GentlemanJon
Account Details
SteamID64 76561198045803959
SteamID3 [U:1:85538231]
SteamID32 STEAM_0:1:42769115
Country United Kingdom
Signed Up March 1, 2014
Last Posted October 1, 2019 at 12:14 PM
Posts 1307 (0.4 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 0 
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 ⋅⋅ 68 69 70 71 72 73 74 ⋅⋅ 87
#32 Valve's hat economist now economics minister in Off Topic

Can't they just get on with seizing German assets in the country as war reparations?

posted about 9 years ago
#34 Fantasy TF2: Let’s do this! in Projects

I've run a complete simulation of ESEA Season 18 and there were some interesting results. One of the main grey areas is default wins/forfeits so I'm interested in people's opinions on this. My default approach to them is to ignore forfeited games - there was no game so no points, and because of the potential for forfeits to make the fantasy game more predictable - if you know it's coming up you can guarantee yourself x points by grabbing cheap players on the team that will win.

However there are some downsides, if a team ends up getting more defaults than another then those players end up scoring fewer points and it's probably pretty easy for a fantasy team owner to get caught out expecting a game only to find it doesn't count with no notice.

Any strong feelings either way anybody? Or just shit happens?

posted about 9 years ago
#31 Fantasy TF2: Let’s do this! in Projects
fatswimdudethe biggest trick is balancing the scoring system so that every class is as useful as every other class.

Because you'll be buying players the pricing will reflect the balance of the players where appropriate, although individual skill is probably the biggest factor.

fatswimdudeobviously everything will have to be done as a ratio (frags per death, damage per minute)

Not really practical IMO for a number of reasons, and makes it impossible to know how your team are doing without a calculator.

posted about 9 years ago
#28 Fantasy TF2: Let’s do this! in Projects
GetawhaleI'm curious to hear what your thoughts are on the whole "people who play longer get higher stats" thing.

This reminds me of something I wanted to include, bonus points for crushing the opposition by a huge margin (although this creates a pain with payload when it comes to HL). It is a problem, and even including negative stats like deaths cancelling frag points doesn't completely mitigate it.

I have come up with some alternatives but they all have their flaws. The biggest problem with them is that they aren't intuitive, you can't just look at the log or match page or whatever and work it out for yourself, you need to get a spreadsheet out or something which divorces people from the proceedings.

I think looking at things that blanket reward teams for a fast and easy win is probably the approach that makes the most sense to players. I'm not sure where that point is, maybe 2 or 3 points per player for each round difference to the winning team.

It does bring up some other problems, teams dropping, logs failing, etc, but in those cases I think you just have to accept shit happens.

posted about 9 years ago
#24 Fantasy TF2: Let’s do this! in Projects
DontI would totally pay up to 10 or so USD to participate in this. Maybe a perk system in which your "budget" is determined by the amount you pay in? I don't know if that would be quite acceptable though.

I wouldn't want to open up pay-to-win options, but it would be nice if there were ways to support the site/generate some prizes. I'll have to give it some thought and try out some concrete ideas.

posted about 9 years ago
#23 Fantasy TF2: Let’s do this! in Projects
deetrI think an uber drop should take away at least as many points as popping an uber gives, if not more. The only issue I see with that is that kritz drops might fuck with scoring

OK, dropping updated to brutally punish medics for their failure

posted about 9 years ago
#18 Steam now has paid workshop mods in Off Topic
AvastIt's pretty obvious this a money grab by Valve and various companies whose games have seen huge amount of mod development (Fucking Bethesda) trying to pass of this announcement as some sort of benevolence the same way companies try to pass of their own greed saying they're "Job Creators".

Do i think its good that people will get paid for work previously done for free? Sure.

Do i think its going to create a shitstorm of potential legal ramifications, highway robbery of content creators, and the decline/destruction of the talented modding community. Absolutely.

Is it the whole idea or the 25% to modders you don't like?

posted about 9 years ago
#15 Steam now has paid workshop mods in Off Topic
HerganI don't think it will work like that, I mean, people have life, they won't fix their mod because it's broken when they have something much more important to do

If their mod is popular then they will be able to become pro/semi-pro mod developers. That will allow them to introduce far more professional levels of mod support. It also means that if they don't someone else will.

posted about 9 years ago
#18 Fantasy TF2: Let’s do this! in Projects

Let's talk about scoring

This is still in development, if I make a good run at it I might have something ready for the upcoming ESEA/ETF2L seasons.

At the moment I'm looking at something like this for each player:
+3 points for being on the winning team
+2 points per player for each round difference on the winning team
+1 for a kill
-1 for a death
+2 for popping uber
-3 for dropping uber
+1 for a medic kill
+2 kill by a medic
-1 for every other team member for every 5 times their medic dies
+2 for being top fragger
+2 for doing top damage
+2 for having the best KAD
+1 for longest killstreak
+1 for every 5 airshots
+1 for capturing a control point

I've had some suggestions for player of the week stuff but I think that would be a little complex to implement as a first step.

I'm not sure whether to put damage in there, something like a point for every 250 damage or so. The possibility of Conch spamming makes it a bit silly though. Is there anything else anyone would like to see? I'm trying to make sure it's workable from both ESEA stats which are pretty vanilla and a logs.tf page so anything too exotic probably won't be workable.

posted about 9 years ago
#12 Steam now has paid workshop mods in Off Topic
rQwireDBack to the topic, it's going to be terrible. I love how the first game to do this is Skyrim, a game where out-dated mods breaks the game easily. What happens when a paid mod breaks my game? Can i get a refund?

Presumably modders will be both motivated and funded to keep their mods functioning

posted about 9 years ago
#522 Saloon.tf in Projects
SideshowI'm not saying the money is the motivating factor though, it's the desire to win. Imagine you're deciding how to run bets on an upcoming MGE cup and you decide to cover the final - Mike vs Stark. Now stark is gonna get fucked, everyone knows that, so in order to sort the betting out a bit you make it so that stark wins if he gets 10 points. Mike (being a dodgy bastard and so far above the competition) can afford to throw a bit to win fat refined as well as the tournament prize. This situation only happens when the winner can afford to throw a bit and will still win - but that's exactly the situation in which you want to split bets.

I think for regular games the appeal of winning and the risk of being caught outweighs getting a moderate amount of refined. But in this case they win anyway, and get money for winning, and get a tonne of refined for fixing the result toward a huge underdog.

It's automatic as soon as you stray from any bet that doesn't reflect the broad result, spread, exact score, etc. The other problem is that TF2 prize pools are generally so low that corruption could potentially outweigh the actual prize in many tournaments. You're right that it provides an incentive to potentially act outside of normal competitive behaviour though, and in such a way that it puts the average punter at a severe disadvantage.

A possible alternative would be to enhance the complexity of the bets, for example exact score in an MGE match would be much harder to guarantee, even if Mike sat on 19 points, throwing points until he could get an exact match he'll never know for sure that he can finish off his opponent at will. Similarly Froyo could bet easily they would win, but not by exactly how much on each map.

posted about 9 years ago
#473 Saloon.tf in Projects
Teapot_For future purposes maybe, especially when the site is out of beta. But I doubt my bet was of any significance since the odds had already shifted by ~10%(hence expecting it to be nullified).

OK, you can split your malice with the other punters who decided to switch.

Obviously in an ideal world it would have been impossible to do this, but on the positive side everyone has a clearer picture where they now stand with minimal harm done.

posted about 9 years ago
#470 Saloon.tf in Projects
Teapot_pretty much this. I completely expected the bet to be nullified, it was more of an experiment than anything malicious.

Surely forcing nullified bets robbing other users of their winnings is malicious?

posted about 9 years ago
#41 hillary clinton candidate in Off Topic

I know someone who wants to make sweet love to her.

posted about 9 years ago
#24 TeamFortressTV is looking for talent! in News
MapleI was doing HR for a small firm and interviewed someone for an internship. When we asked about his organizational skills and scheduling, he told us that he was a WoW guild leader and told us stories about getting everyone into raids on time and making sure they knew what they were doing.

I've hired. I only trust genuine nerds with programming jobs.

posted about 9 years ago
1 ⋅⋅ 68 69 70 71 72 73 74 ⋅⋅ 87