TF 2 standalone is not for sale in stores in my country . I do have a credit card, i just dont want to get a steam account for just one game. Dont know how whole system of stem works,
so my question was, if friend of mine get it via steam for me, do i have any troubles installing it on my comp ?
You don't pay for a steam account. It's free. You can buy TF 2 from steam as a stand alone for $30. Eventually, you will use steam for a legit version of a steam game.
Ἢ τὰν ἢ ἐπὶ τᾶς - Μολὼν λαβέ
Today is a gift. That's why it's called the present.
Im haveing a blast with this one on cracked servers. I would like to buy it ( not whole Orange box ), so is it possible if my friend witch have steam account buy it on his name and than gve it to me ?
No, you always need a steam account to play the games and you cant give away games you buy on steam.
Im haveing a blast with this one on cracked servers. I would like to buy it ( not whole Orange box ), so is it possible if my friend witch have steam account buy it on his name and than gve it to me ?
No, you always need a steam account to play the games and you cant give away games you buy on steam.
Technically you can. Buy each new game on a different steam account and then sell the whole steam account. Of course this is against EULA but, hey...
Ἢ τὰν ἢ ἐπὶ τᾶς - Μολὼν λαβέ
Today is a gift. That's why it's called the present.
I haven't been able to stop playing this game! The Engineer Rules!!! LazyTown is the best map so far. It goes on and on and on. I played 7 hours on this map and we finally won at 3am cst!! Great game!
MD
Edit: Yes, I bought the Orange Box and it was the best money I have spent in a long time!
Intel C2D E6600 @ 3gHZ - EVGA 680i (P24) - Sapphire HD4870 775/4200 - 2x1GB OCZ XTC Platinum @ 808mHZ - ASUS Xonar D2 PCI Ultra Fidelity - Logitec Z5500 - Windows 7 Ultimate RTM - Corsair TX750 PSU - Plextor SATA 16X 755SA - "Death is only the beginning"
PS3 80GB
X360 1.61 IXtreme Banned Edition
Wii Homebrewed!
Last edited by MistressDeath on Tue, 23rd Oct 2007 17:40; edited 1 time in total
Best idea ever! OMG you have to read that and take a look at the concept art. This guy is a genius and I hope valve shows how seriously it can take customer ideas and implement them.
Ἢ τὰν ἢ ἐπὶ τᾶς - Μολὼν λαβέ
Today is a gift. That's why it's called the present.
Yeah, that is a good idea. The gaming industry is in dire need of thinkers like him. He would run rings around half of the bumblefuck idiots on EA's thinking pannel, And since EA own almost every game that comes out these days that anyone cares about they need to hire him ASAP before we see another game franchise raped and ruined.
I don't look at it as the chance to save TF 2, but to actually see valve appreciating his idea and implement it. They have their own ideas for a class but at it would be nice every once in a while, an industry employee pops up in the forum and quotes "I like this idea". At least this gives hopes to customers to continue and give more ideas/feedback on games. Imagine if you discover one day all the feedback we gamers give, none is taken into consideration...
Ἢ τὰν ἢ ἐπὶ τᾶς - Μολὼν λαβέ
Today is a gift. That's why it's called the present.
Nice, but why only Germany? Isn't Germany AGAINST violent games in general? Why not make it global? I've got a few buddies that wanted to try this out before buying. What's the marketing angle on this?
I can never be free, because the shackles I wear can't be touched or be seen.
i9-9900k, MSI MPG-Z390 Gaming Pro Carbon, 32GB DDR4 @ 3000, eVGA GTX 1080 DT, Samsung 970 EVO Plus nVME 1TB
Nice, but why only Germany? Isn't Germany AGAINST violent games in general? Why not make it global? I've got a few buddies that wanted to try this out before buying. What's the marketing angle on this?
Lol there are enough good cracked servers to play it for free
dunno if its me only but i didnt touch tf2 for a while. the game is nice but theres not much room for tactic freedom and gameplay originality beyond what the game offers.
dunno if its me only but i didnt touch tf2 for a while. the game is nice but theres not much room for tactic freedom and gameplay originality beyond what the game offers.
that's the same as usual for these fps's. ' sucks more cause there's not many maps.
nah its called 'team' fortress, because theres a team's worth of classes to pick from - theres very little team work that ever happens on pub servers unless u play with ppl u know
but fuck it.. ill say it again... original team fortress on quake... greatest multiplayer ever... hell, the whole quake era were the best years of gaming ive ever had...
nah its called 'team' fortress, because theres a team's worth of classes to pick from - theres very little team work that ever happens on pub servers unless u play with ppl u know
The name is incidental, and playing the game on a public server you'll encounter a lot of team work that's simply instinctive. Off the top of my head; medic's pair up with Heavys, pryos protect engineers, snipers cover approaches, engineers set up teleporters and dispensers, spys take out problematic turrets that prevent progress, scouts do the legwork, soldiers the expendable 'everyman', demomen protect areas such as CP and kill those in hard to reach places (turrets around a corner for example).
The flow of the game is dictated by many of these simple tit-for-tat mechanics and whilst it's not always necessarily a vocal and organised gameplan the team is functioning as one entity for one purpose. There's no glory in killing for killings sake - this is a game which is geared towards reciprocal teamplay and whether people like it or not that's how they play the game.
Obviously play it with people you know and you'll have a better time with it - that goes without saying and is true of all games - but don't compare a public game of TF2 with a public game of many other FPS types. It's a whole different kettle of fish.
Quote:
but fuck it.. ill say it again... original team fortress on quake... greatest multiplayer ever... hell, the whole quake era were the best years of gaming ive ever had...
I'd wager that's motivated by about 80 to 90% nostalgia.
New TF2 PC Maps, Achievements and 'Large Scale' Gameplay Shift Within 2 Months (Updated)
by Chris Faylor Jan 11, 2008 6:41pm CST
Update: Valve's Robin Walker has clarified that the new maps will definitely hit the PC, but are undecided for the Xbox 360 and PlayStation 3 versions of Team Fortress 2, which are only available in The Orange Box.
Original Story: Two new maps for Valve's Team Fortress 2 will hopefully arrive within the next two months, the studio has informed Shacknews.
One of the new arenas is a remake of Team Fortress Classic's Badlands map, with an emphasis on more vertically-oriented gameplay due to the presence of control points on towering spires.
"Our estimate is that both these maps should be out within the next 2 months," Valve employee Robin Walker told Shacknews. "We expect to ship other new content before that."
That other content includes the forthcoming Medic achievement pack, which will add several new achievements for the Medic as well as a significant gameplay tweak for the class.
"It's a large scale modification to the core of the game," Walker hinted. "It'll debut in a limited fashion through the Medic first, but it'll be affecting all classes eventually."
"We're really looking forward to the community reaction," he continued. "We're really excited about where TF2 will be going over the next year."
For further details on the new Team Fortress 2 map, check back with Shacknews early next week for our hands-on impressions. In addition, there are some brief TF2 Badlands impressions in the latest Shacknews ShackCast.
Unfortunately for TF2maps.net user Buster Charlie, today's news comes hot on the heels of his recently announced Badlands remake.
The name is incidental, and playing the game on a public server you'll encounter a lot of team work that's simply instinctive. Off the top of my head; medic's pair up with Heavys, pryos protect engineers, snipers cover approaches, engineers set up teleporters and dispensers, spys take out problematic turrets that prevent progress, scouts do the legwork, soldiers the expendable 'everyman', demomen protect areas such as CP and kill those in hard to reach places (turrets around a corner for example).
The flow of the game is dictated by many of these simple tit-for-tat mechanics and whilst it's not always necessarily a vocal and organised gameplan the team is functioning as one entity for one purpose. There's no glory in killing for killings sake - this is a game which is geared towards reciprocal teamplay and whether people like it or not that's how they play the game.
Obviously play it with people you know and you'll have a better time with it - that goes without saying and is true of all games - but don't compare a public game of TF2 with a public game of many other FPS types. It's a whole different kettle of fish.
No, chiv's right, there's very little teamwork that happens on a pub unless you play with people you know. You've just described people working for themselves. A pyro protects an engineer to get the kill, a sniper covers his bait, medics pair with the guy that will give the highest assists. I can guarantee you most people will think they can make the difference themselves.
The vocal & organizational aspect of a team is what makes a team at all. Telling people when you die or of incoming enemies, baiting enemies into friendly sentries, organising a rush to capture a point. Team is a social concept, not a gameplay mechanic concept. If it were truly "team" fortress, you'd need more than one person to finish a map, don't you think?
However you analyse the behaviour it's still classed as teamwork. The examples I gave were some class specifics, built from the ground up to be dependent on one another for maximum effect, but there are many more (indeed the ones you've listed are happening on public servers I've been on - so maybe you've just been unlucky? Stay on servers in the UK perhaps )
As with any game a public server battle is going to be very different to (for example) a clan war.
Take Counter-Strike. It's a team game but play it on a public server and what ensues is nothing more than simple deathmatch (even in goal orientated levels). Selfish behaviour (camping, hanging back and letting someone else go first, rambo'ism, etc) is rampant, and flourishes because it pays. On the flip side with a clan match, what we have is a completely different situation where that kind of individual behaviour is routinely snuffed out by an organised and efficient team.
This is common of practically any so called team based game, where you'll find its public servers are chaotic free-for-alls and clan matches are where its gameplay truly shines - and this is the point where Team Fortress as a rule is different because its designed to be played in such a way that it's difficult (in some cases nigh on impossible) not to work as a team in order to succeed.
The game is designed in such a way that teamwork is a primary feature. Of course that doesn't mean that teamwork as a rule exists, just that it's more likely as it has been engineered to proliferate. It's quite possible that a particular team doesn't 'work together' as you say but against a team that does (even fractionally) they will be at a severe disadvantage - therefore they either start working together or they will continue to fail spectacularly.
Again; nobody is suggesting that playing on a public server is like playing with a group of friends (as part of a clan for example), but the teamwork orientated nature of a public server game in TF2 should never be understated either - it's a very different experience.
The emergent behavior of multiple people acting selfishly on the same team, may seem like teamwork, but is not the case and nor is TF2 designed to award teamwork to the point where people will play as a team.
Tf2 is equally as chaotic as CS and even similar patterns of "teamwork" emerge in CS, despite it's lack of it's rock-scissors-paper classes to aid the appearance of teamwork. Multiple people covering a planted bomb for example. This is the exactly the same dynamic as seen in Tf2 pubs, with multiple people defending the same choke point. TF2's class system and special abilities does allow for more instances of appearing-to-be-teamwork, but these occur for personal gain.
In fact you rarely do see much gameplay that does encourage teamwork effectively. Many co-op mods fail completely to do so, for the most part being simply a single-player game with a friend running around. RPGs can be equally bad, though have greater scope for teamwork mechanics through shared experience and incredibly specialized classes.
TF2's most probable argument for being designed towards awarding teamwork is the Heavy/Medic combo. Which shares similar team working attributes with any Gunner/Driver combination from battlefield, they both share a requirement of close proximity and disables/slows movement for the gunner/heavy and disables weaponry for your driver or medic. Both fail to entice teamwork out of the participants. As I'm sure well BF players know.
The medic or driver will dance around, trying to save his own skin (coincidentally also his gunner's skin) whilst the heavy/gunner picks off everything he can see, with little thought to what is endangering his medic or driver. In fact the BF gunner is more likely to help out the driver because he is linked physically, whereas a TF2 heavy can survive on his own.
TF2 doesn't offer much to incite teamwork over other FPS's. It's as old hat as Netrek and on the whole an FPS experience in pubs tends to be a lonely, chaotic one. If that's different on different servers, then you can hardly argue teamwork is designed into the game.
Signature/Avatar nuking: none (can be changed in your profile)
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum