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Posted by Valve May 19 2009 02:57 GMT in Team Fortress 2
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"Marianne, send in someone please. Anyone at all. Oi! Send in someone with one eyebrow! That'd be marvelous."
"Sir, you've fired everyone."
"Already? But it's not even eight o'clock."
"You've outdone yourself, sir."

Posted by Valve May 19 2009 02:51 GMT in Team Fortress 2
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I think I've found my man. Valve's staff is now down to two employees: me and our Greek intern Stavros Xanthis. We're sitting in the main board room, staring at each other from across the table. I turned up the thermostat as far as it will go. It's hard to make him out behind the waves of heat coming out of the vents, but I think he looks guilty.

Posted by Valve May 19 2009 02:29 GMT in Team Fortress 2
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"Alden, you have three seconds to tell me why you're fired."
"Wait, what? I—"
"You're fired."


Posted by Valve May 19 2009 00:40 GMT in Team Fortress 2
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Valve's head of HR, Kathy, just came to talk to me. I'd been lining up employees in a row against the wall so I could run past and fire them faster.

Posted by Valve May 19 2009 00:32 GMT in Team Fortress 2
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As many of you know, the Meet the Spy video was leaked this weekend. Some of you on the forum have wondered if Valve leaked it on purpose. And until we find the clown who did leak it, the answer to that is yes.

Posted by Valve May 18 2009 17:14 GMT in Team Fortress 2
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You've met the Scout, the Soldier, the Demoman, the Heavy, the Engineer, and the Sniper. Then, for some reason, a sandwich. But now it's time to meet the stealthiest, shiftiest, most secretive, suit-wearing TF team member of all...

Posted by Valve May 15 2009 20:11 GMT in Team Fortress 2
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Day 4 of the Sniper update brings us…uh… hold on, that’s not…

Holy hell. All those conspiracy theorists on the TF forum couldn’t have been right all along, could they? Pyro's going to be inconsolable now.


Posted by Valve May 14 2009 21:17 GMT in Team Fortress 2
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Sniper shows off the latest addition to his arsenal: the Razorback, a beautiful hand-carved tribal shield with a shocking modification.

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Posted by Valve May 14 2009 20:09 GMT in Team Fortress 2
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If you haven’t seen it yet, check out the spiffy TF2 video made by AyesDyef over here and check out how spot he really is here. It was his birthday earlier this month, so if you see him on a Goldrush out there, wish him a happy birthday before you shoot him!

Posted by Valve May 13 2009 22:48 GMT in Team Fortress 2
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Day 2 of our Sniper Update is live, this time with a rundown on a new game mode and two new arena maps. Plus a postcard from Sniper, who likes to keep his parents updated on his exciting, legal, not-being-a-crazed-gunman job.

Posted by Valve May 13 2009 00:08 GMT in Team Fortress 2
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No, the Huntsman doesn’t stun. It pins dead/dying players.

Posted by Valve May 05 2009 22:27 GMT in Team Fortress 2
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Also, a quick note: The fine fellows at Gang Garrison have just released version 2.1 on their webpage. We played a bunch of 2.0, and can't wait to spend some time with the new update. There's a ton of new additions, from Control Point mode to Killcams to Manviches, so even if you've played it before, you should head over there and check it out!

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Posted by Valve May 05 2009 20:48 GMT in Team Fortress 2
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The Sniper has been a tricky class to update. In particular, designing an alternative to the Sniper Rifle has been a challenge. To understand why, we need to go back, way back, into the mists of time, when dinosaurs roamed the earth, and we started working on TF2. If it helps, you can listen to the Doctor Who Theme while you read.


Posted by Valve Mar 12 2009 19:29 GMT in Team Fortress 2
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One of the things we've been thinking about for a while now is how to improve the player experience around finding a server to play on. It's a tricky problem because our master servers need to ask a game server for its details, and that server can lie to us if it wants to. We decided we needed to find a way of scoring servers, with a goal of finding and delisting ones we considered "bad". The scoring system had to penalize lying without penalizing custom game rules, because some players like custom game rules. Best case, the system needed to work entirely from data that didn't come from the servers themselves, so they couldn't lie to us in any way to affect it.


Posted by Valve Feb 25 2009 23:38 GMT in Team Fortress 2
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Honestly.

Please, do take a cursory glance at the missive directly below this one. Take care to notice its author, and the dismally recent date of its posting.

Posted by Valve Feb 19 2009 00:44 GMT in Team Fortress 2
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It saddens me that despite my best efforts to instruct and better you, some of you insist on finding new ways to fail.


Posted by Valve Feb 17 2009 23:49 GMT in Team Fortress 2
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The news you've all been waiting for: The Scout Update!

Also, we released an update yesterday with a change that needs some clarification. The update notes said this:

  • Sticky bombs now get a reduced close range damage ramp up (like Rocket Launcher & Syringe Gun)

Posted by Valve Feb 04 2009 23:08 GMT in Team Fortress 2
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On Tuesday we shipped an update that added a bunch of features / bugfixes / balancing tweaks that came out of the community's feedback. In particular, it made some changes to the underlying TF damage system, and as part of that, it modified the way critical hits are determined. We thought it might be interesting to dig a little into the change, and hopefully give you some insight into our thinking.

Posted by Valve Jan 28 2009 22:01 GMT in Team Fortress 2
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The Scout was one of the first TF2 classes we worked on when we decided to try out a more stylized approach to the game. As a result, his concept art is further afield, and in the eyes of our artists, much more embarrassing. This might be exacerbated by their desire to not have people looking at a piece of their artwork and not liking it, from an artistic point of view. Concept art has a different purpose than that, and so the effort to make it look great is usually unnecessary. In short, there's a special place in hell that all our artists hope we'll go to for showing you their concept art.

Posted by Valve Jan 28 2009 01:33 GMT in Team Fortress 2
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We're just about done with the Scout pack, and our design and coding has already moved on to the next pack. The weapons and achievements are all nailed down, and we just have to finish up the final artwork on them. We like to do the final art as late as possible to ensure that we don't waste any work, which turned out to be a good decision this time around due to the large number of unlockables we tried out as alternatives to the Scattergun. Balancing his replacement weapon has been very tricky due to large threat difference of the Scout between skilled and non-skilled hands. More on that soon.

Posted by Valve Dec 10 2008 23:39 GMT in Team Fortress 2
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We've been pretty quiet lately, but thankfully, that's about to end. In the next few days we'll have an update out that has a couple of new features for the Engineer and Spy, and a variety of other smaller fixes.


Posted by Valve Oct 16 2008 07:18 GMT in Team Fortress 2
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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.


Posted by Valve Oct 08 2008 17:09 GMT in Team Fortress 2
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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?

Posted by Valve Sep 18 2008 00:49 GMT in Team Fortress 2
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Well, it's been a couple of weeks since we updated the blog, and we thought it was time to let you know why we've been so quiet. The last couple of weeks we've actually been moonlighting on Left 4 Dead. While the L4D team has been focusing on finishing up the core cooperative gameplay, we've been helping them by working on their Versus mode. Versus is the recently-announced competitive mode where one team plays the Survivors and one team plays the Infected. We've learned a lot while working on TF2 in the last year, and we were able to apply some of those lessons to Versus mode. As a result, we've just finished adding critical hits, respawn waves, flawless auto-team balancing, and facestabs to L4D, while removing anything that looked remotely like a grenade. I kid, I kid.

Posted by Valve Aug 29 2008 00:12 GMT in Team Fortress 2
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The path to arriving at a final design for a character is sometimes a long and winding one. This was especially the case for the Demoman and we thought it would be interesting to step through that process and shed a little light on how we arrive at our final designs. Early on in the process, soon after we decided that we were going to start a new, more stylized direction for TF2 it opened up a whole range of possibilities in terms of what that meant visually. One of the first (albeit short-lived) ideas that was being thrown around was to try to recreate a look of claymation for our game. The idea was to make the world look like a miniature set built for clay figures which animated and gibbed into chunks of clay.

Posted by Valve Aug 19 2008 19:55 GMT in Team Fortress 2
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We decided to create a new TF environment after sensing some desert-fatigue, both internally and externally. The new theme had to be a departure from the current look without being so different that the characters felt out of place in it. We also wanted to leverage some content from our existing environments, since crafting every asset from scratch would mean we'd be moving the release beyond Valve time and into the realm of geologic time.

Posted by Valve Aug 12 2008 02:21 GMT in Team Fortress 2
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We've been a little quiet for the last week as we've put the finishing touches on the Heavy update. We thought the Pyro pack was the biggest we'd be doing for a while, due to the large changes to the Pyro, but the Heavy update has turned out to be even bigger. In addition to the three unlockable weapons and thirty-five achievements for the Heavy, we've got a new game mode with five new arenas for it, a new Payload map focusing on more open spaces than Goldrush, and another popular community-made map. Throughout the rest of the week we'll be giving you the details on all this, and if all goes well, you'll have your hands on it shortly afterwards.