TF2 Update discussion

Meh, I didn't really feel like I was working much for these achievements. I think the achievements should just be there for fun, and possibly unlock cosmetic things or I don't know what. I'm not a huge fan of achievements being tied to gameplay effects.
 
Recently, I have gotten the following (excludes the ones that I gotten though the old way):

3 Ubersaws
2 Razorbacks
1 Hat (Soldier's)
1 Axestinguisher
 
It gave me the Ambassador, the Backburner and the Sandman.

I wasn't the greatest fan of the achievement based unlocks, but this system actually seems worse. Apparently you can get items by sitting in spectator mode. :crazyeye:
 
I would vastly prefer if Valve made the following changes:

1. Weapons are unlockable only via playing the class, either through kills, time, healing, etc.
2. Achievements are left by themselves as a sort of "Gamerscore", much like Xbox Live in the sense that they're simply there to show your skills.
3. Get rid of the atrocious sin of unlocking multiples of each weapon.
 
I think the weapons should be unlockable via a very easy 'achievement', like the backburner, kill someone as a pyro from behind with your regular flamethrower. The ambassador, kill someone at a long distance with the regular pistol. Kritzkrieg, have someone you uber fire a critical shot.

or even better, since they want to make it easier for people to get them, just GIVE EVERYONE THE WEAPON.

Apparently VALVe is giving us multiple items because they will implement item trading.

Whoopdee . .. .. .. .ing doo.
 
I think the weapons should be unlockable via a very easy 'achievement', like the backburner, kill someone as a pyro from behind with your regular flamethrower. The ambassador, kill someone at a long distance with the regular pistol. Kritzkrieg, have someone you uber fire a critical shot.

or even better, since they want to make it easier for people to get them, just GIVE EVERYONE THE WEAPON.

Apparently VALVe is giving us multiple items because they will implement item trading.

Whoopdee . .. .. .. .ing doo.

Yeah, pretty much this... As for your examples of easy things to do, at least maybe do it 10 times. Kill 10 people from behind and you got the backburner. There. Basically, if you play as a pyro for a couple of hours you'll have it.
 
Unlocking the weapons based on class playtime or a specific achievement are great ideas! I wish they had done this instead of this meaningless gathering of equipment. I felt accomplished by getting the unlockables I got before the current update.
 
I got a huntsman after about an hour. Some people were saying that it took them up to 12 hours to get their first freebie. I also saw a scout running around with no hat on! That took me by surprise.

I actually kind of don't mind this new system. Yes it's cheap, but then again, I'm cheap, and I hated having to get achievements to get stuff.
 
I think you all need to calm down a bit. It seems there has been some bugs and the developers were not intending for it to be quite like this.

http://www.rockpapershotgun.com/2009/05/22/the-tf2-unlock-teacup-storm/

Top bit of info to know before your bonce explodes in rage, however - I bounced a quick mail to Valve’s very own Saxton Hale, TF2 lead-guy Robin Walker, who reckons there’s some sort of bug in the system that’s meaning people aren’t getting unlocks even after hours of play. “Not at all how it’s tuned,” apparently. Which is, I think, the first time I’ve been relieved to hear a game has a bug - it means the problem will get fixed. Read on for my thoughts on the change and word on how it’s supposed to work from the goodly Mister Walker.
 
I've read a good suggestion for unlocking the items. Implement a Mann Company Catalog seen here which allows you to buy the items with points you earn from achievements, kills, winning matches, etc. It wouldn't remove "achievement servers" but who cares? Under the new system we have people loading up a server then AFKing just to build up game time to unlock items. Let people play how they want if they feel like doing it that way.
 
On a non-the new-system-for-items-sucks related comment, I really like Sawmill and Nucleus, they are proving to be quite fun for a very fun game mode.
 
I hate this new system. With the old system, at least it felt like you earned it when you unlocked it through achievements. Instead it took me probably 16 hours just to get one of the Spy unlocks, the ones I was looking forward to the most. With the old system I could easily have had 2 of them by now.
 
Nucleus is a pretty sweet map.

At Popov, the new "system" was working fine the first day, today they released the resto f the patch (updating sourcemod etc etc) and that's when they, as usual, broke it.
 
So far, I've gotten:
Sandvich x5
Natasha x1
Kritzkrieg x1

I can't say I'm a fan of this new unlock system. I like MrPopov's idea of buying the items from a catalog, though. I would imagine that Valve would have a lot of fun with designing the catalog.
 
I hear the way to get what you want is to login to an 'idle' server and just leave your computer on 24/7. Always a way to defeat a game design, no?

So far I have gotten some new gear this weekend---the pyro ax, the scout shottie, and the sniper shield.
 
Grand total for me thus far: Huntsman, Atomic Soda, Razorback. All things I didn't have yet. I guess I'm one of the lucky ones.
 
May 26, 2009 - Team Fortress 2 Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2


The Ambassador now does full critical hits on headshots, instead of mini crits

The Dead Ringer now fully drains the cloak meter, even if the Spy leaves cloak early


Fixed Spy disguise menu not being visible in HUD minimal mode

Server log improvements:

Added "player_extinguish" event for servers to log when a Pyro extinguishes flame with the airburst

Fixed kill descriptions for Force-A-Nature & Sandman, so server logs can distinguish them

Identified feign deaths in the events sent to server logs

Fixed server crash related to the Jarate
 
Back
Top Bottom