Gabe Newell did an AMA on Reddit today and we got some info from him and Driller on the future of TF2:
Based on this statement it seems like they may be planning on porting TF2 and CSGO to Source 2.
Posts by Driller (one of the members of the TF2 team):
On the size of the TF2 team:
Some of the TF2 team's thoughts on comp TF2. Also they plan on explaining their balance changes in the future:
We are continuing to use Source 2 as our primary game development environment. Aside from moving Dota 2 to the engine recently, we are are using it as the foundation of some unannounced products. We would like to have everyone working on games here at Valve to eventually be using the same engine. We also intend to continue to make the Source 2 engine work available to the broad developer community as we go, and to make it available free of charge.
Based on this statement it seems like they may be planning on porting TF2 and CSGO to Source 2.
Posts by Driller (one of the members of the TF2 team):
TF2 has millions of unique players per month, and the team is staffed by a group of people that love and play the game. We're committed to supporting and growing TF2 with new features, content, and player experiences.
We're currently working on our next major update, which features a new campaign, the Pyro class pack, matchmaking improvements/features, and lots of game balancing improvements.
On the size of the TF2 team:
The count varies depending on what the team is working on, but the current count is 16. This includes programmers, artists, writers, level designers, and sound engineers.
As far as the 10th anniversary, we have lots of things we're excited to get into the community's hands this year, but we can't promise a major update will land on that day/date.
Some of the TF2 team's thoughts on comp TF2. Also they plan on explaining their balance changes in the future:
3: The team is usually so heads-down focused on working on the game that we sometimes forget to communicate when we should.
One of the upcoming blog posts we're planning talks about the game balance changes we're working on for the next major update - along with explanations for those changes - so the community can give us feedback prior to the release.
7: TF2's been around long enough that our philosophy on the way the competitive scene exists alongside the more casual scene has changed significantly. In the years following the initial release in 2007, we regarded the competitive scene as a separate set of customers, so we'd jump between shipping new content for casual players in one update and adding a bunch of competitive features in the next. These days, we regard that view as antiquated and instead believe we should aim for a single community with players existing throughout a spectrum between casual and competitive.
As a result, we've spent the last year or two working towards unifying the two parts of the TF2 community, to bring it more in line with the way CS:GO and Dota 2 work. One barrier was that TF pros played a fairly different game to what everyone else was playing (classes and weapons are missing, different game mode, etc.). So we shipped a set of features, like these: - introduced an official competitive matchmaking mode that is closer to what most players are familiar with - to serve as a bridge - added an in-game Twitch streamers list - to help highlight pro players and organized events - provided in-game announcements around major events - talked with many different groups of players and organizers to see what kind of unified format we could adopt.
There's plenty more work to do in this space, and at some point it may transition from adding features in the product to supporting the competitive community itself. In the near term we'll continue to work on pulling the community together, using as much player feedback as we can get, combined with the data we're gathering to see how the work we've done so far is panning out.