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admin | Get Rid Of Bacterial Infection | 22.09.2015
I cooed a little about the amount of free stuff Valve have added to TF2 since release, but it’s not purely to fix or improve the classes.
A lot of what you find is duplicates of what you already have, which means that little gold message comes to be associated more with disappointment and absurdity than excitement or pleasure.
Consequently, very rare and exclusive class items like hats don’t signify anything when you see a player wearing them. The idea: Every match gets you closer to something you really want, and the items you choose first make you a different player to those around you.
The idea: Silliness absolutely has a place in TF2, and trying to get things like taunt kill achievements just makes the game hilarious for you and your enemies.
Unlockable Hats: These are handled separately, but again you choose which you want to unlock.
Wolfthewidowmaker: I still think crafting is a decent idea, if only the drop system could be changed to more frequent (and consistent!) drops or the player gets to pick.
LaZodiac: Its an interesting idea, but I'd never get the unlocks and TF2 would just die for some people.
There should also be the ability to change what unlock you're working towards, without too much penalty.
I had actually read Chris' article, and my problem with his suggestion re:"item drops" was that picking which weapon you want on random drop would just slow the game down too much. Your solution addresses the issue of getting the items you want, encourages smart game play, and acknowledges the zaniness that is TF2. MartinJ: I still want to unlock new stuff through achievements, hell I'd like unlocking hats with achievements too.
For example, I really, I still don't have the gunboats, even though I want to play with them. I especially like the idea of getting extra points for doing sensible things (defending points, getting on the point (maybe even 'altruistic' things, like repairing another engie's building, stabbing away an annoying sniper's Razorback, overhealing X number of players, blowing out fires, etc)).
Invariably I get some achievement, it flashes for a tenth of a second, and I have to go through that classes achievement list hoping to see whatever it was that I did so well. Cmdt_Carpenter: My friends and I were under the impression, when the hats came out, that earning all the achievements for a class get you a random hat. There should still be some incentive to getting all the achievements, but one that is purely cosmetic but still shows dedication.
I don't know about anyone else, but I would not try for achievements unless there was some kind of reward other than completion involved.
And speaking of drops, my friends and I also thought that when you killed someone with a special item, you could go over, pick it up, and take it as your own.
Someone who has had very little sleep over the past weeks suggests "Slammy Slayvis Woundya" and it's so damn bad that everyone else who has had very little sleep laugh their asses off. Sure, the next morning it seems embarrassingly bad, but at the time there was surely no better option. 1stGear: To be fair, the Medic update was the only one that had the really ludicrous achievements (You want me to Ubercharge a Scout? My main qualm with the achievement system as they are now is that they can only be earned once.
Incidentally, is anyone here familiar with the Battlefield games, specifically Battlefield 2142? Besides, in everything that Valve has done for TF2, there has always been the indication that this is but the groundwork for future grander plans. The first few unlocks for the pyro, medic and heavy were far more conservative and didn't upset things too much, but the later ones have totally changed how some classes play, and the knock-on effect is a disruption in the once near-perfect balance of the game.
It's still a lot of fun, but tbh it's all just a bit too hectic and frustrating these days.
HoraceSmith: So, after reading this article I got all inspired to try my own hand at making the item system in TF2 better and I was just wondering what you thought of it since I respect your opinion a lot and all. HoraceSmith: Yeah, but It seems to me like out of all the things hats can be, a badge of honor or status symbol is the hardest to thing to make them and the easiest to invalidate through farming.
DoctorDisaster: Of all the suggestions (from Tom, Chris, and Horace) I think I like Chris's the best. Tom, yours is certainly workable, but I think it's too complicated for something that really should be a sideshow to the action of TF2.
Horace's suggestion that duplicates should be eliminated is so obvious as to be mind-numbing.
So any system you create has to use a variable schedule so as to maximize those conditions. Random drops aren't a form of Variable Interval or Variable Ratio Reinforcement, the way they are in WoW, because they're not a reward for a particular action. My system takes at least 640 hours of play to unlock everything, and I suspect the others proposed here would work out at something similar. To be honest, that's the thing that bothers me most about the whole drop system: it's unusually cynical for Valve. I was being pretty vague when I said your system smacked of "management" — sorry about that. Frankly, it already baffles me that developers who gave the spy little paper masks to avoid cluttering up the interface with disguise icons are now shifting a bunch of game time out of the engine entirely and into the menus.
Chris's system would just replace the single oversized image on the drop screen with x smaller ones, requiring no additional game time or new menus. Jackohbite: What I really like about TF2 is that if you've an understanding of the games mechanics, you know that in one of those shots, the soldier is about to explode. There's a page about the games I've worked on, what I use to make them, and what platforms they're coming to.
Jake Friedman is a NY-based animator and animation journalist who recently interview Fred for ASIFA-East’s Anymator newsletter.
In recent years, Fred Seibert and his Frederator Studios have been an open door to all who want fame and glory. One small girl battles the creatures that stole her heart, using the only weapons she has…Creator Kelly Matten completed Paper Hearts in two years, and in two countries.


For those of you unfamiliar with Bill Plympton’s work, do yourself an immediate favor and check out his site here.
One of the biggest supporters of Channel Frederator since its inception nearly a year ago has been independent filmmaker Patrick Smith. They’ve been experimenting with ways to leverage this free content to add an element of persistent progress and character customisation to TF2. That means everyone plays the same class when its new weapons are released, even before they’ve earned any of them.
On the plus side, that sometimes gives you a weapon for a class you don’t normally play, encouraging you to try it out. Some people play for hours a night, rarely get a weapon, find only dupes, and have never seen a hat in hundreds of hours of play.
Presumably meant to tackle the dupes problem with the random drops, but what we understand of the current system is totally bizarre. To have more than a 3.4% chance of crafting the one you want, it takes a hundred and twelve. I think it needs a few changes to work as an addictive RPG, as a way of customising your characters to your tastes, and as a way of showing off your skill or dedication in the way you dress. Each requires somewhere between 250 and 500 points, and once you select it all the points you score in-game, as any class, count towards that. At the same time, you can still get something unexpected for a class you don’t normally play that might encourage you to try them.
In fact, I’d get rid of the sensible ones, and just leave the ridiculous accomplishments – taunt kills, ironic deaths, corpse dancing and tortured puns (Slammy Slayvis Woundya?
Achievements already do this a little, but not reliably: plenty of the actions they suggest are actually pretty dumb.
I don’t think the system is entirely unsalvagable, and Chris Livingston does a good job of salvaging it in a much shorter post than mine.
If drops occur every 6 hours for me, that means that it takes nearly 3 days of constant grinding to craft a weapon, assuming every drop can be used, and over 20 days for me to get enough scrap metal for a random hat. For every triple kill in a sticky jump, there is someone that gets killed by a scout because you can't turn well with the keyboard. You could perhaps sell items you have for half points or something, much better than the crafting system. For me it makes spice for the game and it's basically the only thing that makes me working for achievements, I wouldn't really care about them much otherwise. If there were more achievements with a large variety, you can even choose how to go about getting the unlocks: either you can be a really skilled player and get the unlocks by playing properly, or you can get them by doing the silly achievements. But Scout is easy, I got his achievements for the third milestone in about a day or two of casual play with some silly stuff included.
When you get an achievement, you can press escape and immediately see which achievement you got, and what it means. It seemed so obvious to us that we were kind of perplexed that you don't really get anything for all the achievements and ergo stop trying to get them after, what, 15? It encourages me to play by offering new weapons the longer I play, and additional challenges that are by no means essential, but if I bother to do them, they grant me nice bonuses in Titles and Callsigns that I can use to show off. Once you get something for a particular accomplishment, you are never congratulated on it again.
Perhaps the inventory system we are seeing now is but the beta for something more fully thought-out in the future. It smacks of something you'll have to "manage," and I cringe every time I hear an action game purport to involve "managing" something. Variable reward schedules make for more durable conditioning than constant reward schedules — the habit is harder to break, making the game more addictive.
Even if Valve want us to play more than that in our lifetimes, they don't need us to do so before they put out any more content.
They don't much care what you do once you're in there, so long as you're inflating their playerbase.
The achievements at least seemed to be rewarding you for exploring odd nooks and crannies of the game mechanics — the drops are a straight-up slot machine simulator. What I meant is that when I pictured that system implemented in-game, I saw an RPG-style advancement screen involving a mess of progress bars and drop-downs. I might be letting my personal opinion of what's fun get the better of me, but I think that's a trend we should strive to minimize. E-mail tech support with as much detail about your system and the problem as possible, and they can actually do something. As an independent producer, he not only pushes creator-driven projects forward but offers his ear to show pitches here in New York and in LA. And sometimes, that illusion presents you with a farting dog, and a dead end job…The quirky character in this is difficult to forget.
One day he finds himself being followed home by a small plain looking man who starts tapping him with a walking stick.
I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. But their experiments have been weird, and so far the resulting system doesn’t really do its job. Others consistently get unlocks every half hour or so, and have copious hats for classes they don’t even play. If you don’t have the Eyelander, you seem to need six copies of the other two Demoman weapons, plus at least eight melee weapons, to craft one without losing anything you need.
At the end of which, you’ve got something a new player might find in his first hour with the game. The unlocks system ought to make the repetitive violence feel like part of a larger goal, and give you a sense of progress even if you lose.
Including the silly ones, I just prefer the bonus of new weapons, even though getting the achievement is a reward on it's own. You play with the new guns and perks when you get them, and aim to get new ones when you get bored with them.


Achievements and updates (with content instantly being handed to you) should be there if and when you get bored of it, not unlocking things. I just want to use it now while I'm still in the spirit of playing a lot because of the activity since the update. Hand out the new unlocks to about a fifth of the TF2 population, but ensuring nobody gets two for the same class, and when someone dominates them, the dominator gets the weapon.
They give points for players who accomplish certain things like killing several enemies in a row or capturing a point, but these usually don't go towards anything besides a larger number to boast about. There are restrictions (you have to buy the low-level weapons of one class to get to its high-level weapons) and there is still room for abuse (achievement servers), but it'd still be a step forward, wouldn't it? But mine seems easier to implement and finally accomplishes all the things the drop system was supposed to do in the first place.
In fairness, the same criticism can (and should!) be leveled at the existing crafting system. They aren't looking for a fixed reward schedule, like leveling skills in an RPG; they want a variable reward schedule, like slot machines or random loot drops in an RPG. Valve doesn't want a system that has a clear endpoint; they want you to never run out of things to unlock.
The choice here is between a system where rewards are tied to your actions, or one where they're not.
The element of choice means you can almost entirely avoid dupes, and crafting means you can turn those you do get into what you didn't. There's no mileage in getting us to grind eight hours a day, just in making sure we don't unlock content faster than they can make it.
Every refinement they introduce seems to shore up the "incentive to play" angle rather than addressing players' criticisms of the system. Nothing any more complicated than, say, the inventory and crafting screens they've already implemented, but does TF2 really need another fiddly menu screen? He executive-produced such cartoon hits as ChalkZone, Fairly Oddparents, My Life as a Teenage Robot, and most recently the preschool project Wow!
Bill has made a name for himself as an animator unafraid to take risks, and make the films he feels passionate about. The cartoon will screen as part of the Los Angeles International Short Film Festival at the ArcLight. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections. If you’re all too familiar with why the current system needs changing, you can just skip to how I suggest changing it.
And we’re often bribed to play it in counter-productive ways to fulfill achievement criteria, some of which are just fun little jokes. You need to be in a game with at least four non-idle players or bots for your points to count, but beyond that anti-exploit measures are probably futile.
But they no longer earn you weapons, they’re just an acknowledgement for any time you do something remarkable.
Things like multi-kills, capturing a point alone, setting light to a cloaked Spy, killing a fully charged Medic, or making the winning capture would always be rewarded. Of course, you could still get it through 'feats' or buying or the drop system or whatever happens, but having a bit more control over the gaining of the weapon adds a lot. If that's achieved, and I think all four systems we're talking about manage it, all that matters is how compelling that reward structure is. Cartoons creator) Bill Plympton, Sean McBride, and our good friend, Signe Baumane, who tipped us off to this event. The story follows these events and how the man eventually grows to accept the intrusion and ultimately begins to rely upon the tapping.
It had some sense of achievement, and when I performed better as a player, I got things faster.
That's why I've always wanted repeatable achievements that tell me, "You exploded that soldier with his own delicious crocket! Post-experiment interviews with rats confirm that pressing that bar is a lot more fun when it gets you closer to a pellet. I wanted to make it feel old and warm, so I changed the line color of the drawings to a sepia tone, and put a layer of tone over the whole film. The intention with this piece was to create a subtly humorous film with a strong visual style. I really don't know what's so bad with that; if Valve just made more achievements with a large variety, it could work wonders.
I used Photoshop for alphachanneling all the drawings and After Effects to composit.Thanks Lorelay!
The audience should be intrigued by the motives and different characters and be left to ponder the meaning behind the animation.”Thanks Joel! They don’t have any refined sweeteners, plus they’re enhanced with healing collagen! These people have taken the easy way out and broken up by letter but the results are HILARIOUS! Seibert discusses winning pitches in Dave Levy’s Your Career in Animation, but I was intent on finding out the whole story.
However, I eventually realized that it wasn’t only about them, it related to my relationship too. So there does need to be a scene added to the end where two characters meet up - maybe for the sequal!
These 3-ingredient truffles can be thrown together in a couple of minutes when you need to treat yourself.



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