Showing posts with label Team Fortress 2. Show all posts
Showing posts with label Team Fortress 2. Show all posts

Thursday, December 08, 2022

An Issue With Skins

 I was thinking about skins in games and wanted to talk about one of the things that annoys me.

TF2 Silhouettes
 First I want to get nostalgic about Team Fortress 2.  One of the things that I felt the game got perfect (at least at launch, not sure about current state) was the visual feedback about what class a player was playing.  The heavy was very distinct compared to the scout who was distinct compared to the sniper/medic/etc.  Every class was visibly identifiable the moment you came across them unlike other FPS games of the time where it was very difficult to get a sense of your opponents capabilities at a glance.

 Fast forward to the modern age and the explosion of skins as a key revenue stream for online games and the one thing that annoys me about skins: skins obfuscate a characters role in the game.  For example I will use my current game of choice, New World, and how it uses skins.  

 Skins are available and can then be applied to any equipment slot for a player.  The problem is skins are not visually tied to armor weights so a heavy armor user can apply a skin that looks like light armor and vice versa a light armor user can dress up in heavy plate armor skins.  Most annoying is shield skins where players can use the skin for a small round shield while using a big ole' tower shield.  

 This means I lose out visually on clues about my opponent.  A character running around with a small round shield should be indicative of a light armor load.  If I jump in to attack them thinking that and end up hitting a wall because the player is actually a heavy armor tank with a tower shield (more damage reduction) it is a "feel bad" moment. And I will admit I've used to this my benefit by being that heavy tank with a round shield skin baiting in attackers thinking I was a light weight.

 Even though I've benefited from this skins situation it still annoys me.  Skins in games should not change the visual distinction needed for the game to give good feedback to the user.  In New World's case it is as simple as making skins require specific armor weight to apply (i.e. can't apply a round shield skin to a tower shield, can't apply a light armor skin to a heavy armor piece).

 So I plead with game developers: please don't sacrifice visual feedback to players during game play in the favor of giving more skins to players.  Please make skins as minimally impacting on playing the game as possible. 

 Thank you for listening to my rant.  Agree?  Disagree?  Leave some comments.

Monday, December 14, 2009

Team Fortress 2 - Crafting

The upcoming Team Fortress 2 update is getting more interesting by the day.  A new crafting webpage has appeared as part of the update, with a promising opening:
For years you have been able to create weapons with your bare hands, using raw steel, in real life. What if we were to tell you there’s now a way to SIMULATE that in-game?
Apparently this will run off of blueprints where various items can be combined to create the item you want. A screen shot of the crafting screen is below:



Valve never ceases to amaze me with the updates for TF2.

Update: Also found http://www.teamfortress.com/war/saxtonhale/poopyjoe.htm

Monday, September 07, 2009

The Great GAME Purge of 2009

Ardwulf purged the MMOs installed on his PC:
That time has come again, to free my overloaded hard drive of games (MMO and otherwise) and software that I’m not playing, and won’t be, for the foreseeable future.
Since I am no longer MMO-centric, I am going to list my GAME purge of 2009. As a bonus, hard drive space is super valuable to me currently as I am shooting a ton of high def video of little Heartless_.

Action Games

Battlefield Heroes: Staying. Its free-to-play and I've spent a few bucks to customize my heroes. Its easy to get into and offers casual FPS game play.

Team Fortress 2: Staying. Every time I think about removing this game, Valve releases an update that pulls me back in. Also, I still want a damn hat!

Left 4 Dead: Uninstalled. I haven't played in months and the friend I played with from work switched to a night shift and is never online when I am. It was a fun romp while it lasted. Also, as the game was downloaded via Steam, it is a simple 1-click reinstall.

Call of Duty 4: Reinstalled. I want to play through the single-player campaign again, and I have to admit that the CoD4:Modern Warfare 2 videos have me drooling for some CoD4 multi-player action.

Quake Live: Staying. Its contained in a browser plug-in and easy to jump into. I may suck at it, but its completely free and worth keeping around.

MMOGs

The Chronicles of Spellborn: Staying, but only if I can fix it crashing my PC. I purchased a new video card and now when I boot up TCoS, it BSODs my computer. If I can't fix this, I will have to remove the game. I don't want to, but TCoS is frozen in development, so no fixes are likely to come down the line. This is the only game that crashes with my new video card.

Runes of Magic: Uninstalled. Since the WoW Cataclysm announcements, I feel dirty playing RoM. For $15 a month, I could be having a much better experience in WoW. RoM is fun and well developed, but I have five years of WoW bias to fight every time I'm logged in. Plus, the PvP in RoM sucks.

Maple Story: Uninstalled. I said I was going to try the game that 90+ million people have tried, but outside of the card game I've lost interest. The iTCG is out of beta, so it now costs money and I doubt I'll be going back to it anytime soon.

Free Realms: Uninstalled. While some people are treating Free Realms as the next coming of Jesus, I see through its thinly veiled exterior. Its a bunch of mini-games in a world where players can interact with each other. All of the good stuff is locked behind the pay wall. I will only admit that it is well executed and offers a quality experience, but it is nothing special. Kongregate, I'm coming back.

Domain of Heroes: Bookmark deleted. Yes, I spent $10 on this lackluster game and then promptly stopped playing. It was after the $10 that I realized how hopeless the development of the game was. Changes were either slow or completely out of left field. It could be a great and fun game, but the balancing act required seems out of reach for the developers.

Dungeons and Dragons Online: Possible new install. I have to wait and see how the game reviews in its new free-to-play form. I never agreed with the fundamental design of DDO, but it could turn out to be a decent freebie that is worthy of a few hours.

Miscellaneous Games

The Path: Staying. I still haven't unlocked everything in this little gem of an indie-game. Plus, I think if I uninstall the game, strange things start happening in real life.

Metaplace: Staying. I don't know what to think of Metaplace. I don't believe it can be a gaming platform of any kind in its current state, but I'm curious to see where it goes. Plus, it takes up no room on my hard drive, so it makes the decision easier.

Friday, August 21, 2009

Team Fortress 2 Hat Drop Rate

I have to tip my hat to Kill Ten Rats for finding this chart detailing the drop rate of items in Team Fortress 2.

Actually, I can't tip my hat, because there appears to only be a 0.05% chance of actually seeing any single type of hat drop.

Has anyone else found a hat since the latest TF2 updates?

Friday, August 14, 2009

Team Fortress 2 Classless Update: That Was Fast

The newest Team Fortress 2 patch is LIVE. Hats, King of the Hill, new maps, revamped old maps, and other Team Fortress 2 goodness can be found here:
New Content:

* Added King Of The Hill game mode.
* Added custom animations played by the losing team during the post-win state. They are moved into third person camera to enjoy them.
* Added lots of new hats.
* Added koth_Viaduct.
* Added ctf_Sawmill
* Added community map Arena_Offblast
* Added community map Cp_Yukon

Additions / Changes:

* Added "Auto Reload" option to the multiplayer advanced options.
* Clip-based weapons that reload a full clip at a time can now have their reloads aborted by firing.
* Pistol now fires at a fixed rate, not based on the speed at which you press the firing button.
* Added a color blind option to add a Jarate icon above enemies who are busy accepting a terrifying existence where they have no dignity.
* Significantly reduced the amount of network traffic being sent.
* Capturing the flag in a CTF game mode gives the entire capturing team 10 seconds of critboost.
* Sappers attached to a teleporter automatically place another Sapper on the other end of the teleporter, if it exists.
* Engineers wrenching a teleporter will repair the other end as well, and remove Sappers from both if they exist.
* Disguised Spies no longer trigger On-Hit effects (like the Blutsauger's heal).
* Removed self-inflicted minicrits. Fixes Jarate'd Soldiers/Demomen having ineffective rocket/grenade jumps.
* Added an item panel to the spectator cam that shows non-standard items being carried by the player you're spectating.
* Added an "Inspect" key that allows you to look at items being carried by your team mates.
* Backpack improvements:
- Added drag & drop to move items around. Item positions are maintained on the backend.
- Added multi-select, allowing you to delete multiple items at once.
- Added a new key to the key binding page that opens your inventory directly to your backpack.
- Fixed mouseover panel being incorrectly position when the backpack first appears.
* Cloaked Spies standing in valid backstab positions no longer raise their knife.
* Added current map name and gametype to the bottom right of scoreboard.
* Added class icons to tips on the loadout and loading screens.
* Improved visuals around flags when they're being carried by a player.
* Improved critboosted visuals, making it much clearer when an enemy has critboost.
* Updated the loading panel to show the game type under the map name during level transition.
* In-game chat dialog now supports full Unicode characters.
* Added BLU main menu background.
* Added response caching for some server queries to help reduce the CPU load from DOS attacks.
* Teammates no longer block friendly radius damage. Prevents nearby teammates causing rocket/grenade jumps to fail.

Map Changes:

* Update PLR_Pipeline
- Increased the starting advantage in the third round if a team has won the first two rounds.
- Fixed carts not continuing to the second round if they're capped at the same time in the first round.
- Fixed being able to shoot pipebombs over the starting gates in the first round.
- Fixed being able to open the doors in the first round before the setup time was finished.
- Fixed players getting stuck in some doors.
- Fixed players being able to get onto rooftops and out of the map boundaries.
- Fixed other minor bugs and exploits.
* Update Arena_Sawmill
- Fixed DirectX8 bug where some models would not be visible.
- Fixed exploit with building teleporters outside of the map.
* Updated CP_Granary
- Made a few changes to improve balance based on competitive community feedback.

Item Reworks:

* The Force of Nature
- The enemy knockback now only `works in close range and behaves more like the Pyro's air blast.
- Enemies cannot be juggled by the FaN's effect.
- The self-knockback has also changed to respect the firer's view angle. Looking up while shooting will no longer propel the enemy upwards.
- Knockback is now scaled by damage done.
* The Sandman
- A Scout will receive 1 point for stunning an enemy and 2 points for a long range stun.
- Stunned players now take 75% of all incoming damage instead of 50%.
- Ãœbercharged players can no longer be stunned.
- Heavies spinning their mini-guns will continue to spin when stunned (whether the left or right mouse button is pressed).
- The minimum distance to stun a target has been reduced.
- The negative attribute has changed from "no double jump" to "-30 max health".

Fixes:

* Fixed various issues around layout & presentation of items inside the Backpack and "X is carrying" item dialogs.
* Fixed an exploit that allowed players to work around sv_pure.
* Particle files are now protected by sv_pure.
* Fixed critboost effect getting stuck on when you die while critboosted.
* Fixed Timer HUD element backgrounds not being the correct color if you change teams during waiting for players.
* Fixed a couple of issues with the way critboosts affected The Huntsman and the Spy's knife.
* Fixed an exploit where you could reload The Huntsman faster than intended.
* Fixed Heavy "civilian" exploit.
* Fixed a set of exploits using the DXSupport config files.
* Fixed r_screenfademinsize and r_screenfademaxsize exploits.
* Fixed sentries firing at a fully cloaked Spy if they're still the closest target.

Community requests:

* Added a HUD element for hybrid CTF & CP maps.
- Supports 1 or 2 flags, and any number of CPs.
- Mapmakers need to place a "tf_logic_hybrid_ctf_cp" entity in their map to enable it.
* Added custom kill server log text "train" and "saw" for deaths caused by these environmental hazards.
Format: "%s<%i><%s><%s>" committed suicide with "world" (customkill "%s") (attacker_position "%d %d %d")
* Added new "medic_death" event for server logs
Format: "%s<%i><%s><%s>" triggered "medic_death" against "%s<%i><%s><%s>" (healing "%d") (ubercharge "%s")
- healing is the amount the Medic healed in that life
- ubercharge (1/0) is whether they died with a full charge
* Added "func_respawnflag" trigger entity. It will remove & return the flag if a flag carrier touches it, or if the flag falls into it.
Way cool.

Wednesday, August 12, 2009

Team Fortress 2: FLUFF


A new Team Fortress 2 update has been thrown down the proverbial bowling alley that is the Valve development pipeline:
A surprise new TF2 update has arrived, and it has absolutely no class. In fact, it’s about as daft an update as you could hope for, with Day 1’s offerings giving you eighteen new hats, and a new Arena map. “After setting a new standard for Lack of Class in an FPS with the addition of Jarate (the jar-based Karate),” explains the TF2 blog, “we’ve raised the bar on lowering the tone even further with the first ever Classless Update!”
Hats? Fluff, absolute fluff! Who would have ever guessed that we would be discussing FLUFF for a first person shooter? More importantly, who would've guessed we'd actually like the FLUFF!

*grumbles*

Sunday, May 31, 2009

Team Fortress 2 Unlockables and Achievements: Back to Normal

Valve has updated the item unlock system of Team Fortress 2 to include achievement milestones again.
Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables.
So, in addition to the new random drop system, we also have the old exploitable/grind achievements model. While, I like that there is a directed way to unlock the items for a single class again, I can't help but sigh at the fact that Spy and Sniper achievement cheat servers are going to run rampant. I'm not sure this benefits any legitimate players, as it appears the random drop rate for items has been increased. I'm getting new items faster than before and I've not suffered a duplicate item since my run in with Natascha x4.

Keen believes this combined system redeems Valve for the early stutters of the random drop system:
Thankfully they came to their senses. Valve fixed the unlock controversy with a patch today that makes the item unlock system work how it should have worked all along: Items are once again unlockable through earning achievements in addition to being found through drops. I’ve noticed that the drop rate has been increased as well (found 3 items, that I already had, in under an hour of actually playing).
I don't see how it redeems Valve. With the increased drop rate, I can't imagine anyone playing fair would actually go after the achievement milestones as a way to unlock an item. Which means, the only players using the achievement milestones are the cheaters that want the Spy/Sniper items (or whatever class is next to get updated).

In my opinion, this just shows how poorly thought out the unlock system was to begin with. As I've stated in the past, Valve should just dump the system and keep the random drops for things like hats.

Keen ends the argument for me:
Honestly, it’s a bit easy and if you play for any time at all you’re going to get items but that’s how a FPS game should be - all skill with these extras being fluff.
It will be interesting to see the spike in the number of Spys and Snipers running around with their new toys, all gained through legitimate means no doubt.

Sunday, May 24, 2009

Team Fortress 2: Spy vs. Sniper Unlocks/Item System Woes

It was not long ago that I questioned Valve's item unlock and achievement system for Team Fortress 2. The original system, whereby new items were unlocked by completing achievements, promoted grinding and cheating. It wasn't any fun.

Fast forward to the Spy vs Sniper update and Valve has introduced a new system. Gone are unlocks via achievements; arrived are unlocks via random luck (or so it seems). The new system:
For the last number of months we've been working on using the Steam Cloud to store a player's inventory. With that finally in place, we were able to deploy a new system focused on the giving of items to players. That new system watches the amount of time that players are playing TF2, and gives them a chance to find items at regular intervals. They aren't guaranteed to get the item at those points, but they have a pretty good chance. We based the system on granting items on the amount of time played because we don't want players to have to do weird things like join achievement grinding servers to get new content. Basing it off time also has the benefit of ensuring that if you play a lot of TF2, you're going to get more items than players who don't.

However, this has spawned a new type of cheat. Players are filling up cheat servers, going AFK, and after X hours are receiving their items. Whereby, a lot of players who are actually playing, are getting items at a slower rate because when someone actually plays, there is downtime between matches as servers load new maps. There is a slight advantage to the cheaters currently, but honestly, if the items can be attained legitimately by just playing, the cheating isn't as detrimental as within the old system.

Valve has stated the system is suffering from some bugs and they are investigating it. The major issue where players were receiving NO unlocks after hours of play has been resolved.
In the first few hours after the release yesterday, we had some issues that prevented the system from working properly, so that timeframe was not indicative of the system as it's designed.
Unfortunately most of my playtime with the new patch was during the affected timeframe, so I do not have much experience with the system to give a thumbs up/down. So far, in about an hour of play outside that window, I've yet to stumble across a single item. Thus, I am ending this post and getting back to the business of bitch-slapping some spies and hoping for random drops. It almost makes me wonder if I'm playing an FPS or an MMO!

Update: After 2.5 hours of play, I have "found" my first item. I died and then a screen popped up stating that I had unlocked Bonk! Atomic Punch for the scout.

Sunday, May 17, 2009

Were You Surprised?

Proving that not even updates are safe from a backstabbing Spy in Team Fortress 2: Valve. Simply. Owns.
First there’s the Dead Ringer Spy Watch, a brand new golden pocket watch. As many speculated last night, this is a device designed to create a ‘feign death’ move. Activated once the Spy has received a non-critical hit, he cloaks for up to eight seconds, while a fake corpse collapses to the ground.

Then there’s the Cloak And Dagger Spy Watch, a regenerating cloak device. Stand still and it will refill your power gauge, only draining when you move.

These are the two items selected from the Spy’s Dapper Rogue Catalogue, “Catalogue for the Gentleman Rogue”. Others featured include a suit made of macrofilm and a ski mask grappling hook. Of all those mentioned, perhaps the only other realistic option might be the flamethrower lighter.
Oh, and a new "Meet the" movie (guess who it is).

Tuesday, May 12, 2009

You Will Shoot Them and They Will Stick to the Wall and They Will Die

No, the Huntsman doesn't stun. It pins dead/dying players.
Any experienced sniper will tell you how irritating it is when your targets keep moving around. The question is how to stop these cheaters from wind-sprinting around like they own the place. And the answer is to pin them to a wall. How? With arrows!

"Now, hold on," you might be thinking. "I'm strong, but no one could throw an arrow that hard." Introducing the Huntsman longbow, which solves that age-old throwing problem.

"Now, hold on," you keep saying. "Aren't bows and arrows primitive and harmless?" Why don't you ask the dinosaurs? Except you can't, because the cavemen bow and arrowed them to death. One headshot from the Huntsman can mean an instant crit, in addition to a bolt-riddled corpse hanging from a wall that's gruesome and funny.

And even if you don't kill them, they'll carry around a certain arrow-shaped something as a living testament to your awesome archery skills and their frankly unawesome dodging skills. Comes with 18 arrows and a one-second charge for full power shots.
Team Fortress 2 + class updates + sniper + bow and arrow = win. Now, Valve, how about that next "meet the X" video?

Wednesday, February 25, 2009

FPS Gaming Goodness: Quake Live and Team Fortress 2 Scout Update

The Quake Live beta has started and I can be found getting fragged repeatedly as heartlessgamer. Just to note: there are queues to get logged into the beta website, so get in line now if you want to get your frag on!
Actually the queues have subsided to just a couple of minutes now, but last night they were swollen with tens of thousands of people trying to log on to the new service. Apart from being over-subscribed and the verification emails taking a while to turn up, the browser-launched Quake 3 is looking good. The front end system, with its rankings and insta-matching systems, appears remarkably solid and easy to navigate. Why not go and have a look? It’s completely free, after all.

Next on the schedule for FPS fans: Team Fortress 2 has released the Scout Update.
Baseball pre-season begins. And the Scout Update goes live. After the vote to see in which order the unlocks should be added, the order is announced. It’s Force-A-Nature first, then The Sandman, then finally the Bonk Energy Drink. You can read all the details of all the updates with this handy link.

Also to note: Team Fortress 2 is on sale for a mere $10 until this Friday. Get it while its hot. Oh, and apparently games work just like taxes, lower them and more revenue is made. Or I mean to say: lower game prices and more revenue is made.
The holiday sales lead to interesting numbers. A 10% reduction lead to 35% increase in amount of money which came in (i.e. Not just sales). 25% lead to a 245% increase. 50% lead to 320% increase. And 75% lead to 1470%. Which is an interesting one to interpret in a few ways.
A great one-two punch. A free, web-based FPS that plays great on almost any PC. And a game developer delivering digital downloads at a reasonable price making money hand over fist. Take that you stupid, overpaid fucking twats running 90% of the game development industry.

Thursday, August 21, 2008

Team Fortress 2 Guest Pass Available

I have been awarded one 3-day guest pass for Team Fortress 2. Whoever I give the pass to will receive a free copy of Team Fortress 2 that they can play for three days, no strings attached. The only requirement will be that the person receiving the pass will need to have a Steam account or be willing to create one (its free!).

All I ask is that you plan to use those three days wisely and if you end up liking the game, spend a few extra dollars to pick up a copy. It is by far the best FPS game I've played in years.

If you are interested please leave a comment and an e-mail address. I will make a decision on Monday the 25th (to give all the WAR Preview Weekend players time to respond).

Tuesday, August 19, 2008

Team Fortress 2 Arenas: Fight to the Death

The incoming Wargasm is not the only gaming news of importance today. Valve is hard at work supporting Team Fortress 2 (TF2), new game mode included.
TF2 Arena keeps the class diversity of Team Fortress 2 while focusing goals around combat between two teams. Where other game modes lean towards a broad overall strategy for the team over a number of lives, Arena concentrates on the specific tactical choices the teams make in a single fight.

Arena features smaller maps that play out in shorter periods of time. The round ends once one team has no players left in the arena, or when the central capture point has unlocked and been captured. Rounds tend to be very fast and highly competitive, with an emphasis on your team’s class makeup and your plan to counter the opposing team’s class choices. Arena mode is great for smaller matches of three vs. three players, while still comfortably supporting huge knockdown twelve-on-twelve brawls.
This is a feature that I've already seen take shape on Custom Map servers, specifically for fans of the Spy class in TF2.

The Spy class in TF2 is a source of both love and hate. One second a Spy is destroying everything known to be awesome, the next they are randomly eating dirt. For a long while, after the Pyro blitz, playing a Spy was simply suicide. With the Pyro push receding, the life of a Spy has returned to normal sappin' and stabbin'.

However, it is still a high-stress, often maddening experience to play a Spy on a regular basis. Current TF2 maps are too large to effectively stealth into place. Hallways are too crowded to bypass enemy players. Chokepoints are easily spammed making travel to the enemy backside impossible.

Most of these complaints will now be silenced in Arena mode. Fewer players, smaller maps, and a focus on class cohesion and teamwork will result in a new era of Spy gameplay.

I focused on the Spy, but it is only one of many classes in TF2 that will benefit from Arenas. This will actually be a very interesting game mode for all classes. Engineers will be critical against Scout rushes. Pyros will be critical against Spies. The list goes on and on.

One worry that I have is that I feel there is still no true paper to the rock that is the Demoman. Coupled with a Medic, Demomen are absolutely deadly in TF2. Demomen can be killed, but they are by far the top choice for good players and can easily dominate with a good Medic in tow.

Another worry is that critical hits could ruin the day in small skirmish game play that will be found in the arena maps. One critical rocket from a Soldier and it could be lights out for half a team. On the positive side of critical hits, this may make the Kritzkrieg upgrade for Medics a bit more popular.

The Heavy update gets more interesting by the day. I just hope it comes out before I am knee-deep in Warhammer Online: Age of Reckoning.

Friday, August 01, 2008

Action Burn Out

Well, my plan of action is failing. I tried to make it to the Warhammer Online: Age of Reckoning launch without having to resort back to playing an MMO.

Call of Duty 4, Day of Defeat: Source, and Team Fortress 2 have kept me busy, but not busy enough. I am bored in most of them and it directly affects my performance, which was not great to begin with. My twitch FPS days are well past me now.

Oh, and Spore isn't here yet.

In reality there is only one MMO I would even consider and that is World of Warcraft. We'll have to see how I warm up to the idea over the next few days. I am not really sure I want to.

Maybe I'll just read some books instead. Yes, my wife would like to hear that.

Wednesday, July 09, 2008

Covering the Gap

Its no big secret that I am desperately waiting for Warhammer Online: Age of Reckoning (WAR). Hopefully, later this year it will launch!

I am hopefully done with World of Warcraft forever, unless WAR epic fails (which I doubt), but I have to bridge the gap until WAR releases. I don't want to buy any new games, and I don't want to get involved in any game that requires too much time investment to advance a character.

That leaves me with the action games I already own. I've never really stopped playing Team Fortress 2 or Call of Duty 4, and I've recently jumped back into Day of Defeat: Source. I am also tempted to reinstall Battlefield 2 and its expansions, as I stopped playing it due to burn out more than from hating the game (though I still hate aircraft whores).

So, that is where I will be for the next few months hopefully. That is, unless a beta invite comes knocking.

Monday, July 07, 2008

Team Fortress 2 Achievements and Unlockables

First the Medic. Then the Pyro. Soon, the Heavy. Team Fortress 2 (TF2), an every-man's FPS, has been making me nostalgic for MMO class nerfs and buffs. Every player is a fan of a certain class. It is their class and they can not wait for it to get "updated". Unfortunately, "updates" for one class, are nerfs for another. This holds true in most class-based MMOs and TF2.

Unlockable Weapons

I was quite excited to hear about unlockable weapons for TF2. The game was great already and this was just icing on the cake. TF2 was a complete game at launch. These unlockables were not used in a "patch the game in later" approach that so many MMO failures use. However, Valve has committed a sin that many MMO developers have, and I am a bit miffed on how the unlockable weapons are being rolled out.

Valve decided that unlockables would be rolled out one class at a time. This is reminiscent of MMOs that often choose to update classes one at a time. As one class gets "updated", the other classes suffer. Fortunately, for TF2, the classes are pretty strong and well-balanced to begin with.

Unfortunately, whatever TF2 class receives an update becomes overplayed and it doesn't take long for the "X is overpowered" cries to begin. When the Pyro, the first offensive class to receive unlocks, update came out, every server was filled with Pyros, all trying to unlock the new weapons. As the zerg of Pyros began upgrading their weapons, many players felt that Pyros were unfairly made overpowered.

I play a lot of TF2 and I strongly feel the new Pyro weapons are not overpowered. The problem is that there are a million Pyros running around and when a player constantly dies to the same new weapon, it feels overpowered. The servers are starting to settle down as most die-hard Pyro players have received their goodies, but it will all start over when the Heavy class is updated.

Achievements

In order to unlock new weapons, players must complete class-specific achievements. Sticking with the over-the-top theme of TF2, the Pyro achievements were a riot. Like the Medic achievements, the majority of the Pyro achievements take actual skill and teamwork to achieve, but an ugly truth hides just under the surface.

The ugly truth is that Valve has no system of official ranked servers and most players simply go to "achievement" servers to cheat. On an achievement server, specifically built for a set of class achievements, it takes a matter of hours to complete all achievements. A feat that would take hundreds of hours in normal play.

To me, this completely invalidates the entire achievement system. Worst of all, the weapon unlocks are directly tied into the achievements system. In order to unlock the new weapons, a player must complete a set number of achievements. Players aren't stupid and achievement servers are big business.

The argument comes up that achievements are a personal goal, but I don't give a damn if a player can say to themselves: "I know I didn't cheat". No one else will care and it won't matter when the player that exploited runs them down with a Level 10 Backburner. Either players cheat, or they suffer at the hands of those that do.

The class updates should be a boon to all players, not just those that cheat. This could easily have been achieved by allowing everyone access to the weapons, completely removing the unlock system. The weapon unlocks should have never been tied to the achievements, as it just promotes the rampant cheating that is occurring.

Valve desperately needed an Official Server system in place prior to these achievements going live. Without a means to control how achievements are gained, there is no merit in any of them. Lack of integrity is wont on the Internet, especially where frags and pwning are concerned.

Its a sad state of affairs for an otherwise great game. The achievements and new weapons themselves are brilliant, but the achievement/unlock system as a whole is just another sad excuse for cheaters to prosper over honest players.

Wednesday, May 28, 2008

What to do, what to do

So, I'm not playing World of Warcraft at the moment. Most of the people I know are playing Age of Conan or Vanguard. Both games I could care less for. Most of them are about bored of AoC already, so I am sure they will be back in Vanguard soon enough. Actually, I doubt they ever left.

Once again, I sit wondering what to do with the few hours a week I get to play games. Here are my options:

Mythos Beta - The developers are launching a new "over world" patch soon that will bring Mythos in line with a more standard MMO where players share a world instead of being separated into a bunch of instances. Oh, and its free of charge.

Team Fortress 2 and other FPS games - I still love to play TF2, but I don't think it is my solution. I need something else to play along with my action games.

Dark Ages of Camelot - I could go back, fight the old control scheme, and choke down some nostalgia. Maybe even get an account to borrow to cut out the leveling process. I am just worried about not having expansions available and getting bored before getting back into some RvR.

And thats about where my brain stops.

Bleh.

Sunday, December 30, 2007

Some Team Fortress 2 Ownage

I've had some good luck playing Team Fortress 2 since I was kicked off one of my favorite servers the other night. On my new servers of choice I am quickly becoming known as "that guy", because I play very upfront on a server that likes to play "lets set up a camp and farm these newbs". As these screenshots show, my play style usually prevails.

TF2

TF2

A couple notes:

1. I prefer to play on 32 player servers for the map ctf_2fort. It provides more action and prevents a lot of the quick wins from occurring. On the other maps, I prefer to stick to 24 player servers. ctf_2fort is the only map that I feel comfortably holds 32 players.

2. Instant-spawn sure beats waiting twenty seconds between deaths, but it sort of defeats the purpose of capture-the-point maps.

3. I try to mix up the classes I play. I usually run as a medic for a few minutes to start a match and get a feel for where people are playing. I then focus on playing an engineer offensively, which can really piss people off, while mixing in a few rounds as the other classes.

Thursday, December 27, 2007

Kicked?

It amazes me what can get a player kicked off a gaming server in Team Fortress 2. However, the situation that ended my Team Fortress 2 night early, will never amaze me.

I play on a server run by a "gaming community" fairly regularly and the rules are simple: no cussing or abusive language, no bashing "community" members, and no firing through the starting gates. I have no problem with these and never will, but I decided to break one of them anyways. I called this "gaming community" out for the bunch of unskilled noobs that they are.

Honestly, I was having the worst round of my Team Fortress 2 career, but that was a byproduct of what was really happening on the server. The situation was simple. The "gaming community" had all of their regular members join the same side, team up, and destroy the opponent.

Not so bad right? It is their server, their time, and they have a right to play together. I can go play elsewhere. Yes, I agree.

But, when I called them out for stacking the teams and that it is sad that their "gaming community" would stack teams against random public players, I was kicked. No cuss words, no dirty language, just a straight out call to balance the teams.

To me, a split would have been obvious and may actually show someone that my "gaming community" can do more than just steamroll a random group of players. 10 out of 12 (12 on each team) players were community members on one team. That is easily enough to win every round within seconds without even trying. It is a simple "run to point A, then to point B" (on a capture the point map). However, it is also enough to divide equally amongst the two teams and provide a fair game.

But, fuck everything I just said. I am just whining. Bitching up my latest storm. Fuck me for thinking that sportsmanship has a place in a competitive game.

Monday, November 19, 2007

Numb3rs

0 - Number of active days left on my Dark Age of Camelot subscription.

1 - The average number of walls a bullet goes through before killing me in Call of Duty 4.

2 - Number of kills I achieved in my first Call of Duty 4 multi-player match. Sadly, I also suffered 32 deaths.

3 - Number of days until my birthday, Thanksgiving, and the next Green Bay Packers game.

20 - Number of deaths I suffer on average in a CoD4 match.

47 - Number of kills I average in an a CoD4 match.

50 - Number of Arathi Basin and Alterac Valley tokens I need in able to purchase arena season one gear for my Shaman in WoW when season three starts later this month.

70 - The level I need to reach in WoW before I can use arena season one gear. I'm currently level 66.

2,637 - Number of points I've scored in Team Fortress 2.

65,250 - The amount of honor needed to attain an entire set of season one arena armor for my Shaman in World of Warcraft.