Team Fortress 2

Team Fortress 2's new Halloween update has landed, adding new maps, a Saxton Hale mask, Halloween hats, and the Horseless Headless Horsemann - an axe wielding boss monster. Full details below.



The pumpkin headed maniac will be guarding Mann's Manor, one of two new maps decorated by the winners of the Art Pass competition. He's a new game mode unto himself: stray to close to him and you're 'It' - his primary target. He kills in one hit and has at least 3000 hitpoints (more on busy servers). But you can hit other players with a melee attack to make them 'It' and get him off your back.

Apparently if you hit the Horsemann himself with a melee weapon and survive until he dies, and you'll be rewarded with some Unusual Haunted Metal Scrap. You can use that to craft some of the new hats, or the Horsemann's enormous axe for the Demoman - see here for the recipes. It looks amazing, but doesn't seem to have any positive bonuses over the Eyelander.

Fight for long enough on the new map and you might just find a Haunted Halloween Gift: a box that can include any of 9 new Halloween masks, one for each class. To craft the coveted Saxton Hale mask, for which there's an achievement, you have to combine all 9 class masks.

The other new map is Mountain Lab - not very Halloweeny but beautifully made. Some shots of both:







The Mann Co store now sells Noise Makers: devices that will let you blast spooky sounds to the server you're on. The noises on offer include "banshee", "crazy laugh" and a bunch more. They wear out after 25 uses, though, so you won't be able to forever fill the map you're on with the sounds of "stabby".



The new hats include a Frankenstein's monster style forehead for the Heavy called the Cadaver's Cranium, and a meat cleaver that sticks out of your head as though you've been involved in a horrible cooking accident. Those two are in for good, but The Spine-Chilling Skull mask and the Voodoo Juju hat will only be available to buy during this Halloween event - but you can wear them all year round. At £7 each, that's an expensive temptation.

See Valve's own Scream Fortress page for more - and click on the gravestone for a slice of Mann family history. And let us know what you think of the update in the comments. Is it evil to sell hats for a limited time only?
Team Fortress 2
Aw, now I want there to be tanks.
Valve's recent Mann-conomy update for Team Fortress 2 added a crate-full of user made items and weapons to the game, along with the ability for players to buy those items. We're divided on whether that's a good thing or not, but 25% of the money earned from every sale goes to the modders who created the item. Now we know how much those modellers and artists have made so far, and holy moly, it's a lot.

The five Polycount Pack creators earned between $39,000 and $47,000 in the first two weeks of the items going on sale. Shaylyn Hamm, Shawn Spetch, Steven Skidmore, Spencer Kern and Rob Laro were due to receive payment via Paypal, but for two of them the amount was so high that the payments ran into Paypal's transfer restrictions. Valve solved the problem by flying Kern and Skidmore to their headquarters in Kirkland, Washington to pay them in person.

Kern had this to say about the deal: "It's astounding that so many people want to purchase the items that came out of the community. The response exceeded my wildest expectations. There really is no doubt at this point that there's a huge demand for community-created content in TF2 and, hopefully, more games will start to tap into this demand."

Speaking to Gamasutra about the success of the introduction of the Mann Co. Store, Gabe Newell said "It benefits us because it grows the community, right? These benefit, but we benefit too. Team Fortress 2 is a better product because we have community contributions in it. They're going to go off and listen to what the community says about how they can do that better, and we can draft along, as we both benefit."



Creators of older community items for Team Fortress 2 haven't been forgotten, either, they'll be paid for their contributions at some point in the future. Looking forwards, Valve say that their plan is to get the community involved with other aspects of the game as well, the ultimate aim being to let map makers, animators, custom UI creators and guide makers sell their wares through TF2. Before any of that comes into play, Team Fortress 2 creator Robin Walker told us that we can look forward to more Polycount items, which will be released with the next update, along with a brand new game mode.

For an insight into the thinking behind the introduction of the Mann-conomy, check out our other interview with Robin Walker. If you fancy submitting your own items to Valve, check out the official TF2 contributor site.
Team Fortress 2

Tim, Tom, Graham and Craig take a second stab at a podcast that was destroyed in a fire. We weigh in on whether Dota 2 can make Defense of the Ancients fun for the masses, how big a deal Fallout: New Vegas is, the philosophy behind BioShock Infinite, the ability to use feces as a writing implement in Duke Nukem Forever, the wisdom or otherwise of scaling difficulty in Deus Ex: Human Revolution, the prospects for Civ 5's AI, and our ever-changing opinions of Team Fortress 2 selling items for real money. Tom also does an impression of the police baton from Deus Ex 1.

This is an extra-long bonus ultra podcast, bonusly ultra-soon after the last one, to make up for our unexpectedly long hiatus. And as a special favour to anyone sick of hearing about them, we barely mention StarCraft 2 or Minecraft. In two week's time, we'll be countering this with a favour to anyone who isn't: a Minecraft special about why the game has taken such a firm hold of so many people.

Download the MP3, subscribe, or find our older podcasts here.
Team Fortress 2

That sound you heard was December 7 being circled on 12 million calendars at once. The PC Gamer crew, joined by Chris Perry of MMOReporter.com, ponders the release date of World of Warcraft: Cataclysm.

Then we reconsider OnLive as a non-subscription service, and take a better informed look at the TF2 Polycount update. Chris jumps into Left 4 Dead's new DLC, Evan recounts his Medal of Honor beta experience, and our jaws hit the floor when we hear how much 3D Realms spent not making Duke Nukem Forever.

Click here to download and enjoy!


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Team Fortress 2

If you've ever bought Left 4 Dead 2, or if you buy it before 4pm Pacific Standard Time today (that's 11pm, UK folks), you'll get Ellis's hat and a skillet in TF2. Look, a picture of the soldier threatening three tiny, quadriplegic Michelin Men that he's keeping in one!



Oh right, they're maggots. My items haven't arrived yet, anyway, but you know how these things go. One day you'll die and get a hat and a skillet. It's a classic tale of rags to death to riches and frying pans.
Team Fortress 2


The week can't end without a PC Gamer podcast, so we rounded up the staff, threw them in a tiny room, and made them talk about games until they passed the one hour mark by a long margin. As the saying goes, the internet done explode itself this week over Valve's announcement and immediately launching of a -items-for-cash system in Team Fortress 2. Thankfully our TF2 point-man, Evan Lahti, is on hand to guide you through the exact changes and the whole staff weighs in on what it means for the future of the game.

Download and enjoy.


This week we cover:

Valve selling items in Team Fortress 2
StarCraft 2 gets it’s first patch--who get's nerfed and who doesn't?
Blizzard gives more privacy options for their Real ID
Final Fantasy XIV launches, with a creepy warning
Guild Wars 2 cover story issue starts hitting subscribers, will totally rock your world.
Interview with Markus Pearson A.K.A. Notch, the creator of Minecraft.

 
Want to subscribe to us on iTunes? Follow these instructions to add the podcast to iTunes manually:
In iTunes, go to to the advanced menu and select “Subscribe to podcast” and copy and paste this URL into the box: http://www.pcgamer.com/feed/rss2/?cat=29038
Push OK, and that’s it! The podcast will now auto-download whenever an episode is released.
Team Fortress 2

TF2 now sells items. We’ve already interviewed Valve and offered our big-picture response to the update as a whole, but I wanted to give à la carte reviews of the new arms. As these equipments are still mostly unknown quantities, that’s put the community in a position to make blind purchases--I'm here to tell you not to impulsively purchase a writhing, $5 digital fish to assault other players with, no matter how tempting that premise is in your mind.

I’ve punched $70.36 worth of money from my wallet so I can evaluate it all. Read further for my yays and nays, conveniently ranked by which items are the most dollar-worthy.



First: I’m universally vetoing the wallet-eating, $17.49 hats (Familiar Fez, Grenadier’s Softcap, The Milkman and The Attendant), but it’s worth noting that you need them to complete any of the new class-specific “item sets” which each confer additional bonuses when you’re wearing all three items. At that price, it’s smarter to drop $20 (currently on sale from $30) on the class-specific bundles, which unlock all the items from this update for a specific class.

Keep in mind that nearly all of these items can be randomly found or crafted--most reliably by combining an existing item from that class with reclaimed metal. Check TF2items for recipes. So, from best to worst:


The Sydney Sleeper (Sniper)
$2.50
It fires darts filled with pee. This is now TF2’s most satisfying device for setting up kills and earning assists; wetting an enemy with a bodyshot, then following up with another dart is usually a guaranteed takedown. A side-benefit is that it lessens the frustration of trying to line-up skullshots and replaces it with, well, trying to distribute your urine to the entire enemy team. In summary: all the accuracy of the stock sniper rifle, but with your unique, demeaning biology appended. What more do you want in a gun?
Worth it? HELL YES



The Shortstop (Scout)
$2.50
My now-favorite Scout weapon, but not so much for its target-slowing trait as its focused firing. The Shortstop spits four pellets--six fewer than the normal Scattergun, but feels like it has equal or comparable harassing and killing power. It’s more accurate over long distances, and also boasts a faster reload time than the existing Scatterguns, with the added benefit of reloading its entire clip at once instead of individual shells. The new standard.
Worth it? GET IT



The Black Box (Soldier)
$2.50
Brilliantly, the steady +15 HP per hit The Black Box returns when you damage an enemy isn’t relative to how much hurt your rocket deals--a glancing blow on a Heavy grants the same amount of healing as missiling a Medic straight in the jaw. It’s also something of a training tool for learning how to conserve your rockets.
Worth it? YUP





Secret Saxon (All)
$0.99
Dolling out a few of these on our server (and being the recipient of one myself), the frivolous fun of tossing an item to a random player on your server is a pop of joy mid-game. Be warned that the hidden loot inside may be an older TF2 item (I can’t confirm if that includes hats), and be aware that they’re not exploitable--gifted items aren’t tradable and can’t be broken down into spare metal, even if they’re items from previous updates like The Wrangler.
Worth it? YES, YOU SCROOGE



The Powerjack (Pyro)
$2.50
In the moments I’ve found myself before standing over a car battery, I can accurately say that I’ve said to myself: “I would like to hit a man with that.” The Powerjack is a no-brainer for even moderate Pyro players, boosting the damage output of all weapons by a quarter and restoring a chunk of HP for every kill (melee or otherwise) you make. Powerful.
Worth it? YES




Mad Milk (Scout)
$5
Scouts: the Boston-accented mosquitoes of Team Fortress 2. They can jump twice before hitting the ground, their mother is more attractive than yours, and their twig arms still manage to hit home runs. Through dark science, they can now also heal themselves by coating you with milk, then shooting you. That’s an incredible bonus for Scouts that like to fire while retreating, but at $5, you’re better off trying to craft it.
Worth it? NEARLY




The Holy Mackerel (Scout)
$5
For now, the novelty of seeing “FISH KILL” stamped on the death notices isn’t worth a hundred nickels. A missed opportunity for a unique taunt animation, too.
Worth it? FOR SEA ENTHUSIASTS ONLY


Gloves of Running Urgently (Heavy)
$5
+30% movement speed (only when equipped) at the cost of a -50% damage debuff. I can’t endorse a one-dimensional, five buck unlock for the Heavy, even if it’s a great escape tool. I’d say that they’re cool to look at, but posing with them causes you to take six damage each second.
Worth it? NOT REALLY

The Vita-Saw (Medic)
$20, kind of
This is a bonus item, so I’m a little unsure how to rank it. I got one for making $20 worth of purchases. On death, you retain up to 20% of your stored Ubercharge, while losing 10% max health. Losing that slice of life (especially since Medics auto-regen a little on their own) for "uber-insurance" is a no-brainer.
Worth it? NOT WORTH $20, BUT GREAT



The Battallion’s Backup (Soldier)
$5
The defensive cousin of The Buff Banner. Smart for payload maps where you’re usually grouped-up with teammates, but being selfless isn’t worth $5.
Worth it? NO, CRAFT IT



The Degreaser (Pyro)
$5
The Degreaser’s fast weapon switch feat is lightning-quick--designed for heatmakers that like to quick-toast enemies and then finish them off with a swing of the Axetinguisher, but no one else.
Worth it? NO



Your Eternal Reward (Spy)
$5
This is the Spy’s first-ever replacement for his knife. It’s made impotent by the trait that if you poke a Heavy in his spine, you auto-disguise yourself as that class, inhibiting your ability to chain kills together when your footspeed automatically slows to that of the last character you killed.
Worth it? DR. NO




L’Etranger (Spy)
$2.50
Recharge your cloak battery with potshots. An unimaginative utility item for Spies that like to operate in the open.
Worth it? NO



The Bushwacka (Sniper)
$5
Another overpriced weap. Only useful when paired with Jarate attacks, and barely indistinguishable from the Tribalman’s Shiv and the Sniper’s stock Kukri.
Worth it? NO

Darwin’s Danger Shield (Sniper)
$5
A croc cape isn’t worth five bucks. Useful only to conservative or Snipers offended by Jarate, as it occupies the slot of one of TF2’s best items.
Worth it? NO






Dueling Mini-game (All)
$1 (for five duels)
Hold on, these are consumable? What the hell. You get five duels, initiated by equipping the item from your backpack, hitting H, and selecting the player you’d like to spar with as a metagame within your match. But bizarrely, duels don’t last an entire map--just a round within that map. In other words: if you initiate a duel with someone with two minutes remaining on the second stage of Dustbowl, it’ll only count kills within the context of those two minutes. Winning a duel grants you a badge that tracks your wins and win percentage in duels, levelling up metallically as you win more.
Worth it? NO, AND POTENTIALLY HABIT-MAKING



Paint Cans (All)
$2.50
Not usable with any weapons; at the moment, you can only pour paint on a handful of hats. The end color isn’t especially bright, either.
Worth it? NUH-UH
Team Fortress 2
Gotta admit...that's a mighty-fine hat.
Love'em or hate'em, you'll want to know what they are. Here's the full catalog of purchasable (or earnable) items that Valve's rolling out today with the Mann-conomy update.






The Soldier Tank Buster Set
With all three equipped, you get +20% sentry damage resistance

The Black Box - Gives you +15 Health, reduces ammo clip size by 25%

The Battalion’s Backup – Level 10 Battle Banner – Defensive buff that protects nearby team members from critical and blocks 35% of all incoming damage. Range increases the more damage you take.

Hat: The Grenadier’s Softcap
Scout Special Delivery Set
With all four pieces equipped, you get +25% health

Mad Milk – Thrown weapon. Players heal 75% of the damage inflicted on an enemy covered in milk

The Shortstop – Slows down your target's movement

The Holy Mackeral – “Getting hit by a fish has got to be humiliating.”

Hat: The Milkman
Pyro  Gas Jockey’s Gear
With all three equipped, you move 10% faster but take 10% more damage from bullets

The Degreaser flamethrower – 65% faster weapon switch, 25% less burn damage

The Powerjack - +25 damage done, +75% health restored by killing an enemy, no random critical hits.

Hat: The Attendant
Sniper Croc-o-Style Kit
When all four pieces are worn, the wearer can’t be killed by heatshots

Darwin’s Danger Shield – gives you 25% health boost

The Bushwacka –Full criticals whenever you’d normally have gotten a mini-crit, but makes you 20% more flammable

The Sydney Sleeper – Level 1 sniper rifle – On hit, Jarate applied to target for 8 seconds, but headshots don’t do any more damage than a normal shot.

Hat: Ol’ Snaggletooth
Spy Saharan Spy Kit
With all three pieces equipped, decloack sound volume is reduced, but you'll blink for a half-second longer when you cloak

Your Eternal Reward Knife – A silent killer. On a successful backstab you automatically disguise as your victim, but you can’t disguise at will.

L’etranger Revolver – Does 20% less damage, but recharges your cloak power with every hit

Hat: Familiar Fez
Team Fortress 2

The biggest update in Team Fortress 2's history is about to go live, letting players pay real money for in-game items. The Mann-conomy Update adds 17 new community-designed items, and the players who created them will receive a percentage of the takings from their sales. Item trading has also been added, along with item customisation systems for you to rename and recolour your kit. There's a new dueling mini-game, crates of mystery items to be found and unlocked, and special item sets that give you major bonuses for wearing them all at once.

This is huge. And it's probably going to make a lot of people angry. But before you make up your mind, and before you read our full interview with Robin Walker on why they're selling in-game items for real money, here's exactly what's happening and how it works - plus a few shots.


17 new community-made items added
These are the winners of the Polycount contest, items modeled and named by the community, but whose functions and abilities Valve have designed and tested themselves.
You can buy items from inside the game
Players can buy the new community items, and all Valve-made items, by adding real money to their Steam Wallet. Money added to the Steam Wallet can also be spent on anything on Steam. The minimum you can add to your wallet is $5 / £4 / €5. You can't buy older community items yet, Valve are going to roll that out gradually once the system is working.
Prices range from $0.49 to $4.99
The average price of an item is $1.97. Older Valve-made items tend to be the cheapest, new community-made items cost the most. The new Spy knife is $4.99, and the new Soldier rocket launcher is $2.49.
Some items can never be found or crafted, only bought
But these are a small number of cosmetic items. Valve are strict about making sure those that give you "gameplay advantages" are findable for free. There are also a few items that are findable but not purchasable.
You can now trade items with anyone
You can select a friend, someone on the same server as you, or anyone if you have their Steam Community profile URL. There's no dedicated official site for finding people with the items you want, but community sites have already sprung up in anticipation of this update.
You cannot unlock the new items with achievements
This means there's no way to work towards them other than buying them. But you can find them, craft them, trade for them, give them to other people for free, or win them by dueling other players.
You cannot craft or trade an item you bought with real money
But other than that, there's no way to tell between a bought item and one found, crafted or traded. The items everyone has before this update will now be Vintage items, and no items bought or found from now on will get that fancy label. There's no benefit to this, it just makes them collector's items.
There's now a dueling mini-game
In any match, you can challenge any player on the enemy team to a duel. If they accept, they are highlighted in-game the way your nemesis would be, and the game keeps track of how many times you each kill each other. Medals are awarded for duels, and winning a certain number of duels gives you a free item.
You can find tools to customise an item's look and name
You can now find Name Tags or Paint Cans that you can use to rename or recolour your items. Not all items can be recoloured, but it looks like most of them can be renamed.
The new game mode is not in this update
Robin previously told us there'd be a new game mode in the next TF2 update, but in the end they didn't have time to finish it. They were also planning to add one more pack of Polycount items, but since they relate to the new game mode, they left those out too.
Team Fortress 2 is not free to play
Robin said they considered it, but "right now the cost of purchasing TF2 again is the main cost that cheaters pay when we catch them."



That's it. This is a huge update both in terms of content, and in terms of a monumental change in the game's philosophy. I interviewed the lead designer of Team Fortress 2, Robin Walker, about why they're selling in-game items for real money - and to tell us more about the specifics.

Since we found out about this at PC Gamer, the office has erupted into... lively 'debate' about whether it's a good thing. Half the office think it's a disaster, the other half are fine with it. Tim's tapping out a post behind me right now explaining his problems with the system, whereas I'm not convinced it's going to ruin my experience.

What could be a problem, for me, is if the free routes to getting the new weapons aren't quick enough. Drop rates have never been kind to me - no hats in 280 hours of play is starting to feel like some kind of vendetta - so I don't trust them to give me a dozen new weapons in short order. It all comes down to what you need to craft them, or whether anyone will swap for my endless duplicate jars of urine.

I'm not saying I'll never buy an item - I'll probably get that saucepan hat I always wanted for my Soldier. But if I start to feel like the only viable way to get the next thing I want to play around with is to pay for it, this'll be a big drop in my enthusiasm for TF2.

Dueling people for it, though - that I'm up for.



Tell us what you think of the system in the comments. I don't think it's going to be a popular decision, but we'd love to hear exactly what you think and why. And if you've got stuff to trade, or stuff you want, head over to our forums and post in the TF2 trading thread I'm about to make there. There's an official FAQ on the Team Fortress site
Team Fortress 2

A massive Team Fortress 2 Mann-conomy Update has just added the ability to buy unlockable weapons and items for real money - anything from $0.49 to $4.99. The 17 community-made items the game's just added can still be unlocked for free, but there's no quick or reliable path to do so - unlike the achievement route of previous updates. If you want them soon, you'll have to pay.

TF2 has long been the industry posterchild for ongoing free content: its free updates have added 26 of its 32 maps, 8 of its 10 game modes, and 52 of its 77 weapons. So why start charging now? Team Fortress 2's lead designer Robin Walker offered to answer our questions before the update went up, to help clarify the thinking behind this - the first of three big surprises Valve have planned in the next twelve months.



PC Gamer: Just to be absolutely clear: everything you can buy with real money is also available to find or craft for free?

Robin Walker: Almost everything. There are a really small number of cosmetic items that you can't find. On the flip side, there are a few items that aren't purchasable either. Our main goal was to make sure that all gameplay affecting items are findable, so that no-one can buy an in-game advantage over someone who's choosing to find their items.

PC Gamer: Are the new items in this update just the Polycount ones?

Robin Walker: We're releasing a lot in this update. It's roughly the equivalent of 60% of the items we have released in the 120+ prior updates.

The Polycount items equal about five new class updates. There are a bunch of cosmetic items for all the classes, some built by us and some by community contributors. Then there are a new kinds of items, like Tools, which are items you use to customize other items. For instance, you could use a Name Tag to permanently change the name of one of your other items, or you could use a Paint Can to change the color of your favorite hat.

PC Gamer: Can you give a couple of examples of new subclasses created by the new items?

Robin Walker: The new Spy set is interesting. Your Eternal Reward allows you to get utterly silent kills on enemies, but removes your ability to disguise at will. This forces you to rely on cloak much more, and to de-cloak for the kill as late as possible. When you kill someone their ragdoll vanishes almost instantly, and you automatically become disguised as them. There's a wide ranging set of ways this combination of effects changes the Spy, from the fact that sentry guns become more of an issue, to you needing to find a lone enemy for your first kill (because you won't be disguised when you get it). The fact that the set doesn't include a specific invisibility watch means you're free to experiment with any of the three existing watches to see which cloak works best for you. The Dead Ringer's an interesting match, creating a Spy who's unable to cloak or disguise at will.

My personal favorite is a Sniper subclass that I haven't figured out a name for that isn't borderline offensive. It's The Huntsman, Jarate, and The Bushwacka. I play it as a front line combat class, using the Huntsman at first. As soon as enemies start to close, I throw the Jarate and flip to the Bushwacka to use its critical hits for a melee kill. It's too dangerous to be consistently effective against skilled enemies, but it sure is fun to surprise people who expect Snipers to always retreat.



PC Gamer: What are item sets and what's the benefit of them?

Robin Walker: An item set is a group of items for a single class. When all the items in the group are worn at the same time, the wearer receives additional bonuses (and sometimes penalties). For instance, the Soldier's Tank Buster set includes three items - The Grenadier's Softcap, The Black Box, and The Battalion's Backup. When all three are worn, the set provides an additional 20% resistance to sentry gun damage.

Item sets are an interesting design tool for us. At a high level, they allow us to embody the concept of a subclass into a set of items, which helps to identify that subclass to players. They also allow us to increase the cost of switching out one item for another, in that a player would really like to wear the whole set to get the extra bonus, so swapping any one of those items out for another one has an additional cost. That cost is a useful tool for us when balancing a set item versus the other items available for that loadout slot. They also provide an incentive to use our new trading feature: if you find one of the set items, you're interested in finding someone who's got a spare of another item in the set.

PC Gamer: What are the minigames? How and when are they played?

Robin Walker: We'd been kicking around ideas for game modes for a while now that weren't really game modes in the way we've used them so far. We've been calling these ideas "minigames" because they're either shorter than a usual TF2 round, or they involve less people. Some of them have the nice characteristic of stacking on top of whatever game mode is being played.

The first one we're shipping in this update is called the "Dueling Minigame". It's activated by using an item that lets you pick a player on the enemy team. If the enemy accepts, the game will consider the two of you in a duel. You'll see your duel partner highlighted when he's onscreen, and the game will track the times in which the two of you kill each other. At the end of the round, the player who got the most kills wins the duel. Players are then given a Dueling Medal item (or if they have one, it's updated instead) which keeps track of how many duels they've participated in, who their last duel was with, their win/loss ratio, and so on. Winning more duels causes your Dueling Medal to level up, and reward you with an item.

The reason we chose this one is because we've found it's a fun addition to any game where you're playing with a friend on the enemy team. Most of us have experienced that slight change in gameplay that occurs when you're being dominated by an enemy player, and the way it causes you to focus on them whenever they're in sight. Duels are a fun way to build on that experience. Our internal play tests often have multiple duels being fought at once as rivalries from previous play tests get refreshed.



PC Gamer: How do you find crates and what do they contain?

Robin Walker: Mann Co. Supply Crates are found only through playing the game, and require a Mann Co. Key to open them. Each crate contains one item from a list of potential items, which you can see in the crate description. They also have a chance of finding items with custom effects on them, which are the rarest items in the game right now.

PC Gamer: How much do the prices of individual items vary, and what determines which ones are more expensive?

Robin Walker: Pricing is a function of value, but it's not the only variable. We see a wide range of item valuation in TF2, so naturally, our pricing attempts to reflect that. Calculating value is a super interesting problem, and part of what we're trying to learn about from the community and the community contributors. We see content consumption and content creation as being on a much smoother continuum in the future, and need to have good mechanisms for valuing and pricing these across a wide range of items and activities. The area we are going to focus on the most is making sure that people who are contributing content are feeling properly rewarded for their efforts. Everyone wins if we do that properly.

PC Gamer: What's the average ballpark price for an unlockable weapon?

Robin Walker: Thanks to my handy calculator, it looks like it's $1.97.

PC Gamer: You mention old community items won't be available to buy right away - will the existing Valve-made unlockables be purchasable after this update? Can I buy a Camera Beard?

Robin Walker: Valve-made unlockables are purchasable from the in-game store. The community contributed items other than the Polycount items are going to be moving over to the new system as we roll it out.

PC Gamer: Why is the Steam Wallet necessary to buy this stuff?

Robin Walker: We originally thought we'd build a TF2 specific system for handling this, but after further thought we decided it would be a useful feature for our Steamworks partners. We also believe (hope!) that customers will purchase more than just one item, and the Wallet makes repeated in-game purchases a much simpler process.

As gamers who've used these kinds of systems before, we wanted to avoid some things we didn't like. One was being forced to add more funds than we wanted (and seeing purchase prices that didn't seem to match the funding options) and the other was being forced to do conversion into some virtual currency in our heads.

We're not doing either of these in the Steam Wallet.



PC Gamer: Is there a risk that knowing people can just buy items devalues their significance, in terms of being a badge of honour?

Robin Walker: Yes. Our assumption is that customers are very smart about figuring out what the "real" value of things are and responding accordingly. We have to think about this constantly, for example that's why we created "Vintage" items, so that people don't lose the distinction of having acquired items before this update arrived. We expect that "Vintage" items will actually increase in value, because they're all limited editions at this point, so we're essentially bonusing long time players.

PC Gamer: When I asked about the way you give out unlocks before, you said you couldn't just give people what they want right away, because they'd ruin the fun of unlocking it for themselves - "People will eat all the sugar they can until they're sick". For people with the disposable income, doesn't this system permit that?

Robin Walker: The addition of unlockable items to TF2 was about adding longer term goals and rewards for players. The value you place in a reward you receive is a function of the "cost" you paid to get it. The reason we don't give you all the items instantly is because they would have had no cost, and hence, you would value them little. So in TF2, the time you take to find an item is the cost you pay. Not everyone has time, though, and by allowing customers to purchase items directly, we're still not allowing them to avoid a cost. It's just that in this case, the cost is money, not time.

PC Gamer: What was the game mode that didn't make it in, and why was it dropped?

Robin Walker: The new game mode didn't make it in because we simply ran out of time to get it done. So it'll be in the next major update, which isn't too far away. The game mode itself is pretty much done, but we're still working on the new map that features it (although it will work in existing maps). The sixth Polycount set I mentioned last time we talked is also being held back, because it's tied to the new game mode.

PC Gamer: You've said TF2 makes more money than it costs to keep developing - why introduce another revenue stream?

Robin Walker: We never really think about the money TF2 makes when we're thinking about what to do.

In this case, the thing that we are trying to build is a framework for a more robust collaboration with the community on content creation. This has been one of TF2's main drives for some time now. In other games, community creators build content after the release, and it forever remains inaccessible to most players. At the start of this year we unveiled the TF2 Contribute page, which was the first step to moving past that model, pushing community created content into the ongoing development of the game itself.

We view the Mann-conomy as the next, crucial step in the evolution of how communities interact with products. Now they'll not only be able to contribute to the product, they will be directly compensated for their work.



PC Gamer: Will the new items be unlockable by achievements, or only through random drops/crafting/buying? If I don't want to spend any money or idle a lot, can I get all the new weapons as quickly as I could with the Engineer pack?

Robin Walker: The new items are the same as the previous community contributed items we've shipped, in that they're not tied to achievements. We expect people will get the new items slightly faster than previous community items, because in addition to the usual random drops and crafting, there are now more ways you can collect them for free (trading for them, winning duels, receiving gifts).

PC Gamer: How do I go about finding someone to trade with? If I want to swap my Prussian Picklehaube for a Pyro monocle, do I have to go around spamming the chat channel on a bunch of servers to find someone who has what I need?

Robin Walker: You're able to trade with any Steam user, by selecting a friend or someone on the server with you, or by entering a profile URL. We're going to watch how the community uses the feature, and decide what our next step should be. There are already a bunch of great looking TF2 trading webpages that have been waiting for this update to go live, so it'll be very interesting to see what happens.

PC Gamer: The leading theory in the office about this surprise was that TF2 would go free-to-play with item sales to support it - is going free something you considered? What are the chances of it happening in the future?

We've considered it, and it's something we'd love to gather data from, but our main concern is that right now the cost of purchasing TF2 again is the main cost that cheaters pay when we catch them.
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