set useRocketJumps = true.
> After 5 years perhaps TF2 should just be enjoyed for what it is, instead of
> being reliant on every holiday update bringing with it more fun. Remember
> how fun cp_dustbowl was on launch day? It's still that fun, you've just
> come to expect more, a lot more.
>
>
> My advice is: don't cater to quickplayer. They are users that just mashed
> "PLAY NOW" and most times have no loyalty to the place they show up at.
> Take your server off quickplay - get a community of players together that
> still like TF2 for what it is. If you cannot get those people together,
> then perhaps your community has moved on from TF2 and Quickplay users were
> just the band-aid hiding this wound.
>
> TF2 is a bunch of fun but it has become a very different game over its
> lifetime. I agree with your sentiment that the updates now don't feel as
> "fun" as they used to, but I also see that I have around 2,000 hours of
> game time in TF2, and I think that's just a lot of time to spend on one
> thing in general.
>
> On Sun, Oct 28, 2012 at 1:43 AM, dan <[email protected]> wrote:
>
> > On 28/10/2012 07:38, Maavrik wrote:
> >
> >> I always felt that TF2 was meant to be silly.  For instance, the Scout
> >> knows he's in a video game, not very serious if you ask me
> >>
> >
> > It doesn't follow that in order for the content of the game "not to be
> > serious" that it doesn't
> > matter what that content of the game is or how the mechanics of it work.
> >
> > If any old crap worked because "It's not serious" then Splash Damage
> could
> > be successful PC game developers :)
> >
> > As I said, I think it would be more fun had this particular update
> > considered what happens when you play the map, rather than them (after
> > finally realising that the random boxes appearing
> > somewhere on the map was a crap idea) having to sit and think of ways of
> > making this suck because otherwise their "customers" won't value the
> items
> > they've farmed.
> >
> > They even make it suck if you don't have the right number of people? Why?
> > Why can borderlands 2 manage to work with 1 player or 4 players, but
> Valve
> > can
> > only write a game that needs 6 people otherwise they switch off half the
> > mechanics or it doesn't scale? There doesn't seem to be any shortage of
> > people willing to pay
> > for Borderlands 2. Worse are these stupid ideas now that you can't leave
> a
> > game, even if your house catches fire "Our game sucks with less than 6
> > players and our solution to this is
> > to get rid of players from our community who have to leave the server" -
> > err, doesn't that just make it even /less/ likely to get 6 players? Why
> not
> > just design your game to work with
> > however many players there are? The TF2 community manages to do that, as
> > the 6v6, highlander, 12v12 and 32 man servers show (well ok
> > the 32 man servers show you can only go so far with an idea) But why
> can't
> > I play single player MvM or 2 or 3 player Halloween maps and have it all
> > work?
> >
> > I'm willing to pay for the 3 copies of the game (I thought I'd already
> > paid for 2 of the effing copies you're now telling me every year I can't
> > play this mode or that mode
> > because there aren't enough people. Evidently I didn't pay enough)
> >
> > If the answer to all the questions ultimately ends with some nod to the
> > idea that items have to be valuable, then those answers suck and it's a
> huge
> > mistake to take your games down these gaming dead ends imo.  Sure, you'll
> > make lots of money. I can look at how many halfwits are buying rings on
> > sale and
> > see that, but it makes the games themselves suck.
> >
> > Valuing the game, especially playing it, seems to be no longer an option.
> > If it ever generated revenue, it doesn't
> > now (except, I suppose, for the ticket idea in MvM which you could argue
> > is about paying to play towards the objective to get items. Not
> > a bad idea but it's MvM where they've taken everything developers could
> do
> > with AI in 2003 and made it worse.  Where's the challenge in hitting the
> > tank for example?
> > TF2 has all these wonderful game mechanics, projectile weapons - the 2
> > nade firing guns, for example, are fantastic and really rewarding to get
> > hits with (I would
> > argue they are the best weapons in any multiplayer game) and mechanics
> > like sticky and rocket jumping. All of this rich content was ignored to
> > instead fight a bunch of AI that just walk in straight lines - so
> > not only do they not use any of these mechanics but you don't need to use
> > any of them against them either.  My grandmother would probably struggle
> to
> > miss them and she's been dead for over a decade.
> >
> > Unfortunately, MvM removed all of the good work they did, since F2P, in
> > getting lots of vanilla servers full of people playing TF2 multiplayer.
> Now
> > I find myself
> > scrabbling around a bunch of badly configured 3rd party servers with half
> > the server trading or sitting somewhere on the map having "meetings"
> where
> > hardly anyone actually plays once again.
> > The irony here, of course (as we can see from the other thread with folk
> > noticing their quickplay servers filling instantly) as the Halloween
> update
> > brings in a ton of people to play, they are given something that's barely
> > worth playing
> > and you say "it's not supposed to be serious", but I don't want it to be
> > serious, I want it to be fun.
> >
> > Yes, some aspects of the map are fun, like the changing health packs, the
> > exploding pumpkins, the pit you fall down if you miss the jump for the
> > health and so on, but the first of these have been used for several years
> > now and most of the new ideas are just content that has been taken from
> > roll the dice and frog mods and so on - except there is actually a
> modicum
> > of sense behind how the RTD servers implemented it.
> >
> > --
> > Dan.
> >
> >
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