Crasp
Account Details
SteamID64 76561197993546390
SteamID3 [U:1:33280662]
SteamID32 STEAM_0:0:16640331
Country Scotland
Signed Up February 19, 2013
Last Posted January 17, 2017 at 8:28 PM
Posts 19 (0 per day)
Game Settings
In-game Sensitivity 3
Windows Sensitivity 4
Raw Input 1
DPI
800
Resolution
2560x1440
Refresh Rate
144 Hz
Hardware Peripherals
Mouse Logitech G900
Keyboard Noppoo choc mini mx brown
Mousepad Steelseries QcK Heavy
Headphones Sennheiser HD25 (with Antlion Modmic)
Monitor Dell SD2417DG
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#31 Gabe Newell + Valve Employees AMA On Reddit in TF2 General Discussion

My favourite classic GabeN quote (he's said it loads of times before) from the AMA:

The most important thing you can do is to get into an iteration cycle where you can measure the impact of your work, have a hypothesis about how making changes will affect those variables, and ship changes regularly. It doesn't even matter that much what the content is - it's the iteration of hypothesis, changes, and measurement that will make you better at a faster rate than anything else we have seen.

https://www.reddit.com/r/The_Gaben/comments/5olhj4/hi_im_gabe_newell_ama/dck7rqk/?context=3

Can be applied to just about anything.

posted about 7 years ago
#23 Gabe Newell + Valve Employees AMA On Reddit in TF2 General Discussion
reakohttps://www.reddit.com/user/DRiller_Valve
The guy that answered most of the TF questions.

He was asked a bunch of questions by someone from /r/tf2 and gave a few answers:

3: Is it possible that you could get a team to frequently communicate with the TF2 fanbase on a regular basis about updates, weapon balances, competitive, and the general direction the game is taking?

7: Why does Dota 2 and CS:GO get officially sponsored tournaments, while TF2 does not?
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.

Full text is here: https://www.reddit.com/r/The_Gaben/comments/5olhj4/hi_im_gabe_newell_ama/dckabrt/?context=3

posted about 7 years ago
#6 Looking for new keyboard in Hardware

https://www.amazon.co.uk/dp/B01AHI0GY4/

Noppoo Choc Mini w/MX Browns

Had one of these for a few years, great wee keyboard.

posted about 7 years ago
#1 Twitch "Research Power Group" in Esports

Obligatory referral link: https://www.twitchrpg.com/R.aspx?a=48&as=LL20Sz7LS4

Got an invite to this yesterday, figured some folk here might be interested in it.

The Twitch Research Power Group essentially asks people to fill out surveys and generally provide feedback on Twitch and Twitch things. There's more detailed info on the Twitch blog.

The surveys so far have covered simple things like "what do you watch on Twitch" and "how do you use Twitch", but some do have more of an esports slant to them. In those ones I've been putting TF2 into every feedback box just in case it helps.

There's a basic incentive program where each survey complete enters you in a raffle for Twitch loot (ranging from stickers/hats/tshirts to TwtichCon tickets), but so far it's limited to US residents only.

posted about 7 years ago
#114 unpopular tf2 opinions in TF2 General Discussion

- More unlocks will gradually be allowed over time after i58, maybe everything by i61
- The EU format for 5cp could learn from the US (I'd like to see the "first half"/winlimit 3 on two maps)
- ESL might be the best avenue for comp TF2 to go big, AC client and all

posted about 7 years ago
#12 "170 professional TF2 players VAC'd" -PCGAMER in TF2 General Discussion

"Mediocre news site uses hyperbole to get page views"

I'm not sure what the problem is here...

posted about 7 years ago
#11 ETF2L S24 Preseason Cup Grand Finals in Events
DavidTheWinAny feedback on the new HUD?

I really liked how the players' health was shown on the name bars with the colour fill. Didn't notice any other differences...

posted about 7 years ago
#6 /r/esportsnews in Off Topic
Shpeeismeevery bit of exposure helps

Exactly, it doesn't cost anything and might bring some new interest. Thanks for pointing it out sola!

posted about 7 years ago
#17 CS:GO update for 4/21/16 (4/22/16 UTC, 1.35.3.1) in CSGO General Discussion
wickedplayer494Via the CS:GO blog:

Rumor has it:

- The new beta is "Prime" matchmaking, looks like Valve's taking a page out of the Amazon book for higher quality matchmaking: https://github.com/SteamDatabase/GameTracking/commit/79db109944a71a270e1b5b03440ee18e717dd9d4

- Here's the FAQ string that describes its intent:
Valve (in-game)CS:GO is running an experiment to find out whether players will have a better matchmaking experience when they are matched with players who are using a phone-linked CS:GO account.

To join the experiment, you'll need to upgrade your CS:GO account to Prime status. Just click the UPGRADE button below, which will bind your Steam phone number to your CS:GO account (provided it qualifies, see the F.A.Q. below).

If you own multiple CS:GO accounts, be sure to upgrade your favorite one since you can only upgrade one CS:GO account to Prime status with your qualifying phone number.

Once there are enough Prime accounts, we will begin Prime Account Matchmaking and will start prioritizing matching Prime status players with each other.

There's nothing else you need to do (except convince your friends to click that Upgrade button too so we get enough players to start testing!)

Sounds like this is related to/the result of the TF2 matchmaking beta. Wonder if this is also why the TF2 beta has gone quiet, and if it'll become active again at some point...

posted about 7 years ago
#87 kaidus retires from nerdRage due to wrist injury in News

All the best in your retirement Kaidus!

Hope you decide to stick around the community, there's plenty to do besides playing.

posted about 7 years ago
#4 ETF2L Season 23 results breakdown in Projects
DavidTheWinCrasp- Of all divisions, Prem had the highest percentage of golden caps, and the lowest percentage of windifference wins
Any chance you could compare that to previous seasons? This season was much closer but it would be interesting to see how much closer it was.

I've put together the results from Prem for seasons 21-23. The map pool hasn't changed at all across those seasons, which makes things nice and tidy. I'm assuming that by "previous seasons" you meant just Prem, rather than all divisions, primarily because that would take a lot longer.

This extra spreadsheet is available here:
https://docs.google.com/spreadsheets/d/1vI_-UMm04D2H-tvG5mmKVlZareZ6mB6Js1OlPU5wJHs/edit?usp=sharing

A few graphs from the data:

http://i.imgur.com/pP3GN7K.png

The proportion of maps being decided by windifference has definitely decreased from season 21 to 23. Along with the increase in golden gap percentage, it would be fair to say that season 23 was closer overall.

http://i.imgur.com/XT4LmoG.png

This graph shows how the mean scores for the winning/losing teams, the gap between winner and loser, and the total rounds per map has changed over the seasons. There are less than 50 maps per season, so the changes aren't that significant, but there is a slight trend towards less rounds per map overall, with the losing team winning more of those rounds. Again this could be used to suggest that season 23 was closer than previous seasons.

I'd like to get more graphs up for the larger sheet, but so far the presentation hasn't been to my liking. Again I'm happy to take requests on things to look at.

posted about 8 years ago
#3 ETF2L Season 23 results breakdown in Projects
DavidTheWinCrasp- Of all divisions, Prem had the highest percentage of golden caps, and the lowest percentage of windifference wins
Any chance you could compare that to previous seasons? This season was much closer but it would be interesting to see how much closer it was.

Sure thing, I'll take a look tomorrow. Prem is mercifully tiny so depending on how much time I have I might look older seasons as well.

posted about 8 years ago
#1 ETF2L Season 23 results breakdown in Projects

With ETF2L's 23rd season over, I've started to look at the results from all the games in an attempt to analyse the 5cp map system* and identify any areas for potential improvement. The hardest and dullest part of that was creating a spreadsheet containing the results from every match this season (excluding playoffs). Since some of you probably know more about statistical analysis than I do, and most of you know know more about TF2 than I do, I thought I'd share the raw data for anyone to grab and have a look through, should they wish to.

You can find the spreadsheet here:
https://docs.google.com/spreadsheets/d/1raVJMm-uAE-aW8hkj1U0lzkdKtWYP_XQviKg4yrgp38/edit?usp=sharing

At a quick glance, there are a few interesting facts to glean, such as:

- A total of 968 5cp maps were played this season
- 34% of maps were ended by the windifference 5 rule
- 9.5% of maps went to a golden cap

Looking closer there are more specific insights, such as:
- Half of all golden caps in Prem were on cp_sunshine
- Of all divisions, Prem had the highest percentage of golden caps, and the lowest percentage of windifference wins

I'm sure one could infer many things from the data here, but I wanted to provide it in an unbiased manner for this thread. It does have its limitations, but it could still be useful.

If you have any suggestions on how to use the data, or improve its presentation, or any questions regarding the data, or if you spot any mistakes** please let me know!

Enjoy!

*I do include the koth_product data in the spreadsheet, but I chose to exclude it from larger analysis because of its different ruleset.

**Since this is taken from the results page, it relies on the results being submitted correctly, which in many cases they were not, though I think I spotted them all. Also there's about a 1% chance of a mistake in data entry but again I've hopefully found those.

posted about 8 years ago
#17 Opinion on stalling? in Q/A Help
hooliwhat happens when the round timer ends?

I'm pretty sure the round ends in a stalemate, but bear in mind the round timer only ends if no point has been capped for 10 minutes.

posted about 8 years ago
#7 Opinion on stalling? in Q/A Help

Stalling is essentially defending a lead, I think it's a perfectly valid tactic.

Having said that, I'm very curious as to how a timelimit 0 rule could work on 5cp maps...

posted about 8 years ago
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