Since the mostly-fictional events of my last post, the Team Fortress 2 Sniper vs. Spy update was actually released. Well, before that the awesome details of the Jarate were released, including a sweet comic. After the masterful PR and hype, I was going into the update with very high expectations. And then the unthinkable happened: Valve made a moderately sized mistake, which is the first mistake I can remember them making since… Condition Zero probably.
In the new update they dramatically changed the method of unlocking new items. Previously you would unlock items by doing a certain number of class-specific achievements. So if I played a lot of Medic and did a combination of fun and tedious achievements, I would get to use new items. This system had some problems, namely that some of the achievements were poorly designed. Some were incredibly difficult to get naturally, which lead to players creating “Achievement Farming” servers were people could go and quickly get the difficult ones. The dedicated players who knew what they were doing could get the items in a few hours, while the uninformed masses might never see them. I agree there was a problem.
But the solution Valve implemented has serious issues. The achievement unlocking has been removed. In it’s place they added random drops. Now when you are playing TF2 you will randomly be awarded an item. The goal of this system, as explained by Valve, is to allow players of all types to acquire the class-specific items. They also wanted to discourage farming and encourage people to do what is actually fun, namely playing the game. These are admirable goals and I fully support the system in concept. However I am extremely frustrated at the current implementation of the system for the following reasons:
- The drop rate seems too low and too random. I’ve played a LOT of TF2 since the update (around 15 hours) and have gotten a total of 4 items. On the other hand other people I have played with have gotten 10-15 items in the same period.
- Out of the 4 drops I got, 3 of them were duplicates of items I already had. Valve has said that trading is coming, but until that comes in duplicates just feel like Valve is making fun of me.
- It’s inconsistent per class. All previously-available items can still be unlocked by achievements, but the new items can’t. This means that even once you put in trading the economy is going to be screwed because 80% of items will have negligible demand. Duplicates of everything but the new items will still feel like an insult.
- The actual drop process is not psychologically satisfying. In an MMO you loot things from dead corpses or chests. This is an inherently satisfying experience because there is a direct link between your action (killing something or finding a chest) and the reward. TF2 items are given to you at random intervals and not as a result of a specific action. Because of this the action-reward cycle is broken. The part of your brain that associates reward with choices doesn’t work at all on TF2 drops and thus they do not feel rewarding.
- The process is very opaque. They’ve said it’s based on play time, but no one can figure out the exact system. Some players get them by remaining in spectator mode, which has lead to a lot of players sitting in spectator in the server I frequent. When it comes to anything involving random chance, the human brain tries to find patterns. Everyone is going crazy trying to figure out how it actually works. Combining a low random chance and an opaque system leads to an extremely frustrated brain as it tries to grasp at straws.
- I don’t have anything to strive towards. With the achievement system I could plan out my play and work with a set of sub-goals that I know will lead me towards my ultimate goal. Now I have no control over getting items. Things just happen. When they don’t happen to me I don’t have an explanation, so I just get bitter.
The current system really doesn’t make any sense from a psychological perspective. They’re “rewards” but don’t actually feel good to get. They’ve stymied my free will by making all of my choices pointless. I’m actively discouraged from playing TF2 because I feel like I won’t get anything good THIS time either. This is all very unlike Valve, who normally think through the psychological impact of their decisions. I think a clue to the background to this decision lies in the following bit from the blog: “For the last number of months we’ve been working on using the Steam Cloud to store a player’s inventory. With that finally in place, we were able to deploy a new system focused on the giving of items to players.” This means that Valve has been wanting to do this for a few months but were unable to do so because of technical issues. Having seen this happen before on other projects (ask me about CoV design), my guess is that when the tech was finally done everyone was tired of dealing with the irritating system that never got finished, so it got sent out a bit half baked. The fact that it wasn’t talked about in the time leading up to the release also hints that people were internally frustrated with the whole thing. Anyway, I’m sure they’ll fix many of the issues I pointed out above, but I think I’m done with TF2 until they do.