In this topic we will discuss recently announced updates for TF2, or talk about what we think/hope will be in future ones. Any ideas?
MSC Fourm
This has something decent info and is about TF2 (they sometimes post a blog that has nothing to do with TF2)
October 8, 2008 - Robin Walker
Work on the next class pack is gearing up, a little slower than we'd like. In the meantime, I thought I'd post some answers to the common email questions we receive.
How do respawn waves work? Is my respawn time affected by my performance? Why do they exist at all?
Respawn waves occur on regular intervals, based on the map settings. Most of our maps use a 10 second respawn wave time. That 10 seconds is then modified by the map state, generally reduced for the team that controls the most capture points. Each team's respawn wave time is then scaled down if the team has less than 8 players in it, to a minimum of 5 seconds if team has 3 or less players in it. When you die, you are assigned to the respawn wave after the next one. So if the respawn wave time is currently 10 seconds for your team, you'll respawn somewhere between 10 and 20 seconds from your death. Your individual performance doesn't affect your respawn time in any way.
We found respawn waves were a good solution to several problems.
- They provide a reward for the team that's doing well, in that if they wipe out a significant amount of the enemy team they're rewarded with a short grace period in which they can achieve objectives. Without them, we found teams felt like they'd been penalized when they cleared the enemy off the last capture point, only to have them all return immediately.
- They group respawning players together into squads, increasing the chances of strangers working together, or at the very least, moving to the frontline while maintaining some proximity to one another. Strangers aren't pushed together into groups when everyone respawns instantly, and we've seen that proximity to team mates is a fundamental requirement for impromptu teamwork.
- They provide some ebb & flow in the pacing of the battle. Without some cooldown inbetween the moments of intense combat at the frontline, many players felt fatigued much more quickly. In particular, some attack/defense maps feel almost completely static without respawn waves. That lack of progress, in either direction, was a big factor in players finding the gameplay monotonous.
- The spectator camera seen while waiting to respawn gives players some time to observe their team mates. This provides a minor help to teamwork, allowing players to see what other members of their team are up to. More importantly, we've seen that new players learn a lot of advanced techniques by spectating better players. This is one of the reasons why the spectator camera tries to find a team mate who's playing the same class as you.
Obviously, there are other solutions to these problems, but respawn waves do a good job across the board.
Also, if you haven't seen it yet, we've recently put up the Left 4 Dead blog. Erik Wolpaw is posting over there, and he's the man behind Glados in Portal. He's much funnier than those of us on TF2, so if I were you, I'd stop reading this and go bookmark that instead.
Finding the Time to Bleed
October 16, 2008 - Valve Writing Staff
Since the release of Meet the Sandvich in August, several people have asked us how something we'd boasted would be "our magnum opus," "over four hours long" and "make Citizen Kane look like something dumb a complete idiot would make," ended up being one un-dramatic minute spent inside a refrigerator.
Now that more than a month has passed and the wounds have healed on Meet the Sandvich, we can finally give you an honest account of this aborted 240-minute epic, and by that we mean point fingers: It was all the bean counters' fault.
The suits took issue with every brave, authority-questioning page of our Meet the Sandvich script-specifically that there were supposed "similarities" between it and the 1987 action film Predator, and more specifically that it was word for word the 1987 action film Predator.
"Could you explain to us how your script is in any way different from Predator?" asked one of the suits.
"Predator takes place in Guatemala," Erik Wolpaw explained, using his I'm-explaining-something-idiotic-to-a-child voice. "Meet the Sandvich takes place inside a refrigerator in Guatemala."
"Where you can hear Predator happening outside of the refrigerator," clarified Jay Pinkerton.
"Also, Predator is two hours long," Erik continued. "Ours is four hours long."
"Right," said a suit, "but only because the script includes the first half of Predator..."
We nodded.
"... then all of Road House, and then the rest of Predator."
More nods. For a bean counter, this guy had really done his homework. Much like Dutch, when Dillon explains to Dutch how the Predator uses the jungle to its advantage, these suits really "got" it. We let our defenses down.
"Our script is pretty much exactly like Predator," Jay agreed.
"We took the script for Predator and put our names on it," Erik added, in case this hadn't been clear.
"Also, we had to paste the script for Road House there in the middle," Jay said when it suddenly occurred to him that business types who don't understand the creative art of writing might think merely writing your name on the Predator script isn't a full time job for two people. With everyone apparently now on the same page, Jay began working the room and shaking hands.
As it turns out, we'd been led, like the Predator by Dutch, into a trap. Instead of sharpened bamboo and weighted jungle pulleys, though, this was a trap of words, and instead of the Predator, it was us.
The suits demanded we give them the script so they could shred it. Just like in Predator, Jay doused the script pages in mud to conceal their heat signature from the suits. Unlike in Predator, this did nothing. The script was confiscated and destroyed. This created a small problem for all the Team Fortress actors we had standing around in the recording booth, watching us through the window with increasingly visible agitation.
"Hello?" barked Rick May, the voice of The Soldier. "Are we doing this or not?"
"Oh man, we are going to get fired now," Jay said. "We'll have to get jobs! We'll have to..." Jay tried to think, failed, then gave up in frustration. "What do people who aren't writers do?"
"I think they... sell things," said Erik, clutching at fuzzy images of people he'd walked past on the street on the way to nice restaurants. "Shoes and watches. From behind tables." He remembered his butler, who wasn't a writer. "Oh! Or they serve things."
"What are you two idiots talking about in there?" asked Gary Schwartz, the voice of the Heavy.
Jay grabbed the intercom mic. "Shut up, please," he observed.
"Anyone else notice this script is basically Predator?" Nathan Vetterlein, the voice of the Scout, asked. "It's not just me, right? This is word for word Predator."
"You think you can do any better?" spat Erik, a cloud of sandwich chunks hitting the sneeze guard they put between actors and writers in professional recording studios.
"You think what we do is easy?" screamed Jay, sending a further cascade of sandwich onto the sneeze guard. "Where would you have put the script for Road House into the script for Predator, smart guy? At the beginning? Because then it's just two movies," he said, not even believing how stupid someone could be to do that. He put his sandwich down to better illustrate the point with his hands, using his open palms to signify two different scripts, then bapping them together to further illustrate how stupid that would be.
Just as Jay's sandwich hit the table, a light went on in the refrigerator in Erik's head. "Sandwich... Sandwich! Say..." He punched the intercom. "Hey, guys? This is gonna sound crazy, but I have a new direction I want to try. Who's seen the movie Predator?"
"I have!" Jay exclaimed, thrusting his hand into the air.
Erik began to pace. "We open on a chopper. Inside sits Dutch, muscles bulging thr—"
"Look," Rick May interrupted, "how about we just improvise something?"
"Improvise..." Erik said, stretching the "s" out thoughtfully while staring at the ceiling.
After a minute of Erik saying "sss" followed by a gasping gulp of air followed by a few minutes of silence, Rick May tapped on the glass and asked us if we wanted him to tell us what "improvise" means.
It turns out "improvise" is another word for "the writers just watch," which sounded good to us. Better yet, the improvising was a big success, and led to the dialog you heard in Meet the Sandvich: rude, raw and spontaneous, like freestyle rap (or, as Valve writer/amateur freestyle rap impresario Marc Laidlaw refers to it, the poetry of the streets.) Here's a sampling below of some of the stuff we didn't end up using:
Heavy:
"What's that, Sandvich?"
Scout:
"Gimme back my legbone!"
"He's like a big shaved bear!"
"Pain!"
"I regret everything!"
Soldier:
"We got him by the short and friskies!"
"Don't do it!"
"You're writing checks your butt will find uncashable!"
"You only get one!"
"You call that killing me?"
"I will pay you all of my money!"
"Half the blood in your body!"
After an hour of high quality stuff like the dialog above, the writers had gained enough confidence to improvise some of our own. Here's a line we improvised ourselves from the movie Predator:
"I don't have time to bleed!"
Another improvisational gem, courtesy of Valve's award-winning writing staff, unilaterally tag-team writing alongside the powerhouse writers of Road House:
"Pain doesn't hurt!"
Here's a line we improvised that almost did make it into Meet the Sandvich, and was only removed after a non-writer dropped by our office and pointed out that we hadn't actually written it per se, and in fact had stolen it outright from The Simpsons:
"He's already dead!"
The point for all you young writers is just this: if the constraints of your current project don't specifically forbid it, your best writing will always result from writing your name on the Predator script. If, for whatever stupid reason, this isn't an option, improvise. Improvised dialog feels more real because it's lived. More importantly, it requires no actual writing.
Any though this sounds strange (i mean if there is going to be a 10th class then would that unballence the type of classes? (IE: Offence, Defence, Support)jdhthegr8 wrote:Tenth class in TF2? http://www.joystiq.com/2008/11/15/rumor-valve-hinting-at-10th-team-fortress-2-class-in-left-4-dea/
No it's not a rickroll, and not a joke. A box advertising TF2 in the L4D demo says "Collect all 10!" ......eh? A whole other class!? What do you guys think of another class, and what do you think it would be?
I believe it is acually, i mean it does make sence, and i could see it being a decent weapon, of coarse the other people will probally not like it because from the sounds of it, it you get hit you will go blind, so that would mean that the jar would do somthing of that nature. but i think it is a great idea because it will help with spies and will make people think twice to come up to a sniper at closer rangejdhthegr8 wrote:Disregarding all the rumors and speculation about random weapons and all that, what do you think will be in the Sniper update.... could "The Jar" be real?
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