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I haven't seen any trade spam either, but then again I play on good servers.

Same.....24-person,standard map rotation, normal server settings (no crappy instant respawn), little to no server mods (at most, mods like voting and what not). Been playing probably an average of 2 hours a day since I made that post and I still haven't seen any trade talk at all in the servers I play on, and due to how little I play anymore it's usually a nice challenging match against the regulars.

I haven't seen any trade spam either, but then again I play on good servers.

Same.....24-person,standard map rotation, normal server settings (no crappy instant respawn), little to no server mods (at most, mods like voting and what not). Been playing probably an average of 2 hours a day since I made that post and I still haven't seen any trade talk at all in the servers I play on, and due to how little I play anymore it's usually a nice challenging match against the regulars.

I wouldn't say I play on bad servers (sure some of them are 32 player instaspawn servers for lulz), if fact most of them are quite enjoyable, but I still see tradespam on all of them. Care to share some IPs?

I wouldn't say I play on bad servers (sure some of them are 32 player instaspawn servers for lulz), if fact most of them are quite enjoyable, but I still see tradespam on all of them. Care to share some IPs?

http://www.thefurrypound.org/?page_id=4

Yes, it is a "furry" friendly server, and you may see some furry porn sprays occasionally (which can thankfully be disabled in TF2s options), but they have lots of servers in a few different locations to choose from, and very little if any trade talk.

http://thedrunkenbrawl.com/

I just recently started playing here (only 1 match), they have a 24 person nocrit server that stays pretty full during normal hours, they have lots of good players too. I usually easily get a 2:1 K:D ratio, I played scout for fun and had maybe a 1:3 K:D ratio, I then switched to soldier and finished the round with only a 1:2 K:D ratio......and this was with well balanced teams, neither side steamrolling the other. I might have just been having an off round, hard to tell, but I felt I was doing pretty good as a soldier and I still had a difficult time getting my K:D up to at least 1:1 once it had already been lower (for example, I hit a demo with 2 rockets, only partial hits, while also splash damaging a soldier and medic, I finished the demo off with my shotgun, hit the soldier a few times and a sniper finished him off, similar scenarios throughout the game). Good server if you like the challenge (and not getting killed by luck), perfect settings for a server IMO.

Did you get that from my steam profile? :p That's the only server I play on regularly.

Nope, actually heard about it from SPUF, decided to try it out since they have a nocrit competitive map rotation 24 players (not so much for the map rotation, more for the player count and nocrits) and liked it enough to favorite it. Luckily for me, I also get a low ping on it (lower than the server I played on before I found this one and the furry pound server).

What's your normal name though? Might have been playing against you last night (if you were playing last night, that is).

The TF2 beta was updated yesterday. Changes:

General:

Natascha:

  • Reduced stun effect by 20%
  • Variant 1:
    • -35% damage (was -40)

    [*]Variant 2:

    • -25% damage
    • -20% health (was -25)

Maps:

  • cp_5gorge
    • changes to the mid arena:
      • raised cap and connected it to the surrounding space via two bridges
      • added cover on the each side of the main door entrance
      • fully connected the upper catwalk ring
      • fixed missing clips on BLU's upper observation room
      • reduced the amount of health and ammo in the pit
      • clipped the ceiling so the dome edge doesn't snag players

      [*]reduced defender spawn when on a final cap

    [*]cp_granary

    • tweaks to the new platforms by the ramproom:
      • extended the length of the platforms
      • made the light models above the platforms symmetrical for RED/BLU
      • made the height of the BLU woodpile near the new platform the same height as RED (for scouts)

      [*]more playerclips to ease snagging on trim geometry

(emphasis mine)

The TF2 beta was updated yesterday. Changes:

[*]Disabled crafting

Pahahaha, really?

I've had a number of requests for adding beta-backpack support to TF2B, when I replied back with "there is no point" they come back with "but i crafted all my weapons away". Way to miss the point of a beta.

Oh and I thought I would share this, I made the Triboniophorus Tyrannus/Brainslug paint using the new method (Doesn't look all dull now), preview here:

slugz.png

I can release the file if anyone is a big fan of said hat.

What will that do?

There is a limit on how many items you get per week, so resetting it will let you start getting item drops again if you hit that limit already.

That being said, I know they reset the weekly drops on Thursdays, but I am not sure what time.

EDIT: According to the official wiki:

The system resets each player's playtime cap around 5- 5:30 PM each Wednesday, Pacific Standard Time where Valve is located.

That's 8-8:30 EST......I never noticed because I usually don't play consistently enough to get an extra drop Wednesday night. :p

Either way, by Thursday, drops are reset.

Some interesting notes for you guys:

I'll start by quickly explaning that every single item in TF2 that can appear in your backpack has a unique identifier known as a "definition index" or "defindex"; This defindex starts at value 0 and goes up by 1 for each item. Prior to the update that added the treasure-hunt hats, the highest item defindex was the Portal 2 pin @ 299. The three new hats are defindex 332->334. That's a pretty sizable gap.

Also consider that next week will be the same week that WAR! was released last year, and that it has been the usual ~2 months since Mannconomy. I think we might be in for something shiny.

Take all the above with a pinch of salt however, it is only a theory and we all know how Valve are with these kind of things.

The problem with that theory is there are not 299 items which means the Portal 2 pin should not be ID 299, and there are other gaps in the index ID.

Here we go: http://www.tf2items.com/allitems.php?d=1

Gap between Ambassador (61) and Texas Ten Gallon (94), similar sized gap......there is also no 112, 113 or 114. There are also larger gaps between 334 to 2000 and 2006 to 5000.

In short, item IDs are not a solid system to use to predict updates, there are gaps larger and smaller than the one you point out that have yet to be filled.

Nobody but Valve knows the reason for the gaps in the item IDs, it is speculated that many of these missing IDs are items that were at least added to the game for the testing phase and then were removed, but that is pure speculation and nothing more. Chances are the larger gaps though (334 to 2000) were simply to allow more items to be added between the current last item and special non-equippable items.

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