Jw
Account Details
SteamID64 76561198190170075
SteamID3 [U:1:229904347]
SteamID32 STEAM_0:1:114952173
Country United States
Signed Up January 19, 2020
Last Posted April 15, 2024 at 2:14 PM
Posts 166 (0.1 per day)
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Mouse Gwolves Hati HTM
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Mousepad Aqua Control II
Headphones HyperX Cloud Core
Monitor MSI Optix G241
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#136 RGL PUGs Public Alpha in Projects
DolphInNbearodactylhold on why do pugs not have a hard stop at 30 minsWe initially switched from a hard 30 minute config because players didn't seem satisfied with ties, but we are currently pending testing for a custom plugin (mentioned in #109) that would use midcap for tie breakage after time runs out in a standard 30min config.

The current config is excellent. People didn't like it at first but I think most do now.

Also, please fix the issue of losing elo win you win a pug/gaining elo when you lose.

posted 1 month ago
#135 RGL PUGs Public Alpha in Projects

if you lose 0-5 you should be banned from captaining for like 3 pugs

posted 1 month ago
#343 Updating cp_snakewater in Map Discussion

Please increase the spawn times of people attacking last by like 2 or 3 seconds. Snake is maybe the hardest map in the pool right now to push out of last on, and this could help relieve that a little bit.

posted 1 month ago
#22 Map design in TF2 General Discussion

I think RGL needs to be willing to take some of the "big five" maps out of the pool. They can always rotate a map back in after a few seasons. A structure like this could be interesting:

- 3 of Snake, Metal, Gully, Process, and Sunshine, rotating in and out
- triple koth, with the third not being Clearcut
- 3 spots left for Sultry, maybe Granary on rotation, and maps that need to be tested/have the potential to become mainstays. I think that if the pool were expanded to have 2 or 3 new maps instead of just 1, the development/testing of those maps would go a lot faster.

Having a model where the pool changes every season, even if it's just taking out Process and putting Metalworks back in for a season or two, could be really fun. I would also be in favor of reducing the pool from 9 maps to 7, and just removing two of the big five maps; players might be hesitant to learn new maps because the pool is pretty big. It's not clear to me whether taking out Process and Snakewater, for example, would just cause people to scrim/play matches on Sunshine more; it could actually give players the time to learn Sultry/other new maps. You have to basically force people to play these maps at first, and liking them comes after. I have a feeling that in a year or two, playing/liking Sultry (even in the lower divs) will be as standard as playing Bagel.

posted 1 month ago
#16 Map design in TF2 General Discussion

One thing I think would be cool is a hybrid 5cp/payload map. So like a 5cp map but 2nd to last is a payload cart that can be pushed either direction. Or a koth map with 2 capture points (with 2 separate timers) that both have to reach 0 before you win the round.

posted 1 month ago
#76 RGL S14 Div-1/Advanced/Main Happenings/Discussion in TF2 General Discussion

Why are bo3 playoff matches scheduled for Tuesday and Thursday nights? If we're going to do that, I'd like to at least have them start at 10 and not 10:30...

posted 1 month ago
#341 Logs.tf match stats in Projects
cayornerealistically the only way to stop this would be to restrict uploads to verified users, which is a lot of manual work

until then we just have to deal with this lame ass shit

Or allow you to delete your own logs.

posted 1 month ago
#337 Logs.tf match stats in Projects

when is the issue of fake logs uploaded by trolls going to be fixed? the site is being flooded right now

posted 1 month ago
#117 RGL PUGs Public Alpha in Projects

I'd like to be able to see my/other players' elo history, like a tab on your profile that shows a graph of where you started and how your elo has changed over time. Thanks!

posted 1 month ago
#12 RGL 6S SEASON SUMMARY!!! | more.tf in Projects

Pretty sure it's broken; the stats look wrong even though it says week 3

posted 1 month ago
#114 RGL PUGs Public Alpha in Projects

I want to be able to wager my elo when I play a pug. There should be a button that says "x2" that would make me lose double the elo if I lose the pug, and gain double the elo if I win the pug

posted 1 month ago
#9 RGL 6S SEASON SUMMARY!!! | more.tf in Projects

During the discussions about whether to use the b4nny config or not in matches, I always wanted to see data about round/match timers. Would it be possible to get numbers for things like:

Average round time on a specific map
Average round time on a specific point when ubers are even, i.e, how long is the average metalworks last stalemate vs a metalworks 2nd stalemate
% of rounds that end in a round reset on a specific map
Average match time per div/map

For example, one thing some people have said is that matches feel longer than they used to. I have a feeling people only say that because there's more continuous playtime than there used to be since there aren't halftimes anymore. But I'd like to see the data on things like this.

I'd also like to be able to sort players by accuracy if possible, so like scattergun accuracy for scouts.

Thanks

posted 2 months ago
#213 Palestinian Genocide in World Events

Death toll in Gaza just passed 28,000, with 67,000 wounded. Israeli officials told Palestinian civilians to seek shelter in Rafah, but then bombed Rafah, and are continuing to bomb it. Thought I would post an update.

posted 2 months ago
#93 RGL PUGs Public Alpha in Projects
gianniPlacing a monetary incentive on winning and inflating your elo will undoubtedly lead to a toxic environment. I think you should play pugs to improve and most importantly have fun :))

Yeah, it was just one element to have the "winners" get some kind of prize. But the idea still stands even if there's no prize; splitting pugs into seasons based on an elo race could promote trying hard without sacrificing fun.

I like that these pugs have an elo system, but because everyone's elo has been manually set to begin with, elos might just float around the value they've been set at. Part of the fun of elo, I think, is starting from a baseline and gradually watching the number go up, and that's mostly where my idea was coming from.

posted 2 months ago
#91 RGL PUGs Public Alpha in Projects

Once the bugs are fixed and the site is ready for full release, I had an idea for how a way to make elo "matter," and make RGL pugs more unique as compared to pug groups in the past. It would go like this:

1. The site releases. Everyone who has played, say, main and above is allowed to play captained pugs.
2. Everyone's elo is reset to 1000 or something.
3. The race begins! The first 6 players to reach 2400 elo "win" Season 1 of RGL pugs, and each receive a small prize (maybe keys).
4. Once 6 players have won, everyone's elo is reset back to 1000, and the race to 2400 begins again in a few days.

I think this would provide a fun way to make elo interactive, and to make the grind of pugs have some overarching meaning.

posted 2 months ago
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