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FACEIT Hub Discussion
1
#1
0 Frags +

It’s been a long time coming, but FACEIT Hubs for competitive TF2 are almost ready for a full launch. The end goals of the FACEIT Hubs are to consolidate all of competitive TF2 pugging into one place for beginners up to pro level players, to create a natural progression for players into higher skill divisions, and to offer prizes to reward the most active and successful players. FACEIT have had a ton of success in using Hubs in other games to help develop their niche scenes, so I really think this could be similarly beneficial for us.

For those unfamiliar, FACEIT Hubs are a different format than the existing FACEIT matchmaking. So that we can all get on the same page about what to expect from FACEIT Hubs, here is an overview how it basically works:

  1. Separate queue divisions can be restricted by your FACEIT level - Beginner (1-3?), Amateur (4-6?), Advanced (7-10?), Professional (Invite only)
  2. Matches begin picking when 12 players are queued up within the division. There are no class assignments. All 12 people get into the match room, no “fatkids.”
  3. Captains are selected either randomly or based on priority captain roles which can be assigned.
  4. Captains take turns picking teams and then banning maps. Pick/ban orders can be adjusted, but are currently 1-2-2-2-2-1 for players and 1-1-1-1-1-1 for maps.
  5. Everyone will have 5 minutes to join the match, sort their team’s classes, and to join their voice channels in the designated voice server. If people don’t join the server in time they will get an AFK cooldown.
  6. Matches are played with a 30 minute timelimit and 5 round winlimit. Ties go to overtime.
  7. There is no substitute system. Abandoners are automatically issued cooldowns.
  8. Post-match statistics are available on the scoreboard in the matchroom.
  9. Wins/losses affect your position in the leaderboards. High placing players within each division receive prizes at the end of the season.

The most contentious aspects of this seem to be the lack of forced medics, class selection and substitutions. Another issue that needs to be tackled is preventing trolls/griefers from ruining games. It would also likely take some time for people to advance their level to their appropriate division. How can we work around these things?

Some possible approaches for classes:

  • Let things play out, people will join the classes they need to in order to win. People will need to get more used to playing medic and other non-main classes more often compared to current pug systems.
  • Give verified medic mains priority captain role so that each team is more likely to have a medic.
  • Offer prizes specifically to people that regularly play medic.
  • Give each person a role corresponding to their preferred classes and the captains have to manually check each person’s preferred role in the member list. (Currently extremely burdensome, but eventually if these roles could be displayed on the hover-over stats that appear in the match rooms this could actually be the most ideal solution)

Some possible approaches for voice comms:

  • Use in-game voice codec. Everyone is automatically joined, but many people use voice_enable 0 making it less than ideal.
  • Enforce use of a voice server, most likely a Discord, where each person must manually join the appropriate voice channels or else be reported and temporarily banned. Could potentially have a plugin developed that could automatically move people to voice channels.

Some possible approaches for trolls:

  • Ban trolls from the Hub so that the only way they could come back is if they make a new steam account, new FACEIT account and have 200 hours of TF2 in order to register TF2 and start over at Level 1.
  • Instead of an “open” system that anyone can join, adopt a “closed” system where access to each division is through invite only, but everyone would have to apply and be screened and placed into their appropriate divisions. The closed method requires much more effort to organize and manage, and would be extremely inhibiting to introducing new players.

Some possible approaches for level indexing:

  • Create all 4 divisions and just let people naturally climb through the levels until they reach their appropriate level. There are Elo placement matches that correspond to your FACEIT Level so hopefully it wouldn’t last too long.
  • Start by adding a single (private?) division that allows Levels 1-10, targeted to TFTV/ESEA level players first so that they can accelerate their levels. After a couple weeks make the ESEA division only allow Levels 6-10, but also add a second division targeted to UGC level players that would allow Levels 1-5. Then finally, after a couple more weeks add the Hub that's targeted to beginner players and shuffle the division level requirements to be 1-3, 4-6, 7-10 (or whatever seems appropriate).
  • Make the beginner Hub private and only accessible by people that apply or receive an invite from Newbie Mixes, keep only two public divisions for Levels 1-5 and 6-10.

Please share any thoughts and feedback you have, especially if you have a good idea for a solution to some of the foreseen issues above. FACEIT admins have been eager to get these Hubs up and running for TF2, so recently the developers have been extremely reliable in fixing many of the TF2 specific issues that I brought to their attention. Hopefully any feedback we come up with can also result in more improvements. Of course, there are almost certainly going to have to be some compromises made on our part as well, but I strongly believe we can all work together to do something great for the TF2 competitive scene with FACEIT Hubs.

It’s been a long time coming, but FACEIT Hubs for competitive TF2 are almost ready for a full launch. The end goals of the FACEIT Hubs are to consolidate all of competitive TF2 pugging into one place for beginners up to pro level players, to create a natural progression for players into higher skill divisions, and to offer prizes to reward the most active and successful players. FACEIT have had a ton of success in using Hubs in other games to help develop their niche scenes, so I really think this could be similarly beneficial for us.

For those unfamiliar, FACEIT Hubs are a different format than the existing FACEIT matchmaking. So that we can all get on the same page about what to expect from FACEIT Hubs, here is an overview how it basically works:

[olist]
[*] Separate queue divisions can be restricted by your FACEIT level - Beginner (1-3?), Amateur (4-6?), Advanced (7-10?), Professional (Invite only)
[*] Matches begin picking when 12 players are queued up within the division. There are no class assignments. All 12 people get into the match room, no “fatkids.”
[*] Captains are selected either randomly or based on priority captain roles which can be assigned.
[*] Captains take turns picking teams and then banning maps. Pick/ban orders can be adjusted, but are currently 1-2-2-2-2-1 for players and 1-1-1-1-1-1 for maps.
[*] Everyone will have 5 minutes to join the match, sort their team’s classes, and to join their voice channels in the designated voice server. If people don’t join the server in time they will get an AFK cooldown.
[*] Matches are played with a 30 minute timelimit and 5 round winlimit. Ties go to overtime.
[*] There is no substitute system. Abandoners are automatically issued cooldowns.
[*] Post-match statistics are available on the scoreboard in the matchroom.
[*] Wins/losses affect your position in the leaderboards. High placing players within each division receive prizes at the end of the season.
[/olist]

The most contentious aspects of this seem to be the lack of forced medics, class selection and substitutions. Another issue that needs to be tackled is preventing trolls/griefers from ruining games. It would also likely take some time for people to advance their level to their appropriate division. How can we work around these things?

[u]Some possible approaches for classes:[/u]
[list]
[*] Let things play out, people will join the classes they need to in order to win. People will need to get more used to playing medic and other non-main classes more often compared to current pug systems.
[*] Give verified medic mains priority captain role so that each team is more likely to have a medic.
[*] Offer prizes specifically to people that regularly play medic.
[*] Give each person a role corresponding to their preferred classes and the captains have to manually check each person’s preferred role in the member list. (Currently extremely burdensome, but eventually if these roles could be displayed on the hover-over stats that appear in the match rooms this could actually be the most ideal solution)
[/list]

[u]Some possible approaches for voice comms:[/u]
[list]
[*] Use in-game voice codec. Everyone is automatically joined, but many people use voice_enable 0 making it less than ideal.
[*] Enforce use of a voice server, most likely a Discord, where each person must manually join the appropriate voice channels or else be reported and temporarily banned. Could potentially have a plugin developed that could automatically move people to voice channels.
[/list]

[u]Some possible approaches for trolls:[/u]
[list]
[*] Ban trolls from the Hub so that the only way they could come back is if they make a new steam account, new FACEIT account and have 200 hours of TF2 in order to register TF2 and start over at Level 1.
[*] Instead of an “open” system that anyone can join, adopt a “closed” system where access to each division is through invite only, but everyone would have to apply and be screened and placed into their appropriate divisions. The closed method requires much more effort to organize and manage, and would be extremely inhibiting to introducing new players.
[/list]

[u]Some possible approaches for level indexing:[/u]
[list]
[*] Create all 4 divisions and just let people naturally climb through the levels until they reach their appropriate level. There are Elo placement matches that correspond to your FACEIT Level so hopefully it wouldn’t last too long.
[*] Start by adding a single (private?) division that allows Levels 1-10, targeted to TFTV/ESEA level players first so that they can accelerate their levels. After a couple weeks make the ESEA division only allow Levels 6-10, but also add a second division targeted to UGC level players that would allow Levels 1-5. Then finally, after a couple more weeks add the Hub that's targeted to beginner players and shuffle the division level requirements to be 1-3, 4-6, 7-10 (or whatever seems appropriate).
[*] Make the beginner Hub private and only accessible by people that apply or receive an invite from Newbie Mixes, keep only two public divisions for Levels 1-5 and 6-10.
[/list]

Please share any thoughts and feedback you have, especially if you have a good idea for a solution to some of the foreseen issues above. FACEIT admins have been eager to get these Hubs up and running for TF2, so recently the developers have been extremely reliable in fixing many of the TF2 specific issues that I brought to their attention. Hopefully any feedback we come up with can also result in more improvements. Of course, there are almost certainly going to have to be some compromises made on our part as well, but I strongly believe we can all work together to do something great for the TF2 competitive scene with FACEIT Hubs.
2
#2
21 Frags +

Improvement.

Improvement.
3
#3
26 Frags +

Not having a substitution system would be a really huge problem imo. If someone leaves for whatever reason 5 minutes into the pug now you have to play the rest of the pug at a disadvantage which isn't fun, and if someone's trolling there's no way to remove them from the game until it's over and then you have to go through the reporting process. I think having a substitution system whether the captain can do it like PugChamp or a team sub system like tf2center, would help with the quality of the games.

As for classes and getting people to play medic, the primary reason that I play medic in PugChamp is because I want to get better at medic and the game in general, so I try to play with people who are better than me so I can learn from them. That's why I never really cared to play on Faceit even though it offered prizes for playing. But I think offering prizes would definitely be a good incentive for people to play medic, but it could also get people who just play the class and don't really try just to get free stuff.

Not having a substitution system would be a really huge problem imo. If someone leaves for whatever reason 5 minutes into the pug now you have to play the rest of the pug at a disadvantage which isn't fun, and if someone's trolling there's no way to remove them from the game until it's over and then you have to go through the reporting process. I think having a substitution system whether the captain can do it like PugChamp or a team sub system like tf2center, would help with the quality of the games.

As for classes and getting people to play medic, the primary reason that I play medic in PugChamp is because I want to get better at medic and the game in general, so I try to play with people who are better than me so I can learn from them. That's why I never really cared to play on Faceit even though it offered prizes for playing. But I think offering prizes would definitely be a good incentive for people to play medic, but it could also get people who just play the class and don't really try just to get free stuff.
4
#4
15 Frags +
b4nnyEnforce use of a voice server, most likely a Discord

I have a lot of issues with Discord and I'm sure many other people do as well, I think Mumble would be a lot better and would help to reach more players. Seems to work perfectly fine for PugChamp (other than the stream-trolling micspammers, which AFAIK isn't a Mumble problem but rather the lack of private channels etc.)

[quote=b4nny]Enforce use of a voice server, most likely a Discord[/quote]

I have a lot of issues with Discord and I'm sure many other people do as well, I think Mumble would be a lot better and would help to reach more players. Seems to work perfectly fine for PugChamp (other than the stream-trolling micspammers, which AFAIK isn't a Mumble problem but rather the lack of private channels etc.)
5
#5
-2 Frags +

I don't know if prizes for playing medic would be the best idea, maybe there could be a rank increase/decrease differential for medics, where if you're playing medic and you win you gain more xp and/or don't lose as much on a loss. That way it would encourage those who actually want to win and improve to play medic more than those that just want free stuff.

I don't know if prizes for playing medic would be the best idea, maybe there could be a rank increase/decrease differential for medics, where if you're playing medic and you win you gain more xp and/or don't lose as much on a loss. That way it would encourage those who actually want to win and improve to play medic more than those that just want free stuff.
6
#6
15 Frags +
MoustacheI don't know if prizes for playing medic would be the best idea, maybe there could be a rank increase/decrease differential for medics, where if you're playing medic and you win you gain more xp and/or don't lose as much on a loss. That way it would encourage those who actually want to win and improve to play medic more than those that just want free stuff.

learn from overwatch's mistakes

[quote=Moustache]I don't know if prizes for playing medic would be the best idea, maybe there could be a rank increase/decrease differential for medics, where if you're playing medic and you win you gain more xp and/or don't lose as much on a loss. That way it would encourage those who actually want to win and improve to play medic more than those that just want free stuff.[/quote]
learn from overwatch's mistakes
7
#7
-2 Frags +
Moustache where if you're playing medic and you win you gain more xp and/or don't lose as much on a loss.

you cant carry on medic. its will be very hard for someone at the bottom no matter how good they are to rise by playing medic if their team is ass. this xp ranking system also promotes toxicity, one of the main reasons an elo system was taken out of pugchamp.

[quote=Moustache] where if you're playing medic and you win you gain more xp and/or don't lose as much on a loss.[/quote]

you cant carry on medic. its will be very hard for someone at the bottom no matter how good they are to rise by playing medic if their team is ass. this xp ranking system also promotes toxicity, one of the main reasons an elo system was taken out of pugchamp.
8
#8
13 Frags +

To bounce off of Tury's idea, I definitely think a sub system is mandatory to run a pug system of any kind. I think having a "sub me" button to substitute yourself plus a joinback timer where if you don't attempt to join back to the game in x amount of minutes it causes the system to automatically sub you... is more reliable over the captain/teammate sub system from pugchamp/tf2center because it reduces the likelihood of "trolls" not subbing out players. In the case that people don't take the subs, I think offering a benefit/reward for doing so would be needed.

I like the idea of not specifically picking people on specific classes like in PugChamp, this way people have to join the server as fast as they can in order to play the class that they want to play. In addition to this and the 5 minute time limit to join the server, games will certainly start in a reasonable amount of time.

Personally I prefer using Mumble, but I could see how the Discord aesthetic would be more attractive to new puggers.

I would rather play quality pugs and get prizes over just playing quality pugs, so hopefully FACEIT Hubs can deliver and I can finally be rewarded for playing excessively on weekends.

To bounce off of Tury's idea, I definitely think a sub system is mandatory to run a pug system of any kind. I think having a "sub me" button to substitute yourself plus a joinback timer where if you don't attempt to join back to the game in x amount of minutes it causes the system to automatically sub you... is more reliable over the captain/teammate sub system from pugchamp/tf2center because it reduces the likelihood of "trolls" not subbing out players. In the case that people don't take the subs, I think offering a benefit/reward for doing so would be needed.

I like the idea of not specifically picking people on specific classes like in PugChamp, this way people have to join the server as fast as they can in order to play the class that they want to play. In addition to this and the 5 minute time limit to join the server, games will certainly start in a reasonable amount of time.

Personally I prefer using Mumble, but I could see how the Discord aesthetic would be more attractive to new puggers.

I would rather play quality pugs and get prizes over just playing quality pugs, so hopefully FACEIT Hubs can deliver and I can finally be rewarded for playing excessively on weekends.
9
#9
15 Frags +

i asked faceit about a sub system and the reason they gave for it not being implemented was that players often didnt want to get matched in as as sub since that's normally the losing team. in lobbies that's common sure, but in pugs that's not always the case and having the option is necessary imo

i asked faceit about a sub system and the reason they gave for it not being implemented was that players often didnt want to get matched in as as sub since that's normally the losing team. in lobbies that's common sure, but in pugs that's not always the case and having the option is necessary imo
10
#10
4 Frags +

new player here, will these FACEIT hubs require their "supporter" paid subscription?

new player here, will these FACEIT hubs require their "supporter" paid subscription?
11
#11
17 Frags +

1. It's going to be super annoying to lose Elo cause someone left. No sub system either so this is just regression

2. From how many times I've seen 20+ combat class players stare at the pugchamp screen waiting for 2 medic mains to show up I find it very difficult to believe that it's going to go smoothly that some people are going to get forced onto medic. This kind of thing happens in Dota 2 a LOT. If a team needs the last person to play support but they want to play carry, some people will pick a carry anyway and your team composition will be aids. Some people would rather lose on a combat class than win on medic

3. I have problems with discord occasionally, faceit should really use mumble and there's no reason not to

4. Some people won't want to captain and will be forced onto it by RNG, will occasionally result in poorly picked teams

On the other hand, games will happen faster. A problem pugchamp does have is that nobody wants to captain, nobody wants to med, the draft takes a while, people take a while to get into the server, etc. It can often be 20+ minutes from the moment a pug starts to the pug actually happening. But what we're basically doing is going from a restaurant (pugchamp) to fast food (faceit.) The games on pugchamp will be a higher quality but will take longer to happen, while these will be worse but faster. It's debateable whether that's a good trade or not.

1. It's going to be super annoying to lose Elo cause someone left. No sub system either so this is just regression

2. From how many times I've seen 20+ combat class players stare at the pugchamp screen waiting for 2 medic mains to show up I find it very difficult to believe that it's going to go smoothly that some people are going to get forced onto medic. This kind of thing happens in Dota 2 a LOT. If a team needs the last person to play support but they want to play carry, some people will pick a carry anyway and your team composition will be aids. Some people would rather lose on a combat class than win on medic

3. I have problems with discord occasionally, faceit should really use mumble and there's no reason not to

4. Some people won't want to captain and will be forced onto it by RNG, will occasionally result in poorly picked teams

On the other hand, games will happen faster. A problem pugchamp does have is that nobody wants to captain, nobody wants to med, the draft takes a while, people take a while to get into the server, etc. It can often be 20+ minutes from the moment a pug starts to the pug actually happening. But what we're basically doing is going from a restaurant (pugchamp) to fast food (faceit.) The games on pugchamp will be a higher quality but will take longer to happen, while these will be worse but faster. It's debateable whether that's a good trade or not.
12
#12
10 Frags +

=

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13
#13
-25 Frags +
unskilledit's accepted that switching to mumble later on is usually necessary since the vast majority of high level teams use it, so for this reason i think it's good to get new puggers used to the program

dam, didn't realise that mumble elitism was a thing

[quote=unskilled]
it's accepted that switching to mumble later on is usually necessary since the vast majority of high level teams use it, so for this reason i think it's good to get new puggers used to the program[/quote]
dam, didn't realise that mumble elitism was a thing
14
#14
2 Frags +

I would play medic in these if people would actually use it more than pugchamp, if that's going to happen, we don't know. Theoretically, I like the idea of these but a substitution system should be put into play, and having discord or in-game voice as the primary comm system would off-put myself and many other people, so just use mumble.

I would play medic in these if people would actually use it more than pugchamp, if that's going to happen, we don't know. Theoretically, I like the idea of these but a substitution system should be put into play, and having discord or in-game voice as the primary comm system would off-put myself and many other people, so just use mumble.
15
#15
8 Frags +
aurahunskilledit's accepted that switching to mumble later on is usually necessary since the vast majority of high level teams use it, so for this reason i think it's good to get new puggers used to the programdam, didn't realise that mumble elitism was a thing

i'm of the opinion that if these faceit hubs are supposed to be quick to queue into, it would be best to require use of ingame voice. past experience with mumble was wonky at best, as good as it may be to experienced users, and it's not hard to edit voice_enable 1 into your config
edit: furthermore if you go into faceit with a full-stack team (ie on higher levels or whatever) while on whatever voip you choose to use, there's no issue

[quote=aurah][quote=unskilled]
it's accepted that switching to mumble later on is usually necessary since the vast majority of high level teams use it, so for this reason i think it's good to get new puggers used to the program[/quote]
dam, didn't realise that mumble elitism was a thing[/quote]
i'm of the opinion that if these faceit hubs are supposed to be quick to queue into, it would be best to require use of ingame voice. past experience with mumble was wonky at best, as good as it may be to experienced users, and it's not hard to edit voice_enable 1 into your config
edit: furthermore if you go into faceit with a full-stack team (ie on higher levels or whatever) while on whatever voip you choose to use, there's no issue
16
#16
4 Frags +

Will faceit automatically check ESEA/ETF2L status of a player or will they be hand-picked for the professional league? i assume this will be for NA first.
The division system seems like too much for europe where theres only a handful of FACEIT players and the typical jacky/bloch stack everynow and then.
Also id preffer mumble over discord, but at least using ingame voice chat is good enough

Will faceit automatically check ESEA/ETF2L status of a player or will they be hand-picked for the professional league? i assume this will be for NA first.
The division system seems like too much for europe where theres only a handful of FACEIT players and the typical jacky/bloch stack everynow and then.
Also id preffer mumble over discord, but at least using ingame voice chat is good enough
17
#17
4 Frags +

nobody here, but Discord's way more popular than mumble, i have yet to heard of any gaming community that uses mumble actively other than TF2 pro scene honestly, if you want reach and new players going for the most popular option would be the ideal which is Discord atm, quality wise discord's exactly the same as mumble.

IMO people should get used to use invoice chat anyway, look at CS:GO for example. ingame voice should be obligatory at risk of getting reported

nobody here, but Discord's way more popular than mumble, i have yet to heard of any gaming community that uses mumble actively other than TF2 pro scene honestly, if you want reach and new players going for the most popular option would be the ideal which is Discord atm, quality wise discord's exactly the same as mumble.

IMO people should get used to use invoice chat anyway, look at CS:GO for example. ingame voice should be obligatory at risk of getting reported
18
#18
1 Frags +

Not having a medic really isn’t too much of a problem in faceit currently

Not having a medic really isn’t too much of a problem in faceit currently
19
#19
5 Frags +
unsmelli'm of the opinion that if these faceit hubs are supposed to be quick to queue into, it would be best to require use of ingame voice. past experience with mumble was wonky at best, as good as it may be to experienced users, and it's not hard to edit voice_enable 1 into your config

in my experience from the faceit pugs I played I found it very nice and easy just to use the ingame voice instead of having to use a third-party program. I think it would be better to just have ingame voice the standard for at least lower level games for simplicity and making it easier for new players to get into things.

[quote=unsmell]
i'm of the opinion that if these faceit hubs are supposed to be quick to queue into, it would be best to require use of ingame voice. past experience with mumble was wonky at best, as good as it may be to experienced users, and it's not hard to edit voice_enable 1 into your config[/quote]
in my experience from the faceit pugs I played I found it very nice and easy just to use the ingame voice instead of having to use a third-party program. I think it would be better to just have ingame voice the standard for at least lower level games for simplicity and making it easier for new players to get into things.
20
#20
11 Frags +

Looks really good b4nny but a substitute system is a must or this will fail... it’s a big issue in faceit counter strike pugs. The fact that 1 person not showing up cancels the entire pug and all players have to re-queue is a big no no. Also the fact that if someone leaves during the pug the rest of the game will be 5v6... people will ragequit pugs because of this.

Get them to add a substitute feature and this will be awesome imo! If this isn’t a possibility I can see people just sticking with pugchamp.

Looks really good b4nny but a substitute system is a must or this will fail... it’s a big issue in faceit counter strike pugs. The fact that 1 person not showing up cancels the entire pug and all players have to re-queue is a big no no. Also the fact that if someone leaves during the pug the rest of the game will be 5v6... people will ragequit pugs because of this.

Get them to add a substitute feature and this will be awesome imo! If this isn’t a possibility I can see people just sticking with pugchamp.
21
#21
6 Frags +
Touchenobody here, but Discord's way more popular than mumble, i have yet to heard of any gaming community that uses mumble actively other than TF2 pro scene honestly, if you want reach and new players going for the most popular option would be the ideal which is Discord atm, quality wise discord's exactly the same as mumble.

IMO people should get used to use invoice chat anyway, look at CS:GO for example. ingame voice should be obligatory at risk of getting reported

mumble is used extensively thoughout the counter strike scene. It’s simple, reliable, and lightweight. Discord is not.

With that being said I don’t mind which ever one is chosen. They both have their strengths.

[quote=Touche]nobody here, but Discord's way more popular than mumble, i have yet to heard of any gaming community that uses mumble actively other than TF2 pro scene honestly, if you want reach and new players going for the most popular option would be the ideal which is Discord atm, quality wise discord's exactly the same as mumble.

IMO people should get used to use invoice chat anyway, look at CS:GO for example. ingame voice should be obligatory at risk of getting reported[/quote]
mumble is used extensively thoughout the counter strike scene. It’s simple, reliable, and lightweight. Discord is not.

With that being said I don’t mind which ever one is chosen. They both have their strengths.
22
#22
1 Frags +

I just logged into faceit after a long while and noticed they have a client. Is it any good? What does the client provide?

I just logged into faceit after a long while and noticed they have a client. Is it any good? What does the client provide?
23
#23
8 Frags +
Touchenobody here, but Discord's way more popular than mumble, i have yet to heard of any gaming community that uses mumble actively other than TF2 pro scene honestly, if you want reach and new players going for the most popular option would be the ideal which is Discord atm, quality wise discord's exactly the same as mumble.

IMO people should get used to use invoice chat anyway, look at CS:GO for example. ingame voice should be obligatory at risk of getting reported

discord delay is longer than mumble delay, depending on ping and server location

[quote=Touche]nobody here, but Discord's way more popular than mumble, i have yet to heard of any gaming community that uses mumble actively other than TF2 pro scene honestly, if you want reach and new players going for the most popular option would be the ideal which is Discord atm, quality wise discord's exactly the same as mumble.

IMO people should get used to use invoice chat anyway, look at CS:GO for example. ingame voice should be obligatory at risk of getting reported[/quote]
discord delay is longer than mumble delay, depending on ping and server location
24
#24
-5 Frags +
daybraekdiscord delay is longer than mumble delay, depending on ping and server location

they both use the same codec, are you sure that's not placebo

[quote=daybraek]discord delay is longer than mumble delay, depending on ping and server location[/quote]

they both use the same codec, are you sure that's not placebo
25
#25
0 Frags +
cookieI just logged into faceit after a long while and noticed they have a client. Is it any good? What does the client provide?

Pretty much the exact same, but the client automatically turns on when you turn on your computer and it works directly with the FACEIT Anti-cheat, also worth mentioning that it will tab you out whenever there’s a match you need to accept

[quote=cookie]I just logged into faceit after a long while and noticed they have a client. Is it any good? What does the client provide?[/quote]
Pretty much the exact same, but the client automatically turns on when you turn on your computer and it works directly with the FACEIT Anti-cheat, also worth mentioning that it will tab you out whenever there’s a match you need to accept
26
#26
0 Frags +
unsmelldaybraekdiscord delay is longer than mumble delay, depending on ping and server location
they both use the same codec, are you sure that's not placebo

Yes?

[quote=unsmell][quote=daybraek]discord delay is longer than mumble delay, depending on ping and server location[/quote]

they both use the same codec, are you sure that's not placebo[/quote]
Yes?
27
#27
0 Frags +

I'm not really up to date with all the faceit stuff. I'm wondering how the Professional tier will work, especially in EU. Do people apply for it or do some admins just add whatever ETF2L Prem players to that tier?

I'm not really up to date with all the faceit stuff. I'm wondering how the Professional tier will work, especially in EU. Do people apply for it or do some admins just add whatever ETF2L Prem players to that tier?
28
#28
1 Frags +

Just asking, any contacts so far regarding FACEIT for Asia? Last time we had a survey on the AF website.

Just asking, any contacts so far regarding FACEIT for Asia? Last time we had a survey on the AF website.
29
#29
1 Frags +
unsmellit's not hard to edit voice_enable 1 into your config

This comm issue shouldn't even be discussed if voice_enable 0 is the only problem.

[quote=unsmell]it's not hard to edit voice_enable 1 into your config
[/quote]
This comm issue shouldn't even be discussed if voice_enable 0 is the only problem.
30
#30
9 Frags +

Mumble, Discord, and the TF2 in-game voice chat all use the same codec (Opus, I believe). The only differences are latency, and volume. TF2's in-game voice chat doesn't allow you to adjust other peoples volume, so if someone is extremely quiet or extremely loud you can't adjust that (perhaps the TF2 team could steal some code from CS:GO to implement this feature?)

TF2 and Discord seem to have the same delay. I had my friend in Discord talk using both Discord and TF2, and they had identical timings.

Mumble requires you to have a server which costs money, and Discord's servers go down from time to time.

Mumble, Discord, and the TF2 in-game voice chat all use the same codec (Opus, I believe). The only differences are latency, and volume. TF2's in-game voice chat doesn't allow you to adjust other peoples volume, so if someone is extremely quiet or extremely loud you can't adjust that (perhaps the TF2 team could steal some code from CS:GO to implement this feature?)

TF2 and Discord seem to have the same delay. I had my friend in Discord talk using both Discord and TF2, and they had identical timings.

Mumble requires you to have a server which costs money, and Discord's servers go down from time to time.
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