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PostPosted: 21 Jan 2009, 08:19 
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Valve's Robin Walker, in talking to The Escapist, knows exactly how to get gamers excited for Team Fortress 2 all over again.

He mentions in the interview that the team at Valve has been tossing around ideas for a completely new class, but will focus first on upgrading and refining the existing classes first. Class upgrades, new maps, and much more should be coming soon to Team Fortress 2.
The Scout is the next class slated for the special treatment, and Walker expects the update will be available early this year. Additionally, the team is juggling a number of side projects at the moment, including finally bringing a year's worth of the downloadable content and upgrades to the Xbox 360 version of the game. A new Payload map is in the works, more community maps are on the way and the team will soon unveil a very different new game mode.

As work continues, Valve is also slowly chipping away at a laundry list of problems that crop up over time between the character classes. Among other large-scale issues on the agenda, Walker says the Spy's disguise has nearly reached the end of its lifetime. Over time, average players have become much better at detecting and dispatching disguised Spies, making the ability pretty useless for all but the sneakiest of players. Additionally, Walker feels the Engineer's sentry guns have become "too binary." They're highly lethal to some players and wholly ineffective against others. Sentry guns are also easily dispatched by skilled players, leaving Engineers with little recourse. Keeping a delicate balance is important, as is adjusting problems that arise from the way players utilize the different abilities of each class in the game.
We gave you most of the juciest bits of information from the interview, but that shouldn't stop you from reading the rest of the three page interview with Valve's Robin Walker.
Source: http://csnation.totalgamingnetwork.com/ ... .php/10540


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nl 
PostPosted: 21 Jan 2009, 08:22 
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full inteview;
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Now more than a year after its release, Team Fortress 2, Valve's stylish class-based first-person shooter, still draws dozens of servers full of skilled players at any given moment. From day one, it's provided players with an extremely satisfying multiplayer experience. But while the core gameplay is as strong as ever, it's not what has kept the TF2 community thriving well past day 400. For that, you can thank Valve's ongoing improvements, additions and adjustments to the game.

New downloadable maps and gameplay modes in the months following a game's initial launch have become commonplace, but the slew of class-specific unlockable achievements and special weapon upgrades that Valve is slowly rolling out for each of the nine playable classes in TF2 have tremendously boosted the title's replayability. Unlocking these class upgrades requires you to rack up a number of challenging achievements. Fortunately, the task is highly addictive and the rewards extremely satisfying.

TF2 has existed in some form or another for around eight years, according to Valve's Robin Walker. One of the creators of the original Team Fortress mod, Walker says the version of the sequel that hit store shelves along with The Orange Box took about a year and a half to build, but it benefited from numerous gameplay experiments Valve tinkered with during the lengthy development cycle. While the game transformed substantially from one iteration to the next, the team's drive to improve the gameplay based on player feedback continues to usher in many additional and exciting changes.

Class Warfare
"We always planned to continue evolving TF2 after shipping, but it wasn't planned that we'd focus on class updates," says Walker. Shortly after launch, his team immediately set about the task of releasing frequent, smaller updates to the game via Valve's Steam service. These updates made subtle improvements to gameplay and performance but didn't garner much attention or draw many new players to the game. Eventually, the team switched tactics, focusing instead on releasing larger chunks of high-profile content featuring tangible changes to each of the game's character classes, in addition to minor bug-fixes and balance tweaks.



The first of three major updates rolled out in 2008 focused on the Medic class, giving players 36 new achievements to unlock three new items. It also introduced a new map and Payload, a new game mode. The next substantial update focused on the Pyro class, adding more achievements and unlockable weapons to the pile. It also added a compressed air blaster to the default flamethrower and two new player-created maps. A massive third update provided the Heavy class with extra achievements, boxing gloves, a new minigun, a health-restoring snack, a new arena mode and more extra maps.

The team quickly discovered hinging updates on each of the nine character classes got the response from players they were looking for. "The updates we've released have had a considerable impact on both the ongoing player numbers and the sales of the product," says Walker. Not only has each update drawn in many new players, but a substantial number of them stay after the initial spike in interest.

"The response [to TF2] has been great, both in terms of customers' direct feedback to us and in terms of sales of the game," says Walker. "Early on, I think there was some concern by customers as to what the scope of our ongoing work was to be, but at this point I think they understand what we're doing and why we're doing it."

Feedback is the key, as it's the players themselves that have been one of the major driving forces behind the continuous improvements implemented in the game.

The Push from Players
Walker and his team have found many players enjoy participating in the ongoing development of the game. They spend a lot of time putting together ideas, discussing them in forums and sending them to the developers directly. This feedback has had a massive impact on Valve's ongoing work. "Pretty much every day someone on the TF2 team brings up something from a player that we spend some time discussing," he notes.

"There are many large-scale course corrections that have been heavily influenced by player feedback," says Walker. "Players have driven our entire approach to designing achievements, the way we tie unlockables to those achievements and the design of those new weapons themselves. The choices we made within the Medic and Heavy updates were very much the result of the ways that players have used that combination of classes within the game. The addition of the payload game mode came from players requesting an old Team Fortress Classic map called Hunted, and describing what they did and didn't like in that map. None of this is really that unexpected, though, because our internal expectation is that we are to be driven by the players themselves."

The team interacts with players in the TF2 community as frequently as possible by playing regularly on public servers, participating in tournaments, reading forums and blog posts and responding to emails. More recently, it called upon the community to brainstorm development ideas for the Heavy class update. The response was very positive, and it's something the team is likely to explore again in the future.

Coming Down the Pike
At first, each of the three class updates launched in two-month intervals, but things slowed down after the summer when some of the TF2 development team members were tapped to wrap up the competitive multiplayer component of Valve's zombie-centric shooter Left 4 Dead. They applied lessons learned from the ongoing development of TF2 to Left 4 Dead and have even brought back some ideas from the latter to potentially implement in TF2.

With Left 4 Dead now launched, the team is once again turning its attention to future TF2 updates. The Scout is the next class slated for the special treatment, and Walker expects the update will be available early this year. Additionally, the team is juggling a number of side projects at the moment, including finally bringing a year's worth of the downloadable content and upgrades to the Xbox 360 version of the game. A new Payload map is in the works, more community maps are on the way and the team will soon unveil a very different new game mode.

As work continues, Valve is also slowly chipping away at a laundry list of problems that crop up over time between the character classes. Among other large-scale issues on the agenda, Walker says the Spy's disguise has nearly reached the end of its lifetime. Over time, average players have become much better at detecting and dispatching disguised Spies, making the ability pretty useless for all but the sneakiest of players. Additionally, Walker feels the Engineer's sentry guns have become "too binary." They're highly lethal to some players and wholly ineffective against others. Sentry guns are also easily dispatched by skilled players, leaving Engineers with little recourse. Keeping a delicate balance is important, as is adjusting problems that arise from the way players utilize the different abilities of each class in the game.

Though there are still six more classes to upgrade, the release of an eventual new class isn't out of the question. Rumors of a possible 10th class teased in an Easter Egg found in the first mission of Left 4 Dead set players abuzz. Walker says they haven't made any decisions about adding new classes yet, but that doesn't mean they're not considering them. "We've got several new class designs floating around, some of which we like a lot, but right now we're focusing on the broadening of our existing classes through the addition of the unlockables," he says. In the meantime, the weapon selections offered through the upgrades have created subclasses that let players specialize in certain tactics, such as using the Pyro's Backburner flamethrower to ambush opponents.

"We've got some ideas as to where we'd like to go, but like always, we'll be trying to stay fluid and responsive to customer feedback. We're aiming to keep shipping class updates, trying out new game modes and evolving the way we can bring players into the ongoing design of the game," Walker says. "We're still very excited about TF2, and in particular, the safer test bed for innovation that it represents. We aim to try out some riskier, and hopefully more fun, design choices in the near future, with a view to learning from our players as to what works and what doesn't."

This model has been very effective, says Walker, and Valve plans to continue it for the foreseeable future. The ease of releasing updates through Steam factors heavily into its appeal. It creates a crucial means for quickly measuring the effectiveness of design choices. "We can make a change, receive feedback on it immediately from actual customers and then improve it," he says. "We can innovate in this model without fear of getting too far off the tracks, because the measurement process (i.e. real player feedback) will steer us away from the edge."

Despite his most concerted efforts, Nathan Meunier has yet to be shot, burned, bludgeoned and blown up in a single life.

Source: http://www.escapistmagazine.com/article ... e-Fortress


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de 
PostPosted: 21 Jan 2009, 09:20 
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yay's...sounds gooooood o:

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md 
PostPosted: 21 Jan 2009, 09:28 
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Can't wait for the new update :D


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nl 
PostPosted: 21 Jan 2009, 09:42 
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Maybe the scout update will improve me from being the worst scout ever to the 2nd worst scout ever :D

Good news~^^


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no 
PostPosted: 21 Jan 2009, 09:56 
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Walker says the Spy's disguise has nearly reached the end of its lifetime. Over time, average players have become much better at detecting and dispatching disguised Spies, making the ability pretty useless for all but the sneakiest of players.
....

dear Valve, please give me 2000 health, the ability to walk through people, and permanent invincible.
sincerely yours
The Spy

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de 
PostPosted: 21 Jan 2009, 10:03 
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:4

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gb 
PostPosted: 21 Jan 2009, 10:50 
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Sounding good 8)

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gb 
PostPosted: 21 Jan 2009, 10:51 
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I don't want a new class. I'm quite happy with the current classes.

But maybe the Scout update will finally make me actually play the Scout a lot more. I've been meaning to for ages.

Thanks for posting that, by the way.

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gr 
PostPosted: 21 Jan 2009, 11:26 
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[SpA]futari wrote:
Maybe the scout update will improve me from being the worst scout ever to the 2nd worst scout ever :D

Good news~^^
The scout update will make it easier for scouts to own you :mrgreen:


I don't see any new class coming soon... They released 3class updates in 1 year and we have 6 classes left. You can do the math :roll:


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ro 
PostPosted: 21 Jan 2009, 11:36 
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I can't wait for the scout update. Really, I can't. :mrgreen:

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se 
PostPosted: 21 Jan 2009, 11:47 
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As work continues, Valve is also slowly chipping away at a laundry list of problems that crop up over time between the character classes. Among other large-scale issues on the agenda, Walker says the Spy's disguise has nearly reached the end of its lifetime. Over time, average players have become much better at detecting and dispatching disguised Spies, making the ability pretty useless for all but the sneakiest of players. Additionally, Walker feels the Engineer's sentry guns have become "too binary." They're highly lethal to some players and wholly ineffective against others. Sentry guns are also easily dispatched by skilled players, leaving Engineers with little recourse. Keeping a delicate balance is important, as is adjusting problems that arise from the way players utilize the different abilities of each class in the game.
I'd like this.

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de 
PostPosted: 21 Jan 2009, 14:43 
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Yay, sounds good!
Good to hear they still want to improve the game.
Thanks for posting Saint. :wink:

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se 
PostPosted: 21 Jan 2009, 14:59 
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servers full of skilled players
Made my day

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ro 
PostPosted: 21 Jan 2009, 15:12 
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Yo, sounds good indeed. I really hope Valve won't be scared of HUGE gameplay changes despite any pr0-whiners who just can't stand gameplay progression (CS 1.5 vs CS 1.6) - these things might keep TF2 fresh for YEARS.

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gb 
PostPosted: 21 Jan 2009, 17:40 
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Ah wicked that would be awesome!


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pl 
PostPosted: 21 Jan 2009, 17:44 
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and Walker expects the update will be available early this year
According to valve time this would be about late summer this year.


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gb 
PostPosted: 21 Jan 2009, 17:50 
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Valve are the best :4

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gb 
PostPosted: 21 Jan 2009, 17:54 
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with the amount of support that's being put into it, I can see tf2 being around for a loooong time to come

mucho kudos to valve tbh :>

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gb 
PostPosted: 22 Jan 2009, 04:46 
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i love engi, but i hate (as pointed out) how sucky and ineffective the sentry is tbh, i find myself trying to shotgun people (only effective in small 5 v 5 matches tbh), i would love to play spy, but as pointed out, the disguise is totally sucky now adays and we all know that the backstab mechanic is totally buggy (i suck at it just humour me).

Infact i'll probably play scout more with an update too.

A new class i think i'd jizz.

So.

Bring it on! Can't come fast enough!

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gb 
PostPosted: 22 Jan 2009, 08:17 
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Scout is awesome, except for when a crit rocket hits a wall 20 metres away from you and you die :/

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no 
PostPosted: 22 Jan 2009, 08:47 
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I hope the new class is Gordon Freeman and the only voice command you can use against him is "blabla, Mr.Freeman".
Of course Gordon himself can't use any voice commands because he's mute as we already know.

His melee attack is of course the crowbar, which does around 75DMG and instgib when it crits.
His secondary is his pistol from HL2 which does about 5dmg per shot.
His primary weapon is the SMG from Half-Life 1 as well as the nade launcher. The SMG does 4dmg per bullet, although this will probably get nerfed. The nades themselves are a bit weaker then those of the demoman, but can still pack a punch to say the least.

In addition to this he also possess special abillities. His glasses can atuomatically detect spies and see through clothes, although the latter is a bit useless, since there aren't any female classes in TF2..yet.
His HEV-suit protects him from the pyros flames as well as contminated water which will soon be added. It isn't called badwater for nothing.

There has been raised a question if the gravgun is going to be uncluded, which will mainly be used to move sentries/dispensers as well as lifting medics to safety.

Yeah...

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ro 
PostPosted: 22 Jan 2009, 11:10 
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[SpA]Minimoose! wrote:
Scout is awesome, except for when a crit rocket hits a wall 20 metres away from you and you die :/
Scout is a lot of fun. Probably because I love running around like a lunatic, jumping on things and harassing people around. But still, I get frantic when I think about the update to come. And yeah, his vulnerability is part of the fun imo. Yes, I know I get pissed whenever some random spam crocket kills me, but still. :P

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gb 
PostPosted: 22 Jan 2009, 11:46 
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I like scouts. Because it feels like your on crack. And you can scream down your mic like it.



BOINK!


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pl 
PostPosted: 22 Jan 2009, 15:00 
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Imho spies need to have full health shown after disguising as enemy team, cause nowadays everybody shoots at team players withouth 100% health.


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nl 
PostPosted: 22 Jan 2009, 16:00 
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ha, how would I change the spy?

Here are a couple of options I thought about

Spy should be able to see the enemies health at all times. This will help the spy a lot, he can decide to pick someone off with the gun at range or go for the backstab. It will also let him asses the situation better, so he can pick the best course of action i.e. fight or run.

Spy health should be increased to 150 health. This will really help the spy survive random splash damage and increase his general survivability

Spy Disguise, should always be at 90-100% health when the enemy looks at you. Using a disguise of a class that has more health gives you a damage absorption bonus. This bonus would be half the difference between the spy's health and the class he disguises as health. So scout, engi, sniper, spy and medic disguise would change nothing (since I gave the spy 150 health) and pyro/demo give him 12 hp extra, soldier 25 and heavy disguise will give him 75 hp extra. In the case the spy is in disguise and drops it the extra hp he recieved drain away over 10 seconds. Also, they should change the gun you are holding based on what the spy is holding. This should be done on a class by class basis.

So knife on soldier would turn into a shotgun, but knife on a engineer would turn into the wrench for example. This way it will be more believable, but also complicate the learning of the class a bit (although this can be sorted by having the hud icon show the weapon you are holding)

Thats about it xD

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ro 
PostPosted: 22 Jan 2009, 16:41 
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I like the ideeas tbh. Then again, I never play spy. xD I plan on starting out though.

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gb 
PostPosted: 22 Jan 2009, 17:29 
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[SpA]Crovax20 wrote:
*snip*
nice ideas, but I'm not sure about the 90-100% health display change. it would be more believable if, say, you were running towards the action from the enemies spawn, but it isn't as convincing in 'run back from the action and shout for a medic, pretending I've been hit' scenario. it's subtle, yeah, but the spy is a subtle class class. maybe the ability to select the health displayed would be an option (although it might be a little complicated)?

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nl 
PostPosted: 22 Jan 2009, 18:07 
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ETMI wrote:
[SpA]Crovax20 wrote:
*snip*
nice ideas, but I'm not sure about the 90-100% health display change. it would be more believable if, say, you were running towards the action from the enemies spawn, but it isn't as convincing in 'run back from the action and shout for a medic, pretending I've been hit' scenario. it's subtle, yeah, but the spy is a subtle class class. maybe the ability to select the health displayed would be an option (although it might be a little complicated)?
Your scenario usually ends with the spy getting blown up anyhow. Running towards a group of enemies with disguise while shouting medic is a recipe for disaster. Much more succesfull to stealth past them uncloak and then run in and shout for a medic xD

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pl 
PostPosted: 22 Jan 2009, 19:15 
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Spy nowadays is more of cloak->get behind enemy lines or get onto engineers head->stab/sap->cloak->search for metal to cloak some more and repeat ;) If anyone plans to play spy get a mate with spy, join mumble and do some crazy tactics, I especially like to make people follow me by shooting them with a gun or disguising as scout trying to do double jump :mrgreen: with a friend waiting around the corner to stab ;D Works well with engies too, sap engi stuff and if he starts to chase you the other spy stab his ass :mrgreen:


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