Another TF2 hat related post, for that I’m sorry. But it’s a hat that was actually earned. You see, I got it for making 1000 views on a video I made using the Replay system. By making those views, I got an achievement which in turn, got me the Frontline Field Recorder.
Two years ago, if you had of told me I’d be up before dawn to listen to a podcast about a specific game so I could participate in an annoying quiz just so I could win a virtual item in a game, I’d of told you to get fucked. However, being the fan of TF2 and Kritzkast that I am, I endured said quiz of five random obscure questions technically unrelated to actual Team Fortress 2 things, just so I could get the Lo-Fi Longwave. Results:
Basically, I have it but I don’t. I’ll be passing out again for an hour or so, and when I get up hopefully I have said item. I feel a little betrayed that as a fan of the podcast I had to jump through so many annoying hoops, but I guess it’s the only way such a public thing like Kritzkast can try to prevent hat-whores.
One of the more interesting and apparently controversial ideas implemented in Portal 2 is that of TF2-style customization for the co-op robots P-Body and Atlas. Players can equip hats, custom skins and “gestures” (cinematic gestures they do with each other, such as high fiving, though that one is free in the game.). You are automatically given certain hats from TF2 if you already own them in said game, and receive special items for unlocking certain achievements.
The real uproar seems to be around the various things you can buy in the store, and the fact we’ll be able to eventually trade items with fellow test subjects. These minor inclusions have resulted in so-called fans calling Valve “evil” and likening the company to Hitler and Activision. My mistake was I didn’t realize that such a large portion of Valve’s fan base were greedy retards. You see:
The store is not only optional, but out of the way. To access it, you click on the button that says Robot Enrichment. That button is separate to the main menu, which is what attracts your attention. SO unless you seek it out, you can ignore it. Additionally, the button only takes you to your loadouts, where you can apply items you already own to the player models. In order to actually go to the store, you need to click on another button afterwards that is clearly labelled ‘Store’. It is not in your face, directing your attention. If you ignore the store, your game will still function completely as normal. You won’t lose anything.
Multiple items are given for free through achievement related drops, and possible through random drops. As I said above, if you own certain hats in TF2, you’ll get them in Portal 2 to equip to P-Body and Atlas. Additionally, there are a few items rewarded for unlocking certain achievements. So if you want to customize, you have more options than just the store. It is early days so we do not know if they have, or will have, a drop system similar to TF2 in which you will get new items randomly as you play. Only time will tell, but it would make sense.
All the items in the store are cosmetic. You are not paying for a portal gun, or being able to move faster, or the ability to fly. You are offered the chance to pay to look different through skins, hats, and other items. Nothing will change the game, and as such, refer to point one.
Trading will not be the pain that it is in TF2. In Team Fortress 2, people spam trades everywhere. There are servers dedicated to it, an the whole thing is treated like a massive economy, where everything has an inherit worth and that is all that matters to a lot of players. Trade-spam can spoil a perfectly good game for some people. However, in Portal 2 there are two key factors that differ; first up, the people you play with are most likely your friends. As such, you won’t be likely at all to be spammed with requests to trade. Secondly, there is no rareness in items in Portal 2. There are no vintage items, genuine, unusual, or any other such tags. There are just items. These two things combined with how the game works should mean that the concept of trading might actually work in this game.
This gives Valve more of an incentive to continue producing content. We all want more Portal, correct? We want Valve to update the game in the future with more maps, maybe advanced challenges and the like, correct? Well if there is money coming in from “return players”, then they have more of a reason to make maps to make people return. According to Steam Stats at the time of writing, roughly 100,000 gamers played the game today. Now, we know that the total number of people who actually play the game will probably be much, much more. But for the sake of this we’ll work with that as the final number. Over time you’d expect that number to dwindle a little we can expect maybe 40,000 people to still be playing after a while, keeping in mind the SDK should come out, allowing people to create and share custom maps. If only one in a hundred users bought a single item for a dollar every so often, that is still $4000 coming in. This is of course with this small number of total players. The final number is probably much greater, but even with such a small example like that, you can see that there is definitely reason for Valve to keep us playing.
Other games have worse and get away with it.
This point is the most important to me, so instead of a number, it gets it’s own subtitle. What bothers me most about people’s reaction to both stores that Valve have included is that other companies do these things and people seem okay with it. As an example, Blizzard offered a horse called the “Celestial Steed” that players could own and ride, as long as they coughed up a whopping $25. What did it do? Nothing. How much did Blizzard make? Millions of dollars in the first day. Why do they get a free pass for charging so much for so little, while Valve offer up items that cost 99 cents and people instantly hate everything about the company? I’m sorry, but I’m seeing a double standard here.
I love the game, and the store takes nothing away from that love. If Valve decide to create new content, or allow us to easily make and share content, I will gladly give them money for some extra customization. As for all you haters, suck my dick1.
I am implementing a store soon, that will allow you to buy custom skins (Including a racing stripe) for my penis, so you can suck it in style!
Of course, bets are on the new hat causing quite a bit of bitching in the community; Mac users who log on during this weekend (which also happens to be a free weekend, with the game 50% off if you buy it, just saying), will get a pair of ear buds that can be worn on any class. Son of a bitch.
Protip: They make you look about as tough as when Pyro wears his beanie.
But the ear buds are just one part of the update. The proud members of the Team Fortress 2 team have added a Training Mode to the game, for those who need to learn the basics, and an offline practice mode for those who want to bring their skills up a little. I’ve tried maps like TR_Walkway, and it’s awesome to see it becoming more of an official thing. I’ll be giving them a go as soon as I get some sleep though.
There’s also a bitching comic starring Australian Saxton Hale, and some general updates:
Added Mac support.
Overhauled the main menu, and added help to Loadout, Backpack, and Crafting screens.
Added Training, with support for General gameplay & Soldier class training for now.
Added Offline Practice mode, with support for KOTH maps and Dustbowl.
The "Open Character Loadout" key will now go to your future class if you’ve requested a class change, but haven’t respawned yet.
Added community submitted gameplay tips
Community Requests:
Added "mp_forceautoteam", a server convar that forces all joining players to autoteam.
Added "mp_stalemate_meleeonly", a server convar that allows melee weapons only during stalemates.
Added "ExtinguishPlayer" input to tf_player for map makers.
All of those updates can be viewed on the official Mac Update page, and the subsequent patch news page. This is an awesome day for Team Fortress 2.
But then I realized that yeah it’s good, it reduces the need for idling, and increases the drop rate for those of us who play often. I myself got 4 items within 2 hours of playing tonight.
However, I realize that people will continue to bitch about the system. Hell, some have even complained BECAUSE it means idling is useless for them now. Shut the fuck up guys, this means you can turn your computer off and save electricity.
The new system is better, and that’s all I can really be bothered saying. The fact that it caps items to be found in a week alone makes this a much more efficient way to stop idling than any of the retarded suggestions pumped out on the forums (durr give everyone who doesn’t idle another halo type hat, and delete the Steam accounts of those who idle).
And that’s that. You can read what actually happened and the details about it via the official Team Fortress 2 blog. Failing that, you can read the various bitchings that occur on the forums here.
Today the Team Fortress 2 blog has published a post advertising another game available on Steam. Why? Because much like Left 4 Dead 2, when you buy this game you get exclusive items for use in TF2. Now, I do like the idea of cross promotion, and Left 4 Dead 2 proved this works quite well. Who doesn’t want more customizability in TF2?
However, looking at the list of items, I am a little surprised to see that out of the three items, two are weapons. This leaves me a little worried that, unless they’re just new models of the old weapons, that this might change gameplay for a price.
I welcome the idea of being able to buy items in Team Fortress 2 as a way of paying back Valve for the updates, bug fixes and fun that we get, and paying a dollar for a hat doesn’t seem like a bad way of doing that. I see it as being a system where the hats are all special ones you can only get in store, with the normal hats still being available only through random drops and crafting. The idea is that you could support Valve while not cheapening the glory of finally receiving your very own Tyrant’s Helm. However, the idea of selling weapons is something I’m completely against; that means that the people with the money to spend get an advantage. I like the option of purchasing customization on an aesthetic level, but not when it changes gameplay for everyone around me.
Anyway, until I see the new weapons I cannot be sure, but I’m liking the look of the hats. I remember seeing Sam and Max as a kid and loved the show, so the Max hat makes me happy.
Update: Using initiative, I took a look at TF2Wiki, where they reveal that the Lugermorph (Scout’s pistol replacement) and the Big Kill (Spy’s revolver replacement), don’t have any unique abilities from the original weapons. Thank god. Now I am happier about this idea. Also, Max’s severed head apparently has no level.
This is a tale1, the tale of a man. This man possessed many hats, but unlike others who strove for their titles as hat wearers, he did not really care. There was a certain thrill of finding a new one to add to his collection, but it quickly wore off when he saw others complaining and cheapening his happiness. One day, he decided no more; he was going to have some fun with his hats, for better or for worse.
Deciding he could do without the Billycock and the Beard, the gentlementleman crafted the two together, to see what he could create. What he got disappointed him; a Demoman’s Fro. “But I am not black, nor scottish!” The mentlegan exclaimed. Onlookers laughed and cried out in disappointment. Since he was already in the mood, the gentleman announced he was going to craft it with either his Tyrants Helm or his Stainless Pot, and that his team members may decide. Unanimously, it was decided to craft the Stainless Pot; revealing an even more disappointing sight; a Texas Slim’s Dome Shine. The laughter was deafening. No-one had the guts to risk one of their coveted hats, let alone two of them, to such a risky exercise. But the mentleman was apathetic to the digital items. “The chances of getting three crappy hats in a row is 0 to 100 man! Craft!” Said one onlooker. The gentlegen knew the odds, but since he was already knee deep in crafting, decided to craft it with his Troublemakers Tossle Cap. He had never cared for the urban style beanie, and was happy to see it go if it meant the chance of a decent hat. Pressing the craft button, he once again drew the short straw. “A Trophy Belt! That’s the generic hat with some teeth attached!” He shouted over the top of the constant chatter. “Well, the mining light is the generic hat with a light on it, maybe you should craft those two together.” One of the more vocal team members suggested. “Well why not,” the gentleman mumbled, and he crafted those two for his final attempt, and produced a Glengarry Bonnet. He shrugged and said, “could be worse, it could be one of the hats I’d already used up in this shameless experiment.” And went right on playing, with absolutely no gameplay changes whatsoever.
And the moral of the story is, anyone who obsesses over hats are douchefags. The end.
As seems to always happen, TF2 got an update the very day after a major update. Following the first Community Contributions Update, we have a small update based around crafting. It focuses on two points;
Updated the new community-built hats so they can be crafted
Updated the Camera Beard and Medic Mask so they can be crafted as hats
So the first one is an obvious fix that I’m surprised wasn’t immediately implemented, I mean, so that means that the people who tried to craft the new hats yesterday (and there would be a few) had no chance of getting them even though they should of. But either way.
The second point is something we’ve been hoping for. Camera Beards, being changed from a hat to a “misc” item, now drops like a normal item. As such I have two of them, others will have more (some claim to have ten). So, being able to craft two of them into an actual hat is an awesome win for the people who bitch constantly.
Now we just need to be able to craft medals, and that might satisfy people. Are you going to craft your camera beards?
With the additional and slow refining of the crafting system in Team Fortress 2, there’s been a lot of complaining about how hard it is to craft a hat. I thought we’d take a minute to look at this.
The recipe
3 weapons/items = 1 scrap metal
3 scrap metal = 1 reclaimed metal
3 reclaimed metal = 1 refined metal
3 refined metal = 1 random hat
So, with a little maths, we work out that:
1 reclaimed metal = 9 weapons/items
1 refined metal = 27 weapons/items 1 hat = 81 weapons/items
Now, 81 items may seem like a lot, but I’d like to take you back, back into the past, to before the War Update and the crafting system. Now back then, there was no way to force hats. How did people get them? Random drops. Now, random drops for hats were rare, and half the time you ended up with endless items. Some people now have heaps of hats from random drops (I have a couple myself), while others still don’t have any, after hundreds of hours of playing.
The idea behind the crafting system was so someone who just can’t seem to get a hat, can now put all those duplicate items he receives in drops to work towards finally getting one.
Of course, you inevitably find those people who complain because the crafting system has made it too hard to make anything meaningful. But really, hats are meant to be rare; Valve can’t just give them away, can they?
A new update for the game came out today, and has some fixes to some funny bugs. The best of which, is the bug that allowed snipers to shoot through the gates at the start of maps, as you can see below.
The bug resulted from another fix allowing snipers to shoot through teammates, because it was often annoying when a teammate runs in front and ruins a shot. I never got to do this, but I wish I had. Also in the update:
The Main Menu, which has displayed the Soldier/Demo picture since the update, now cycles between different themes.
Some new class-universal hats have been added. With names like “Noble Amassment of Hats”, they’re bound to be worth at least a chuckle.
Stickybombs can’t be destroyed until they’ve stuck to something.
It’s a decent sized update, and you can view the rest of the fixes and additions here.
Edit: There has been a follow up update attached to this, in which a crash is fixed, and the new hats are changed so when crafting a class-specific hat, they don’t have a chance of coming up. This is due to the usual complaining on the Steam Forums, however it seems everyone finds something to whine about. You can view the addition changes here.