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Posts Tagged ‘trade’

Catching Up on TF2 Updates — Mar 9 2016

Posted on: March 9th, 2016 by Obey

There’s been a smattering of small updates, which are listed at the end of this post. Here’s a summary of the changes of the four updates since Feb 29:

  • TF2 Competitive Mode will soon beta; patches have been adding relevant content to the game
  • Added Civilian Grade Stat Clocks to the game; functions like a strangifier for graded contract weapons
    • Multiple ways to acquire these have been added to the “Item Grade Trade-Up”
  • Gift Wrap has returned!
    • Only works on untradeable items
    • You can unwrap an item you’ve wrapped, but the gift wrap is still consumed
    • Gift Wrapped items are sent thru Steam Trading, which may create a hold if one of you doesn’t use the Mobile Authenticator
  • Fixed: MvM Mann-Up victories sometimes failing to give you loot in exchange for your tickets
  • Summer Shades, Bounty Hats, Treasure Hats, and HOUWARs are now tradable!
  • Added a “Last Hit” or killshot sound option
  • Added combat text and hit sounds for damage done to buildings
  • Lots of changes to the areas around the 2nd and 3rd points on pl_snowycoast
  • Fixed various exploits, incl. the dropped weapon exploit on Borneo’s last point (YAY!)

What’s a “Civilian Grade Stat Clock”?

You may recall the Mann Co. Trade-Up option launched during the Tough Mettle campaign, giving you the ability to trade 10 contract graded weapons for a random weapon of the next highest tier. By right-clicking a contract weapon, you could reach this window:

Tradeup2

(Halloween items have a separate Trasmuting coupon.)

New options have been added to let you “craft” Civilian Grade Stat Clocks. It is functionally a Strangifier tool, counting the kills you receive when applied, and it works on any contract graded item.

300px-Civilian_Stat_Clock_Menu

Choose five of any of these items for the exchange:

  • Freelance (Grade 2) or higher contract graded items, even if they are untradable
  • Strange-quality weapons and/or cosmetics, even if they are untradeable

NOTE: If any of the items have the untradable trait, the resulting Stat Clock you receive will inherit the untradable trait, as will any item you attach it to.

 

Impact on the Steam Market

Do you have a bunch of junk Strange weapons lying around? If so, they have become a little more valuable in the last week. People have been buying up cheap Stranges and turning them into Civilian Stat Clocks–in some cases, Marketing those Stat Clocks for a profit (at the moment, almost US$1).

So a Strange Fire Axe, which used to sell for about 7 cents, now sells for 15-18 cents. Not a big deal, but it does mean that another item on the Market that used to be near-worthless have spiked in demand and becoming somewhat rarer. The same has occurred for Grade 2 contract weapons with higher wear, as they also have hit the same sell price.

 

Here’s All of the Patch Notes:

(previous patch was February 2nd, 2016)

February 29, 2016

  • Added content and features necessary to begin limited public testing of the TF2 Competitive Mode beta
  • Community request: Added SetPlayerPointsOnDeath input to tf_player_destruction_logic and a PointsValue key field to the item_teamflag entity when used in Player Destruction mode
  • Fixed Mann vs. Machine Mann-Up victories sometimes failing to take player tickets and reward loot
  • Fixed security issues when loading certain custom content (thanks to Nathaniel Theis and Simon Pinfold for these reports)
  • Added the Civilian Grade Stat Clock
  • Mannpower update
    • Grappling hook movement speed penalty for powered up flag carriers increased by 10%. Flag carriers with no powerup still have no penalty.
    • Reflect powerup
      • Removed 25% resistance attribute
      • All classes can now have up to 400 health
      • Fixed a bug where reflection damage was being calculated prior to distance falloff reduction
      • Reflection damage increased from 50% to 80% of damage received
      • Fixed a bug where sentry rockets would reflect damage to the owning Engineer rather than the sentry itself
    • Supernova powerup
      • Minimum stun duration increased from 1 to 2 seconds
      • Stun duration increased by 0.5 seconds for each additional victim stunned (max 4 seconds)
    • Vampire powerup
      • Melee attack now returns 1.25x damage as health (up from 1.0x)
    • Regen and King powerup
      • Increased the frequency of health regeneration. Rate of heal is increased for Scout and Spy
      • Increased metal regeneration amount
  • Gift Wrap has returned!
    • Gift wrapped items will be delivered through Steam trading, and are subject to trade holds if the sender doesn’t have a Steam Guard Mobile Authenticator
    • Items can now be unwrapped by their original wrapper
    • Moving forward, only tradable items can be gift wrapped. Items that are currently gift wrapped can be delivered regardless of the tradability of the contents of the gift.
  • Giftapults can again deliver items to random players online, but will remain un-craftable
  • Updated The Bounty Hat, Treasure Hat, and Hat of Undeniable Wealth And Respect to be tradable
  • Vote kick events now display that target player’s Steam avatar
  • Updated models/materials for Hot Heels, The Trencher’s Topper, The Exorcizor, The Mutton Mann, Doc’s Holiday, The Cotton Head
  • Updated the Crusader’s Crossbow
    • Added a new shoot sound
    • Added a new impact/heal sound when a teammate is healed
  • Fixed the Taunt: Kazotsky Kick not hiding the Heavy‘s weapon
  • Fixed That ’70s Chapeau not being removed when the Sniper taunts
  • Fixed the Catastrophic Companions hiding the player’s hat and headphones
  • Fixed an LOD issue for The AWPer Hand
  • Added combat text and hit sounds for damage done to buildings
  • Added a “Last Hit” sound option to Hit Sounds
    • Triggered when one of your attacks causes the death of a player or building
    • Can be toggled in the Adv. Options menu
  • Updated the materials for the Panic Attack to support mat_picmip
  • Updated the Taunt: Zoomin’ Broom sound effects
  • PASS Time update
    • Fixed workshop maps not loading correctly
    • Fixed being able to get inside jump pads
    • Removed Sandman long-distance steal
    • Added experimental cvars for playtesting
  • Updated cp_vanguard
    • Removed teleporter exploit on second point
    • Various minor fixes (lighting, collision, optimization)
  • Updated pl_borneo
  • Updated pl_snowycoast
    • Adjusted various spawn point facings to make side exits more obvious
    • Adjusted position of resupply cabinet in RED‘s 1st spawn
    • Added ledge to 2nd point flank route window
    • Adjusted common sentry nests on 2nd
    • Added stronger light to entrance of lower flank route
    • Door near RED’s first spawn now opens on A capture and closes on final bulkhead opening
    • RED no longer get forced respawn when 2nd is captured
    • Added minor spawn for RED once 2nd is captured, active until BLU pushes through kennels
    • Adjusted timing of flank doors at 2nd and in mines
    • Updated door texture for flank exit by 2nd point gate
    • Improved defendability and enlarged 3rd point
    • Adjusted position of 3rd cap
    • Adjusted health & ammo at 3rd
    • Updated door texture for flank exit by mines
    • Changed a medium ammo pack at last to full ammo pack
    • Added door to ledge at last to improve RED defendability (closes when bulkhead opens)
    • Added 3rd exit to BLU’s last forward spawn
    • Improved defendability of ledges at last inside building
    • Added new dropdown area to RED’s last
    • Adjusted lighting in various areas
    • Fixed dx settings on light pole props

Undocumented changes

  • Added a normal quality Power Up Canteen as a default action item.
  • Updated The Exorcizor to be equipable by the Soldier, Pyro, and Medic.
  • Updated The Mutton Mann to be equipable by the Scout, Soldier, and Heavy.
  • Updated The Cotton Head to be equipable by all classes.
  • Updated the Iron Bomber and Quickiebomb Launcher‘s explosion sounds.
  • Updated all Stickybomb Launcher’s reload sounds.
  • Updated the firing sounds of all weapons that use the Heavy’s Gloves sound effect.
  • Changed BLU team’s side of cp_foundry to the ctf_foundry version.
  • Updated the localization files

Full Patch Notes: March 1, 2016

Full Patch Notes: March 3, 2016

Undocumented Changes

  • Updated the Breakneck Baggies to be equippable by all classes.
  • Updated the Beep Boy to be equippable by the Scout and Pyro.

 

Full Patch Notes: March 7, 2016

Undocumented Changes

  • Updated the Dead of Night to be equipable by all classes.

[N] Obey

New Steam Trading Rules–Mar 2 2016

Posted on: March 2nd, 2016 by Obey

TL;DR: Valve takes steps against the phishing and pirating industries; news at 11. We now return you to your regularly scheduled programming.

 

Previously, I blogged in this space about changes Steam made to your trading options, which were made to combat virtual item piracy. Yesterday, Valve further restricted trading options as well as the marketability of newly-dropped items. Below are the changes in a was-versus-now format.

steamtrading_18943.nphd

Trading items with a Steam Friend (and one/both of you are not using Steam Guard Mobile Authenticator)

Was:

  • 1 day hold for trades to Steam Friends you friended over a year ago
  • 3 day hold for Steam Friends friended more recently

Now:

  • 1 day hold for trades to Steam Friends you friended over a year ago
  • 15 day hold for Steam Friends friended more recently

Trading items with a Steam Friend (and both are using the Mobile Authenticator)

Was: no holds

Now: no holds

 

Steam says that 95% of traders now use the Mobile Authenticator to expedite their trades (before the December client update, very few users used it). So using the Mobile Authenticator is becoming the new legit standard for traders of valuable Steam virtual items.

Why a 15-day hold? Steam says that less frequent users “need more time” to learn and respond to their compromised accounts. (Been hacked? Contact Steam here.)

Note: Games that you buy (or receive from other users as a gift or trade) that you assign to your gift inventory still begin a 30-day cooldown period before you can trade/gift it on to someone else. If you want to buy a game for someone else to play immediately, gift it to that person at the moment of purchase.

 

Putting your items on the Steam Market (not using the Mobile Authenticator)

Was: no hold

Now: 15 day hold before the item is listed

Did you pull a nifty new cosmetic weapon that you want to Market? Well, if you’re not using the Mobile Authenticator, you have to wait fifteen days for the item to hit the Market.

“But wait–don’t you have to input the price beforehand? …and isn’t it likely for the demand to change before your item lists? …and for you to change the price, you’ll have to re-list the item, and then it’s held for another two weeks?” Probably.

 

Steam Ends Duplication Policy

Steam will no longer restore a player’s hacked account by creating duplicates of missing items. You can argue your own case as to why; I said my piece after the previous change.

 

Please note that the above changes begin on Wednesday, March 9th. Expect a Steam Client update sometime that day.

ICYMI: A previous Steam Client patch now prevents you from starting/receiving a chat (text) message in Steam from users who are not friended, currently playing in a server with you, or currently joining a group chatroom with you.

[N] Obey

 

(start of Valve blogpost)

Recently we walked through our thinking on account security and trading [http://store.steampowered.com/news/19618/], and introduced some new tools for users to protect their accounts. Now that we’ve had some time to gather data, we’ll be making a few more changes to account security, market transactions, and our account restoration process.

Below are the changes that will take place on March 9th. If you are already protected by the Steam Guard Mobile Authenticator (or if you add the security feature to your account today), the first two points below will not impact you:

  • Trade hold duration will be increased to 15 days (for long-time Steam friends the duration will remain 1 day)
  • Listing on the Steam Community Market will have a hold of 15 days before an item can be sold
  • Steam Support will no longer restore items that have left accounts following a successful trade or market transaction (a process that previously created duplicates of original items)

To help understand these changes, we wanted to walk you through the results we’ve seen so far and our reasoning behind these next steps.

First, it’s worth revisiting our goals behind the two main ways customers interact with in-game economies on Steam: Trading and the Steam Community Market. Our primary goal for Trading is to allow customers to easily exchange items with their friends. Our goal for the Steam Community Market is to provide customers with a way to sell any unwanted goods to other players. Both systems work well for these purposes, but they can be a source of pain if the security of your account is ever compromised.

 

Account and Item Theft

In December we took steps to improve account security by adding more security features, including the Steam Guard Mobile Authenticator and trade holds.

Since then, we’ve seen lots of users adopting the Steam Guard Mobile Authenticator (two-factor authentication) for trade and market confirmations, and now roughly 95% of daily trades use the mobile authenticator, with trade volumes as high as ever. The authenticator is the best tool that users have to protect their accounts, and the fastest and most secure way to trade items.

 

Trade Holds

For users who have yet to transition to the Steam Guard Mobile Authenticator, trade holds provide a way to continue to exchange items. Items in a trade hold are held by Steam for a period of time before delivery. This allows users whose accounts have been compromised to quickly cancel any fraudulent trades to recover their items. Trade holds are effective, but unfortunately the current three-day hold fails to protect users who log in less frequently and who need more time to identify a problem. So we’ll be adjusting the system to accommodate the majority of customers by increasing trade holds to 15 days.

If you’re exchanging items with a friend, and you’ve been friends for more than a year, don’t worry – the trade hold duration is still one day.

 

Market Holds

Trade holds have been successful, but until now they’ve been limited to trades. If the Steam Guard Mobile Authenticator was not enabled on a user’s account, it was still possible for a hacker to quickly liquidate a user’s inventory through the Steam Community Market. To further protect users who haven’t enabled the authenticator, holds will now also apply when you list items on the Steam Community Market. Market listing (like trades) will still be instantaneous if you’re using the Steam Guard Mobile Authenticator.

 

Item Duplication

Since the last account security update, we’ve made significant progress in protecting accounts. In addition to significantly increasing the size of Steam Support to improve response times, individual accounts protected by the Steam Guard Mobile Authenticator on a separate device turned out to be even more effective than we’d hoped. For customers who have yet to add the Steam Guard Mobile Authenticator, trade holds have been helpful in keeping items secure, and we expect that the added duration and extension of holds to the Steam Community Market will further improve security.

Our work isn’t finished, but we’ve seen enough progress in account security to finally address an old problem: item duplication. Currently, if an account is compromised and items have been lost through a successful trade or market transaction, we would manually restore the items, creating duplicates of the original items in the process. That process of manual restoration and duplication has the negative side effect of changing an item’s scarcity – as more copies of the item are created, the value of every other similar item is reduced. In addition, it created a method by which users could be rewarded for faking account hijacks.

While we’ll continue to assist users with the recovery of their account if they encounter an issue, beginning March 9th we will no longer be manually restoring items that have left the account due to a successful trade or market transaction.

 

Balance

There’s a delicate balance between account security and the convenience of interacting with the market or trade. Any time we make changes, there’s the risk of significant disruption. We recognize that today’s changes will be inconvenient for users who have yet (or are unable) to use the Steam Guard Mobile Authenticator. But if you’re a high volume trader (who our data shows is likely using the authenticator already), or a trader who likes to exchange items with friends, these changes won’t really affect you at all. We believe these steps are necessary to ensure that accounts are made more secure, that users are empowered to identify and solve problems, and that the economic systems enjoyed by millions of customers are not compromised by people with malicious intent.

Account security is an issue that affects everyone, and we hope this post has helped to explain our goals and reasoning as we move forward. Please continue to provide your feedback and account security ideas in the Steam forums and elsewhere on the web.

(end blogpost)

What Are Limited User Accounts?

Posted on: April 18th, 2015 by Obey

Steam has made some changes to the client software in an attempt to reduce the number of phisher/hacker accounts. Rest assured that the following doesn’t apply to you if you have ever spent at least US$5 lifetime at the Steam Store.

UPDATE 5/31/15:  Valve explains their reasons for having limited users to PC Gamer.

A limited user is any Steam account that has not yet spent at least US$5.00 at the Steam Store; such a user is similar to a universal free-to-play account. Limited User accounts have had many of the functions of the Steam client removed–mostly to prevent phishers and hackers from creating throwaway Steam accounts. Among the features that are now disabled for Limited User accounts include:

  • Sending friend invites
  • Voting or posting on anything in Steam Workshop, Greenlight, or Reviews for a game/software
  • Opening text chat windows with another user or groups
  • Gaining Steam Profile Levels and Steam Trading Cards
  • Participating in the Steam Market

The above restrictions are lifted if the user buys a game(s) of at least $5 value in the Steam Store for yourself or as a gift, buys at least $5 worth of Steam Wallet funds, or adds a prepurchased Steam card to the account.

Limited User accounts can still play free-to-play games on Steam, promotional trial games like Free Weekends, receive and play gift games from another person, trade games and/or in-game items, and activate promotional CD keys (like from hardware companies or a Humble Bundle). However, none of these actions will earn full user access; at least $5 of funds and/or content must be purchased from Steam (or a Steam card from a third-party, and then applied) to remove the Limited User restrictions. Again, receiving a game(s) or in-game items as gifts will not remove the restrictions.

 

[N] Obey

Changes in Recent TF2 Trading Prices

Posted on: January 26th, 2015 by Obey

It’s been a slow news cycle for the TF2 world. So in surfing around for something to write about,  I made some observations about the trade value of some TF2 items.  If you haven’t traded anything in a while, you may or may not learn something here:

 

1. The Price of Keys is Too Damn High

Keys are about 14 refined metal.  Each.  Yes.  FOURTEEN.

Yes, they went up to 7-8 refined last summer.  Yes.

You may remember before that they were 4 refined, and then 3 refined before that.

Actually, this price has stabilized, since keys had spiked to 17 refined last Christmas (12/25/14). You can contemplate why that would be. See for yourself here.

keys

Which means in Steam Market Value, 1 refined is worth roughly 15 cents. And while a Mann Co. Crate Key is purchased for US$2.49, the price has bounced over the last year from $2.20 to $2.45 depending on demand.

Keys aren’t moving in price; demand for metal is going down. When newer items become craftable, demand for metal will go back up some because people will buy metal and hats to try to craft them. The “End of the Line” and Smissmass 2014 items are not yet craftable, so of course demand for keys is spiking. Naughty 2014 Crate Keys are almost $3 in trade value; people without the money to buy them direct are trading items to acquire these keys.

 

2. Varieties of Botkiller Weapons Are Not Priced By Tour Difficulty

Now that the chance of dropping an Australium weapon has been spread to all Mann Up Tours, there are more Botkiller weapons that ever on the market.  This means that in most cases, a common BK weapon is cheaper than a standard strange version in many cases.

strange mini 1

strange mini 2

  • Rust BK (intermediate, common): 2 – 5 ref
  • Silver BK Mk. I (expert, common): 2 – 6 ref (Rocket Launcher for 8 ref)
  • Silver BK Mk. II (expert, common): 3 – 7 ref
  • Carbonado BK (expert, common): 2.33 – 6 ref (Scattergun for 12 ref)
  • Blood BK (intermediate, rare): 1.5 – 4 keys
  • Gold BK Mk. I (expert, rare): 1.5 – 4 keys
  • Gold BK Mk. II (expert, rare): 1.5 – 3 keys
  • Diamond BK (expert, rare): 2 – 3 keys

3. Got Any of This Rare Loot?

If you’re not playing TF2 anymore, but you want Steam Wallet funds to buy new games, you can always sell these items on the Market! I listed a few oddball items here; it is always worth checking backpack.tf or the like to make sure a random item doesn’t happen to be rarer than you think it is.

Oh, and as of this writing, exactly 55 golden frying pans exist.  They trade for 100-125 buds (or about US$3,000.).

 

4. What TF Items Can I Get for US$0.25 on the Market?

Because why not? (All of these snips taken 1/26/15.)

001

002

003

004

005

006

007

008

009

This is just a few of the many items available in the Market.

 

For more information on TF2 items and their item qualities, see A TF2 Newbs Guide to Getting More and Better Items.

[N] Obey

P.S.  All prices on this blogpost from backpack.tf, except when quoting the Steam Market.

TF2 Update: 8/7/14

Posted on: August 9th, 2014 by Obey

Whoops, I forgot to post the patch update!  It is minor, but apparently one nifty undocumented change has appeared:

Some TF2 Items Are Now “Commodities”

…Do what now?

You may recall that back in June ’14, the option to make Buy Orders was introduced to the Steam Market.  When you place a Buy Order, you choose an item that you want to buy as soon as it hits the Market at or under your asking price. It won’t matter who you’re buying from; whenever an item goes on sale, it will check against all the Buy Orders out there that meet its terms, which can also help you sell an item instantly if you sell it under an existing Buy Order’s asking price.  You can have as many Buy Orders as ten times your Steam Wallet’s current value.

Before this week, the only Commodities–items you can buy with Buy Orders–in the Steam Market were the following:

  • All Steam Trading Cards and Trading Card Booster Packs
  • All Emoticons
  • All Profile Backgrounds

Obviously, they were probably testing the Market functionality for several months with items that had both little value and a high volume of existing items.  They must be happy with the results, because they are now increasing the number of items that are Commodities, and therefore can be bought with Buy Orders.  All of the new items are tools, and this is significant:

  • Mann Co. Crate Keys (!!)
  • Mann Co. Supply Crates and Summer Claim Checks
    • I am unsure if this includes Mann Co. Select or Salvaged crates or not.
  • Robot Parts
  • Strangifiers, Strange Parts and Strange Filters
  • Piles of RoboKey Gifts and Piles of Summer Cooler Key Gifts
    • But single Mann Co. RoboKeys and the nine colored Summer Cooler Keys do not seem to be commodities yet.
  • Decal Tools
  • Gift Wrap
  • Backpack Expanders
  • Upgrade to Premium Gifts
  • Summer Starter Kits and Summer Adventure Packs

So for example, you can set a Buy Order for Crate Keys for $2, and as soon as one goes for sale at $2 or less, you (and anyone else that has a Buy Order) that qualifies can be sold the keys that go for sale as soon as they hit the market.  Valve doesn’t say whether the “oldest” Buy Order goes through first, or some other random method, so don’t assume that you will get the first item to be placed on the Market for that price. But at least in the case of keys, if you’re patient, eventually someone will quicksell a key for your asking price if you’re sane about it.

In economics, a commodity is something that is always in-demand–such as pork bellies, wheat, or even skilled labor–but in plentiful enough supply that they see frequent trade.

Meanwhile, a currency is something that is assigned an arbitrary value to act as a middleman for trading wealth.  For the last few years, metal, keys, earbuds and certain hats like Bill’s Hat have been acting as a currency, i.e. tradeable items have been valued in terms of these currencies, like “this unusual hat is worth 1.5 buds”.  But since some items being traded also have their own useful function–i.e. keys can be used on crates, and they can be bought through the Mann Co. Store with almost no real limit to supply–then tool items, like keys, are really more of a commodity.

 

Full Patch Notes

  • Dedicated server performance/stability improvements
  • Added a new startup music track from Expiration Date
  • Added missing photos/thumb images for koth_badlands
  • Fixed a client crash related to the snd_restart command for Linux clients
  • Fixed a dedicated server crash related to arrows
  • Fixed the Bolt Boy using the wrong material for the Blu team
  • Improved memory usage for Linux clients
  • Updated the Restart Game and Scramble Teams votes to always have a mandatory cool-down period
  • Updated sv_memlimit to not be marked as a cheat convar
    • Added sv_minuptimelimit and sv_maxuptimelimit to manage the server restart window
  • Updated the equip_regions for the Mustachioed Mann, Ze Übermensch, and Vive La France
  • Updated the localization files
  • Updated pl_cactuscanyon
    • Removed rollback leading to the final capture point in stage 2
    • Reworked fence position on forward spawn building in stage 2
    • Expanded back alley near the final capture point in stage 2
    • Expanded back pathway near the final capture point in stage 1
    • Added small room inside building half way up the zig-zag in stage 1
    • Adjusted health kits and ammo packs
    • Adjusted spawn times in stage 1 and 2
  • Updated rd_asteroid
    • Widened left side spawn exit
    • Players can no longer build inside the staircase near A robots
    • Fixed sticky stair collision when coming out of the water near B robots
    • Changed medium health kit near the C robots to a small health kit
    • Removed aQ2W3″alert” from voice over lines that announce your team has dropped the reactor core
    • Fixed missing patch overlay under small health near center bridge

Undocumented changes

References

  1. Mann Co. Supply Crate Key, Mann Co. Supply Crate, Robot Parts, Paint Can, Strange Part, Strangifier, Strange Filter, Pile of RoboKey Gifts, Pile of Summer Cooler Key Gifts, Decal Tool, Gift Wrap, Backpack Expander, Upgrade to Premium Gift, Summer Starter Kit, Summer Adventure Pack, Summer Claim Check

 

[N] Obey