Showing posts with label team fortress 2. Show all posts
Showing posts with label team fortress 2. Show all posts

Tuesday, May 13, 2014

TF2- The competitive scene

The 2014 International Dota 2 Championship gives us a glimpse of what eSports could become in the future: it's own arena, millions of fans across the globe watching, casters screaming and shouting along with the ensuing action, fans in the stands cheering and waving flags, and a fucking huge prize pool (every gamer was stunned when the first International's prize pool of $1 million was announced; the current prize pool has already skyrocketed above $4 million). 

A lot of veteran TF2 players have been wondering just why TF2's competitive scene isn't as supported or prevalent as, say, Counter-Strike: Global Offensive or Dota 2. After all, TF2 has been Valve's flagship game for sometime. Let's take a look at TF2's competitive scene and some of the hurdles I see it trying to pass.

6v6 tf2 wiki represent

1. The stale metagame
Both competitive formats (6v6 and Highlander) pretty much have all the plays written down: roll-outs, optimal sentry locations, and methods to push have all been figured out.  Variety does arise from different combinations of weapons, but for the most part the competitive community has long figured out which weapons are optimal, situational, and simply not used.

A system of picks and bans regarding weapons was proposed, but items themselves do not necessarily counter each other as much as the different classes countering each other (unless you're talking about the mediguns which arguably dictate the entire game dynamic- but even then, there are only four of them right now and that's just one class).

Class based variety may be locked down in Highlander where one of each class is in the fight, but 6v6 shows more promise in that the dynamic runs mobile, generalist classes and runs specialists when needed.

2. Games are boring to watch
The stale metagame lends itself well to this one. 

The first couple of times watching a game can be exciting, but after awhile even the casual observer will begin to notice repeated trends. Roll out, get an uber, push. Many of the fights are at the mercy of execution rather than some grand tactic or strategy and that's fine: that's inherent with TF2. 

Minor tactics such as positioning is crucial, but once you get past that, you'd better start landing those airshots and meatshots. Big airshots and crazy kill streaks, while exciting for a moment and worthy of a montage, are difficult to come by (let alone if the casters catch it on camera) and simply not enough to make the entire game fun to watch.

3. Difficulty of access
This is a big one.

The easiest way to increase prominence is to simply have more people play competitive formats of TF2. The best way of doing this would be to implement in-game lobbies that would allow for 6v6, Highlander, and maybe even custom formats to be set up. Despite TF2 personalities like eXtine and Sal pushing for in-game lobbies, we haven't gotten them. While there are some very neat third party lobby systems, most TF2 players do not know about them or are not motivated to try them; consequently, many TF2 players have never even tried competitive formats of TF2.

Most systems today can be a hassle as well. Wait times in lobbies can be excruciatingly long: just getting a simple game going can take as long as 20 minutes because nobody wants to play a particular class. 
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So how do we bolster TF2's competitive scene? Honestly, the developers can release as many new weapons as they like but the core metagame isn't going to change until some serious balancing or even potential reworks of weapons are done. The overall argument that TF2 was or wasn't designed to be played competitively is subjective and shouldn't be the focus of the debate. What we know is this: the game was originally balanced around nine classes for teams of twelve and the game definitely has a competitive spirit as much as it does a casual and laid back one.

why can i only wear one medal

Me personally, I just want a lobby system for TF2's competitive formats and some kind of progression system similar to Dota 2. Points can be earned to level up and every level up promises a new item with increasing rarity each time you level up. On top of that, I have always imagined a kind of trophy case for your TF2 profile where you get to show off medals and items from various tournaments and events.

I look at MvM as a good model for a competitive lobby setting: solo queue or party up, get sent to a server, and give people a limited amount of time to figure out who's playing what. In an MvM game, there is always a push for someone to play Engineer or Demoman and there is always a guy yelling "we don't need two snipers" or "why didn't you get this upgrade first." People will figure out over time that a competitive setting requires some core classes and if they lose they know who's fault it is. The emphasis on cooperation and team composition would also be taught through competitive play. 

Do I think competitive TF2 is fun to play? I've played a handful of games on lobby sites and I certainly found them fun. Do I think competitive TF2 is fun to watch? No. I feel that TF2 matches are boring to watch; the plays are repetitive and it's hard to get excited when the casters themselves are not excited. 

Competitive TF2 isn't about whether or not TF2 was intended to have a competitive scene or whether or not a competitive scene is viable: it's about winning a crowd. It's hard to work on that when the crowd itself is fairly small. If a competitive TF2 lobby and a competitive play progression system ever becomes implemented and is as accessible as an MvM lobby is, I feel that TF2's competitive scene would receive a greater amount of players and attention- it would breathe a new air of life into the game as a whole, too.

Friday, May 2, 2014

TF2- RE: "Get your priorities sorted please."

Browsing the Steam Team Fortress 2 forums, I came across this post: 

"tl;dr version: TF2 is Valve's cash cow but they treat it like a decommissioned farm animal that is ready for the transformation from cow to beef, which is a thing that needs to change."

The post refers to the recent Spring Cleaning update Dota 2 received (fixed many major and minor bugs, balanced and tweaked some skills, and added some new interface changes) and laments about how TF2 has been relatively neglected. 

Team Fortress 2 is a mess right now, no doubt about it. There are some serious bugs in the game: invisible players, people showing wrong team colors, clipping issues, floating cosmetics, medigun beams flying everywhere, particles being stuck, wrong sounds playing, etc.

The game did make a lot of money last year in micro transaction sales, but I would wager that most of the income came from keys and MvM tickets and vouchers. Much of the focus in TF2 has been concentrated in MvM for awhile now with the scarce content updates being added in. Team Fortress 2 has aged really well, but that doesn't mean the game isn't aging. It's been 7 years now, and the game has changed dramatically. 

It's not that the developers don't care about the game, it's just that the game is old. Nobody wants to stick around on a project that can't exactly innovate new technologies or techniques in video game design. For the most part, TF2 is Valve's playground for testing out new community features and then applying features which work to games like Counter Strike: Global Offensive or Dota 2. 

It's fun, it's exciting, but TF2, for better or worse, is slowly being nudged out of the limelight- it's actually been that way for at least a year now. With the coming End of the Line update and the moonbase update, TF2 is still holding on. The communities that exist are still dedicated and active and the competitive scene is relatively healthy. And remember, there's always one thing you can do: keep playing.

Monday, February 17, 2014

Team Fortress 2 and Dota 2- What if crates were real?

Team Fortress 2 is notorious for hats and crates. A quick look at Team Fortress 2's Steam market page shows the hundreds of thousands of crates that Mann Co. and Valve have to digitally store.

Digital storage is nothing, but how much space would these crates take up if they were in the real world?


all the three cent offerings of the world are stored here

First off, we need to know the size of one such Mann Co. Supply Crate. There are special variations of the crates, but let's just take the basic crates and use some estimation. We can simplify this problem by modeling each crate as a simple cube.

Now let's find out the dimensions of the crate. A crate makes an appearance in TF2's Mac launch trailer. 


where is my soldier hatless, volvo

We can see that the crate comes up to about a little above Soldier's belt. We can use this to gauge the crate's height by using a class height chart. According to some handy reference material from Valve's developer community, Soldier has a view height of 68 Hammer units.

The Hammer unit (HU) is the unit of measurement used by the Source engine and 1 HU is equal to 1/16th of a foot. Let's model this and say that the distance from the Soldier's feet to his eyeballs is 68 HU, or 4.25 feet long.

With some rough estimates going, proportions tell us that a crate is about 2.83 ft tall and thus has a volume of 22.67 cubic feetI could have made a better estimate if I actually took the time to pull up models of the crates from Source Filmmaker files and measured them there, but I'm too lazy.

it's rough but it'll do

We have the volume, now let's find out how many crates there are on the market.We'll include event crates too because they're not so different from the regular crates.

As of Monday, Feb. 17, 2014 CE, 12:37 PM, there are 3,087,297 TF2 crates listed on the Steam market.

If the crates were in the real world, they would take up 69,989,022.99 cubic feet, or about 70 million cubic feet. If we converted that to meters, that would be a little under 2 million cubic meters.

A quick search for the biggest buildings in the world shows that the Boeing Everett Factory has a usable space volume of 472 million cubic feet.

If you were to carefully arrange the crates, you would get something about 20 million cubic feet smaller than The O2, an entertainment district in London, England.

Instead, if we lined each crate up next to each other, they would form a conga line of crates 8.7 million feet long, or about 1,647 miles long.

ben only ever got pain trains from crates

Some more useless trivia:
-If we assume every crate on the market costs 3 cents, it would cost $92,618.90 to buy them all.
-If we assume every crate on the market is opened and each key costs $2.49, Gaben would be rolling in an extra $7.7 million.
-The most expensive crate is a Salvaged Mann Co. Supply (Series #30) which costs $84.68. There are currently 28 of them on the market.

But what about Dota 2 crates? 

It gets a little tricky: Dota 2 crates/containers come in all kinds of different shapes and sizes. Let's just count the ones that are the most crate shaped ones and assume that they are the same size as a Mann Co. crate. 

Examples:
-Containers with the prefix "Treasure of"
-Timeless Treasure of Claszureme
-Locked Gemstone Cache
You get the idea.

Steam stats shows us that Dota 2 has about 8.7x more players than TF2. Would it be safe to assume that there would be 8.7x more containers? If we just multiplied everything by 8.7, you would suddenly need 609 million cubic feet, easily greater than the usable space of the Boeing Everett Factory. But let's do an actual count just to be safe.

As of Monday, Feb. 17, 2014 CE, 1:50 PM, there are 3,215,256 Dota 2 "crates" listed on the Steam market. At least, the ones I got to. After several pages you hit cosmetic items and they were all under 2,000 in count by that point.

Dota 2 doesn't have as many series of crates as TF2 does and items only drop at the end of a match in Dota 2. Maybe that can explain why the crate count is low?

Anyway, if Dota 2 and TF2 crates were real, Valve would need 142,878,876.51 cubic feet of storage space to house all the orphaned crates using the assumptions we made.

It's doable: If Valve ever wanted to release real-world crates that drop randomly from drones in the sky onto your porch, they would have the means to store all the unwanted crates in the world. 

In the future, everything will come in crates.