GentlemanJon
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Signed Up March 1, 2014
Last Posted October 1, 2019 at 12:14 PM
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#46 Comprehensive List of Everything Wrong w/ Comp A:R in TF2 General Discussion
drshdwpuppetI did read your post thank you, but I wasn't responding to your personal opinions on A:R, I responding do your defense of the idea of A:R. We could just as easily put in 4v4 or 5v5 fast attack or ultiduo. The reason we are talking about A:R is that A. its the topic of this thread, B. it is the focus of a well meaning but ultimately horrifically misguided attempt at saving a game that isn't dead and C. it is the only gametype that people continue to prattle on about as if it is the only thing that get valve to pay attention to us.

So you might want to consider re-reading the entire post you replied to, because your personal opinion on Arena:Respawn wasn't even addressed in my rebuttal due to its ultimate irrelevance. Instead, as you seem to acknowledge is important, I was addressing eXtine's probable motivations and why they are demonstrably misguided.

Apologies for my ultimate irrelevance. I'm not defending it, I'm explaining why it exists to someone who seemed to not know. Why would I defend something I don't agree with or care about? I'm not sure why you'd answer my post though, rather than the OP for example. If you're looking for a proxy to attack in lieu of Extine who doesn't seem to be interested in this thread then can I humbly request you pick someone else?

Extine has his motivations and everyone else has theirs, whether he's misguided or not time will tell. If he's successful I'm not going to begrudge him that.

drshdwpuppetThat face to face meeting was years ago, during eXtv's big push to bring legitimacy to TF2. This was when we were gearing up to send the first teams to Europe, eXtv was poising itself to be the final word in TF2 shoutcasting and broadcasting, online and offline.

There were actually several meetings if I recall, though most of them phone/skype, with eXtine, Salamancer and perhaps a few other key names in the organization. What was really learned in those meetings was not that 6s is a broken, nonviable competitive format that valve would be insane to support, we kind of proved that was wrong with the next 3 years of absolutely amazing competition culminating in a year that had 5 separate tournaments worth American teams flying out to play in. Instead, as was clear then and as has become painfully more clear now, is that valve is completely and utterly uninterested in competitive tf2 at all. Their objections to our format, how we pick and choose which weapons we allow and how we basically only play 5cp maps is hopelessly backwards. They feel that we just outright reject all these things, when really, there is a community wide effort to assess the viability and how interesting a weapon is to the game. We don't just ban overpowered weapons, we also ban those weapons that actively contribute to a game that is just not fun to play.

I kind of got off on a tangent there, but we have this recurring theme in the story of eXtine and eXtv, and indeed in the competitive community in general, of trying to appease valve and when one approach doesn't work, we just entirely switch gears to another project. But my point remains. Despite what valve has said in those entirely unofficial meetings, there is still absolutely no reason to believe that we even can appease them. Their profit model for TF2 DOES NOT INCLUDE COMPETITIVE and there is no reason for them to change that.

Extine is allowed to be disappointed in his lack of real income from TF2. He has put a TON of hours into this game. But this isn't the game that is going to have an International or be on the main stage at IEM Katowice. And extine is allowed to waste his time on this project, far from me or anyone else to stop him. But as a community we have to be vigilant against things that might spell doom for this, still very small and frail, scene. A:R has that potential.

It just sounds like you've reached different conclusions. If Extine thinks there's still potential then I'm not sure why that upsets you so much.

Valve wanted objective data on weapons rather than discussion and opinion, I can see lots of reasons for that as frustrating to the established community as it must be.

drshdwpuppetYour comment about changing the mind of the old guard seemed a dig on those who have been here for a while, have played this game and love this game for what it is. Even if it weren't meant that way, we are coming to my Really Big issue with A:R. Another format for a new player to get trapped in that is unlikely to hold their interest for long and has serious, endemic problems with its implementation, execution and core idea, may dissuade that new player from moving on to 6s. The 6s community in North America relies upon new teams and new players trickling their way up into ESEA. We already have a trap for 6s players in UGC (it can be very challenging to convince players to move from UGC to ESEA). If a new player sees this A:R thing, gets excited about it, plays for a while, but ultimately drops the format because it won't have widespread acceptance or a large playerbase is a potential 6s player completely lost to us. We need those 6s newbies.

Things change over time. If people judge Extine's idea to be more fun or better to play then it's just something that will happen. Explaining to people how wrong they are to have fun (assuming they are) isn't going to make any difference. If he does a better job publicising it to new players then the 6v6 community won't really have anyone to blame but themselves for failing to get off their collective ass and push 6s more effectively.

posted about 9 years ago
#44 Comprehensive List of Everything Wrong w/ Comp A:R in TF2 General Discussion
drshdwpuppetThe very fundamental problem with that argument is that there is absolutely 0 reason to think that valve is even opened to being swayed by A:R and that, even if they were to say "Yeah, that new gamemode is pretty sick" that they would balance around it, support the competitive environment cultivated by it or do literally anything other than make hats and break shit on updates.

This whole A:R thing, extine's appeals to the community and these fundamental ideas are borne out of some sort of jealousy and denial romanticism where we see Valve giving loving to their other major IPs and we feel entitled to some of that pie too. But it isn't going to happen.

There isn't 0 reason, Extine's been in a face to face meeting with Valve where they outlined what specific changes would make them more interested a competitive format, and what would make it useful to them. That specific suggestion didn't take off so he's trying something different. Personally I think it will fail to satisfy Valve's needs because it fails to address something they specifically outlined that they wanted - weapon ban data. People may ban Engie a lot because of unlock X but it won't tell Valve specifically why they did that.

Extine's outlined his personal disappointment with TF2's lack of potential to make him a living, if that manifests itself in this way then so be it. Valve make plenty on community individuals ploughing massive time into these projects for no reward, it's his choice and his judgement to make.

drshdwpuppetThe "old guard is holding us back" argument is also just old and tired. It is an easy cop out: "you don't like A:R or you don't want new gametypes because you have always played 6s."

I'm not quite sure what you mean, I just think people like to play what they like to play and once you get into a pattern, finding a server, joining with your friends, getting a merc, we need to recruit a pocket/roamer/demo, etc, then you'll stick with it as long as you enjoy it. 2 years is a vague estimate of the length of time required for enough new players to just see it as another option.

drshdwpuppetIf the population does turn over to A:R by a sizeable percentage, that probably won't be good for Competitive TF2, at least in North America. We already scrounged to get enough teams to have the only serious organization who actually does give us money and attention keep us around. If we start fracturing this community even more, it WILL kill TF2.

I will just reiterate what I have said in the last couple dozen threads about this shit. Valve isn't going to support TF2. So we have to support it ourselves. We will do that best by not fracturing the community, not endorsing gametypes that are nearly universally considered to not be competitively viable, and by continuing outreach to new players to show them what we already know: that 6s TF2 is fun, interesting and worth the slight learning curve to get into.

Maybe, I doubt ESEA would give enough of a shit about TF2 to update it's systems to match, but if the players are enjoying it enough to leave ESEA then I'm not sure it matters. It's just a video game that already isn't going to get any big support anyway as you've just said. If it gets to that stage who cares if ESEA are in or out?

You might want to consider re-reading the last line of the post you replied to. I don't support the new mode or like it, but when explaining to someone who says they don't understand why it exists the reasons it's now a thing you can't avoid Extine's probable motivations, right or wrong, can you?

posted about 9 years ago
#42 Comprehensive List of Everything Wrong w/ Comp A:R in TF2 General Discussion
Mr_OwlI dont really understand why A:R ever became a thing. I can't think of anyone I've ever talked to who has ever played more than a couple lobbies who likes the idea of comp tf2 but just doesn't go for 6s/HL. Those two gamemodes get pretty much everyone, from the people who like competitive gaming and happen to play tf2, to the people who like tf2 and happen to be competitive. A:R just doesnt fill any niche. Neither does 4v4, which is why it's basically a complete failure as a gamemode. There wont be anyone who starts playing only A:R without already having a background in 6s/HL.

The idea isn't to appeal more to players, it's to appeal to Valve. There's no whitelist so it promotes Valve's new weapons and items, and it's a variation on the solution to the stale meta criticism. It re-opens a dialogue between the game developer and a small team competitive format which has been closed off in 6s, and by dialogue I mean changes they make to game as developers filter through in a meaningful way, not a talking shop.

Highlander has that relationship but it's unlikely to ever lead to a Lan championship with a big Valve prize pool because there are too many players in a team to have a supporting community of small Lans that prove the format.

It also satisfies Valve in another less obvious way. They are becoming more and more dependent on community produced content for their products, Extine is doing what they want in going out and promoting a new solution to the problems Valve have said they have with the competitive format. If he succeeds in popularising it then Valve will have the proof they need that it has potential and deals with a number of their objections to supporting a competitive format that is also Lan practical.

He's unlikely to convince many of the old guard, but the population will probably turn over by a sizeable percentage in the next 2 years so it may become another well used format by then. Personally I'm no fan of it, but I think there are solid reasons behind trying it that follow a logical thread.

posted about 9 years ago
#31 Teamfortress.tv Mobile App in TF2 General Discussion

I'm considering a more general TF2 competitive mobile project. Not sure whether this or a fantasy TF2 project might be more interesting to people/useful for me.

posted about 9 years ago
#23 Would a TF2 Fantasy League be a way to generate... in TF2 General Discussion
MapleMarginally relevant, there's a fantasy LoL league with a $1,000,000 prize pool. Not sure if anything from there can be adapted to TF2 but it's worth a look.

Interesting, they use a budget system with fantasy dollars and salaries.

posted about 9 years ago
#38 Comprehensive List of Everything Wrong w/ Comp A:R in TF2 General Discussion
thesupremecommanderI disagree. One restriction is caused by game mechanics, while the other is totally independent of game situation. It's the difference between a player being temporarily unable to buy an AWP because their team did not save or win enough rounds to do so and a player being permanently unable to buy an AWP because of a decision made pre-game. In the former instance, only the team faced with the decision is directly affecting the choices available, and that too based on their performance, while in the latter instance, both teams have a direct effect on the available choices, with the game's progression having no bearing.

That distinction is significant because in Dota, where you see the pick/ban stage, the strategies of the game are primarily based on the heroes played, and so placing more weight upon these lineups through a pick/ban stage is ideal. In CS and TF2, however, the strategies of the game are primarily based around the map, which has a partial effect in some classes/weapons being more powerful than others. When the meta is based around a certain subset of classes and weapons because they're the most effective, it doesn't make sense to allow teams to arbitrarily eliminate those weapons (and consequently the ability of players to affect the game with their mastery of said weapons) just for the sake of increasing variability.

I think you're making a false distinction both between CS and weapon pick/ban and the current whitelist methods and pick/ban. If you add pick/ban then it simply becomes a mechanic and the distinction disappears - the timing doesn't make it invalid in some way, the phase is simply moved elsewhere. In fact what you have now is far worse, you simply can't use weapons decided weeks, months, even years in advance. If predetermining banned weapons is bad, then whitelists are bad.

If you think it's more valid for teams to have selections that are varied from eachother that's possible too, but remember we're also talking about having an officially open whitelist with a mechanism that preserves the 6v6 meta. All of these conversations exist in the context of pleasing Valve, overt weapon bans are a barrier to that.

The map is not the single primary strategic factor otherwise the existing whitelists wouldn't matter on certain maps when obviously they would. The whitelist (in combination with class limits) completely dominates 6v6. It determines it's pace, it's structure, even which maps are suitable. Clearly the maps, whitelists and class limits interact with eachother to produce the current meta.

Finally pick/ban doesn't introduce variability, it prevents the introduction of variability except at levels of play that don't understand or want the established meta, whilst opening up the new channel of actually having something to offer Valve that they can use moving the community closer to dev support (given that they asked for it).

posted about 9 years ago
#20 Would a TF2 Fantasy League be a way to generate... in TF2 General Discussion
GetawhaleI am speaking to a complaint some had with that league - finding a fair system of point scoring that doesn't just reward playing the longest.

Because time varies the only way to even things out really is to go per-minute. But then you get a problem with values ranging from things like 0.3 to 0.9 (or even smaller fractions for ubers), which is an ugly and unintuitive way of assessing stats.

A better way might be to normalise the stats as if a match had lasted x time, but that creates a break between reality and the fantasy points that isn't easy for people to follow.

posted about 9 years ago
#19 Would a TF2 Fantasy League be a way to generate... in TF2 General Discussion

I've been thinking about doing something like this, a problem I have is the drafting process. As a filthy Euro our fantasy games usually revolve around having a budget and fantasy players have a value, and you buy them into your team, and can continue to buy and sell as the season goes on.

Is the draft system completely necessary or would the budget idea be OK? If not, how does a draft system even work?

posted about 9 years ago
#30 Comprehensive List of Everything Wrong w/ Comp A:R in TF2 General Discussion
thesupremecommanderWhen I was referring to all else being equal, I meant that every map is played with the same set of rules - the AWP won't be allowed in one match and banned in another (but is limited by its high cost), and similarly the soldier won't be allowed in one match and banned in another (but is limited to two per side). Obviously the games are played differently, but the ruleset stays consistent across maps, and map selection in both plays a significant part in determining the course of a match.

As for class/weapon restrictions, certainly, but my point is that it's not a part of active team strategy, and whatever is done is part of an attempt to further balance the game, not as an attempt to add strategic complexity.

The AWP also won't be bought in every round, the CS mechanic is very much like pick/ban except there's an added element of resource management and reward for success. The ruleset doesn't stay any more consistent than TF2 with no weapon restrictions. Many complaints about never knowing what weapons your opponents are using with larger whitelists apply to CS, except the timescale is different.

I'll illustrate. In a CS game you get up to 30 rounds, in TF2 5cp you get up to 10-ish (depending on ruleset) which will feature roughly 3-5 point caps on average which are analogous to bomb attempts in CS. That adds up to 30-50 events (if you got 10 rounds which is rare, more likely 21-35 total events for 7 rounds) which also happen to coincide with action that causes respawns, so comparatively the players will get a similar number of chances to change loadout to a CS game. The primary difference is that the pace of the game is faster.

I'd say the existing TF2 bans are rarely an attempt at balance, on the contrary (apart from bugs) they largely act to cripple classes to prevent them becoming viable because they aren't fun or very skillful. 6v6 is fast paced in part because Heavies don't get any of their extra mobility updates and Engineers can't wrangle level 3 sentries on Gullywash last, steal uber or destroy projectiles. Meanwhile Gunboats that massively increase soldier mobility are fine, because they preserve/enhance the game style without breaking it. Also it's worth remembering that these decisions are often made arbitrarily by a tiny number of admins.

The balance argument applies when you consider favoured classes. We all saw what the BFB did to the scouts in the Valve's game series, and the effect was to also destroy the uber-push dynamic because the scouts could not be contained - play was constantly spread between multiple points, was highly chaotic and hard to follow.

Obviously in this and a relatively small number of other cases the weapon needs to be controlled, but the whitelist is merely a hangover from the days before anyone realised what would eventually happen to the game. If the comp community at the time had realised the wedge it would drive between Valve and themselves they might well have tried to arrive at a more flexible solution.

posted about 9 years ago
#20 Comprehensive List of Everything Wrong w/ Comp A:R in TF2 General Discussion
thesupremecommanderIn this regard, TF2 more closely corresponds to CS, where the game's variety revolves around maps with all else being mostly equal. You wouldn't have a system where you would pick or ban weapons in CS, but you do have a system where you pick and ban maps, and that system already works well with TF2. How exactly will substituting a class or weapon pick/ban system for the current map pick/ban system solve more problems than it creates?

I'd take issue with this apart from the maps, CS's variety revolves around the weapon buying choices teams make from round to round, and TF2 has classes with very varied abilities before you even take into account their weapon selection which is a completely different set of mechanics. They are different enough that no single approach made in one game would work in another.

TF2 already bans weapons (the weapon pick/ban suggestion merely posits making that potentially variable) and TF2 already restricts classes, so both mechanisms are already in place in some form or another and they both work.

posted about 9 years ago
#64 TF2Pickup.net - the easiest way to play pickup in Projects
KanecoWe passed the 1000 pickup mark this month, this was our most successful and active month ever. That's over 30 pickups a day and the month is not even finished yet. This is a clear example that this community is very much alive for people who doubt it, also afaik this is the most active month in the history of any kind of tf2 pickups.

http://i.imgur.com/BTxyvj9.png

Thank me any time :)

posted about 9 years ago
#16 Team Fortress 2 Open Source in Projects
thesupremecommanderThe hacker in me wonders how I can lay my hands on that source code, but I wonder how useful it would be after over 7 years of updates.

Where did they even get this old source code anyway? Putting "acquired" in quotation marks seems shady.

Native status spec baby!

posted about 9 years ago
#58 TF2 Player Rankings Official Thread in Projects

The stats windows should work now, if you're still getting problems let me know. There was also a bug where they wouldn't trigger when pasting a link with a profile url in it which should also be fixed.

VortexI noticed the overall DPM seems a lot more accurate now.

Yes, logs with missing damage stats are now ignored for for the purposes of the summary

Also the way medic is ranked has been tweaked so it's a pretty good time to be playing medic :)

posted about 9 years ago
#53 TF2 Player Rankings Official Thread in Projects

A problem has been brought to my attention where an old cached script wasn't updating stopping the site working for some users. I've altered things so it shouldn't happen any more but if you have a problem then try doing a shift + refresh to force an update.

posted about 9 years ago
#52 TF2 Player Rankings Official Thread in Projects

A few minor but useful site updates have been made. If you're logged in and your profile isn't private then your friends list will be displayed on the right to make it easier for you to see how your steam friends are doing.

Under the player search recent popular searches are now displayed.

Finally in the player profile window a player's position in the list can be clicked to show the context of their ranking, and who is currently around them. You can also use urls generated from these links to link straight to a specific results page. For example

http://beta.tf2playerrankings.com/#/site/1/class/3/page/3

Links to page 4 of the scouts on TF2 Pickup without having to navigate to it first.

posted about 9 years ago
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