Showing posts with label Valve. Show all posts
Showing posts with label Valve. Show all posts

Tuesday, July 30, 2013

TF2: The Polynerf Update

On July 10th, 2013, Valve finally managed to release an objectively bad update for Team Fortress 2.  They completely and utterly nerfed the so-called Polycount Sets, as well as several other, minor sets.  There was no attempt at compensation made for this:  Each polycount set had its benefit replaced with a cosmetic effect:  leaving a "calling card" on one's victims, except for the Saharan Spy, who got a rather odd-looking sand whirlwind effect with his taunts. 
I am particularly disappointed with the removal of the headshot immunity from the Croc-O-Style Kit, especially since the ability to perform headshots was not granted to the Sydney Sleeper.  The set was completely fair as it stood:  A sniper wearing Ol' Snaggletooth could be immune to headshots, but only if he also bore the Sydney Sleeper as his rifle, removing his own ability to perform them.  (Darwin's Danger Shield and the Bushwacka were also required, which only lends more credence to the notion that they were balanced.) 
I suppose that I'm particularly miffed about this because I spent ages accumulating what my calculations show was the equivalent of 73 weapons to craft the damn hat, only to have its benefit completely removed shortly after I got it. 

Wednesday, June 29, 2011

TF2 Uber Update

Normally, I don't blog about individual TF2 updates, but this one's kind of a big deal. It's got two major differences from the usual stuff. I'll first cover the relatively minor point about the new item sets. Most of the new items released are part of one of a handful of item sets, but they're a bit different in that the item sets don't have specific bonuses affiliated with them. Instead, the new sets are only linked by common themes and by good synergies.
Secondly, and this is the big one, TF2 is now free to play. So, now you're free to go shoot people in the face and wonder whether you should buy keys to open those supply crates that you keep finding. ;) Don't feel bad for me, though. For my having paid for the game, I get a free hat that doesn't grant any bonuses whatsoever. Hey, wait a minute....

Overall, I'm kind of neutral about this update. New items add some more variety to the game. Also, I'm interested in seeing how an FPS handles the free-to-play model that has been growing in popularity among MMORPGs lately.

Monday, February 28, 2011

I'm at that Awkward Point in TF2...

I'm at that awkward point in Team Fortress 2 where I have one of every weapon, but not the Poly Count hats or the resources to make them. (Well, strictly speaking, I don't have the Degreaser, but I'm not terribly worried about it.) For those who aren't familiar w/ TF2's item drop system, there are certain "Poly Count" sets for some classes, which are a combination of some weapons and a hat. The weapons can be found via the random drop system, but the hats never drop, so they have to be bought or made. The weapons can be bought or made, too, but buying them costs real money, and by the time that one has enough waste material to make them, one has probably already found them. The hats can be made with the crafting system, too, but this takes vast quantities of weapons to do. (For reference, a hat costs at least 3 Refined Metal to make, each of which costs 3 Reclaimed Metal, each of which costs 3 Scrap Metal, each of which costs 2 weapons, giving an effective price of >54 weapons to make a hat.)
If it weren't for the Poly Count sets, then I'd have no reason to even be thinking about hats prior to this point. But, of course, Valve is quite clever about this. The hats do nothing by themselves, but those that are part of Poly Count sets allow someone w/ a complete set to get some kind of bonus! (For example, Ol' Snaggletooth does nothing alone, but as part of The Croc-o-Style Kit, prevents headshots.)
So, the excitement of getting a new weapon is basically gone, replaced with the excitement of getting ANY weapon, since said weapon can be turned into scrap.
Well, on the bright side, TF2's crafting system means that nothing is truly wasted. Even when I've got all of the useful hats, I can still make all of the decorative ones. XD

Friday, December 31, 2010

On TF2 and the Ghastlier Gibus

So, I play a bit of Team Fortress 2 from time to time, and it's got some significant differences from Team Fortress Classic. I won't go into the details here, but suffice it to say that there are some MMORPG elements, including an item drop system and customizable equipment loadouts. Among these are hats, most of which have no in-game effect other than their looks. One of these is the Ghastlier Gibus.
Acquiring the Ghastlier Gibus is a bit different, in that it's easier to get than most hats. (Most have to be purchased, uncrated, received as a gift or in trade, or crafted by combining 27+ other items.) There's an achievement called "Ghastly Gibus Grab", which is obtained by dominating (killing a bunch of times w/o being killed back) someone who is wearing the Ghastlier Gibus, and the reward is the Ghastlier Gibus.
The item isn't class-specific (TF2 has the same 9 classes as TFC), so it can be equipped to any class loadout, and it's not limited to just 1, either. Thus, I've equipped all 9 of my classes with it. Why? Well, for one, I don't have any better hat items (just the defaults), but moreover, it generates more Ghastlier Gibuses (Ghastlier Gibi?), since folks who kill me a lot can get the achievement, if they don't already have it, and thus get the hat. It's not a zero-sum game: The hats are unlimited, as they exist entirely virtually. Thus, I'm maximizing the production of value. After all, not only do my assassins get hats, but if they then wear them, and get dominated in TF2 by people who don't already have the achievement, then they spread the hats, and so on.
Note: I just uncrated 2 class-specific hats, so only 7 of my 9 classes are wearing the Ghastlier Gibus at the moment, but still....