All Liberals Get Out Of This Thread Now
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SteamID64 | 76561198010239925 |
SteamID3 | [U:1:49974197] |
SteamID32 | STEAM_0:1:24987098 |
Country | United Kingdom |
Signed Up | August 20, 2014 |
Last Posted | April 22, 2024 at 5:09 PM |
Posts | 1622 (0.5 per day) |
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In-game Sensitivity | nice |
Windows Sensitivity | the princess |
Raw Input | 1 |
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over |
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a picnic |
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luigi? |
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Mouse | of |
Keyboard | to |
Mousepad | invite us |
Headphones | for |
Monitor | eh |
He needs to be able to do a kick flip. This is very important.
It would be Free Content to join a public mge server while streaming, stay in spec and cast that shit like its a Documentary.
YeeHawYou guys are trying so hard to make this a ‘people dont want to test new maps!’ thing, but as far as I’m aware no one has an issue with sultry being in the map pool. Sure entropy hasn’t been tested at a top prem level for many years but some maps are clearly more ready than others.
Sultry might be "more ready" because it's already seen 3 seasons of league play in NA.
I don't understand the expectation that a map which is being actively developed (and that nobody knows how to play properly yet) should play as well as maps that have been in the pool for decades in order to get in. For the last 10 years I've played this game every time a new map comes out people complain about it, and new map cups get low attendance.
People's opinions only tend to change after the map has been in the pool for a few seasons- often when there's not been any substantial changes. I think that's just because it takes time (more than one season) playing a map in a proper team environment to actually know how a map will play. It can go the other way too- a lot of people think the snakewater even ubers gun changes the map's gameplay significantly for the worse and it only became common years after the map's release. It's very strange to me that people think a map, especially one that's been in development for as long as entropy, shouldn't be allowed in a season at all when it's pretty much the only way it can be properly tested at this point.
I agree, probably the biggest problem with the ruleset is lan scheduling. I think you just have to budget for games running a long time. If you schedule 30 mins longer than the average series runs (with pauses, technical delays etc budgeted), you'll have a gap between most games and it gives you a buffer if a game does go on for longer than expected. We can talk about theoretically infinite but really long games are an extreme outlier and you might see one per lan (iirc there was a ford gaming map at fullerton 22 that went on for a while too). In practice if you budget enough time this should not be an issue, but 2 hrs is definitely not enough for a bo3, even if each map has a 30 min time limit you can still go over that just with gcs.
ETF2L ruleset allows for a a 30 minute round resulting in a 0-0 game followed by another 15 minute golden cap which means you can have a whole 45 minutes without a last point being capped. It was also possible under the old etf2l ruleset with no timelimit on golden caps and in fact did happen. Regardless of how long the round actually is, if teams can't convert a last push the game is going to be awful and I don't think it's an issue with the timer.
From a spectator perspective I think it's much more enjoyable to have a rare occasion where a match goes on for a long time than the alternative. Under a 30 min ruleset, nearly every high stakes game involves one team going up rounds and playing exceptionally safe tf2 (as they have little incentive to convert another round). This generally results in a game where the last 5-10 minutes are pretty much a foregone conclusion, which I find dull both to watch and play.
Not convinced having a 43 minute round is an issue exclusive to this ruleset. I think that might lead to a bad game in other rulesets too.
MAGICwhat using this crosshair for one day will do
https://cdn.discordapp.com/attachments/676231265166426127/1155594859357421750/rangefiner.PNG
This is a powerful scrying sigil. It imparts an arcane knowledge to those who use it, telling them the location of any player they focus in their mind's eye.
Jynxiisneak peak at what to expect
AMSThe pick system definitely disincentivizes people from adding. Not just the noobies but also higher level players might have to wait 30min for a pug that they dont get picked in. In the past we had pickup2 for prem/div1 players and an open system on tf2pickup.net that would start as soon as 12 players added. We could have both of those on tf2.online, if copper would want to make that happen.
Imho though when you take current size of our scene into consideration, it would probably make the most sense to just turn tf2.online into an open system and prem players can have their own discords for higher level games.
You can have a pretty happy medium for an open system by just using Elo to pick a set of 12 players from those added which prioritizes higher average Elo and lower Elo standard deviation. You probably want a separate medic queue along with this so that people in that queue are automatically picked. Then once you have 12 players you can do what you want- have a captain system or make it work like mixchamp used to where you create two teams with roughly equivalent Elo.
I wrote something quick in python in about 15 mins that does this: When there were 14 players queued and 10 needed to be picked with a reasonable Elo spread (e.g. if there were 2 meds added) it would pick the high Elo players ~80% of the time and the worse players ~30% of the time. Nobody has awful chances - but it'll usually generate a better pug than a random set of 12.
https://i.imgur.com/6Dh8eiQ.png
If there's one player who's way better than everyone else in the draft (e.g. they missed an A pug), a system like this can make them less likely to play so don't get a player who missed an A pug dominating a B pug. This is tunable of course, you could make high skill pugs more important than balanced ones if you wanted to. This example shows that with 12 players picked from 16 added (no medic queue).
https://i.imgur.com/X2dpF6Z.png
Here's another example with 24 players added and 10 being picked. You're going to make an A pug predominantly composed of higher Elo players.
https://i.imgur.com/3nrWWSd.png
If you combined this with a captain system, it works much more similarly to a doublemix (with 1st to 12 system), but with more balanced games. Not sure why more pug sites haven't tried it.
subhumanTFTV Illuminati Swinger's Party
First thing I've read on this website to actually make me gag in revulsion.