wooshthere's 30 people in queue right now, and it says there is a server ready, but pugs aren't starting
Should be fixed now
Also adding more servers temporarily for tonight
[quote=woosh]there's 30 people in queue right now, and it says there is a server ready, but pugs aren't starting[/quote]
Should be fixed now
Also adding more servers temporarily for tonight
I haven't played these yet, but re: the medic thing, it's a really difficult conundrum to solve. An auto-medic system MIGHT be the best solution, but it definitely wouldnt be as simple as in discord, for 3 main reasons:
1) in discord, people tend to know one another, so the medics also being captains is fine. In these pugs, you could easily get a randomized captain who doesn't know anyone. Potential solution is to allow the person picked to give someone else captain (could be like a sub request, just before game), but that would require effort.
2) in discord, sometimes people will volunteer for medic AFTER the roll, simply because the person chosen is known to be especially bad (or whiny) about having to play med. Again, you could address this with the equivalent of a sub request, but it could have a relatively short timer and the players would still have to play med if no one took it. Still not perfect, but better than nothing.
3) here's the real killer: if you're playing in discord where the skill level is like main or advanced and higher, there's a general limit to just how bad a medic can be. Not everyone is lolguy level, but they at least understand the absolute basics of the class. Random meds in these pugs, however, could lead to a totally new player being on the class, instead of something like flank scout or roamer where their inexperience is less immediately game-ruining. You'd hope that people would be more willing to volunteer using the above described systems in such a case, but what happens when no one does?
I'm not saying the automed thing is doomed to fail or anything, but these are important considerations
I haven't played these yet, but re: the medic thing, it's a really difficult conundrum to solve. An auto-medic system MIGHT be the best solution, but it definitely wouldnt be as simple as in discord, for 3 main reasons:
1) in discord, people tend to know one another, so the medics also being captains is fine. In these pugs, you could easily get a randomized captain who doesn't know anyone. Potential solution is to allow the person picked to give someone else captain (could be like a sub request, just before game), but that would require effort.
2) in discord, sometimes people will volunteer for medic AFTER the roll, simply because the person chosen is known to be especially bad (or whiny) about having to play med. Again, you could address this with the equivalent of a sub request, but it could have a relatively short timer and the players would still have to play med if no one took it. Still not perfect, but better than nothing.
3) here's the real killer: if you're playing in discord where the skill level is like main or advanced and higher, there's a general limit to just how bad a medic can be. Not everyone is lolguy level, but they at least understand the absolute basics of the class. Random meds in these pugs, however, could lead to a totally new player being on the class, instead of something like flank scout or roamer where their inexperience is less immediately game-ruining. You'd hope that people would be more willing to volunteer using the above described systems in such a case, but what happens when no one does?
I'm not saying the automed thing is doomed to fail or anything, but these are important considerations
There should be a way to see current running pugs and the timelimit on them like faceit, and maybe have an adv+ only section with an option for people with no adv experience to be able to play in them based on their elo rating.
There should be a way to see current running pugs and the timelimit on them like faceit, and maybe have an adv+ only section with an option for people with no adv experience to be able to play in them based on their elo rating.
AntecedentA bit of feedback from trying it out just now:
- Do you stay readied after a pug fails to start? It feels like it you stay readied for at least 5+ min, which meant when a pug actually did start after a failed start, one person wasn't actually present
- Already shared by someone else, but no way to request subs, so if one person doesn't show up it kills the pug - but no way to report that either. So results in a blocked server and no pugs able to start. Might need PugChamp-like mods to handle edge cases like this, or a large enough vote by players, etc
- I originally intended those who ready stay ready after a failed start so they don't have to keep readying after baits, but that seems to just be causing problems. Will remove in next update.
- As we move the goal of testing from making sure servers don't blow up to user experience and the meat of the PUG system, we intend to implement a sub system along with the option to vote for a forfeit/end the pug if there is a bug that happens.
DivineATThere should be a way to see current running pugs and the timelimit on them like faceit, and maybe have an adv+ only section with an option for people with no adv experience to be able to play in them based on their elo rating.
Showing in-progress PUGs is definitely something that we are actively working on so players know if pugs are currently active. For different queues, we have lots of plans including by division/exp/elo and differing rules for each, like having captain options for adv/invite pugs.
[quote=Antecedent]A bit of feedback from trying it out just now:
- Do you stay readied after a pug fails to start? It feels like it you stay readied for at least 5+ min, which meant when a pug actually did start after a failed start, one person wasn't actually present
- Already shared by someone else, but no way to request subs, so if one person doesn't show up it kills the pug - but no way to report that either. So results in a blocked server and no pugs able to start. Might need PugChamp-like mods to handle edge cases like this, or a large enough vote by players, etc[/quote]
- I originally intended those who ready stay ready after a failed start so they don't have to keep readying after baits, but that seems to just be causing problems. Will remove in next update.
- As we move the goal of testing from making sure servers don't blow up to user experience and the meat of the PUG system, we intend to implement a sub system along with the option to vote for a forfeit/end the pug if there is a bug that happens.
[quote=DivineAT]There should be a way to see current running pugs and the timelimit on them like faceit, and maybe have an adv+ only section with an option for people with no adv experience to be able to play in them based on their elo rating.[/quote]
Showing in-progress PUGs is definitely something that we are actively working on so players know if pugs are currently active. For different queues, we have lots of plans including by division/exp/elo and differing rules for each, like having captain options for adv/invite pugs.
pugs are litty get in gamers
pugs are litty get in gamers
Not sure if it's a thing already, but there should be separate elo for each class
Not sure if it's a thing already, but there should be separate elo for each class
please god change the ready up sound
please god change the ready up sound
Thank you everyone who has played in the public alpha so far! I am very proud of the work we've done so far and have received a lot of good feedback that we have both already added and will implement down the road. Since the last update, we have added the option to sub a player on your team out, along with being able to view pugs currently running. Note that it requires either 3 players to vote for a sub or the player to sub themselves out for it to go through and the pug will be killed if two subs are needed at the same time. Our next priorities for this week are highlander PUGs and a separate captained advanced-invite queue. One thing we would like to think about is the classic lack of medics in a pug problem, and we would like your help in doing so! For the next week, we are going to run a poll to gather opinions on the best way to handle it. If there is enough demand, we will implement an auto-draft for a while and gather further feedback afterwards.
Here is the link to the poll: https://strawpoll.com/polls/e2narE0DMgB
You can choose multiple options or create your own.
Thank you again for all of the feedback you've given so far, and feel free to contact me/post here if you have any questions.
Thank you everyone who has played in the public alpha so far! I am very proud of the work we've done so far and have received a lot of good feedback that we have both already added and will implement down the road. Since the last update, we have added the option to sub a player on your team out, along with being able to view pugs currently running. Note that it requires either 3 players to vote for a sub or the player to sub themselves out for it to go through and the pug will be killed if two subs are needed at the same time. Our next priorities for this week are highlander PUGs and a separate captained advanced-invite queue. One thing we would like to think about is the classic lack of medics in a pug problem, and we would like your help in doing so! For the next week, we are going to run a poll to gather opinions on the best way to handle it. If there is enough demand, we will implement an auto-draft for a while and gather further feedback afterwards.
Here is the link to the poll: https://strawpoll.com/polls/e2narE0DMgB
You can choose multiple options or create your own.
Thank you again for all of the feedback you've given so far, and feel free to contact me/post here if you have any questions.
add up https://pugs.tf.plus/pug
10/12 atm
-PSA-
TL;DR - There's an issue with the RGL pug site that occasionally causes it to download huge amounts of data. I assume this doesn't collect somewhere and is just temp internet files that get purged but I don't know. This is especially relevant to those who have metered internet or just slower internet. I suggest closing the site when you're not using it, even if it's in an inactive tab. Dolphin says he is aware of the problem and is looking into it.
Details:
Unfortunately I have metered internet. I can get unlimited data but that costs even more and it's already pricey. The local company practically has a monopoly here so we're at their mercy. I calculated that 400 gigs a month is more than enough for me and my typical use. End of May I was getting warnings that I was coming close to my limit (at which point it adds more data but for a super steep fee) but didn't look into it. In the first few days of June it got maxed out and I started investigating what the hell was happening since my usage behaviors have not changed.
Some of the days would have massive usage spikes compared to the average. It was all download, not upload. I live alone. It was all from the ethernet connection, so no wifi theft. Windows showed that it was Chrome browser that was the source. My computer is generally always on, Chrome is always open, and I have a ridiculous amount of tabs open at any given time (I didn't think I'd become that guy yet here I am). I needed to figure out which tab(s) was the cause of my problems and this was a lot harder than it needed to be. It's very frustrating that the built-in task manager in Chrome (right click on top bar) does not have a running count on network use, only a live "speedometer" of sorts, despite breaking everything down by tabs and hosts. A friend helped me find a program called GlassWire, the base version of which is free, that breaks down which hosts are causing network traffic. After a few days of running with nothing suspicious one night it finally showed me what I needed. It was the RGL pug site (https://pugs.tf.plus/pug/6s%20open) that was the culprit. The tab open to the site was not supposed to be active. At any given time most of my tabs are not "active" but are just placeholders until I click one to awaken it. I now learned that they can become active via websites doing stuff in the background with no input from me.
Between ~1130pm and 3:03am it ate up 4.7 GB
https://cdn.discordapp.com/attachments/509506719236358144/1116261373375152128/image.png
30 minutes later it was up to 7.4 GB. At this point I'd seen enough and cut it off.
https://cdn.discordapp.com/attachments/509506719236358144/1116268561749520454/image.png
Here's what my average daily data usage looks like from a couple months back.
https://cdn.discordapp.com/attachments/509506719236358144/1115507226971492462/image.png
Here's late May/early June when I got blown up. Over 100 GB on some days there. It's been expensive.
https://cdn.discordapp.com/attachments/509506719236358144/1115507376066412614/image.png
Anyway I'm sure most people have unlimited internet and many here don't pay for it but save your internet if it matters to you and hopefully Dolphin can fix this soon. I don't pug much and while in-houses are nice there's something great about having a proper "public" system that's ready to accommodate pugs if enough people add up. I do miss PugChamp being around. The few games that I did play on this site were super fun and balanced (maybe just luck) so I really want to see this system grow and thrive.
[b]-PSA-[/b]
[b]TL;DR[/b] - There's an issue with the RGL pug site that occasionally causes it to download huge amounts of data. I assume this doesn't collect somewhere and is just temp internet files that get purged but I don't know. This is especially relevant to those who have metered internet or just slower internet. I suggest closing the site when you're not using it, even if it's in an inactive tab. Dolphin says he is aware of the problem and is looking into it.
[b]Details:[/b]
Unfortunately I have metered internet. I can get unlimited data but that costs even more and it's already pricey. The local company practically has a monopoly here so we're at their mercy. I calculated that 400 gigs a month is more than enough for me and my typical use. End of May I was getting warnings that I was coming close to my limit (at which point it adds more data but for a super steep fee) but didn't look into it. In the first few days of June it got maxed out and I started investigating what the hell was happening since my usage behaviors have not changed.
Some of the days would have massive usage spikes compared to the average. It was all download, not upload. I live alone. It was all from the ethernet connection, so no wifi theft. Windows showed that it was Chrome browser that was the source. My computer is generally always on, Chrome is always open, and I have a ridiculous amount of tabs open at any given time (I didn't think I'd become that guy yet here I am). I needed to figure out which tab(s) was the cause of my problems and this was a lot harder than it needed to be. It's very frustrating that the built-in task manager in Chrome (right click on top bar) does not have a running count on network use, only a live "speedometer" of sorts, despite breaking everything down by tabs and hosts. A friend helped me find a program called GlassWire, the base version of which is free, that breaks down which hosts are causing network traffic. After a few days of running with nothing suspicious one night it finally showed me what I needed. It was the RGL pug site (https://pugs.tf.plus/pug/6s%20open) that was the culprit. The tab open to the site was not supposed to be active. At any given time most of my tabs are not "active" but are just placeholders until I click one to awaken it. I now learned that they can become active via websites doing stuff in the background with no input from me.
Between ~1130pm and 3:03am it ate up 4.7 GB
[img]https://cdn.discordapp.com/attachments/509506719236358144/1116261373375152128/image.png[/img]
30 minutes later it was up to 7.4 GB. At this point I'd seen enough and cut it off.
[img]https://cdn.discordapp.com/attachments/509506719236358144/1116268561749520454/image.png[/img]
Here's what my average daily data usage looks like from a couple months back.
[img]https://cdn.discordapp.com/attachments/509506719236358144/1115507226971492462/image.png[/img]
Here's late May/early June when I got blown up. Over 100 GB on some days there. It's been expensive.
[img]https://cdn.discordapp.com/attachments/509506719236358144/1115507376066412614/image.png[/img]
Anyway I'm sure most people have unlimited internet and many here don't pay for it but save your internet if it matters to you and hopefully Dolphin can fix this soon. I don't pug much and while in-houses are nice there's something great about having a proper "public" system that's ready to accommodate pugs if enough people add up. I do miss PugChamp being around. The few games that I did play on this site were super fun and balanced (maybe just luck) so I really want to see this system grow and thrive.
7.4 GB of api requests in 5 hours...? respect.
edit: its this function btw
Show Content
7.4 GB of api requests in 5 hours...? [h][u][i][b]respect.[/b][/i][/u][/h]
edit: its this function btw
[spoiler][img]https://i.imgur.com/FgB0e64.png[/img][/spoiler]
cukei7.4 GB of api requests in 5 hours...? respect.
edit: its this function btw Show Content
https://fakkelbrigade.eu/i/1686909078.jpg
There's also a queues endpoint which gets polled once a minute. It appears to return a list of all matches ever played and all the players in those matches and the pug histories of those players. While it probably just should return the current queues.
http://fakkelbrigade.eu/i/1686908740.jpg
So that's become a 1.7MiB JSON with 80k lines. It gets loaded 5 times after opening the site.
[quote=cukei]7.4 GB of api requests in 5 hours...? [h][u][i][b]respect.[/b][/i][/u][/h]
edit: its this function btw
[spoiler][img]https://i.imgur.com/FgB0e64.png[/img][/spoiler][/quote]
[img]https://fakkelbrigade.eu/i/1686909078.jpg[/img]
There's also a queues endpoint which gets polled once a minute. It appears to return a list of all matches ever played and all the players in those matches and the pug histories of those players. While it probably just should return the current queues.
[img]http://fakkelbrigade.eu/i/1686908740.jpg[/img]
So that's become a 1.7MiB JSON with 80k lines. It gets loaded 5 times after opening the site.
ArieThere's also a queues endpoint which gets polled once a minute. It appears to return a list of all matches ever played and all the players in those matches and the pug histories of those players. While it probably just should return the current queues.
http://fakkelbrigade.eu/i/1686908740.jpg
So that's become a 1.7MiB JSON with 80k lines. It gets loaded 5 times after opening the site.
If you compare the two endpoints 'https://rglpug-api.tf.plus/api/queues' and 'https://rglpug-api.tf.plus/api/queueEvents' they are the same responses, except queueEvents is responding an infinite amount of times with the data stream of 'queues' as its messages. So its pulling that 80k line json file every second.
Presumably this is so that the client is updated to match the server but the client itself should handle its own update requests when needed. Also, having a front facing API that just spews data seems like it would be incredibly expensive lol.
[quote=Arie]
There's also a queues endpoint which gets polled once a minute. It appears to return a list of all matches ever played and all the players in those matches and the pug histories of those players. While it probably just should return the current queues.
[img]http://fakkelbrigade.eu/i/1686908740.jpg[/img]
So that's become a 1.7MiB JSON with 80k lines. It gets loaded 5 times after opening the site.[/quote]
If you compare the two endpoints 'https://rglpug-api.tf.plus/api/queues' and 'https://rglpug-api.tf.plus/api/queueEvents' they are the same responses, except queueEvents is responding an infinite amount of times with the data stream of 'queues' as its messages. So its pulling that 80k line json file every second.
Presumably this is so that the client is updated to match the server but the client itself should handle its own update requests when needed. Also, having a front facing API that just spews data seems like it would be incredibly expensive lol.
As mentioned, I am aware of the issue and it is fixed in the next version which includes a full-stack overhaul. I will keep everyone posted once it goes live. Huge thanks to Jaguar for reaching out to me
As mentioned, I am aware of the issue and it is fixed in the next version which includes a full-stack overhaul. I will keep everyone posted once it goes live. Huge thanks to Jaguar for reaching out to me
Just messing around with the site but it won't let me login, just loops back. Logged in through steam and discord on my browser and on rgl, cleared cookies, etc. If I'm being dumb please let me know but if not please help :)
Just messing around with the site but it won't let me login, just loops back. Logged in through steam and discord on my browser and on rgl, cleared cookies, etc. If I'm being dumb please let me know but if not please help :)
The site is back and will no longer eat up all your data! (as far as I know)
Unicorn_WizardJust messing around with the site but it won't let me login, just loops back. Logged in through steam and discord on my browser and on rgl, cleared cookies, etc. If I'm being dumb please let me know but if not please help :)
Should be fixed now.
[b]The site is back and will no longer eat up all your data![/b] (as far as I know)
[quote=Unicorn_Wizard]Just messing around with the site but it won't let me login, just loops back. Logged in through steam and discord on my browser and on rgl, cleared cookies, etc. If I'm being dumb please let me know but if not please help :)[/quote]
Should be fixed now.
bro what are these new class icons
bro what are these new class icons
mfs beg night and day for pugchamp (me included) and nobody is on it
niggas are funny as hell man
mfs beg night and day for pugchamp (me included) and nobody is on it
niggas are funny as hell man
the website isn't as big of a problem as everyone disliking everyone
the website isn't as big of a problem as everyone disliking everyone
WE WANT NEW PUG SITE (no one will add up)
WE WANT NEW PUG SITE (no one will add up)
diemosWE WANT NEW PUG SITE (no one will add up)
ok but actually this one
A. does not have a chat
B. does not adequately show whats happening in the picking process whatsoever
C. does not function (I have been staring at a frozen pick screen waiting to play my like 2nd ever highlander pug for 20 minutes)
I'm sure I could list more [valid] complaints but I literally haven't been able to use it enough to realize what its missing compared to pugchamp/pugme/tf2online
but I wuld like to play more 6s before 1am if any1 wants to add sometime : )
[quote=diemos]WE WANT NEW PUG SITE (no one will add up)[/quote]
ok but actually this one
A. does not have a chat
B. does not adequately show whats happening in the picking process whatsoever
C. does not function (I have been staring at a frozen pick screen waiting to play my like 2nd ever highlander pug for 20 minutes)
I'm sure I could list more [valid] complaints but I literally haven't been able to use it enough to realize what its missing compared to pugchamp/pugme/tf2online
but I wuld like to play more 6s before 1am if any1 wants to add sometime : )
tojo
but I wuld like to play more 6s before 1am if any1 wants to add sometime : )
[quote=tojo]
but I wuld like to play more 6s before 1am if any1 wants to add sometime : )[/quote]
Been a bit since I made a post here, will be posting more frequent updates on the RGL forum thread (https://forums.rgl.gg/topic/2945/rgl-pugs-public-alpha).
Some notable changes/additions:
- Lots of stabilization
- Volume control
- Enhanced picking process to be more intuitive, including captains not being able to be forced on a class they did not queue as, sorting players by elo / round win % / average picked position.
- Elos are now dynamic and have an updated model to be more accurate.
- Players that play pugs and win at least one round of HL or 6s (captained or uncaptained) since September 18th are automatically entered into an exciting raffle for an upcoming RGL project currently called '100 Fish'. The top 3 players for each format are guaranteed a spot. Click the new '100 Fish' button on the sidebar for a sneak peek
Been a bit since I made a post here, will be posting more frequent updates on the RGL forum thread (https://forums.rgl.gg/topic/2945/rgl-pugs-public-alpha).
Some notable changes/additions:
[list]
[*] Lots of stabilization
[*] Volume control
[*] Enhanced picking process to be more intuitive, including captains not being able to be forced on a class they did not queue as, sorting players by elo / round win % / average picked position.
[*] Elos are now dynamic and have an updated model to be more accurate.
[*] Players that play pugs and win at least one round of HL or 6s (captained or uncaptained) since September 18th are automatically entered into an exciting raffle for an upcoming RGL project currently called '100 Fish'. The top 3 players for each format are guaranteed a spot. Click the new '100 Fish' button on the sidebar for a sneak peek
[/list]
Recent review for "6s open" on the site "Pugs.tf.plus" or RGL Alpha Pugs. Don't see a "feedback" channel on the discord, plus the message is too long if I put it in the discussions, so I'm just dropping it here because several issues occurred.
1. First pug: https://logs.tf/3531187#76561198121922413
1.1. issues:
- When the pug started, the server wouldn't load, and giving us the message "bad password." We had to approx wait 10-15 minutes before an admin could get the server to restart. This set in low expectation, as when playing HL pugs, the servers would load immediately. Was it different when attempting to starts a 6s pug?
1.2. Pug Experience:
- Despite the intial servers issues, the pug went "smoothly" and no other server issues occuring. The pug ended on a 5-1 -- I guess in-relation to issues, EU players can add up to NA pug? as i saw two players with 130-150+ ping? Suprisingly, they joined VC and gave coms, so I didn't think too much of it in end -- started the pug anyways.
2. "Second Pug" : https://logs.tf/3531376#76561198121922413
2.1. issues:
- When picking maps, most if not everyone picked koth_bagel to start of this pug. But apparently when joining the server, it was stuck on pl_upward_f10. Again, we waited 10+ minutes for an admin before everyone just decided to just start pug anyways. It lasted 4 minutes until the server restarted.
2.2. Pug Experience:
- Mudane in the waiting experience. Those 4 minutes where unironically fun though....
3. Third Pug: https://logs.tf/3531379#76561198121922413
3.1. issues:
3.2. Pug Experience:
- it was 7v7... wow, I love prolander! Unironically, not the 6s experience I was looking for.
Recent review for "6s open" on the site "Pugs.tf.plus" or RGL Alpha Pugs. Don't see a "feedback" channel on the discord, plus the message is too long if I put it in the discussions, so I'm just dropping it here because several issues occurred.
1. First pug: https://logs.tf/3531187#76561198121922413
[b][u]1.1. issues:[/u][/b]
[list]
[*] When the pug started, the server wouldn't load, and giving us the message "bad password." We had to approx wait 10-15 minutes before an admin could get the server to restart. This set in low expectation, as when playing HL pugs, the servers would load immediately. Was it different when attempting to starts a 6s pug?
[/list]
[b][u]1.2. Pug Experience:[/u][/b]
[list]
[*] Despite the intial servers issues, the pug went "smoothly" and no other server issues occuring. The pug ended on a 5-1 -- I guess in-relation to issues, EU players can add up to NA pug? as i saw two players with 130-150+ ping? Suprisingly, they joined VC and gave coms, so I didn't think too much of it in end -- started the pug anyways.
[/list]
2. "Second Pug" : https://logs.tf/3531376#76561198121922413
[b][u]2.1. issues:[/u][/b]
[list]
[*] When picking maps, most if not everyone picked koth_bagel to start of this pug. But apparently when joining the server, it was stuck on pl_upward_f10. Again, we waited 10+ minutes for an admin before everyone just decided to just start pug anyways. It lasted 4 minutes until the server restarted.
[/list]
[b][u]2.2. Pug Experience:[/u][/b]
[list]
[*] Mudane in the waiting experience. Those 4 minutes where unironically fun though....
[/list]
3. Third Pug: https://logs.tf/3531379#76561198121922413
[b][u]3.1. issues:[/u][/b]
[list]
[*] When enough players added, the "picking system" started and it seemed, IMO, create a really unbalanced pug. I feel whatever "balancing system" -- if it does have one -- doesn't work at all. Also, some players apparently don't have elo, such as the player "happycool" before the pug started, despite being an invite player: https://rgl.gg/Public/PlayerProfile?p=76561198048694198
[img]https://cdn.discordapp.com/attachments/334443589402755082/1174822327750496406/RGLNOELO.png?ex=6568fd8e&is=6556888e&hm=daae30c4fa44d3de091a69dc199e03fdc07391afed344892804947c84febdc6a&[/img]
*example of happycool & others without elo*
[*] Begining the pug, it started as normal with players starting to join their teams [b]UNTIL[/b] the server was raided. Despite having low expectation, I thought it would at least have some security similar to faceit to stop unauthorized players joining. But nope, it was too the point that players accepted it and just run with the pug to not get banned.
[/list]
[b][u]3.2. Pug Experience:[/u][/b]
[list]
[*] it was 7v7... wow, I love prolander! Unironically, not the 6s experience I was looking for.
[/list]
I'm not entirely sure how the Elo is implemented here, but it seems like some initial guess is based on some past results. Ideally people play a couple pugs (kinda how you play placement games) so that their Elo is closer to their true skill. Again I'm not entirely sure about the details of implementation (Elo is not designed for team games. I have many problems with this), but I wouldn't claim the matchmaking system doesn't balance teams well based on 3 games.
I'm not entirely sure how the Elo is implemented here, but it seems like some initial guess is based on some past results. Ideally people play a couple pugs (kinda how you play placement games) so that their Elo is closer to their true skill. Again I'm not entirely sure about the details of implementation (Elo is not designed for team games. I have many problems with this), but I wouldn't claim the matchmaking system doesn't balance teams well based on 3 games.
(WARNING REDDIT RANT)
Here's my experience from open que which is just terrible.
I've only played 2 sixes games. And they've both been unbalanced games due to this elo system. 2 players who are both advanced players (Cadet and nazara) both have 0 elo so they just get thrown in as what I presume as newcomer players. My next on my list here, why is there a guy banned from ETF2L in these pugs I'm okay with EU players on scout but come on rgl I feel like that should've been the first think you've done. The first pug wasn't too bad balance wise but ended in a 5-1. Second one was a 5-2. I also think the HL queue should have a different elo count than the sixes queue. You can say it does but I find that cap cause my demo elo is the same for both sixes and HL.
https://cdn.discordapp.com/attachments/613209142391210004/1174894415773446175/bruh.png?ex=656940b1&is=6556cbb1&hm=ca0b99434bac0e5fe0c2e9d2755990fc39c046ef81c4237bbcab705f6c2f1018&
What is up with this elo. Not to pretty much repeat what Juustin said above but before I added up I had the same elo as i do now and why is my Demoman elo, a class which I have the most experience on in competitive, my lowest elo. I have friends who don't play this game anymore have higher elo than me.
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(Honestly bit of a skill gap on my part :tf:)
https://cdn.discordapp.com/attachments/613209142391210004/1174886593903996978/image.png?ex=65693968&is=6556c468&hm=4d3bcd2e9ea3f3cc0a9d91e473c1880ac3fcc9f9d9f4540e9b5381c2ee61bbda&
plumI'm not entirely sure how the Elo is implemented here, but it seems like some initial guess is based on some past results. Ideally people play a couple pugs (kinda how you play placement games) so that their Elo is closer to their true skill. Again I'm not entirely sure about the details of implementation (Elo is not designed for team games. I have many problems with this), but I wouldn't claim the matchmaking system doesn't balance teams well based on 3 games.
I 100% agree with this. Elo in team games are bad. Its good for the competition, bragging rights and captain queue it just doesn't work for a automated system or at least this one. And I understand there's a captain queue and that Open queue is more for the newer players who don't know people, I think where this system is now there should be a human factor and have people captain so they can do the picks manually or something because this system just doesn't work at all. And we haven't had enough people at the higher level interested in trying this cause it just isn't advertised enough. 0 posts at all to test things. I've seen more HL pugs run on this website than
And another thing that is VERY IMPORTANT there needs to be a way were you set the players last div they played and give them starter elo because it just makes the game unbalanced from the start. Who cares if they main demo or soldier just give them like 1800 based on their score (lets say thats advanced) and then take it away if they win or lose after 3 games. And another side note if eventually this beta is over and they do release in the year 2035 you should wipe the elos or something if mine is just this fucked from the unbalanced games I might just run it back with an alt there should be a cap in place for the last div you played. I thank you for your time to whoever this may reach on the RGL pug team and godspeed.
Honest review:
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[b](WARNING REDDIT RANT)[/b]
Here's my experience from open que which is just terrible.
I've only played 2 sixes games. And they've both been unbalanced games due to this elo system. 2 players who are both advanced players (Cadet and nazara) both have 0 elo so they just get thrown in as what I presume as newcomer players. My next on my list here, why is there a guy banned from ETF2L in these pugs I'm okay with EU players on scout but come on rgl I feel like that should've been the first think you've done. The first pug wasn't too bad balance wise but ended in a 5-1. Second one was a 5-2. I also think the HL queue should have a different elo count than the sixes queue. You can say it does but I find that cap cause my demo elo is the same for both sixes and HL.
[img]https://cdn.discordapp.com/attachments/613209142391210004/1174894415773446175/bruh.png?ex=656940b1&is=6556cbb1&hm=ca0b99434bac0e5fe0c2e9d2755990fc39c046ef81c4237bbcab705f6c2f1018&[/img]
What is up with this elo. Not to pretty much repeat what Juustin said above but before I added up I had the same elo as i do now and why is my Demoman elo, a class which I have the most experience on in competitive, my lowest elo. I have friends who don't play this game anymore have higher elo than me. [spoiler](Honestly bit of a skill gap on my part :tf:)[/spoiler]
[img]https://cdn.discordapp.com/attachments/613209142391210004/1174886593903996978/image.png?ex=65693968&is=6556c468&hm=4d3bcd2e9ea3f3cc0a9d91e473c1880ac3fcc9f9d9f4540e9b5381c2ee61bbda&[/img]
[quote=plum]I'm not entirely sure how the Elo is implemented here, but it seems like some initial guess is based on some past results. Ideally people play a couple pugs (kinda how you play placement games) so that their Elo is closer to their true skill. Again I'm not entirely sure about the details of implementation (Elo is not designed for team games. I have many problems with this), but I wouldn't claim the matchmaking system doesn't balance teams well based on 3 games. [/quote]
I 100% agree with this. Elo in team games are bad. Its good for the competition, bragging rights and captain queue it just doesn't work for a automated system or at least this one. And I understand there's a captain queue and that Open queue is more for the newer players who don't know people, I think where this system is now there should be a human factor and have people captain so they can do the picks manually or something because this system just doesn't work at all. And we haven't had enough people at the higher level interested in trying this cause it just isn't advertised enough. 0 posts at all to test things. I've seen more HL pugs run on this website than
And another thing that is [b]VERY IMPORTANT[/b] there needs to be a way were you set the players last div they played and give them starter elo because it just makes the game unbalanced from the start. Who cares if they main demo or soldier just give them like 1800 based on their score (lets say thats advanced) and then take it away if they win or lose after 3 games. And another side note if eventually this beta is over and they do release in the year 2035 you should wipe the elos or something if mine is just this fucked from the unbalanced games I might just run it back with an alt there should be a cap in place for the last div you played. I thank you for your time to whoever this may reach on the RGL pug team and godspeed.
Honest review: [spoiler]3.6/10. Can't wait to add up with another banned player. [img]https://cdn.discordapp.com/emojis/1065359300756779119.webp?size=80&quality=lossless[/img][/spoiler]
just let people captain lol humans are better at picking than some dumb system
just let people captain lol humans are better at picking than some dumb system
Juustinfeedback
We are actively looking into why TF2 servers are being wonky with not accepting map/password/config changes. Every server host option seem to have their own problems, so it's been frustrating for us too. Getting servers and elo working reliably are the main items we are trying to conquer before moving to beta.
[quote=Juustin][i]feedback[/i][/quote]
We are actively looking into why TF2 servers are being wonky with not accepting map/password/config changes. Every server host option seem to have their own problems, so it's been frustrating for us too. Getting servers and elo working reliably are the main items we are trying to conquer before moving to beta.
bearodactyljust let people captain lol humans are better at picking than some dumb system
I mean you can if you're talking about RGL PUGs, there is a queue called "6S CAPTAIN" -- below it a "captain" opt in option so it isn't RNG:
https://cdn.discordapp.com/attachments/314630582925524992/1174968931216281640/image.png?ex=65698617&is=65571117&hm=96a0f2db54128af0611af0bf3672010b86f48923d94472dc24a8c9dee601db76&
But what we wanted to test yesterday was its "6s Open" System. I honestly think RGL can improve it, allowing for balanced automated pugs that are ready to play in that instance.
[quote=bearodactyl]just let people captain lol humans are better at picking than some dumb system[/quote]
I mean you can if you're talking about RGL PUGs, there is a queue called "6S CAPTAIN" -- below it a "captain" opt in option so it isn't RNG:
[img]https://cdn.discordapp.com/attachments/314630582925524992/1174968931216281640/image.png?ex=65698617&is=65571117&hm=96a0f2db54128af0611af0bf3672010b86f48923d94472dc24a8c9dee601db76&[/img]
But what we wanted to test yesterday was its "6s Open" System. I honestly think RGL can improve it, allowing for balanced automated pugs that are ready to play in that instance.