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Same. I'm overdosing on hopium that Valve will step up and remove a lot of ugly, broken or redundant stuff, like maps, unusual effects, cosmetics, warpaints, gamemodes, etc. I'd say the community is the way it is because it lacks any moderation in-game, in the workshop and in discussions. The best example of a community I know is Doomworld.
Many workshopers seem to be actively trying to ruin the game's aesthetics and are hostile towards critics. They exploit the game and it's community for money and treat it like if it was Roblox. Ideally, Valve should give them the "this item is incompatible with TF2" treatment and blacklist them.
Valve could easily implement quality of life changes, rebalance ideas for sniper and heavy, for example (removing random crits and adding laser and tracers for sniper rifles could drastically decrease the "cheats arsenal"), but they don't, and instead, they bloat the game even further with superfluous ♥♥♥♥. It's depressing, and like you, I hope things change for the better after Deadlock.
> The region is very likely not as big as you think it is, also only one cosmetic has this issue (water waders), creator contacted valve to fix, valve said it was fine as is, even then, only the front profile is bad with specific combinations (that look ugly), the side, and back profile is easy to tell what team it is.
> "buh huh just don't use it"
> The cosmetics you mention likely doesn't break the silhouette, and if it did, it would be halloween restricted like the carry van, that doesn't mean VALVe made mistakes before, the corpse carrier was an unrestricted actual silhouette breaking cosmetic before becoming restricted.
> "buh huh just don't play it"
> Greatly depends on map, most recent community maps that get added, were playtested a bunch by both community members, random players, or VALVe employees, that doesn't mean some were (usually those maps involve mappers that are new to mapping or it was clearly told to be a beta map that VALVe added for some reason.)
It is crucial to preserve the visual identity of TF2 items before they get out of hand, rather than address it once it becomes too big of a problem. It should be a no brainer from a game design standpoint.
2. No cosmetics are ever mentioned in this thread. However, it is important to retain the key design elements that make the mercenaries recognizable and true to their character. Large overdetailed coats, bulky leggings, and removal of certain things like gradients and straps tend to deviate from this. For instance, that one cultural bastardization of a "Kung Fu" demo set by Yikes or that knight armor by Ducksink. Both transform demoman into something pretty much unrecognizable.
Not to mention large bulky head pieces that skew the perception of the head hitbox, but that's another can of worms.
3. Somewhat agree. However, the problem is more apparent with how casual is formatted, since the influx of (mostly reskinned) maps (see: Halloween's map list) is awful. I personally think we should trim the fat and cycle in only a handful of maps per seasonal event. Would greatly simplify contracts as well.
However, if we are talking maps like prop hunt and the like, this is a matter of maintaining TF2's core gameplay. Keep that stuff in community servers!