If you haven’t been following the latest news from the Team Fortress 2 (TF2) blog, you might not be aware of Valve’s latest venture into micro-transactions. Coinciding with the release of the Steam Wallet, Valve have finally released the Poly Count community winners into the game (also known as ‘The Man-conomy update’). These item sets (alongside every other weapon and hat in the game) can now be purchased, while wearing full item sets grants the player statistical bonuses…
For example, if a player were to utilise the Soldiers new “Black Box” rocket launcher, the “Battalions Backup” backpack (which replaces the shotgun) and wear the “Grenadier’s Softcap” he would be granted 20% resistance to Sentry Gun damage. The Scout, Pyro, Sniper and Spy also have their own variants when utilising full item sets; the Scout receiving extra health, the Pyro increased movement speed, the Sniper the inability to die from headshots and the Spy a quieter de-cloak sound.
What is surprising is not only that all items are now purchasable, but the cost of the new items is so steep. To purchase one of the new Poly Count hats on its own will set you back £11.99. A complete class pack which includes all three class items costs £20.96 (or £29.99 for all five class packs, at a discount of 68%). The sting from such pricing is soothed slightly, thanks to a percentage of the proceeds going to the original 3D artist; that items are now trade-able with others (excluding those purchased), while all weapons and hats can still be obtained through the random in-game drop system. Older weapons can also be purchased for as little as 0.29p each, if you happen to be missing any.
This doesn’t however alleviate my reservations that in a competitive, team based shooter players are being rewarded statistical bonuses for obtaining what were once just cosmetic items. The random drop system is so painful in its distribution of weapons and hats, even the ability to trade won’t realistically improve the prospects of obtaining a full item set any time this century, placing those willing to part with their hard earned cash at an arguable advantage.
Some of the weapons within these Poly Count packs do have drawbacks (the Soldier’s “Black Box” has a 25% smaller clip size) but for the most part the negatives attached to the new toys are negligible. It is the set bonus which has me concerned though, as not only does it encourage players to look alike (wearing and using the same items) but reduces the play-style freedom the older, alternative weapons offered.
Having seen hundreds of players already wearing full item sets from the Man-conomy update, as well as other new cosmetic items (they are all visually stunning), it is evident players are eagerly parting with their cash. This is certainly a shrewd move from Valve and one which will no doubt net them significant funds (no one can say they havn’t handed out enough free content), and is undoubtedly a model that will be adopted in the future. It will inevitably secure the development of Team Fortress content for years to come, but at what cost?
Should I part with £20.96 so I’m on a slightly more level playing field with a Scout wearing the “Special Delivery” class pac,k or should I wait and pray the random drop system and item trading brings me everything I need?
I’m not sure, but I’m willing to see how this one plays out.
You can see the Team Fortress 2 blog here.
Email the author of this post at lewisb@tap-repeatedly.com
Valve are entitled to make as much money as they please, even if it is for something as ridiculous as an in game hat. Can’t argue with them about that.
I am however totally against anything that rewards those rich, stupid or otherwise inclined enough to part with their hard earned to gain a performance edge in online multiplayer. I don’t like the idea of being at a competitive disadvantage because I can’t afford (or, more likely, can’t justify spending) money on digital, in game items and stat boosts.
There are other companies who would be widely vilified for this, while I suspect Valve will get something of an easier ride over it. I would what the response would be to this if Kotick had announced it for future Activision games..
This may seem like one of those “if you don’t like it don’t buy it” news items but it goes deeper than that. Now, for the– I must suspect small– group of players willing to waste (and it is a waste) real money on intangible, digital crap, there is a real in-game advantage to what was previously (in my opinion) the most evenly balanced online shooter in existence. That saddens me.
The worst part of it though was before this micro-transaction business came into play. It was the items themselves; the hats particularly muddy what was a brilliant system of identifying both your friends and foes. Each TF2 class had such unique features that a cursory glance in their direction revealed all you needed to know. With hats now some of them obstruct facial features– the most easily identifiable part of a player– partially, and some almost fully. This is a bad thing.
I had handed the crown of online shooter king to TF2 years ago, but I’m now thinking it should be returned to Unreal Tournament.
The price tag seems insane to me. I’ve seen micro-transaction items on some of the Korean games, and they are more in the $1-2 range.
I realize Valve has been updating and working on this game constantly since release, and some new income from the game would help justify that in a financial sense, but still, those prices are crazy!
Those prices do seem high, but mostly I’m interested in Lewis’s suggestion (with which I totally agree) that adding cash-based enhancements might mess up the game. Where could this lead?
I haven’t played TF2 in ages, but I wonder if we’re looking at a new world here.
Great piece, Lewis.
It’s fascinating that an outfit like Valve is doing this. They are the “don’t be evil” developers for a lot of people and they are ready to let you charge your way up the food chain. A full set gives you a bonus and you can put it on your card. It does add a certain element of realism.
I have no problem with any of the new weapons Valve have placed in the game. They are incredibly balanced, and for the most part are “side-grades” being no better or worse than the starting class weapons- just different.
However it is the set bonus which is an outright buff to the class that has me concerned. Of course skill is still prevalent in Team Fortress 2, and no amount of set bonuses will change this however it doesn’t change the principal that the item set bonuses are good additions to a player.
As an Engineer the 20% resistance to Sentry Gun damage is immense. Considering I use the Engineers latest unlocks and the mini-sentry- this is a great boost. And leaves me at a significant disadvantage as I have no class pack (yet).
Will the Engineers class pack (if there ever will be one) give me 20% damage increase against Soldiers to even things out?
With the quantity of weapons in the game now- with only some being direct upgrades, the balancing of the game is going to become a nightmare with the more weapons and item sets that are launched.
If the pricing was altered I wouldn’t mind so much, but £11.99 for one of the new hats? How much of that is the original 3D artist getting?
Either way- I still kick ass at TF2- feel free to join me anytime
Skill > any items!
I suck at TF2 and don’t want to be mocked publicly by Lewis the way his evil brother Gregg mocked me about our Frozen Synapse game. I would cry.
A point you make there, Lewis – that TF2 is so tuned and so balanced – may offset the ability to buy power in the game. As you say, skill outdoes any items, particularly in a game as carefully scrutinized as TF2. This may turn out to be less of an issue than we think out of the gate.
Mat also makes a great point: truth is, I forgive Valve a lot. If Kotick were doing this I’d probably say something about how he can’t have an orgasm unless he skins a baby seal. Double standards, be thy my good!
If it’s any consolation Matt, I suck at TF2 as well. I just can’t handle the pace.
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