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Major Updates
Today we're shipping some significant changes to the item drop system.
What are the net effects of these changes? Here's the quick summary:
We're still thinking about how to allow you to influence your drops. When we see discussions on the forums, people often ask why we don't tie it to some in-game performance (like your scoreboard position, or number of kills, etc). Many players understand that if we did this, idle servers would simply change into servers running plugins that generate those in-game events frequently (as we saw in the Soldier & Demoman WAR!).
There's another side of it that we care about just as much, which is the message it would send to all the players who don't want to idle. Any in-game performance metric we chose would result in there being specific maps, classes, tactics, and so on that resulted in more drops. We really don't want that to happen. When it's simply playtime, you're free to play the game however you like. If you love Payload, you can play Payload maps without worrying about whether you're earning less drops than the guys playing Arena maps. Community mapmakers don't have to worry about whether their maps earn item drops fast enough. Similarly, server operators can configure their servers however they like, without worrying about reducing the rate at which their players are earning drops. In short, while it's far from perfect, not tying to in-game performance is a lot less poisonous to your minute-to-minute game experience.
At Valve, we like to play games made by other people, mainly because a) we don't have to make them, and b) they're generally more fun than ours anyway. In particular, games made by other people don't have Pyros named Eric Smith, who makes our collective lives miserable on a daily basis in playtests. (If you ever wonder why features like "Pyro now gets assists for airblasting enemies into environmental hazards" keep getting added to the game, thank Eric. Not content with killing us by just holding down W+M1, he persists in finding bold new ways to get points by any means necessary.)
It turns out that not only do we play other games--other game developers play ours. Last year Telltale Games' TF2 Team went head to head with us in the TF2 Studio Rumble tournament, in the process dominating our own Adrian Finol so hard that he made up an excuse about "picking up my kids somewhere" and went and sat in his car for an hour. After the match, we all agreed that one of these days we should do something cool together, because they're big fans of TF2, and we're big fans of getting advance copies of Sam & Max episodes.
Fast forward to now, and doodly-doodly-doot: We're doing something cool together. To celebrate the release of The Penal Zone, the first episode in Sam & Max's new adventure, The Devil's Playhouse, the Telltale team has provided us with some awesome TF2 items. We're going to give them out to everyone who buys The Penal Zone in the next week.
That's right: one week only. It's like the Soldier medal all over again, except this time you have no excuse about being too asleep in bed to download it in time. The items:
Max's Severed Head
Just a quick update to point out some of the fantastic community activity out there that gets emailed to us every so often. Hopefully you're aware of some of it already. If not, you're in for a treat.
In the past we've shipped features that came from community suggestions. Now we've taken it one step further: we're shipping game content that was directly built by the community.
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Yesterday, we announced that Steam and all our Source engine games will be coming to the Mac. Sound too good to be true? Well, guess what: It is true! There are no catches! Sometimes life actually works like that. The bad news is that we've just truth bombed your hard-earned lie detector back to the stone age, and you'll probably lose all your money to the next international lottery scam that sneaks through your spam filter. Still, Steam on the Mac!
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We're plugging away at the Engineer update. He's an interesting class to work on, because he creates a larger footprint in the game than any other class. This means we have a lot of options to work with, and the resulting set of ideas is truly daunting. Since we've already built and playtested some things that haven't worked out (with no false modesty, I think we've mastered the art of rapidly making things that aren't fun), we thought it might be interesting to give you some of our failed experiments.
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As the Administrator mentioned last week, we've sorted through the 11,000 submissions to the Propaganda contest and picked some of our favorites from the frankly jaw-dropping number of first-rate entries. Scroll and enjoy!
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Firstly, as should come as no surprise to anyone, it is my sad duty to reprimand the various con artists and charlatans in our community who insist on making a mockery of the hard work of others by cheating to win. The following is a list of the top twenty kill counts of the recent Demo/Soldier competition:
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In the latest update, we've finally fixed the Double Crouch Jump buga longstanding issue involving Scout not being able to double crouch jump without looking like his legs are made of raw bacon strips held up in a wind tunnel:
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Today we're unveiling the TF2 Contribution site. This nifty site will allow anyone who's made a custom piece of TF2 content to submit it to us, with a view to it appearing in-game. Many of you have been building fantastic TF2 work for a while now, and we wanted a way for you to get it in front of all TF2 players, and for everyone to see that you were the one that built it.
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With the success of the AI systems of Left 4 Dead, we've been continuing to develop these technologies to create new kinds of game experiences. Team Fortress 2 is an excellent "sandbox" for explorations of this sort, and we've been quietly doing so for much of this last year. Some of the results of these explorations are TF "bots" — AI-driven player proxies with simulated humanlike senses, reaction times, and tactics. Although the TFBots are not yet complete, they play a pretty decent game of King of the Hill.
We thought you might enjoy testing your skill against these work-in-progress digital killing machines.
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We've got one more update to go out to our backend item system. After that, we'll be granting all the missing items that weren't granted properly when you finished achievements.
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...the Soldier!
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Victory on the Internet Day has been declared! The war is over! Who won? We don't know! Yet!
Luckily, I, Robin Walker, was up all night building a kill-calculating machine for just such an eventuality. We turned it on, the building filled with smoke, and right now a fireman is yelling at me to leave the building with everyone else. I'll leave when they pry this tiny netbook out of my cold dead hands. Or when an angry fireman fireman-carries me out of the office, which is what is happening right now. Anyway, once all the firemen calm down, we'll announce the War results with today's huge update. To pass the time, go get yourself a fresh mouse and start reloading this page as fast as you possibly can.
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You heard right As of noon PST today, the Demoman/Soldier WAR! is over. The score is, as of this writing:
Demoman Killed: 6,323,921
Dead Soldiers: 6,298,465
It all comes down to this. I'd give you a motivational speech right now, but the time you wasted reading it would be less time you spent making a difference on the battlefield. Go ahead and break the bad news to your grandfather: YOU are officially now the greatest generation.
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