Micro-Transactions Coming To Team Fortress 2 Via Steam Wallet
whoop writes "Valve has announced that Team Fortress 2 will be getting a new Mann Co. Store to buy trinkets with real money through a service called Steam Wallet. TF2 is the first game to use this new Steam Wallet, but the money can be spent on anything in Steam, including full games. This would open them up to featuring gift cards, micro-transaction games, and more."
PC Gamer has an interview with Valve's Robin Walker about why they're doing this. Walker says everything they're selling will still be obtainable by playing the game, other than a few cosmetic items.
And its some 50€ for the full package of new items. I know what I'm -not- buying.
I'm going to jump in early on this one. If you actually read the fucking article, nothing being put up for sale is only available through sale. Everything can still be found and crafted the old-fashioned way, with the same drop rates and the same recepies. This merely gives people who don't like grind a means to skip over it. Furthermore, they've ousted my most hated aspect of microtransactions, Game Co. Funny Money, allowing you to put money in as money, not as points, which you can then use on anything on Steam.
This is the best way to build a microtransaction system. Once again, Valve legitimizes a system loathed and reviled rabidly by slashdot posters and the OSS community at large. Bravo, Mr. Newell.
If you aren't angry, you aren't paying attention.
Steam is proud to announce a patch for GNU and Microsoft Visual Studio compiler sets, which enables the new 'ifmo' command in most programming environments.
The 'ifmo' statement is a traditional if statement, with one extra parameter, for the amount of money you want to be paid to make a given state true.
The 'ifmo' statement coordinates with the Steam framework in most OS environments to manage a list of opportunities the user has to pay for events to happen.
'ifmo' should be compatible with most common languages, from FORTRAN, to Visual Basic, to C/C++, to common scripting languages like Python.
'you get mo with ifmo!'
Ryan Fenton
Agreed. "You can get it through grinding" is usually a cop-out for microtransaction systems, and it's no different here. The new item sets (which confer a bonus for having the complete set) make this especially silly - the odds of obtaining all of the items directly through the game's anemic drop rate are virtually nil, and crafting doesn't make this a lot better because you need to melt down dozens of items (including already extremely rare hats) when the results of crafting are a random class/slot weapon.
Just to put this in perspective, Valve is charging $20 for any one of the new item sets. Items that can more easily be obtained through achievement unlocks are $0.50. And that's not inappropriately priced - that's a really good representation of just how much grinding is necessary on average to acquire all the parts of a single set. You can't reasonably do it, especially if you're not an unemployed 14 year old (keeping in mind this is an M game).
Ultimately Valve is going to argue that all of this is balanced, but that's not the case. There are already items that are better than other items, and the item sets infer additional bonuses above and beyond that which make the item sets must-haves for most situations. Items never fully replace skill, but after today they sure as hell make it secondary; for equally skilled opponents it's now a pay-2-win game. And that's a shame, as it used to be the best non-military multiplayer FPS on the market.
Exactly! The first most frustrating thing about what Valve has done to the game over the last 3 years is adding the items. The second most frustrating thing is that server admins don't have the power to turn this stuff off. If you could run a "pure" server (to steal a term from Unreal Tournament) where it disables all purchased/unlocked items and makes it behave like the original 2007 game, then the vast majority of the complaints would stop.
As it stands Steam holds the game hostage. There's no way to revert the game - you have to play the latest version as Valve intends it. For the traditional MP FPS crowd, being unable to control the game like this is simply mind-boggling.
I think that's the point. A lot of people will do without. They'll just go ahead and do without the whole game, in fact.
Are these items merely cosmetic (a la some blizzard promos) or do they actually confer advantage? If the latter, I could see this going in the direction of games like Magic the Gathering, where having more money IRL means you have a better chance of buying better cards and therefore winning. I'd hate to see an FPS video game go in that direction, since it's a very different genre than a collector's trading card game..
And that's what would suck about it: Just like in real life, the rich obnoxious bastard will be the one that can flaunt their fancy hats in the face of those who can't afford all those hats.
Some of my favourite people are from th US; Vonnegut, Chomsky, Bill Hicks.
I wasn't sure what to expect when I saw the post this morning, I'm not a fan of microtransactions in games, as I've never seen it executed in a way that didn't punish players into using it.
But I read all about it, and then checked it out for myself. It actually seems like this system was built with a fair dose of common sense, something I've come to expect from Valve.
First and foremost is the fact that all the items are still attainable in game. But wait, did they make them really rare drops or difficult to craft in order to push people toward purchasing? Nope, they're still the same as they've always been. Easily crafted by anyone who plays much at all.
But hold on, these systems always have stupid virtual currency that you can only buy in chunks that don't match the item costs. You want an item that costs 3500 neato-points but you can only buy points in chunks of 2000! Oh, Valve's system uses real currency tied to your steam account, that you can use anywhere on steam. That actually makes sense.
Surely there is a catch though. These new items must be overpowered and imbalanced to make them worth buying, right? That's what most games do (cough BF Heroes cough) but it doesn't really work when people can still get the items without buying them. And it turns out the stats are all in line with the way Valve has always added new items to TF2. They all have their ups and downs and are more a matter of playstyle and taste than outright better/worse. There are still plenty of people who used the old original items simply because that's what they're best with.
BUT HOLD ON, WE'VE FOUND THE EVIL PLOT! Most item's are community made, Valve is profiting off content they don't even have to make themselves!! Oh nevermind, community designers are given a cut of any sales their item makes, which is probably the coolest thing about the whole system. As someone who's mapped and modded Source as a hobby over the years, and having friends who actually made items in this very update, I think it is absolutely awesome that they're getting money out of something they'd normally love to do just for fun.
This is is precisely the microtransaction system I would expect from Valve. I have no problems with it and I have yet to read any legitimate arguments against it.
Annoying is more likely. I used to enjoy |TF2 so much, I played in preference to any other fps out there. Not anymore. What's worse, grinding noobs for items in tf2 is even more boring than grinding mobs for items in other games - at least some mobs have interesting behaviors and abilities designed in, while noobs are utterly boring and predictable.
Something bad is coming when people are suddenly anxious to tell the truth.
Why have you been playing at all? You've had to grind for items since the first patch, why does including an option to skip over the grind make the grind (which I reiterate, has already existed) intolerable? Have you thought this through, or is it a hyperbolic reaction to a new feature you don't like?
for a casual player who isnt in it for the items, it is somewhat acceptable that people who play for ages have some advantages (better weapons/items). You can somewhat side-step that by not getting into servers with only the best players (they will own you anyway, regardless of any advantages, they just tend to be more skilled/faster), however this pay-per-gun system wrecks the idea of playing among your peers, since the guy you previously were on equal footing with, will have spent a few bucks on the better gun, gaining an advantage, ruining your experience.
Allowing people to buy better weapons in games quickly gives rise to a prisoners dilemma, either you also spend the money (on top of what you paid for the game), or you will have your lunch eaten by the people that do, the only winning move is not to play...
(i had this experience in BF2 years back, the special forces expansion allowed people to use (better) weapons which they unlocked in SF to be used in the regular maps, giving SF-buyers an edge on the normal maps, in the end i ended up buying the expansion, mostly for the sniper rifle... although i did enjoy the maps as well)
People, what a bunch of bastards
If I wanted to make real world spending decisions about new hats I'd go to the mall. I even get a real hat.
I don't need to buy a game for the privilege of experiencing spending money 'just like real life' on things that don't even exist or belong to me after 'buying' them.
Further, if just like real life was a good reason to implement something than team fortress 2 would have you lose a limb in the first firefight and then spend six to 12 months teaching your avatar to walk with a prosthetic and try to build a new life far away from combat.
Games are about providing enjoyment and entertainment. If you want to argue that spending real money on in game hats is somehow more fun than other methods of getting in game hats then feel free to make that case. But falling back on 'its just like real life' is completely specious.
I'm not at all opposed to the idea of micro transactions. On the contrary, I like the idea when done right. Mass Effect 2 does a great job. They released a good game, well worth the money. However they've continued to develop for it and you can get new content. They just released an addon for $10. It adds a good bit of new, unique, gameplay. They spent a good deal of work developing it, new visuals, new voice tracks, etc. It is a worthwhile upgrade for the money, if you enjoy the game.
Well the TF2 stuff has two big problems:
1) The TF2 engine is a POS. Seriously, that game has all kinds of problems, owing to the age of its engine. If I am going to spend money for DLC, it'll be on a newer game that runs well on my system. I'm not saying it doesn't render frame fast, its older graphics insure that happens. However it stutters often because it doesn't handle streaming well, it takes forever to load content, its interface has a number of problems, etc. Sorry, but compare that to say Bad Company 2 and there is no comparison. I'm just not really interested in putting money in to a game that isn't well updated for my system.
2) More importantly, they have to get the fuck out of here with those prices. $5 for a gun? $18 for a hat? What the fuck is that shit? For the price of one hat I could get the new ME2 DLC and still have enough left over for one of their older DLCs ($7 each) or a few weapons packs if I really wanted (which are $2 for a pack with multiple items). They are completely off their rocker if they think it is worth that kind of money.
Really, if they need cash, I'd rather they just produce Team Fortress 3. TF2 is showing its age (though it still ought to behave better, I think Source is also showing its age in general) and maybe it isn't feasible to completely rework the engine. That's fine, do a new TF game with new engine, graphics, maps, etc, and sell it at a new game price. I've no problem with that, it is about 3 years old and I'm ok with the idea that for non-subscription games you have to periodically pay for an update. I also know it is easier to rework things in a new game than to continually modify an existing one.
However I'm not giving them nearly $20 to have a hat. Sorry.
You get wasted without new items? I think you're just projecting your dying on whatever appears to be a likely suspect.
Yeah there's a lot of new stuff compared to vanilla TF2, but variety doesn't mean imbalance. Its all about playstyle and taste. Lots of people still use the old gear.
Does everyone use the kritzkrieg instead of the ubercharge? Not even close.
Does everyone use the huntsman bow instead of the sniper rifle? Definitely not.
Does everyone use the direct hit instead of the old rocket launcher? Yeah right, most competitive soldiers don't touch it.
So you hop onto TF2 after not playing for a long time and see a whole bunch of new things, and then die to someone wielding and item you've never seen before. OH THAT MUST BE WHY THEY WERE ABLE TO KILL YOU, if only you had it too you wouldn't have died, right? It's just a convenient excuse.
But sure, TF2 is -somewhat- different now than it was originally, and liking its original form better is perfectly fair. But on the other hand, new content is what keeps most players coming back. You might be one of those guys who still plays counterstrike or quake decades from now, but you'll certainly be the minority. TF2 would be nothing but pleasant memories among me and my friends if it had never gotten new content to periodically bring us back from time to time.
Well I guess I will not be playing TF2 again. Despite the 'it's optional defence' some of the items will give advantages. You can still get them all randomly, so it's a choice of grind or pay up. I think I'll do neither.
It's amazing how angry people can get over the idea of paying for new content. In my opinion this is a much better model than releasing expansions that prevent others playing with the majority population without purchasing it. I recently reinstalled the game and to be sure, everyone has weird hats etc but I cannot say I found any noticeable disadvantage in having none of these gimmicks, my scores are middling same as they were a year or more ago when I last played it and I'm grateful to be able to still play with everyone without having to fork out 10 or 20 for the new maps and gear etc.
So far, Valve has been pretty careful to not make a weapon strictly better than anything else available in its loadout slot (the bonesaw/ubersaw being the exception). They always put in some drawback to a weapon that has new abilities. As a result, the proliferation of weaponry has tended to change emphasis on different styles of play vs. making the holder of a particular weapon mightier than anyone without it. There are usually kinks when a weapon gets first released, but once a strict advantage becomes clear, weapon stats usually get changed to alter it.
It's interesting to see the ebb and flow... suddenly you learned everyone in the server who plays soldier is highly accurate (or not) when the Direct Hit came out. You learned who's an ambush scout when the F.A.N. came out. The cruise-control pyros got their own weapon. Scouts got a way to be useful against a sentry nest, but lost their medium range weapon for it. The list goes on and on.
Except for that damn fish. I haven't seen yet, but if the taunt for that isn't Monty Python's "Fish Slapping Dance," I'll be a little disappointed.
"...And who wants to make buttprints in the sands of time?" ~Bob Moawad
The second most frustrating thing is that server admins don't have the power to turn this stuff off.
You are full of shit. There are mods that restrict the weapons you can use, and one in particular (Randomizer) even forces specifically chosen weapons on you.
"His name was James Damore."
... that in TF2, setting fire to the rich obnoxious bastard and tea bagging his smoldering corpse won't earn you 3rd degree burns to your testicles and a life time in jail.
This can't be true!
<rant> ...
After all, Valve are the guys that invented an online DRM system and digital download store that screws you but at least lubes you up first (not like the competition's online-DRM which uses no lube). I mean, just look at all posts from defenders of it saying how you can be offline for a while and still play the games or re-download them when you loose them - sure it's not as good as a simple serial number, but at least it's not as bad as living in North Korea
I'm sure that they haven't added must-have-pay-with-cash items to a highly competitive, fast-paced kind of game like an online FPS after releasing the game and after loads of people had bought it: that would be sneaky and deceitful, not to mention a lub-less screwing of customers.
This kind of thing is the purvey of Machiaveli-inspired companies like Sony Entertainment, not good guys like Valve.
Right!?
Right!???
Right????
</rant>
Observations, in rough order of significance.
1.) The default weapons are some of the most powerful, flexible weapons in the game. Rocket launcher, minigun, scattergun, butterfly knife, sticky bombs, medigun (etc.) are all core to game play, and you'll never be at an item-based disadvantage playing with a stock loadout. The new items (all the way back to the medic update), range from situational to strict downgrades. The only real mistake was version-1 backburner, when it gave 50 health, and that only lasted two months. (Melee weapons are the possible exception here--especially the ubersaw and equalizer--but it's probably okay balance-wise for the melee weapons to be above the curve.)
I played last night; some players had bought new item sets. I didn't really notice a difference. Sure, if you get hit with milk (non-milk substance!), another scout has a 1v1 advantage, but that's a corner case. The new sniper rifle is good, and makes the sniper more team-oriented, but that ignores just how absurd the default sniper rifle is. On the other hand, being killed by a fish IS mighty humiliating.
The upshot is, that you can compete on a level playing field without spending a penny at the store.
2.) The store is purely value-added. The new items are in the same mold as the community-created content added this spring. Valve could have continued to release them the same way, by adding them to the drop system. This time, though, the also provided the option (apparently a widely-requested one) to allow players to purchase the items instead of taking their chances with the drop system. The important thing, though, is that if you don't want to pay for additional content, NOTHING HAS CHANGED. From your p.o.v. the system is just like it was for every other set of new items since the sniper/spy update.
3.) The comments about "grinding" being a poor way to earn paid content pretty much entirely miss the point. Valve was wise enough to tie item drops to nothing but time played. There's no kill farming or achievement whoring required. If playing TF2 qualifies as "grinding" for you, I'd suggest that finding a game you enjoy.
4) TF2 players complain. About everything. Grenades (lack thereof), pyros, the Sandman, demomen, achievements, new weapons, hats, the drop system, idlers, should I keep going? It wouldn't surprise me if somewhere on the forum, someone is complaining that Red is OP. Lost in this is the fact that the game is incredibly fun, and has provided amazing long-term value. The game has never in it's life been 50 dollars (unless you count the Orange Box), and has never had a subscription fee. And yet Valve has quadrupled the number of available maps (not even counting the community-made ones that they incorporated and polished), tripled the number of available weapons, and added two entirely new game modes. Complaining that they began offering the option to purchase freely-available content three years into the game's lifespan is the very epitome of ingratitude.
Easily crafted by anyone who plays much at all.
They've increased the number of items it takes to do your crafting. Also, item sets require hats, which you'll be lucky to get one for every couple hundred hours of playing (so for someone who doesn't spend all day in their basement, a couple months, and good luck getting the hat you actually want). So yes, while it's theoretically possible to get all the various sets through sheer grinding, you would probably never keep up with it if they start releasing new items/sets every couple months, and to me that's a problem. You used to be able to get all the new class weapons fairly easily, since the pool of total weapons was small and you could grind achievements if the random number gods hated you. Now that there's a huge pool of weapons it's like playing roulette to get the one you actually want (oh gee, another Jarate, just what I didn't want), but it's ok because everyone is under the same system.
But now we're basically dividing the community into those willing to drop $50 to get a couple hats so that their outfit will come together (meaning that the hats provide a bonus with no ill effects), and those who don't. If we're going to do that, why not just directly sell bonuses? $5 for an extra 50 health on the heavy! $3 so your spy doesn't catch on fire anymore. $10 so your sniper automatically does head shots. And it'd be a'ok if these bonuses "randomly dropped" every couple months for a person, right?
I'll back this up by noting that I play on a server that specifically does this for weapons that CEVO and ETF2L have removed. It's a server for those that like to practice for more serious matches the way they'll be played in the league events. You should see the rage some people have when they can't play with their favourite load-out.
It's not that it's impossible to make a 'pure' server. It's just that everyone hates them and the servers sit empty till the admin takes them down. The only exception to this rule are the servers that limit a few select weapons that get a bit overpowered in smaller (6v6) matches with well organized teams. Those seem to be empty most of the times, but will occasionally see some traffic.
So yeah, GP is in a vast minority of players. The idea has been had, and implemented, and then promptly forgotten about because of it's vast unpopularity.
First, all the items other than the hats and the GRU are easily craftable, today. the GRU has a 50% chance recipe. So most of us have been able to get the most of the items we wanted in a matter of minutes, without paying a dime. We'll be able to get the rest in a couple of weeks worth of item drops.
Now, the hats were an issue, because the chances of hat drops are extremely low, so getting the rare hat that completes a functional set is very difficult. There's been enough complaining about it that Robin has said that they'll quickly add a recipe to build the set hats. Now, we don't know if said recipe will require 2 regular items, some intermediate metal, or a bunch of refined metal plus token. Either way, it will make it easier to get the hats you want without paying a ton.
Want to know WHY I'm not bothered by this? Because the achievement-whoring douchebags will probably just buy the items they want and get back to ACTUALLY PLAYING instead of burdening their teams with their ineffective half-assed play while they try and grind new HATS. And anything that lets Valve make more money off of the kind of people I detest is good for Valve, me, and the gaming ecosystem in-general.
I have some faith that Valve won't misuse this idea. Honestly, letting people buy the items if they want to benefits everyone. I don't really think they're going to do something like, say, start charging for molotovs in Left4Dead. Maybe they should charge for ragequitting. Let people buy $0.50 'get out of game free' cards, as it were, to keep them from getting a negative reputation for quitting in the middle of games! ;P
Friend: "The NIC is misconfigured..." Me: "No prob, I'll just telnet in and fix it." *Silence*