Listen I haven't been on these forums for perhaps 2 years. I am not regular, I lurk, because
unlike most of these kiddies I spend my time playing the game rather than complaining about the M99 or pushing my own terrible specimens. However, after reading your take on the paid DLC sir, I went online to register (because I forgot I even had an account). Thats right. What you said was so bad,
I was prepared to create an account just to respond.
In reply to the original post...
1. We always said we wouldn't charge for our own weapons. We're not. We're using this as a way to reward community members for work done.
So your rewarding them by giving them all the profits of there work thats paid by the DLC? How generous and nobel of you, a regular Valve employee...if you weren't taking your fair share of it off the top. I've allways loved the concept of the TF2 workshop: "Your work, your time,
only half your money"
2. It is no longer a "mod". It is DLC taken in as part of the game itself. That is one of the many little headaches we've got to work on to find ways to make this all work sweetly. Random individuals trying to charge for odd bits of code/art are still in breech of the EULA.
We'll how convenient. It's only wrong when other people do it.
3. The weapons don't change gameplay - they are "side-grades". They all have stats similar to existing (FREE) weapons.
>They don't change gameplay
>He thinks that Having a Zerker Xbow that can 2 Shot FP's with re-usable ammo and the ability to bounce off walls doesn't affect gameplay
>my****ingsides.jpg
You cannot be serious. Oh god. My sides are moving on their own.
4. There have been a couple of comments about "pay to win". Um - this is a CO-OP game, not competitive. You're not playing AGAINST someone who can get a drop on you because they've spent money. No-one can "beat" you at all - with or without any extra weapons. The weapons aren't any "better" than FREE weapons anyway. That is just knee-jerk reaction.
So you think a weapon with superior abilities that is unique to paying players isn't exploiting players? Are you from another planet with insufficient data to comment on the state of affairs of the balance of power in online gaming? Wha-..What on earth is wrong with you?
Do you really think I give a rats-*** that I'm not playing against another human; when there is a
Eight Foot Power House with Blenders for Hands and more doom and death and pestilence than any war in history? You are paying to win. You are downgrading and penalizing players who use the stock weapons like the Katana or Claymore when they could be reaping crowds with ease and 2 shotting all power ZEDs a bouncing Saw Blade.
Blades if angled right will never stop bouncing throughout the map.
10/10 kiddo.
So - the weapons are effectively cosmetic anyway. If we've missed anything and one of them is OP, we'll reel it back in - just as we would with FREE weapons. Have done, in fact. We're doing it as an experiment, related to the Steam workshop experiment, seeing if we can give people decent ways to reward community members who do a boat-load of work - that meets the quality bar as well. We picked this one as the experiment as it is reasonably simple to handle. And Paypal buttons on random websites are largely useless.
>reel it right back
Oh boy, just like how quickly you worked on the Revolver weight.
>nerf it
Yes I saw what you did to the M99. I think its clever strategy too. Nerf good free weapons to uselessness and promote the selling of better OP weapons,
before nerfing those ones, and creating the cycle all over again for Map Pack 2. Bait and switch, bait and switch.
So this is an experiment: some weapons that do NOT make anyone "over-powered", but are a fun alternative to the (50+) (FREE) stock weapons. No-one NEEDS to buy them. No-one will get any more "powerful" with them. The IJC guys will get some reward for the time they've put in and we will learn things from the experiment, adjust plans and move on. What direction that takes depends in part on this experiment, on part what we can afford to do, in part on what the player community is interested in.
An Experiment just like the "
Buy Ash Harding by buying the game all over again." Seems to me you guys have some pretty autistic idea's about how to run a business thats perpetuated by a strong fan base. Most people who buy your game get ****ed on wave 1, and never play again. This content was directed at people like me. Experiment failed.
But there is a limit to the amount of free content we can generate (we already do 3 events a year, new maps, weapons for free, some DLC characters to help pay for it) - so we really do want to encourage the broader community to make more content that fits, that is of high enough quality and is attractive to the players. If we can find ways for people to earn a bit of cash off providing that content, then the player base will wind up with even more content to play with. That is one theory, anyway
>3 events a year, new maps, weapons for free
Let me play you a song on the worlds smallest violin. It must be hard to reuse the same skins/sound-bytes for the 3 events you already have made. TF2 pushes more content in 2 months than you do in the course of a year, and
they are almost as lazy as Tripwire.
Oh yeah, all those NEW guns must have taken months upon months to piece together. The Hillbilly event with such great lines as "uhhhh" and "ooooh" and "wrraaa" from the famous Voice actor: Jim from the down the hall. You must be so burdened every year to fixed such entitled people like me's problems like the matters of
>fixing the revolver
>fix the exploits
>Hey we fixed the Exploits!
>Oh **** no we didn't. JK JK
>Now there fixed!
I think its amazing you can evening get some of this stuff done considering the massive autism it must have taken to think up of something like this. You will never see another dime from me.