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#1 | ||||||||||||||
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Member
Join Date: Jul 2009
Location: Portland, OR
Posts: 56
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Last edited by Graham; 01-18-2010 at 05:08 PM. |
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#2 | ||||||||||||||
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Senior Member
Join Date: Dec 2009
Posts: 132
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oooh, mysterious second update :D
So is valve going to make their own weapons or implement fan-made ones? <--still confused |
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#3 | ||||||||||||||
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Banned
Join Date: Sep 2009
Posts: 253
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(this post is meant to be read while listening to this song on repeat: http://www.youtube.com/watch?v=KIzWt7wTp7Q )
After I read Robin Walker's comment about wondering how Valve can help us, the competitive community, out to make TF2 a better game I couldn't help but think back to Starcraft, which is the game that I came from before this one. Since Starcraft is without a doubt the best example of a successful video game and competitive community, even more so than Counter-Strike, I thought it would be appropriate to quote part of an article on TeamLiquid.net (which is pretty much the only Starcraft website worth talking about that is aimed for not just Koreans but the rest of the world too). Since TF2 is looking to be competitive and ths article I'm about to quote is looking back on Starcraft to find out what they did right and how they were able to make it as a competitive game, I'm sure that this should be considered by anybody trying to talk about this stuff. I actually referenced this article in my Obscure article, too, but I'll make the part I was wanting to talk about more obvious here: Please note that DB stands for Dustin Browder, who is basically the Robin Walker for Starcraft 2. This part of the article is where he discusses what Starcraft did right and how the competitive community for Starcraft affected development of the game and what Blizzard did for them. Quote:
Last edited by wanderrful; 01-19-2010 at 12:14 AM. |
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#4 | ||||||||||||||
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Member
Join Date: Jul 2009
Location: Portland, OR
Posts: 56
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Good post Wanderrful. Valve is certainly trying to maintain this balance of appealing to both Casual players and Hardcore players, and I think they've done some very important things recently that help the more casual players reach a higher level of understanding and gameplay capability. Auto-reload, damage numbers, and ding-a-ling, are things that don't detract from the core gameplay while taking away barriers.
New training tools will go a long ways to bringing pubbers up to speed with comp play, but also so many pubbers are uninterested in going that direction. Valve is working on a Lobby system to further promote the 6v6 game which is huge, even if a good chunk of pubbers remain disinterested. It's tough to say what Valve needs to do to ensure Pub players stay interested and draw even more players in. I think a reworking of the default pub settings would be great, easing the setup of servers and features like RTV etc. More community tools would be great to. I'd love to see a final release of Source Film Maker, or even just a beta release. People are already utilizing it to throw up some great community films, but removing the barriers to using it and allowing it to be used with current patches and demos would be huge. Honestly though, Valve can just keep on doing what they are doing. Obviously there are some things they haven't gotten to yet that they should look at, but they are responded to suggestions and constantly making small tweaks. I gave Robin the RSS feed links to our main page and Blog, so if you want to tackle a topic and really argue for some worthwhile improvements, write up an article for our blog section! I also think Valve needs to throw a LAN Celebration alla Blizz+QuakeCons. A lot of the E-Sports stuff really isn't on their shoulders, it's on ours. |
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#5 | ||||||||||||||
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Senior Member
Join Date: Aug 2009
Location: Ontario
Posts: 229
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Wand, I cried.
Nay, I wept. Seriously, anyone thinking to expand a competitive community must read that; it should become the holy testament of competitive.
__________________
hitscan prefire |
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