• Join Us |
  • |
  • Sign in with:

Valve Gives Way on Team Fortress 2 Unlockables, Restores Achievement Milestones

by Nick Breckon, May 29, 2009 9:40pm PDT
Related Topics – Team Fortress 2, , PC

The latest update to Team Fortress 2 has re-enabled achievements as a method of unlocking the new Sniper and Spy unlockable items, a clear response to fan complaints

of the new randomized system.

Players will still earn unlockable weapons randomly, but the weapons and items can now be gained in the traditional fashion by steadily earning each class' achievements. The Sniper and Spy unlocks come at 5, 11 and 17 achievements, while previous class unlocks come at the 11, 17 and 22 mark.

The patch also fixes a number of bugs introduced in the recent Sniper vs. Spy update.

The full patch notes follow:

  • Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables

  • Arena Mode

    • Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off

    • Added tf_arena_round_time to set a timelimit on the round

  • Added the userid of the player who built the teleporter to the "player_teleported" event

  • >Fixed player killed event causing server crash

  • Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled

  • Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled

  • Fixed the Ambassador not doing damage to buildings

  • Fixed Spies disguised as their own team not drawing blood effects

  • Fixed players killed by flaming arrows not showing the appropriate death icon





Comments

34 Threads | 217 Comments




























  • Here's my take on what I think happened with this patch:

    First of all the wording: "x played has found:", that doesn't strike me as the right wording for just getting random weapons. Maybe "x player was given: ". What I think happened is that the programmers for the new weapon unlock system didn't make their deadline to get the new functionality in with the spy and sniper updates. I bet the original plan was that weapons dropped off dead enemies or appeared at random around the level and actually had to be picked up (found). Valve had to go with a compromise and add the randomized method of finding weapons.

    In a few weeks time they're going to add the ability to trade weapons and find weapons with randomized abilities (remember the post a few months ago when somebody found code related to random weapon generation). This time it will be with the original idea that they had now they've had time to fix it.



  • Personally I like the achievements system. It teaches new players the subtlety of play very well. Do you want that new weapon? Learn to Ubercharge the right people, backstab the right people at the right time, be an effective heavy etc.

    The time right after the updates is always going to be full of people trying the new weapons so class overkill can't be helped much, but after a week or so it usually calms down and the dynamics of the game have been changed significantly. The worst thing that could happen would be for people to get bored of the game and these constant updates with dynamic changes really keep people coming back for more.