Valve Still Experimenting with Team Fortress 2 Items, May Eliminate Unlock System
by Nick Breckon, Jul 21, 2009 7:00pm PDTTeam Fortress 2 lead Robin Walker says that Valve is not entirely happy with its new method of random weapon drops, and could eliminate the unlock system entirely.
"I think we've learned that the random drop system is only good for some types of things, like the rare cosmetic hats," said Walker to CommunityFortress.
"It's good for delivering items to newer players over time, so they're not swamped with choices when they're starting out, and they're not required to grind achievements to get them once they reach the point where they want to start making strategic choices," he said. "For competitive players, it's obviously a bad way to deliver items."
The solution may be to simply skip the fuss and hand over the weapons nice and quick.
"At the very least, future packs will allow you to use achievements to get the new items, but we might move to a mode where we just give them to you," he added. "As part of our goal of supporting tournaments more, I think we'll probably add better tools for them to control exactly what players can and can't use within matches."
Walker also said that his team is not happy with the trend of competitive players flocking to smaller maps that public players typically do not prefer.
"We've got a map where we're trying out areas that modify themselves based on the number of players in the game, in the hopes that both public and competitive players can use it," he added.
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Comments
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There has been a mistake. Maybe I need to reboot steam to see the charge go through?
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Experimentation will lead to greatness...in time. Team Fortress 2 is a much better game now than it was 21 months ago. People might say otherwise, but the new maps keep me from ever getting bored, the competitive scene is much stronger, there are plenty of really amazing custom maps, the new weapons add a lot of variety and the game is more balanced than ever before.
I see TF2 as an open beta that, in 2-3 years will be the greatest multiplayer game in the last decade. We've seen Valve make poor decisions consistently, but every single time they recognize the issue and take steps to fix it. The unlocks were designed to keep the game fresh. This created a problem of grinding, and the random drop system was implemented. Add in weapon trading and it will be very easy to get all of the weapons if you have a couple friends.
The idea of shifting maps is also really exciting, although I'm not sure how many maps would benefit from it. They would probably need to be designed from scratch. 2fort and Well CTF are the only real maps I can think of.
The new maps he described sound great too. I really hope Nucleus turns out be a Gravelpit style assault map.
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If I had a choice between continuing on with randomness or giving out all unlocks to all players I'd definitely go with the later.
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X xp for Y unlock is the perfect system.
I'm a fan of the random unlocks since i got the ubersaw and the sniper bow right away but that's all I've unlocked in my time playing so I still feel a bit left out from time to time.
Unless the dynamic areas Valve is talking about do things like removing walls and opening up clearings, they won't change the fundamental problems of the AD maps they've made. The static quality of such maps and the prevalence of snipers and engineers that results already applies pressure toward build-uber-and-push boredom; closing up parts of maps when servers lower to 6v6 will only accentuate this.
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I really, REALLY wish Robin Walker was working on Left 4 Dead.
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The best solution has always been to give the weapons out to the players and leave achievements as being a fun diversion. It's a shame that it took Valve the better part of two years to see this. I've always advocated full unlocks for weapon packs.
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