9:22 this whole “they don’t get angry cause they look silly doing it” thing is actually utilized at a lot of hotels. They’ll have a mirror behind the counter so if a customer throws a fit they’ll see themselves and get embarrassed
Also makes people around them likely to stick up for the kid rather then let the adult bash on them, and it also causes them to be less likely to physically attack them, as attacking a minor is a bit issue legally.
Action items slot should have medals/badges in it, since they are so small most of the time anyway that it isn't worth the cosmetic slot. That's the only reason I don't use the License to Maim, which is my favorite medal.
Just like in valorant? At the end of the season you will get a gun buddy which shows your peak rank. People often getting encouraged by that just to grind and tryhard especially if it's a high rank.
I’ve always thought that if the mythical Heavy update ever did happen, they should call it the “Heavy Heart” update and just officially confirm it as the last TF2 update. A proper send-off to the game would be much better than just perpetually vaguely hoping for change.
I like this idea a lot actually. Heavy is the most iconic class in the game, and the first ever "meet the" video was focused on him; so having the final update for the game sharing that focus brings the state of TF2 overall full circle.
You remember how one halo game on console ended? You were fighting infinite amount of enemies, without hope of surviving, you're the only one survived, and nobody comes to help...
Ngl I think an update that exclusively only makes Scout's pants blue as the final update in TF2 history would simultaneously be the saddest yet funniest update of all time.
@@mewmew8932 "Hey! Fellas! Jeremy fixed the issue where Scout pants weren't team colores!" All of a sudden, the room glowed in smiles from ear to ear in everyone's faces. In a burst of energy, the room synched their movements when walking their way to their computers. Jeremy updated the Official TF2 Blog "We are back, and, we are, Team Fortress 2". From that day on, once in six months, a new update sized update would drop. They even dropped the "A Hatless, Tauntless, Paintless update!" In memory of the Hatless update! Then you wake up.
@@mikeymidnite7685 yeah, misclicks are choices. when i painted my gibus, i assumed it would add a gibus, not change my preexisting one - like every other paint!
I think it would also be really cool (albeit a bit melancholy) to add a menu tab that chronicles the history of this game. Releases, major events, important people, monuments to those who passed on etc.. TF2 and its community are something that's fairly unique in the videogame landscape and it would be a nice touch to celebrate that in my opinion.
Maybe it could be a map, like some sort of museum. They could frame it as something made after the events of the game (and comics, please release #7 valve i beg you) if they wanted to make it make sense.
Sooooo the Ultrakill Museum, but for TF2? HELL YEA! I know its not as cut-n-dry as that, since TF2 has a ton of its own nuances and rabbit holes to celebrate, but still that'd be cool as hell!
sv_pure 0 would allow people to give themselves legal wallhacks via custom textures and I believe you can add custom sounds for spy decloak so you never miss it.
@@arandomguy7486 1 is 'allow some things but not all' it means server operators can decide what custom content is allowed. You just want Valve to allow more stuff.
@@arandomguy7486 this already exists in the game, sv_pure 2 is 100 percent forced consistency which no servers use afaik because this blocks absolutely everything including HUD files. Sv_pure 1 is a manual whitelist which valve determined but each server can block or allow any file with the pure 1 whitelist. Right now sv_pure 1 only allows custom hud files and that's just about it. Lots of serves don't manually set the whitelist and use sv_pure 0 but this opens the door to very mild wallhack mods which valve would never want in their servers, realistically they should just open the whitelist to things like weapon reanimation mods and particle mods
I think I agree with "New Zealandium" being a huge mouthful, so what if we just called those weapon variants "Refined", since that's what they're being crafted out of? "Refined Scattergun", "Refined Medi-gun", "Refined Flamethrower", I think it rolls off the tongue nicely and perfectly conveys what it is and how it's acquired. I also think it'd be reasonable to let you choose what weapons you apply them to, somewhat like a paint or a war paint.
@@mariusberthoumieux2534 doesn't really make any sense lore wise and generally speaking I don't see why they would want to make a new item variety just a self-referencial name based off a map ingame
One last thing. If we're making metal sonks and reasons to craft hats and such, I'd like to see the crafting UI get an update. Right now you have to sift through pges upon pages worth of weapons just to check if you have any duplicates from the same class. And then you add those weapons in and - oh, one of those was an achievement item, or it's the one you have equipped, or it was traded to you from your father who went out to get milk when TF2 launched. And then you have to go back and sift through weapons again... No. No more of that. Just have a button that shows you weapons by class, like the loadout menu. Way more convenient to craft scrap metal that way. Also, let us craft scrap metal in bulk. I don't want to spend hours turning $2.50 worth of metal into hats one at a time.
I think another problem with the competitive mode that you didn't mention is the number of hoops you have to jump through to access it. Also, I would want to see promo items that you can't get anymore due to broken achievements or inaccessible games (ie the Poker Night achievement items) brought to the Mann Co store.
@@Spektralwastaken I dunno, I just don't think making limited time items available again is a good (or at least fair to the original owners) idea unless they're event related, like anniversary cosmetics in some games.
@@thedecentgamer7818but the items from poker night were not limited time, the only reason you can't currently get them is that the company went out of business. To a further point, any person with poker night that has not redeemed the items can still do so
I wish Crasher was in the base map pool. It's so much fun and so incredibly unique compared to everything else, and it's a crime that we only get to play it a single month out of the year. The other Halloween maps vary wildly in how unique and fun they are (though spells and whatnot do usually keep them at least somewhat interesting), but Crasher is just such an excellent map. On that same note, it is a crime that we have so many unique player destruction maps with custom voice acting and modeling and so much love and care put into them like Cursed Cove and Farmageddon but the only player destruction map we can play for most of the year is Watergate.
@@wisbilt1650 I remember it for giant Spies shooting each other and going giant Sniper for critical bodyshots and giant half-zat Demos being one-shot by normal-sized half-zat Demos and just general chaos that was so incredibly fun.
@@scout1696 How often do you just yearn to play Erebus or Sinshine or Gorge Event? I think there are a lot of Halloween maps you don't really miss most of the year, but then there's the standout ones like Crasher with its entirely unique gamemode, Helltrain with all of its unique mechanics and incredible aesthetics, Slasher with its full suite of Halloween bosses that attack but don't slow down the game with a truce, and Carnival of Carnage with its bumper car minigames. I think if they were to keep Halloween maps year-round, they should stick to a selection of highlights, since a bunch of the plain ones that just reskin a normal map with Halloween assets would dilute the playerbase without adding much of value to the map pool.
I think the training mode is such a missed opportunity. The bots that you play with have been improved by other members of the community (using mods, of course) with things like using other weapons, rocket jumping and whatnot which I think could be so cool and would actually teach players other mechanics.
I'd add universal strangfier for abandoned weapons in the MVM loot pool. Eureka Effect, Short Circuit, Three-Rune Blade... They deserve to get a strange varient, for sure.
I think if this update did come out it would do wonders for live service games, showing that it’s possible to sort of “complete” them. TF2 is a different case of course since it has an incredibly dedicated community and proven years of longevity.
Spy needs a buff badly i'm not even a spy maine I am a medic and sniper maine. I feel bad for a spy. Like razorback bushwak and jaradi cambo and random crits. If they just remove random crits, it will buffer spy and the crits creek and make sniper weeker. And I have a way to fix bushwaka and jaradi combo when you throw your jaradi at the spy when you hit the spy you will do a mini crits if a never sniper for his jaradi at the spy and you hit him, it will do a full crits.
The biggest balance change I'd like to see in general is for the Heavy: Make it so that the heavy can equip lunchbox items in his primary slot. Hell, let him equip any secondary in his primary slot. Heavy is the class in the most desparate need for alternate playstyle support, and Fat Scout would be SO much more viable if we could also bring along a sandvich. Friendlies would also rejoice, bringing two lunch boxes to their tea parties.
Competitive Mode actually jacks up the hardware requirements of a players PC, I can't recall why, but it's the reason that a lot of competitive matches never actually make it in game play. A player ends up getting force disconnected because their computer can't keep up with the requirements, and when a player leaves in competitive it disbands the entire lobby. As a lot if people, myself included, play TF2 on low quality PC's, we literally can't access Competitive because the mode requires a higher grade setup.
I feel that Valve has made decent steps into giving the community more abilty in modifying the game especially when Vscript was added to the game. I know it would take some work but if Valve made more things in the game less hard coded (the mvm upgrades and menus etc.) And made it so Mappers could freely make their own menus and weapons and other things a part of their map it could be verry good to keep the game going. (A lot of this is for community MVM since every time their is an event my friends and I play them and the stupidest thing is the number menus for custom upgrades and weapons I feel like a lot of new players see it and then don't feel like doing it. Tldr: improve Vscript and make more things less hard coded so the community can truly make some fun content.
I actively want my party to get autobalanced because me and my friend like to duel in casual, so I would suggest to have some sort of toggle which allows you to either always get in the same team or always get in different teams, and that you never get autobalanced
I think f2ps definitely need, the ability to use voice and text chat, the ability to use voice commands, a larger inventory and some way to get cosmetics
If you get kicked from casual you cant use voice/text for an amount of time, free use of voice commands (maybe same as the other 2 if abused). 100 inventory slots and random hat drops but no hat crafting.
Very good video, really good suggestions, the only thing that I don't agree is leaving the community decide balance changes through votes and that stuff. People tend to vote things just because meme and funny. We have recieved some really bad or controversial maps and cosmetics from the workshop because of this, and I don't really want to take the risk on balance changes (without Valve's intevention at least).
Exactly. As pretentious at it may sound the general playerbase is simply not qualified to actually touch weapon balancing. Weapons that are overpowered will always stay overpowered unless it annoys to many people to fight against it aka Scorch shot, Phlog. Underpowered weapon will get overbalanced becoming the new next powerhouse and this is going to repeat itself until TF2 becomes near unplayable and only a small Vaccum of the TF2 playerbase will keep playing because they balanced everything to their liking and kicked everyone out. In other words it will suffer the same fate as Overwatch. Just because a majority votes for something does not mean they are right. Just ask germany with its approach to going green.
@rayzuke1232 At the same time the majority isn't always wrong but trusting an online community like this without serious moderation is very risky and has a likelihood of being overrun by trolls.
Almost all the ideas in this video are great and I can vouch for them being added. I've also got a few ideas of my own that I would love to see in the game: They need to bring back Replays to Valve Servers. I don't know what happened to them because years ago they were just removed out of the blue and Valve never followed-up on why they did it, so please Valve, bring them back. I would like to see Smissmas have its own contracts. Any map that was released during the history of the Smissmas updates or anything that looks relatively "snowy" or winter-themed (like Coldfront for example) deserve to have their own limited time contracts. It's really strange why Scream Fortress gets that kind of treatment but Smissmas doesn't. Please, for the love of god, remove the tierred system out of cases. This isn't CS:GO. This kind of thing doesn't work as a selling point in my opinion and having the inability to unbox all items at the same rate as each other is kinda daft. Especially considering that Valve has had a very serious problem with quality control over the last few years, it's really annoying knowing that some of the high-standard, high quality cosmetics are very common to get while a more rarer item (like the Elite grade) could be an objectively horrible one, and should force you to crack a 1% chance at obtaining it. I guess I should also mention that Valve needs to really take their time on deciding which cosmetics, war paints etc are to be added. We have plenty of really wacky/out-of-style cosmetics in the game already. I'm not hugely fussed over them being in the game, but for some reason Valve always priorities them over ones that looks like they reflect the nature and art-style of TF2. So this is just a message to Valve that they be a little more sensible with picking stuff off of the Workshop. They did a decent job last year, so let's hope for that to improve. I do like the idea of having a universal strangifier in the game. If that ends up not happening then by all means, Valve should go back to what they did in the old days and re-introduce a crate (not case) packed with a bunch of strange weapons. In this instance, all the stranges that don't currently exist yet. (Vita-Saw, Scottish Handshake, Tide Turner etc) On the topic of unboxing, I don't see why obtaining some of the previous limited-time effects on hats and taunts should be a problem. With the sheer volume of unusual effects in the game, and the overwhelming amount of them we receive every year anyway, I think during Halloween and Christmas events, you should be allowed to obtain every unusual effect from the respective Scream Fortress and Smissmas updates of years prior. All of them, across the board. A lot of the really nice Halloween effects from 2013-2014 for example are really nice and it's a shame you can't get your hands on a current-day hat with one of those effects. The ability to keep buying the contract pass over and over again so you can keep doing specific contract campaigns multiple times. (Highly unlikely but maybe they even bring back the Gun Mettle and Tough Break campaigns too) Additionally, I had an idea in mind of replacing the item drop system altogether with free contracts (preferably 1 contract a day) that give you weapons and a rarer chance for a cosmetic on completion. This way, I feel it would be so much more rewarding when you're actually playing the game. This might seem "controversial" but I've seen plenty of people that can attest to this idea. A 4th cosmetic slot would do wonders in my opinion. I don't see this being THAT offensive and I feel like this could benefit from expanding more creativity and variety to existing loadouts. Not only that but there's a ridiculous amount of cosmetics in the game, having only 3 slots feels kind of "limited" in a way. I mean hey, it's not a "war-themed hat simulator" for nothing. They could also make it so that each cosmetic slot represents a certain region of the classes' body: A slot for your head (hats, obviously), one for your face (masks, glasses etc) one for your body (jackets, shirts) and then one for the lower half (pants, shorts, boots). In addition, I think it would be very appropriate if all medals and badges were to be equipped as an action item instead of taking up an entire cosmetic slot. It's very minor but could be SO obliging when constructing loadouts. A lot of people will have seen or heard of this, and that is the Lost and Found Claim Ticket, and I absolutely concur with this idea to a tee. The way achievement items are presented, especially to fairly newer players, is not very clear and can be misleading to those that don't quite understand the sentimental value that they have. So having this feature would be a huge life-saver in my opinion. steamcommunity.com/sharedfiles/filedetails/?id=2950035163 Finally, these are just a few more community-contributed fixes that I would like seeing be added - just helps clean up the game more, make it LOOK nice and give it that nice, fresh scent of air it truly needs: steamcommunity.com/sharedfiles/filedetails/?id=2960307167 steamcommunity.com/sharedfiles/filedetails/?id=2613358776 steamcommunity.com/sharedfiles/filedetails/?id=2896221539 steamcommunity.com/sharedfiles/filedetails/?id=2885205744 steamcommunity.com/sharedfiles/filedetails/?id=2156604959 steamcommunity.com/sharedfiles/filedetails/?id=2965316783
I would just note that we should only see strangifyers from going into the future. It would help slow the item inflation of the game by removing some amount of uniques.
TF2 replays ended up dying because youtube changed their api at some point, which meant that the replay editor could no longer link to the api to directly upload the replays and pull statistics for them. And the replay editor also relied on quicktime, which apple deprecated for windows and thus killed it. So even if the replay editor was updated to use the new youtube api, they would need to implement a suitable replacement for the quicktime component.
Considering that custom menus/UIs are possible and done, I'm thinking there should be a small selection of "Main Menu Styles" in the advanced settings, such as a choice of "Classic", "Modern" and "Simple".
There's one issue with your idea of MVM I feel is worth pointing out, that's just the inevitable result of how these kinds of things work. The system where loot pools are combined and tickets buy a tour instead of a mission is nice... except for the little issue that it'd just change it from Only Play Two Cities to Only Play Mecha Engine. Because Mecha Engine only has 3 missions, it'd be more time-efficient to just play Mecha Engine if your goal is to grind the loot out. Technically Gear Grinder also only has 3 missions, but it's famously brutal as hell and its missions are quite long, so I don't think it'd get as much play compared to Mecha Engine. As for Oil Spill and Steel Trap, those two have *6* missions each, so they'd be hella innefficient for the australium grind, reducing their appeal.
I mean it's possible to balance out ALL the official tours by having them each drop DIFFERENT loot so players would be incentivized to play all the tours rather than just 1. 2 Cities would drop killstreak kits, and maybe the other tours could bring back other previous items like chemistry kits? The kit things allow you to collect collector's edition items. Or hats. Or maybe austrailiums have a chance to drop in ANY tour, but each has it's own tour-specific loot. Also, I've seen this on an MvM community suggestions document, but it suggests that the first 2 tours which are both 6 missions long, become split into 4 tours with 3 missions each. This way you don't spend 6 tickets doing 1 mission when you could do 2 runs of mecha engine instead. But that's only if the tickets are still only for 1 mission each.
Im going to be honest, if i could have 1 thing i would want them to release the collectors kits for all weapons that dont have one, to not ruin the market value of the already existing collectors
Or give the existing collectors some special quality that sets them apart so that they retain their value without preventing new collectors kits for those items from being created.
i think having refined metal be used to like remove a warpaint, and such (like making a warpainted smg back into a warpaint) could also fix alot of issues. plus maybe having a craftable polishing kit from refined metal also helps with the economy
I think the main reason people don’t play competitive when they want to try is because it’s a bit scary and you don’t want to be the player to make everybody lose, at least that’s my reasoning.
My thoughts with your MvM changes were that people would just end up farming the quickest tours to get the fastest loot, but the fastest tours (Mecha Engine, Gear Grinder) are generally the hardest, and the slowest tours (Oil Spill, Steel Trap) are generally the easiest. Probably-coincidentally, this is a super cool balancing feature with a common loot pool between the tours! I'm glad you pointed that out, as I learned ten seconds later... Although your idea for an "MvM tour pass" could be a good idea, too, although it'd prevent cueing into common missions with your friends if you've completed a mission and they haven't, or vice-versa.
For a while I’ve always looked at the MvM trailer and thought “how come the RED team and the BLU team become allies in the trailer yet we’ve only seen the RED team fight against the robots?” So later on I came up with an idea to add an alternative MvM game mode where you play as the BLU team and you have to capture control points, while the robots try to defend them And after you capture a few control points, you’ll have access to a checkpoint where it has an upgrade station in it (and the robots will stop attacking when your team reaches that checkpoint) and after you upgrade your stuff and ready up, a gate/door will open that leads you to a new area with more control points that you have to capture (almost like left 4 dead in some way) all the way up until you capture the final control point and win And you would have to do all of this under a timer, and if that timer reaches 0 you’ll have to start all over again from the last checkpoint you’ve entered, but more time will be added if your team captured one control point I’ve always thought this would be a nice way to bring more variety in mvm gameplay instead of it just being “don’t let the robots deploy a bomb” and it could help certain weapons and even a few classes shine a little bit more. I know valve probably won’t add something like this, but it was just a little idea I thought would be nice (the robots could also be colored red instead of blue in this game mode)
Valve actually released a statement about that at one point. Originally they had it where you could pick from either team, but players got confused and shot the other players, so they changed it to just one team to avoid confusion. That said, this is a fun idea.
~13:00 A suggestion Funke made years ago sometime after Meet Your Match was to make essentially three queues, in a similar way to what you've already suggested. His suggestions were: Quick Play, which plays like how you described it and how it was in the old days; Casual, which instead of the state it's in now, would literally be the Casual version of Competitive, where you can play 6v6, but it's not paywalled, and there's no rank for you to win or lose; and Competitive would play as it currently does. It's been ages since he made that video, but I think these suggestions still hold up, and would be positively received. ~23:00 Fun fact, there actually is! It's dedicated to training new players about Soldier. Whole new map, fully loaded with tutorial logic, etc. And Valve did what Valve does best, and didn't release it! If you want to learn more, Tyler McVicker/Valve News Network has a video about it, "Exploring 20 Unreleased Team Fortress 2 Maps," which is full of all sorts of crazy things, but the tutorial map itself starts about 10 minutes in.
I think the economy suggestions is a great idea. I played tf2 on and off since the uberupdate, and I tended to miss out a lot on the real fun stuff you could do with crafting in the updates between that and jungle inferno. More fun stuff like that to use ref on is great, the silver version of australiams would go hard
I cannot stress enough how much I agree "casual was to make the game modern" and quickplay was better in all the possible ways. The old system engouraged you to stay: you could vote to rebalance teams, you could switch teams anytime if there was room, everything was built around to waste time and have fun. Even better if you joined a game which had ran 3 hours you were guaranteed teams were balanced as good players stayed and could solve balance issues themselves. I used to join losing teams if mine was steamrolling. Now I have to wait the autobalance to slowly shuffle players, doing nothing substantial. With matchmaking, you're stuck at some soulless limbo for 3 minutes to play a game that might last less and everyone leaves anyway to repeat the process at the end of the match.
I remember there was a feature instead of autobalance that asked you to join the enemy team for 100 xp I never really cared about xp but it was always extremely funny to mercillesly beat the enemy team and right before we win hop on their side and curbstomp my previous team
@@ESALTEREGO I actually thought that system was better than now. The part that made it unviable in casual was that it asked selected players to switch, not everyone. So if the 5 players the system had picked said "no", there was little to be done about it.
the achilles heel to ingame competitive is the absolutely god-awful GRAPHICS RESTRICTIONS. forcing players onto settings that conflicts with whatever config they may have set up causes awful instability, crashes, frequent microstutters and general unplayability. competitive would have lasted MUCH longer if they didn't force people onto higher graphics settings because they were afraid people would be able to see stickies that would otherwise be hidden in a rock or something.
I absolutely think the community balance patches idea is a non starter. To make a good balance patch you need holistic understanding of all classes that even top players don't have because it involves all skill levels and playstyles, weighing the requirements of different groups (not just separated by skill level and playstyle) and it also inevitably means that as time goes on, the game becomes less and less TF2. A balance patch isn't good just because people would vote for it, and if the community numbers did dwindle, the votes would be much easier to sway in unfavourable directions.. TF2 should absolutely end its final update in a good state for people to come back to, rather than in a perpetual limbo as players determine what should be strong and what should be weak.
In terms of balance changes, that topic alone would actually take longer than this video to go through each balance change on each weapon that I would love to see in a future video to hear your ideas for TF2 weapon balance changes
you didn’t mention the fact that in valve comp currently, everyone’s game is set to the highest settings when they join the server, causing people’s configs to be useless and causing people with lower end computers to crash altogether, making everybody have to requeue so much could be solved by simply not having this braindead graphical restriction, it would probably take like an hour or two to remove at most, no reason not to
I think the Halloween maps during the full moon is a good idea, but I think it should be a limited selection. Maybe it cycles the maps through each full moon? This full moon you get Helltower, sinshine, etc. And the next full moon you get eyeaduct and Bloodwater, etc. Halloween should be special in that it opens them all up at once
Great Ideas! I'm passionate for item descriptions (I'm working updates to this concept from my steam guide "Stock Class and Weapon Stats at a Glance") Anything to help new players pick it up like improving training... and maybe coaching? I've thought a guided "story mode" that leads to achievements (earning unlocks and hats) would help approachability. (I tried to post this yesterday but I guess it just ignores posts with links to steam guides or something? ugh)
Yea. That would be a pretty cool rework of the random drop system. From the perspective of nee players, it would allow you to get the weapon you want / on a class you want instead of just hoping you don't get a weapon you already / on a class you don't play.
When it comes to reskins i'm just saying scouts sawed off shotguns should have a reskin to a regular double barrel shotgun also bring back the saxxys (thats there name right?) To show the rest of the sfm creators a bit more love and an opportunity to get to beat people with a golden shirtless man as a reward for the hard work and dedication to their projects
37:37 I was sitting down with this video playing in the background and I HATE that I physically jumped and made a pog face when Blue said "weapon reskin"
Kinda surprised that there was nothing to do with random bullet spread. I think pseudo-random bullet spread, where 4-5 pellets have predetermined spread and the rest have random bullet spread would make the game overall more balanced
Leaving balance up to the community is incredibly risky, but if done well, could basically make the game immortal, as it allows updates to come out on a consistent basis without tying up Valve. You would have to be super careful with it, and your idea for designating specific players with good reputation to operate these changes seems like a good way to go about it. The only other thing I would suggest is being able to do the same thing with adding new weapons and maps, only making more drastic changes like that will take longer to implement.
3 primary weapons for heavy: The Big Daddy, which gives heavy a drill, with very little range but the ability to basically insta-kill anyone who is in range of it, which would give heavy a different, ambush playstyle, the Sandvich Saver, which allows the heavy to equip a Sandvich from his own inventory, which would give fat scout's a primary that would be actually useful, and finally, a cannon (idk a name) that functions almost like a better Loose Cannon, which gives a different way to play the game that isn't just a meme.
“I don’t want the things I’m suggesting to be unrealistic so I’ll try to keep away from that sort of stuff… anyways my first suggestion is valve removes all loading and queue times magically somehow”
On one hand, if you like a game but hate certain aspects of it, you can change parts of it after release. But it seems that the update time is so long maybe a final update would be good.
I must say that you are one of my favorite youtuber, and I haven't played TF2 ever, I just love to ear you talk about something you are passionate about.
I always thought that in order to make competitive mode more popular there should be some incentive to playing it. Maybe exclusive weapon skins and hats for each of the 9 classes (they would be untradeable tho)
You can already join friends mid-game. Just join their party and if there's a free slot on their team you'll get the option. Adding an 'RTV'/level change vote option would just turn every payload server into badwater/upward, every ctf server into 2fort, etc.
you dont need a votemute, theres a mute menu lol also for a metal sink: i always though a cool permanent metal sink that doesnt even screw with the economy would be a custom weapon gamemode. a goofy gamemode where you can spend metal to upgrade a base weapon to have whatever attributes you want. there would be a cap on how many you can add and a "points" system to keep people from making hyper-op weapons (decrease total points spend when adding a negative, for instance). new players with not much metal could catch up quick by being given a few free base weapons and free changes to make. your custom weapons could be displayable in your inventory. you can maybe get some unique rewards by playing this gamemode, maybe some valuable ones. maybe its an all-out deathmatch and whoever wins the game gets a random cosmetic. sorta like a convoluted hat crafting system. this isnt perfect, but id imagine it would be a ton of fun, and id sink a LOT of metal into it personally.
I like the ideas for this hypothetical last update but I would add one more to it. For competitive, you can only have one of each support class (Medic, sniper and spy) and only two of each for the other six classes. This is so that stacking certain class won’t ruin that competitive element of the mode like stacking engineer on last or stacking heavies on the cart.
At the very least i'd hope they bring back quickplay. It may of had its hiccups, but with no further support of valve its better to have something that puts players into community servers that are moderated and can at the very least have a chance of being free of cheaters and bots, rather than official ones that are not capable of either
3:12 it’s funny. Most modern games actually have quick play and not this weird approach tf2 has. They’ve actually archaized the game not modernized it.
For the MvM changes, instead of giving every tour the 2 cities loot pool, they should have unique items for each tour so that the existing items dont significantly change in value
Generally, putting all items into one loot pool I think would kill the gamemode. The reason people play 2 cities is because of the loot pool, good luck getting an australium on oil spill when it's flooded with botkillers or engineer heads. If you equalize the pool, you have a very high chance to get a botkiller where you would get a prof killstreak. MvM is essentially gambling when you boil it down and flooding the pool with 2 cent guns on top of killstreaks for a loose cannon, doesn't make your odds any better of getting things you actually want.
@@electropop6347 i think that's preferrable to either making the drops significantly harder to get or literally losing people money on the stuff they already have the issue with making aussies the best odds on every tour (and ESPECIALLY making it a 1 ticket -> 1 tour model) is it makes it cheaper to get australiums, and therefore causes them to lower in value.
I probably don't have a real reason to say this, but half the reason I watch your videos is to improve my tactics ingame by watching what you do in the background footage.
I think the major hurdle that competitive TF2 faces is that the old guard will always outweigh the newcomers and it makes it a gruelling experience that turns the newcomers off. Even if you went for purely skill based matchmaking so that you never have a situation of a newcomer going up against a grizzled veteran, that will just lead to longer queue times turning off new players and making it less fun for those who do enjoy it. The major issue competitive TF2 will always face is that its appeal has always been niche, even within the TF2 community, most people do not care about it and trying to cater towards the competitive community has always brought out the worst in TF2 (see the burning dumpster fire that meet your match was). It's like have you ever tried to go back and play an old call of duty only to find that it's basically unplayable because the skill gap between you and the people who never stopped playing it is just too far to ever close? That's basically the issue that any newcomer to competitive TF2 has, and you just can't sell that experience as something "new" to people, the game has simply been around too long for the average person to pick up on a competitive level. I think the best you could do for competitive is to have a selectable map pool, and have unranked 6s and highlander servers so that new players can practice competitive games in a casual setting. Honestly the best thing for competitive is probably to let it exist as a purely separate entity and have valve take a purely hands off approach with it, basically return to the pre MYM days where everything worked fine. Honestly the best thing would be to have competitive be TF2.5, rebalance all weapons to be viable competitively, but in a way that it is kept separate so that nothing effects the actual game of TF2.
Damn dude Highlander is all I want :( Wouldn't even be super "competitive", it'd just separate the people actually playing the game from the people who use TF2 as a social media service for some reason
For as exciting as these suggestions would be, even if Valve actually implements any of these, I highly doubt they'd ever make an official final update to the game knowing how much their bottom line seems to rely on keeping the state of updates largely uncommented on.
I feel like a final update should make TF2 a closed circuit that doesn't require Valve to maintain anything online. Community servers should run it and similar to Garry's mod, they should have a way of having servers subscribe to the work shop content to allow servers to dictate what custom weapon and cosmetics that are usable. This is based on the fun that I had with TF2C Custom Weapon servers. The balancing was trash, but it was super fun and the server is able to disable/adjust the weapons.
the issue i have with the MVM section is, if it goes to a 1 ticket for 1 tour model, the price to get australiums will, at minimum, be dropped by 3 times. if that goes through, it's not unlikely that the prices for australiums will likely drop intensely as well. this is good for poeple who want them, but very, *very* bad for people who already have them.
I would also like to see improvements to the bots. No, not the hacking ones. The intended ones. When playing offline I basically only play these classess as others feel wrong: spy, sniper, engi.If anyone actually cared I could write down what I see wrong with every other class.
Yeah that "passing on the torch" idea IS actually a good idea, it was done with Stonehearth, where the devs just told this group of modders "hey, we're making your mod to the game official, it now comes pre-installed with the game and you can do whatever you want." and it has worked out beautifully, ACE has a discord server used to talk with the Stonehearth community and work out the development of the game. TF2 is certainly too large to just pick out the respected modders to do development, so they can just let the wider community handle the updates!
really good analogy actually, stonehearth is a fantastic game and im grateful that ACE has kept it alive and quite replayable, i can see tf2 going in that direction
Not sure how this would go over, but I think it would be neat to see the current pool of MvM missions randomized per tour, and each tour gets between 3-5 missions each. Then as you said, the loot would be consolidated and they could sell a pass per tour at $3.5-$4. It would break up the monotony a lot, and the easier missions added to the pool would make grinding less of a chore.
I just want casual to feel more casual, i hate joining servers where my team is a bunch of fresh installs and the opposing team are 10,000hr+ tryhards. skillbased matchmaking in casual should be a thing
One thing i wish they added or implemented is that random weapon drops are more affected by what class youve been playing as so if you play engie youll get weapons for engie and etc.
Here's an ideas I just wanted to throw out there: Bot killer kits, which allow you to add the various types of bot killers to other weapons. Similar to how festivizers work. I wish I could put a robot skull on my aussie minigun, like the regular bot killer minigun.
Our community has been known to not be touched by Valve and is still so self-sustaining. If you ask me, the anti-cheat bot suggestion is the only one I'm on board with, any more would just make people expect more updates. Even if tf2 isn't getting any more updates, not like it would encourage us to leave this wonderful place.
Every time I rewatch this vid the more In want a lot of these changes to be real, Universal Strangifier, Reworked Training, New Zealandium, Community Balance Changes. I hope if Valve does decide to do one last big update for TF2 they take notes from this video.
I think quickplay should co exist with casual since when im introducing it to friends theyre confused by the browser and casual is simpler but i can see the upsides of quickplay aswell
VALVe be like: Weapons in TF2 have always been a strange case for me. While on one hand the community would love if we added them on the other balancing and coding then would be a headache
The Idea of players voting on and suggesting balance changes is absolutely brilliant, it simultaneously doesn't require endless effort from valve and it utilizes the infinite well of content that the tf2 community does. Hell, if you worked out the system perfectly and wound it up tight enough you'd turn tf2 into even more of a self sustaining eternal machine than it already is
in a final update, it would be a pipe dream, but I would love to see a new map for EVERY officially added game type. A new Territory Control map, a new Special Delivery map, yes even a new Player Destruction map. ALL of them.
An idea I had for a long time is to make use of item levels as a refined sink Pre-update all weapons have a little blurb that says what the item level was originally and how much refined has been spend on it since Weapons generated post-update would all start at level 0. Sacrifice a refined to put it to level 1, 2 refined to level 2 and so on. It shouldn't just double every time, but have its own equation so level 100 isn't 100 refined or 2^100 refined but somewhere in between, ideally like 150 or something
I actually thought about a special kind of medal to fight the refined metal inflation. Imagine a medal like "Scrapper's Pride" that makes a world-wide leaderboard around itself, updating daily. The medal would require players to add Refined Metal to it in order to increase its stat and would have both "static" upgrades (f.e. 50 refined -> silver, 150 -> gold, etc.) and dynamic ones (leaderboard position displayed on the medal's description and during loading screens, just like duels). Some people would go crazy about it, just like people that farm duels or gifts to get medals/hats. If we were to have an additional medal slot in the cosmetic slot, more people would feel like wearing it possibly, which would make even more people spend refined metal to climb the ladder and upgrade their medals.
9:22 this whole “they don’t get angry cause they look silly doing it” thing is actually utilized at a lot of hotels. They’ll have a mirror behind the counter so if a customer throws a fit they’ll see themselves and get embarrassed
Also makes people around them likely to stick up for the kid rather then let the adult bash on them, and it also causes them to be less likely to physically attack them, as attacking a minor is a bit issue legally.
It would be cool if medals had its own medal slot in the cosmetic menu. Would encourage players to wear thier medals and show off thier achievements.
Action items slot should have medals/badges in it, since they are so small most of the time anyway that it isn't worth the cosmetic slot.
That's the only reason I don't use the License to Maim, which is my favorite medal.
Great idea, I want to flex my competitive medals ;)
correct spelling of the word is "their"
@@emred4653 Thank you for pointing out my spelling mistake. I always get the i and e mixed up.
Just like in valorant? At the end of the season you will get a gun buddy which shows your peak rank. People often getting encouraged by that just to grind and tryhard especially if it's a high rank.
I’ve always thought that if the mythical Heavy update ever did happen, they should call it the “Heavy Heart” update and just officially confirm it as the last TF2 update. A proper send-off to the game would be much better than just perpetually vaguely hoping for change.
I like this idea a lot actually. Heavy is the most iconic class in the game, and the first ever "meet the" video was focused on him; so having the final update for the game sharing that focus brings the state of TF2 overall full circle.
personally, i feel like big joeys "heavy metal", was perfect for mvm x heavy update
Heavy update has always seemed like a strange case to me
You remember how one halo game on console ended? You were fighting infinite amount of enemies, without hope of surviving, you're the only one survived, and nobody comes to help...
Plus, the heart thing matches the theme of *meat* when the meat your match thing was happening on the heavy side.
Ngl I think an update that exclusively only makes Scout's pants blue as the final update in TF2 history would simultaneously be the saddest yet funniest update of all time.
plot twist: scout's pants being the wrong color are what causes everything else that is wrong
@@mewmew8932
"Hey! Fellas! Jeremy fixed the issue where Scout pants weren't team colores!"
All of a sudden, the room glowed in smiles from ear to ear in everyone's faces. In a burst of energy, the room synched their movements when walking their way to their computers. Jeremy updated the Official TF2 Blog "We are back, and, we are, Team Fortress 2". From that day on, once in six months, a new update sized update would drop. They even dropped the "A Hatless, Tauntless, Paintless update!" In memory of the Hatless update!
Then you wake up.
@@insectlover4735 WHY DID YOU DO ME LIKE THAT
Holy
Oh God, oh fuck, oh no
Regarding competitive mode, you forgot to mention the forced settings. I think it's one of the main things killing the mode.
Yeah. People set their graphics to low for a reason.
I fucking hate competitive players so much it's unreal
@@pancakeperson8905and they don’t jack up their settings for a reason.
I think the commonly mentioned “lost and found” item that would give back deleted achievement and event items would be a very nice detail
I want my gibus back but support said no 😭
goodbye 300$ stock knife reskin
@@mikeymidnite7685 yeah, misclicks are choices. when i painted my gibus, i assumed it would add a gibus, not change my preexisting one - like every other paint!
i'd love that tbh
14 year old dumbass me crafted his Proof of Purchase way back when the Uber Update came out.
“Holiday sized update”
Anothere file update
@@alexszulczynski5546 Update the localisation files
Added Tournament medals
More snakes.
Update sized update no more ):
I think it would also be really cool (albeit a bit melancholy) to add a menu tab that chronicles the history of this game. Releases, major events, important people, monuments to those who passed on etc.. TF2 and its community are something that's fairly unique in the videogame landscape and it would be a nice touch to celebrate that in my opinion.
Maybe it could be a map, like some sort of museum. They could frame it as something made after the events of the game (and comics, please release #7 valve i beg you) if they wanted to make it make sense.
i wouldnt find that melancholic i would be happy that valve finally gave the history of the game the recognition it deserves
Sooooo the Ultrakill Museum, but for TF2? HELL YEA!
I know its not as cut-n-dry as that, since TF2 has a ton of its own nuances and rabbit holes to celebrate, but still that'd be cool as hell!
And it would have a massive section for Rick May, of course.
@@SHMOUSEY86And a section for Kitty too. That would hit just almost as hard I think
All I want is for them to say something like "Hopefully after 24 years in development, it will have been worth the wait." as a final bookend
Bookends
@@mariustan9275 bookend my balls
sv_pure 0 would allow people to give themselves legal wallhacks via custom textures and I believe you can add custom sounds for spy decloak so you never miss it.
Perhaps sv_pure 0, 1 and 2. 0 would be like it currently is, 1 would allow some thing but not all and 2 would be the current 1: almost nothing
@@arandomguy7486 1 is 'allow some things but not all' it means server operators can decide what custom content is allowed. You just want Valve to allow more stuff.
Is sv_pure the reason why you can't change your interp/lerp settings anymore during a casual match ?
*Earrape metal pipes dropping*
@@arandomguy7486 this already exists in the game, sv_pure 2 is 100 percent forced consistency which no servers use afaik because this blocks absolutely everything including HUD files. Sv_pure 1 is a manual whitelist which valve determined but each server can block or allow any file with the pure 1 whitelist. Right now sv_pure 1 only allows custom hud files and that's just about it. Lots of serves don't manually set the whitelist and use sv_pure 0 but this opens the door to very mild wallhack mods which valve would never want in their servers, realistically they should just open the whitelist to things like weapon reanimation mods and particle mods
I think I agree with "New Zealandium" being a huge mouthful, so what if we just called those weapon variants "Refined", since that's what they're being crafted out of?
"Refined Scattergun", "Refined Medi-gun", "Refined Flamethrower", I think it rolls off the tongue nicely and perfectly conveys what it is and how it's acquired.
I also think it'd be reasonable to let you choose what weapons you apply them to, somewhat like a paint or a war paint.
As a kiwi I agree with the option that makes it easier to forget about us
Or just new zealium
Ok but what about Teufortium?
@@mariusberthoumieux2534 doesn't really make any sense lore wise and generally speaking I don't see why they would want to make a new item variety just a self-referencial name based off a map ingame
or just use the term 'new zealium', which a custom MvM tour has used for their custom weapon skins.
One last thing. If we're making metal sonks and reasons to craft hats and such, I'd like to see the crafting UI get an update. Right now you have to sift through pges upon pages worth of weapons just to check if you have any duplicates from the same class. And then you add those weapons in and - oh, one of those was an achievement item, or it's the one you have equipped, or it was traded to you from your father who went out to get milk when TF2 launched. And then you have to go back and sift through weapons again...
No. No more of that. Just have a button that shows you weapons by class, like the loadout menu. Way more convenient to craft scrap metal that way.
Also, let us craft scrap metal in bulk. I don't want to spend hours turning $2.50 worth of metal into hats one at a time.
I think another problem with the competitive mode that you didn't mention is the number of hoops you have to jump through to access it. Also, I would want to see promo items that you can't get anymore due to broken achievements or inaccessible games (ie the Poker Night achievement items) brought to the Mann Co store.
I think broken achievement items make sense, but a lot of the items from crossovers were limited time in the first place weren't they?
@@thedecentgamer7818 yes, but an easy way to differentiate the og ones versus the bought ones are making it not be genuine and instead be unique.
@@Spektralwastaken I dunno, I just don't think making limited time items available again is a good (or at least fair to the original owners) idea unless they're event related, like anniversary cosmetics in some games.
@@thedecentgamer7818 ohhh makes sense. A lot more sense.
@@thedecentgamer7818but the items from poker night were not limited time, the only reason you can't currently get them is that the company went out of business. To a further point, any person with poker night that has not redeemed the items can still do so
I wish Crasher was in the base map pool. It's so much fun and so incredibly unique compared to everything else, and it's a crime that we only get to play it a single month out of the year. The other Halloween maps vary wildly in how unique and fun they are (though spells and whatnot do usually keep them at least somewhat interesting), but Crasher is just such an excellent map. On that same note, it is a crime that we have so many unique player destruction maps with custom voice acting and modeling and so much love and care put into them like Cursed Cove and Farmageddon but the only player destruction map we can play for most of the year is Watergate.
Heh, i just remember that as the map where you can tickle giants and obly heavy was viable
@@wisbilt1650 I remember it for giant Spies shooting each other and going giant Sniper for critical bodyshots and giant half-zat Demos being one-shot by normal-sized half-zat Demos and just general chaos that was so incredibly fun.
Every map should be available year round.
@@scout1696 How often do you just yearn to play Erebus or Sinshine or Gorge Event? I think there are a lot of Halloween maps you don't really miss most of the year, but then there's the standout ones like Crasher with its entirely unique gamemode, Helltrain with all of its unique mechanics and incredible aesthetics, Slasher with its full suite of Halloween bosses that attack but don't slow down the game with a truce, and Carnival of Carnage with its bumper car minigames. I think if they were to keep Halloween maps year-round, they should stick to a selection of highlights, since a bunch of the plain ones that just reskin a normal map with Halloween assets would dilute the playerbase without adding much of value to the map pool.
@@Awesomeness-iz3dh true. And also no Wutville.
I think the training mode is such a missed opportunity. The bots that you play with have been improved by other members of the community (using mods, of course) with things like using other weapons, rocket jumping and whatnot which I think could be so cool and would actually teach players other mechanics.
I'd add universal strangfier for abandoned weapons in the MVM loot pool.
Eureka Effect, Short Circuit, Three-Rune Blade... They deserve to get a strange varient, for sure.
I need my strange quackenbirdt
Time-stamps:
1:25 Bot fixes & anticheat
1:48 Gamemode updates: Casual
12:38 Gamemode updates: competitive
16:02 Gamemode updates: Mann vs Machine
20:21 Gamemode updates: community browser
22:29 Gamemode updates: Training
23:46 Gamemode updates:
Local servers
25:35 Menu & UI Updates
28:11 Balance changes
29:28 Content updates
36:48 Item updates
45:20 Misc. Updates
Gigachad
Nice job
Just supporting awesome video on awesome game that I want be in
@@Ajnoscz I know this is amazing
43:31 weapon reskins have always seemed like a strange case for me
I think if this update did come out it would do wonders for live service games, showing that it’s possible to sort of “complete” them. TF2 is a different case of course since it has an incredibly dedicated community and proven years of longevity.
I really wish one feature is on the spy can listen in to enemy team chat and voice chat and respond in both of them.
Being able to text chat as your disguise would be both amazing and a moderation nightmare.
Imagining trickstab by a spy and he calls you a f****** loser
@@spacegators1775 They can already do that
@@GSFigureIt would also be fucking OVERPOWERED AS HELL.
Spy needs a buff badly i'm not even a spy maine I am a medic and sniper maine. I feel bad for a spy. Like razorback bushwak and jaradi cambo and random crits. If they just remove random crits, it will buffer spy and the crits creek and make sniper weeker. And I have a way to fix bushwaka and jaradi combo when you throw your jaradi at the spy when you hit the spy you will do a mini crits if a never sniper for his jaradi at the spy and you hit him, it will do a full crits.
The biggest balance change I'd like to see in general is for the Heavy: Make it so that the heavy can equip lunchbox items in his primary slot. Hell, let him equip any secondary in his primary slot. Heavy is the class in the most desparate need for alternate playstyle support, and Fat Scout would be SO much more viable if we could also bring along a sandvich. Friendlies would also rejoice, bringing two lunch boxes to their tea parties.
Let anyone equip melees as primaries and secondaries.
buffalo steak primary
dalokah's bar secondary
heavy has intense sugar rush
4th slot
I dream to play as heavy healer subclass ❤
@@FaptaA imagine the day where heavies can pocket medics
Competitive Mode actually jacks up the hardware requirements of a players PC, I can't recall why, but it's the reason that a lot of competitive matches never actually make it in game play. A player ends up getting force disconnected because their computer can't keep up with the requirements, and when a player leaves in competitive it disbands the entire lobby.
As a lot if people, myself included, play TF2 on low quality PC's, we literally can't access Competitive because the mode requires a higher grade setup.
I feel that Valve has made decent steps into giving the community more abilty in modifying the game especially when Vscript was added to the game. I know it would take some work but if Valve made more things in the game less hard coded (the mvm upgrades and menus etc.) And made it so Mappers could freely make their own menus and weapons and other things a part of their map it could be verry good to keep the game going. (A lot of this is for community MVM since every time their is an event my friends and I play them and the stupidest thing is the number menus for custom upgrades and weapons I feel like a lot of new players see it and then don't feel like doing it.
Tldr: improve Vscript and make more things less hard coded so the community can truly make some fun content.
The real best change would be to make it so my party member doesn't keep getting autobalanced to the other team
I actively want my party to get autobalanced because me and my friend like to duel in casual, so I would suggest to have some sort of toggle which allows you to either always get in the same team or always get in different teams, and that you never get autobalanced
this needs to be able to happen or it could be abused by good players stomping a server i think
I think f2ps definitely need, the ability to use voice and text chat, the ability to use voice commands, a larger inventory and some way to get cosmetics
We f2ps are the most neglected part of the tf2 community :(
As an f2p, *YES*
JUST LET US HAVE ALL THE WEAPONS PLS THERE ARE SO MANY AND I WANT TO USE THEM BUT I JUST HAVE 4 EMBASADOR WHAT AM I SUPOSED TO DO?
@@merinofanfic4717 be patient brother, it all takes time.
But maybe that's a sign you should main spy, join us 🙃
If you get kicked from casual you cant use voice/text for an amount of time, free use of voice commands (maybe same as the other 2 if abused). 100 inventory slots and random hat drops but no hat crafting.
The Invasion maps should be added to halloween/full moon map rotations. I think the alien asthetic fits close enough for halloween.
Very good video, really good suggestions, the only thing that I don't agree is leaving the community decide balance changes through votes and that stuff. People tend to vote things just because meme and funny. We have recieved some really bad or controversial maps and cosmetics from the workshop because of this, and I don't really want to take the risk on balance changes (without Valve's intevention at least).
Exactly. As pretentious at it may sound the general playerbase is simply not qualified to actually touch weapon balancing. Weapons that are overpowered will always stay overpowered unless it annoys to many people to fight against it aka Scorch shot, Phlog. Underpowered weapon will get overbalanced becoming the new next powerhouse and this is going to repeat itself until TF2 becomes near unplayable and only a small Vaccum of the TF2 playerbase will keep playing because they balanced everything to their liking and kicked everyone out. In other words it will suffer the same fate as Overwatch.
Just because a majority votes for something does not mean they are right. Just ask germany with its approach to going green.
@rayzuke1232 At the same time the majority isn't always wrong but trusting an online community like this without serious moderation is very risky and has a likelihood of being overrun by trolls.
I think adding the non-halloween versions of the halloween maps to the permament casual map pool would be a good idea
Almost all the ideas in this video are great and I can vouch for them being added. I've also got a few ideas of my own that I would love to see in the game:
They need to bring back Replays to Valve Servers. I don't know what happened to them because years ago they were just removed out of the blue and Valve never followed-up on why they did it, so please Valve, bring them back.
I would like to see Smissmas have its own contracts. Any map that was released during the history of the Smissmas updates or anything that looks relatively "snowy" or winter-themed (like Coldfront for example) deserve to have their own limited time contracts. It's really strange why Scream Fortress gets that kind of treatment but Smissmas doesn't.
Please, for the love of god, remove the tierred system out of cases. This isn't CS:GO. This kind of thing doesn't work as a selling point in my opinion and having the inability to unbox all items at the same rate as each other is kinda daft. Especially considering that Valve has had a very serious problem with quality control over the last few years, it's really annoying knowing that some of the high-standard, high quality cosmetics are very common to get while a more rarer item (like the Elite grade) could be an objectively horrible one, and should force you to crack a 1% chance at obtaining it. I guess I should also mention that Valve needs to really take their time on deciding which cosmetics, war paints etc are to be added. We have plenty of really wacky/out-of-style cosmetics in the game already. I'm not hugely fussed over them being in the game, but for some reason Valve always priorities them over ones that looks like they reflect the nature and art-style of TF2. So this is just a message to Valve that they be a little more sensible with picking stuff off of the Workshop. They did a decent job last year, so let's hope for that to improve.
I do like the idea of having a universal strangifier in the game. If that ends up not happening then by all means, Valve should go back to what they did in the old days and re-introduce a crate (not case) packed with a bunch of strange weapons. In this instance, all the stranges that don't currently exist yet. (Vita-Saw, Scottish Handshake, Tide Turner etc)
On the topic of unboxing, I don't see why obtaining some of the previous limited-time effects on hats and taunts should be a problem. With the sheer volume of unusual effects in the game, and the overwhelming amount of them we receive every year anyway, I think during Halloween and Christmas events, you should be allowed to obtain every unusual effect from the respective Scream Fortress and Smissmas updates of years prior. All of them, across the board. A lot of the really nice Halloween effects from 2013-2014 for example are really nice and it's a shame you can't get your hands on a current-day hat with one of those effects.
The ability to keep buying the contract pass over and over again so you can keep doing specific contract campaigns multiple times. (Highly unlikely but maybe they even bring back the Gun Mettle and Tough Break campaigns too) Additionally, I had an idea in mind of replacing the item drop system altogether with free contracts (preferably 1 contract a day) that give you weapons and a rarer chance for a cosmetic on completion. This way, I feel it would be so much more rewarding when you're actually playing the game.
This might seem "controversial" but I've seen plenty of people that can attest to this idea. A 4th cosmetic slot would do wonders in my opinion. I don't see this being THAT offensive and I feel like this could benefit from expanding more creativity and variety to existing loadouts. Not only that but there's a ridiculous amount of cosmetics in the game, having only 3 slots feels kind of "limited" in a way. I mean hey, it's not a "war-themed hat simulator" for nothing. They could also make it so that each cosmetic slot represents a certain region of the classes' body: A slot for your head (hats, obviously), one for your face (masks, glasses etc) one for your body (jackets, shirts) and then one for the lower half (pants, shorts, boots). In addition, I think it would be very appropriate if all medals and badges were to be equipped as an action item instead of taking up an entire cosmetic slot. It's very minor but could be SO obliging when constructing loadouts.
A lot of people will have seen or heard of this, and that is the Lost and Found Claim Ticket, and I absolutely concur with this idea to a tee. The way achievement items are presented, especially to fairly newer players, is not very clear and can be misleading to those that don't quite understand the sentimental value that they have. So having this feature would be a huge life-saver in my opinion.
steamcommunity.com/sharedfiles/filedetails/?id=2950035163
Finally, these are just a few more community-contributed fixes that I would like seeing be added - just helps clean up the game more, make it LOOK nice and give it that nice, fresh scent of air it truly needs:
steamcommunity.com/sharedfiles/filedetails/?id=2960307167
steamcommunity.com/sharedfiles/filedetails/?id=2613358776
steamcommunity.com/sharedfiles/filedetails/?id=2896221539
steamcommunity.com/sharedfiles/filedetails/?id=2885205744
steamcommunity.com/sharedfiles/filedetails/?id=2156604959
steamcommunity.com/sharedfiles/filedetails/?id=2965316783
I would just note that we should only see strangifyers from going into the future. It would help slow the item inflation of the game by removing some amount of uniques.
TF2 replays ended up dying because youtube changed their api at some point, which meant that the replay editor could no longer link to the api to directly upload the replays and pull statistics for them. And the replay editor also relied on quicktime, which apple deprecated for windows and thus killed it. So even if the replay editor was updated to use the new youtube api, they would need to implement a suitable replacement for the quicktime component.
Considering that custom menus/UIs are possible and done, I'm thinking there should be a small selection of "Main Menu Styles" in the advanced settings, such as a choice of "Classic", "Modern" and "Simple".
There's one issue with your idea of MVM I feel is worth pointing out, that's just the inevitable result of how these kinds of things work. The system where loot pools are combined and tickets buy a tour instead of a mission is nice... except for the little issue that it'd just change it from Only Play Two Cities to Only Play Mecha Engine. Because Mecha Engine only has 3 missions, it'd be more time-efficient to just play Mecha Engine if your goal is to grind the loot out. Technically Gear Grinder also only has 3 missions, but it's famously brutal as hell and its missions are quite long, so I don't think it'd get as much play compared to Mecha Engine. As for Oil Spill and Steel Trap, those two have *6* missions each, so they'd be hella innefficient for the australium grind, reducing their appeal.
I mean it's possible to balance out ALL the official tours by having them each drop DIFFERENT loot so players would be incentivized to play all the tours rather than just 1. 2 Cities would drop killstreak kits, and maybe the other tours could bring back other previous items like chemistry kits? The kit things allow you to collect collector's edition items. Or hats. Or maybe austrailiums have a chance to drop in ANY tour, but each has it's own tour-specific loot.
Also, I've seen this on an MvM community suggestions document, but it suggests that the first 2 tours which are both 6 missions long, become split into 4 tours with 3 missions each. This way you don't spend 6 tickets doing 1 mission when you could do 2 runs of mecha engine instead. But that's only if the tickets are still only for 1 mission each.
Im going to be honest, if i could have 1 thing i would want them to release the collectors kits for all weapons that dont have one, to not ruin the market value of the already existing collectors
if i could only have one thing, it would either be the removal of sniper or the removal of random crits
@@fortnitesexman 💀
Or give the existing collectors some special quality that sets them apart so that they retain their value without preventing new collectors kits for those items from being created.
@@fortnitesexmanthat name tho
@@fortnitesexmanno
i think having refined metal be used to like remove a warpaint, and such (like making a warpainted smg back into a warpaint) could also fix alot of issues. plus maybe having a craftable polishing kit from refined metal also helps with the economy
The thing is TF2 can't receive a final update because name "end of the line" was already used
they could reuse the name "mann co no more" tho
They should call it “now stop asking”
@@peterrusso5748 unironically yes
"The Heavy Heart Update"
"Gravel Update"
"Goodbye"
Or they just don't name it at all.
Worth The Weight (Wait)
I think the main reason people don’t play competitive when they want to try is because it’s a bit scary and you don’t want to be the player to make everybody lose, at least that’s my reasoning.
Didn’t think this video would be almost an hour, but I’m glad that it is!
My thoughts with your MvM changes were that people would just end up farming the quickest tours to get the fastest loot, but the fastest tours (Mecha Engine, Gear Grinder) are generally the hardest, and the slowest tours (Oil Spill, Steel Trap) are generally the easiest. Probably-coincidentally, this is a super cool balancing feature with a common loot pool between the tours! I'm glad you pointed that out, as I learned ten seconds later... Although your idea for an "MvM tour pass" could be a good idea, too, although it'd prevent cueing into common missions with your friends if you've completed a mission and they haven't, or vice-versa.
For a while I’ve always looked at the MvM trailer and thought “how come the RED team and the BLU team become allies in the trailer yet we’ve only seen the RED team fight against the robots?” So later on I came up with an idea to add an alternative MvM game mode where you play as the BLU team and you have to capture control points, while the robots try to defend them
And after you capture a few control points, you’ll have access to a checkpoint where it has an upgrade station in it (and the robots will stop attacking when your team reaches that checkpoint) and after you upgrade your stuff and ready up, a gate/door will open that leads you to a new area with more control points that you have to capture (almost like left 4 dead in some way) all the way up until you capture the final control point and win
And you would have to do all of this under a timer, and if that timer reaches 0 you’ll have to start all over again from the last checkpoint you’ve entered, but more time will be added if your team captured one control point
I’ve always thought this would be a nice way to bring more variety in mvm gameplay instead of it just being “don’t let the robots deploy a bomb” and it could help certain weapons and even a few classes shine a little bit more. I know valve probably won’t add something like this, but it was just a little idea I thought would be nice
(the robots could also be colored red instead of blue in this game mode)
Valve actually released a statement about that at one point. Originally they had it where you could pick from either team, but players got confused and shot the other players, so they changed it to just one team to avoid confusion.
That said, this is a fun idea.
we only see red fighting against bots for UX reasons(user experience), too many playtesters shot at teammates, so they made everyone red
This was a scraped gamemode called Raid
My brother, this sounds so much fun and it would be very fitting for the BLU team gameplay wise
Wasnt blue also focused on assaulting the robot tank thing? I vaguely recall reading something like that.
~13:00 A suggestion Funke made years ago sometime after Meet Your Match was to make essentially three queues, in a similar way to what you've already suggested. His suggestions were: Quick Play, which plays like how you described it and how it was in the old days; Casual, which instead of the state it's in now, would literally be the Casual version of Competitive, where you can play 6v6, but it's not paywalled, and there's no rank for you to win or lose; and Competitive would play as it currently does. It's been ages since he made that video, but I think these suggestions still hold up, and would be positively received.
~23:00 Fun fact, there actually is! It's dedicated to training new players about Soldier. Whole new map, fully loaded with tutorial logic, etc. And Valve did what Valve does best, and didn't release it! If you want to learn more, Tyler McVicker/Valve News Network has a video about it, "Exploring 20 Unreleased Team Fortress 2 Maps," which is full of all sorts of crazy things, but the tutorial map itself starts about 10 minutes in.
This video made me remember why I stopped playing team fortress 2 for three years when the Meet Your Match update dropped. I want quickplay back...
I think the economy suggestions is a great idea. I played tf2 on and off since the uberupdate, and I tended to miss out a lot on the real fun stuff you could do with crafting in the updates between that and jungle inferno. More fun stuff like that to use ref on is great, the silver version of australiams would go hard
I cannot stress enough how much I agree "casual was to make the game modern" and quickplay was better in all the possible ways.
The old system engouraged you to stay: you could vote to rebalance teams, you could switch teams anytime if there was room, everything was built around to waste time and have fun. Even better if you joined a game which had ran 3 hours you were guaranteed teams were balanced as good players stayed and could solve balance issues themselves.
I used to join losing teams if mine was steamrolling. Now I have to wait the autobalance to slowly shuffle players, doing nothing substantial.
With matchmaking, you're stuck at some soulless limbo for 3 minutes to play a game that might last less and everyone leaves anyway to repeat the process at the end of the match.
I remember there was a feature instead of autobalance that asked you to join the enemy team for 100 xp
I never really cared about xp but it was always extremely funny to mercillesly beat the enemy team and right before we win hop on their side and curbstomp my previous team
@@ESALTEREGO I actually thought that system was better than now. The part that made it unviable in casual was that it asked selected players to switch, not everyone. So if the 5 players the system had picked said "no", there was little to be done about it.
the achilles heel to ingame competitive is the absolutely god-awful GRAPHICS RESTRICTIONS. forcing players onto settings that conflicts with whatever config they may have set up causes awful instability, crashes, frequent microstutters and general unplayability. competitive would have lasted MUCH longer if they didn't force people onto higher graphics settings because they were afraid people would be able to see stickies that would otherwise be hidden in a rock or something.
I absolutely think the community balance patches idea is a non starter. To make a good balance patch you need holistic understanding of all classes that even top players don't have because it involves all skill levels and playstyles, weighing the requirements of different groups (not just separated by skill level and playstyle) and it also inevitably means that as time goes on, the game becomes less and less TF2. A balance patch isn't good just because people would vote for it, and if the community numbers did dwindle, the votes would be much easier to sway in unfavourable directions.. TF2 should absolutely end its final update in a good state for people to come back to, rather than in a perpetual limbo as players determine what should be strong and what should be weak.
30:19 FYI Enclosure was not made by Valve, it was community made.
In terms of balance changes, that topic alone would actually take longer than this video to go through each balance change on each weapon that I would love to see in a future video to hear your ideas for TF2 weapon balance changes
you didn’t mention the fact that in valve comp currently, everyone’s game is set to the highest settings when they join the server, causing people’s configs to be useless and causing people with lower end computers to crash altogether, making everybody have to requeue
so much could be solved by simply not having this braindead graphical restriction, it would probably take like an hour or two to remove at most, no reason not to
I think the Halloween maps during the full moon is a good idea, but I think it should be a limited selection. Maybe it cycles the maps through each full moon? This full moon you get Helltower, sinshine, etc. And the next full moon you get eyeaduct and Bloodwater, etc. Halloween should be special in that it opens them all up at once
Maybe no it should not be special, definitely not any longer.
Great Ideas! I'm passionate for item descriptions (I'm working updates to this concept from my steam guide "Stock Class and Weapon Stats at a Glance")
Anything to help new players pick it up like improving training... and maybe coaching? I've thought a guided "story mode" that leads to achievements (earning unlocks and hats) would help approachability.
(I tried to post this yesterday but I guess it just ignores posts with links to steam guides or something? ugh)
Gave me a thought,
They could move the random item drop from playing a certain amount
To doing mini missions on valve servers
Yea. That would be a pretty cool rework of the random drop system. From the perspective of nee players, it would allow you to get the weapon you want / on a class you want instead of just hoping you don't get a weapon you already / on a class you don't play.
@@TF-Boom or getting another shitty summer/winter cosmetic
Blue: *removes bots*
Also blue: *does not remove the things that it has caused for example f2p calling for a god damn medic*
When it comes to reskins i'm just saying scouts sawed off shotguns should have a reskin to a regular double barrel shotgun also bring back the saxxys (thats there name right?) To show the rest of the sfm creators a bit more love and an opportunity to get to beat people with a golden shirtless man as a reward for the hard work and dedication to their projects
37:37 I was sitting down with this video playing in the background and I HATE that I physically jumped and made a pog face when Blue said "weapon reskin"
After all, they’ve always been a strange case
I’d love for the gunboats to finally be multi class with demo
I've never been kicked and/or be asked to requeue after a casual game ends. it always just puts me to the next game.
Kinda surprised that there was nothing to do with random bullet spread. I think pseudo-random bullet spread, where 4-5 pellets have predetermined spread and the rest have random bullet spread would make the game overall more balanced
14:53 you should be able to pick what class you plan on playing and getting to a game and you're forced to play that class
Leaving balance up to the community is incredibly risky, but if done well, could basically make the game immortal, as it allows updates to come out on a consistent basis without tying up Valve. You would have to be super careful with it, and your idea for designating specific players with good reputation to operate these changes seems like a good way to go about it. The only other thing I would suggest is being able to do the same thing with adding new weapons and maps, only making more drastic changes like that will take longer to implement.
The council gathering
this absolute gigachad uses the shortstop
3 primary weapons for heavy: The Big Daddy, which gives heavy a drill, with very little range but the ability to basically insta-kill anyone who is in range of it, which would give heavy a different, ambush playstyle, the Sandvich Saver, which allows the heavy to equip a Sandvich from his own inventory, which would give fat scout's a primary that would be actually useful, and finally, a cannon (idk a name) that functions almost like a better Loose Cannon, which gives a different way to play the game that isn't just a meme.
“I don’t want the things I’m suggesting to be unrealistic so I’ll try to keep away from that sort of stuff… anyways my first suggestion is valve removes all loading and queue times magically somehow”
updates in tf2 have always seemed like a strange case to me.
weapon reskins
australium tier pun here
On one hand, if you like a game but hate certain aspects of it, you can change parts of it after release.
But it seems that the update time is so long maybe a final update would be good.
I must say that you are one of my favorite youtuber, and I haven't played TF2 ever, I just love to ear you talk about something you are passionate about.
I always thought that in order to make competitive mode more popular there should be some incentive to playing it. Maybe exclusive weapon skins and hats for each of the 9 classes (they would be untradeable tho)
- Revert Everything that was changed in the Meet Your Match update
- Update the localization files
You can already join friends mid-game. Just join their party and if there's a free slot on their team you'll get the option.
Adding an 'RTV'/level change vote option would just turn every payload server into badwater/upward, every ctf server into 2fort, etc.
you dont need a votemute, theres a mute menu lol
also for a metal sink: i always though a cool permanent metal sink that doesnt even screw with the economy would be a custom weapon gamemode. a goofy gamemode where you can spend metal to upgrade a base weapon to have whatever attributes you want. there would be a cap on how many you can add and a "points" system to keep people from making hyper-op weapons (decrease total points spend when adding a negative, for instance). new players with not much metal could catch up quick by being given a few free base weapons and free changes to make. your custom weapons could be displayable in your inventory. you can maybe get some unique rewards by playing this gamemode, maybe some valuable ones. maybe its an all-out deathmatch and whoever wins the game gets a random cosmetic. sorta like a convoluted hat crafting system. this isnt perfect, but id imagine it would be a ton of fun, and id sink a LOT of metal into it personally.
I like the ideas for this hypothetical last update but I would add one more to it. For competitive, you can only have one of each support class (Medic, sniper and spy) and only two of each for the other six classes. This is so that stacking certain class won’t ruin that competitive element of the mode like stacking engineer on last or stacking heavies on the cart.
I feel like that's jist foing to make Medic always played and the other 2 never played because why have pick classes when you can get a healer.
Fun fact: the sketches of the gamemodes are still in the offline training selection
At the very least i'd hope they bring back quickplay. It may of had its hiccups, but with no further support of valve its better to have something that puts players into community servers that are moderated and can at the very least have a chance of being free of cheaters and bots, rather than official ones that are not capable of either
3:12 it’s funny. Most modern games actually have quick play and not this weird approach tf2 has. They’ve actually archaized the game not modernized it.
For the MvM changes, instead of giving every tour the 2 cities loot pool, they should have unique items for each tour so that the existing items dont significantly change in value
I feel like you can run into the problem of only one tour being played then, unless they are able to perfectly equalize the value of the drops
Generally, putting all items into one loot pool I think would kill the gamemode. The reason people play 2 cities is because of the loot pool, good luck getting an australium on oil spill when it's flooded with botkillers or engineer heads. If you equalize the pool, you have a very high chance to get a botkiller where you would get a prof killstreak. MvM is essentially gambling when you boil it down and flooding the pool with 2 cent guns on top of killstreaks for a loose cannon, doesn't make your odds any better of getting things you actually want.
@@electropop6347 i think that's preferrable to either making the drops significantly harder to get or literally losing people money on the stuff they already have
the issue with making aussies the best odds on every tour (and ESPECIALLY making it a 1 ticket -> 1 tour model) is it makes it cheaper to get australiums, and therefore causes them to lower in value.
I probably don't have a real reason to say this, but half the reason I watch your videos is to improve my tactics ingame by watching what you do in the background footage.
I think the major hurdle that competitive TF2 faces is that the old guard will always outweigh the newcomers and it makes it a gruelling experience that turns the newcomers off. Even if you went for purely skill based matchmaking so that you never have a situation of a newcomer going up against a grizzled veteran, that will just lead to longer queue times turning off new players and making it less fun for those who do enjoy it. The major issue competitive TF2 will always face is that its appeal has always been niche, even within the TF2 community, most people do not care about it and trying to cater towards the competitive community has always brought out the worst in TF2 (see the burning dumpster fire that meet your match was). It's like have you ever tried to go back and play an old call of duty only to find that it's basically unplayable because the skill gap between you and the people who never stopped playing it is just too far to ever close? That's basically the issue that any newcomer to competitive TF2 has, and you just can't sell that experience as something "new" to people, the game has simply been around too long for the average person to pick up on a competitive level. I think the best you could do for competitive is to have a selectable map pool, and have unranked 6s and highlander servers so that new players can practice competitive games in a casual setting. Honestly the best thing for competitive is probably to let it exist as a purely separate entity and have valve take a purely hands off approach with it, basically return to the pre MYM days where everything worked fine. Honestly the best thing would be to have competitive be TF2.5, rebalance all weapons to be viable competitively, but in a way that it is kept separate so that nothing effects the actual game of TF2.
Damn dude Highlander is all I want :(
Wouldn't even be super "competitive", it'd just separate the people actually playing the game from the people who use TF2 as a social media service for some reason
My final update would have 1 change.
- Pip-Boy now works as PDA and not as a cosmetic.
For as exciting as these suggestions would be, even if Valve actually implements any of these, I highly doubt they'd ever make an official final update to the game knowing how much their bottom line seems to rely on keeping the state of updates largely uncommented on.
Canadium: red
New Zealandium: greenish silver
Scotlandium: Jack Daniel's
I feel like a final update should make TF2 a closed circuit that doesn't require Valve to maintain anything online. Community servers should run it and similar to Garry's mod, they should have a way of having servers subscribe to the work shop content to allow servers to dictate what custom weapon and cosmetics that are usable. This is based on the fun that I had with TF2C Custom Weapon servers. The balancing was trash, but it was super fun and the server is able to disable/adjust the weapons.
the issue i have with the MVM section is, if it goes to a 1 ticket for 1 tour model, the price to get australiums will, at minimum, be dropped by 3 times. if that goes through, it's not unlikely that the prices for australiums will likely drop intensely as well. this is good for poeple who want them, but very, *very* bad for people who already have them.
*Acceptable.*
I would also like to see improvements to the bots. No, not the hacking ones. The intended ones. When playing offline I basically only play these classess as others feel wrong: spy, sniper, engi.If anyone actually cared I could write down what I see wrong with every other class.
Wouldn't you fall under "someone who actually cares"?
1. mvm update
2. add deleted maps
3. some weapons
4. good antycheat
5. fix crashing when deleted coconut
Yeah that "passing on the torch" idea IS actually a good idea, it was done with Stonehearth, where the devs just told this group of modders "hey, we're making your mod to the game official, it now comes pre-installed with the game and you can do whatever you want." and it has worked out beautifully, ACE has a discord server used to talk with the Stonehearth community and work out the development of the game.
TF2 is certainly too large to just pick out the respected modders to do development, so they can just let the wider community handle the updates!
really good analogy actually, stonehearth is a fantastic game and im grateful that ACE has kept it alive and quite replayable, i can see tf2 going in that direction
Not sure how this would go over, but I think it would be neat to see the current pool of MvM missions randomized per tour, and each tour gets between 3-5 missions each. Then as you said, the loot would be consolidated and they could sell a pass per tour at $3.5-$4. It would break up the monotony a lot, and the easier missions added to the pool would make grinding less of a chore.
I just want casual to feel more casual, i hate joining servers where my team is a bunch of fresh installs and the opposing team are 10,000hr+ tryhards. skillbased matchmaking in casual should be a thing
One thing i wish they added or implemented is that random weapon drops are more affected by what class youve been playing as so if you play engie youll get weapons for engie and etc.
i'd add jungle related stuff, like a banane item for heavy and more stuff surrounding saxton hale
That's a bit unrealistic
@firedolphin7621 yeah. And guess what? You Getting Bitches Is Unrealistic. Also. Literally EVERYTHING in TF2 Is Unrealistic.
Do you sense any small dose of irony
Your ramblings are genuinely fun to listen through, cool ideas
A 48 minute non tierlist great blue video? We eating good today boys
Here's an ideas I just wanted to throw out there: Bot killer kits, which allow you to add the various types of bot killers to other weapons. Similar to how festivizers work. I wish I could put a robot skull on my aussie minigun, like the regular bot killer minigun.
Our community has been known to not be touched by Valve and is still so self-sustaining. If you ask me, the anti-cheat bot suggestion is the only one I'm on board with, any more would just make people expect more updates.
Even if tf2 isn't getting any more updates, not like it would encourage us to leave this wonderful place.
the premise was an announced final update so people expecting more is a non-issue
Every time I rewatch this vid the more In want a lot of these changes to be real, Universal Strangifier, Reworked Training, New Zealandium, Community Balance Changes. I hope if Valve does decide to do one last big update for TF2 they take notes from this video.
I think quickplay should co exist with casual since when im introducing it to friends theyre confused by the browser and casual is simpler but i can see the upsides of quickplay aswell
VALVe be like: Weapons in TF2 have always been a strange case for me. While on one hand the community would love if we added them on the other balancing and coding then would be a headache
The Idea of players voting on and suggesting balance changes is absolutely brilliant, it simultaneously doesn't require endless effort from valve and it utilizes the infinite well of content that the tf2 community does. Hell, if you worked out the system perfectly and wound it up tight enough you'd turn tf2 into even more of a self sustaining eternal machine than it already is
in a final update, it would be a pipe dream, but I would love to see a new map for EVERY officially added game type. A new Territory Control map, a new Special Delivery map, yes even a new Player Destruction map. ALL of them.
Don’t incentivize Valve to not touch TF2 😭
You mean like how it already is
After seeing how Overwatch 2 turned out, Valve taking a hands off approach with TF2 sounds great to me
An idea I had for a long time is to make use of item levels as a refined sink
Pre-update all weapons have a little blurb that says what the item level was originally and how much refined has been spend on it since
Weapons generated post-update would all start at level 0. Sacrifice a refined to put it to level 1, 2 refined to level 2 and so on.
It shouldn't just double every time, but have its own equation so level 100 isn't 100 refined or 2^100 refined but somewhere in between, ideally like 150 or something
theoretical final updates for team fortress 2 have always been a strange case to me.
Really interesting and well thought out. Nice idea and great basis for conversation!
Remove 3 things:
- Random Crits
- Auto Balance
- F2P's not being able to communicate
Perfection
I actually thought about a special kind of medal to fight the refined metal inflation. Imagine a medal like "Scrapper's Pride" that makes a world-wide leaderboard around itself, updating daily. The medal would require players to add Refined Metal to it in order to increase its stat and would have both "static" upgrades (f.e. 50 refined -> silver, 150 -> gold, etc.) and dynamic ones (leaderboard position displayed on the medal's description and during loading screens, just like duels). Some people would go crazy about it, just like people that farm duels or gifts to get medals/hats. If we were to have an additional medal slot in the cosmetic slot, more people would feel like wearing it possibly, which would make even more people spend refined metal to climb the ladder and upgrade their medals.