Oh, and I just saw this response. I don't mean to just pick on you, but you made a couple of very hit-and-run posts that basically reek of "It's beneath me to actually read what you all said, but I'm sure it was stupid and baseless. Stop whining, it's perfect."
dLMN8R said:
The entire point of gradual unlocks is to not overwhelm people. Especially the incredibly likely vast majority of people who don't have many unlocks at all thanks to the old achievement system.
If a vast majority doesn't have many unlocks from before (when everyone had achievements, months to work on them, unlock scripts that could get them instantly, and achievement servers to get them very quickly), it can ONLY be because the vast majority of people didn't care, or are new and trying on the free weekend. If you think that Valve's intention is to not overwhelm an audience of free weekend people who haven't played the game before, then that's your opinion, but I don't think it really seems reasonable.
In fact, a great many people on my friends list have been playing Team Fortress 2 lately. I'm pretty sure several of them have played before, but they basically want to get into it again and check out the new weapons. Building excitement for fans who get back into your game only to discover that there is no deterministic path to the very thing they wanted to try out? Not an optimal strategy.
Gradual unlocks = people try things out, one at a time, instead of switching between all the new stuff and quickly ignoring it because it might not seem helpful at first.
Why should Valve care about people ignoring a new weapon because it doesn't seem helpful at first? I really don't think it seems reasonable that Valve's balancing goals involve getting everyone to use newly unlocked weapons. And if you're new to TF2 and start playing as a spy or sniper, you're pretty likely to get frustrated...and I don't see a problem with that. Some things are easier. Some take more practice. What's the problem?
Gradual unlocks + randomization + ability for an average player to easily unlock everything in a couple weeks = great combination to avoid overwhelming more casual players while still giving the stuff to hardcore players quickly.
The only thing this really has going for it is that it has the potential to give items to average players who play occasionally slowly, if we temporarily assume that "overwhelming average players with options" is actually a problem. Problems include the following:
1. It doesn't have a guarantee that average players will ever get the items, or even the ones they want. They have a decent chance of it if they play for weeks, but that's it.
2. It doesn't have a guarantee that "hardcore players" will ever get the items, or even the ones they want. They have a good chance of it, but that's it.
3. For the above two points, note from the blog post that the system isn't finished. Eventually they plan to let people trade items or aim for the weapons they want. Valve admits the system isn't perfect, or complete, and thus it's pretty crazy for you to say it's perfect. Basically they turned it on (including the amazing duplicate identical weapon feature) before it was ready, resulting in awesome community feedback. From the maybe 8-12 hours I've played in the last day or more, the VAST majority of feedback is negative from players. Even the people who are okay with it, and are lucky like me (getting most of the items after playing 12 hours or so) tend to think that it could have been done better.
4. For a gradual system, as someone pointed out in MMO's, they offer a continuing system of accomplishment and reward. Even if you only earn 1 valvebuk per hour of playtime, and you need 200 valvebuks to unlock an item, at least you know what's going on, and how you can gradually get things. This system doesn't do that.
5. In short, they eliminated the benefits of the achievement system (a feeling of reward, and a known path to a goal, for people who want to try it) in favor of a system which might help a theoretical "average" audience who hasn't played the game before and needs to be protected from too many choices.
6. One benefit of removing the necessity for achievements was that servers might not have been filled with as many spies as say, scouts in the scout update. Except there were still lots of spies and lots of snipers. And guess what, once the weapons started updating, there were MORE spies and snipers as people wanted to try out the new weapons, the very thing they were looking forward to to begin with...so the teams end up unbalanced and silly, and people have lots of fun with bows, but it's just some 12 or more hours of gameplay later, with the frustrating unknown of when the powers that be decide that you can start trying out a bow or a pistol.
Because I've read the same type of bitching everywhere else so was referring to them, and the inevitable people who were doing the same here.
So basically, you might have seen people complaining baselessly before, and you decided to come in here and put an insulting blanket statement on everyone, assuming the situation and the posters were the same. Awesome.
