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having huds similar to cheating?
1
#1
3 Frags +

I got an interesting question from a fan and I have some ideas on how to answer it, but I think it'd be interesting to see what your responses would be.

the question : http://pastebin.com/niE85a78

I got an interesting question from a fan and I have some ideas on how to answer it, but I think it'd be interesting to see what your responses would be.

the question : http://pastebin.com/niE85a78
2
#2
0 Frags +

I'm not sure how i'd respond to that but i'm shaking with anticipation to see your response. Should be good.

I'm not sure how i'd respond to that but i'm shaking with anticipation to see your response. Should be good.
3
#3
13 Frags +

valve allows you to modify your hud

Seeing health in numbers rather than a ratio is not any better/easier. In fact to a regular player, looking at a ratio is easier because they might not know the max health of a class.

You can turn on damage numbers in the tf2 options on any hud

custom huds are yes in fact made to streamline information available to you, that's the point

having a smaller scoreboard isn't really an advantage. you press tab when you're not fighting. if you die because you were holding tab down looking at shit, you're just bad, and it's not because the scoreboard was more or less seethrough

a hud will not make a player any better, it does not give you an edge. the first hud that was ever made was because the default hud is ugly as shit, it's all aesthetics and streamlining information that's available to you

valve allows you to modify your hud

Seeing health in numbers rather than a ratio is not any better/easier. In fact to a regular player, looking at a ratio is easier because they might not know the max health of a class.

You can turn on damage numbers in the tf2 options on any hud

custom huds are yes in fact made to streamline information available to you, that's the point

having a smaller scoreboard isn't really an advantage. you press tab when you're not fighting. if you die because you were holding tab down looking at shit, you're just bad, and it's not because the scoreboard was more or less seethrough

a hud will not make a player any better, it does not give you an edge. the first hud that was ever made was because the default hud is ugly as shit, it's all aesthetics and streamlining information that's available to you
4
#4
0 Frags +

considering having a basic config that increases FOV to 90 or lowers your interp is basically the same concept, i couldn't compare that to cheating. granted, huds are more "complicated" to figure out than console commands, if the game enables you to customize your game why wouldn't you change it to benefit yourself?

considering having a basic config that increases FOV to 90 or lowers your interp is basically the same concept, i couldn't compare that to cheating. granted, huds are more "complicated" to figure out than console commands, if the game enables you to customize your game why wouldn't you change it to benefit yourself?
5
#5
0 Frags +

He said it himself. All a HUD does is make it easier to look at the information. Similar to a crosshair changer or turning off viewmodels.

He said it himself. All a HUD does is make it easier to look at the information. Similar to a crosshair changer or turning off viewmodels.
6
#6
2 Frags +

I wonder what this guy would think of fps configs and the console feature.

I wonder what this guy would think of fps configs and the console feature.
7
#7
7 Frags +

HUDs do make the game easier. However, a HUD is not "going outside of the game to change something in the game" any more so than writing a config file to set your viewmodels, or changing your sensitivity, or using an FPS config. All of these things are executed normally by the game code -- for something to constitute as cheating, it would need to be something that's not caused by normal execution of the game code (or have an explicit rule against it -- the old wallhack sticky particles, using the bug to break class limits, etc.). Basically, if you're running any process that's not hl2.exe and helps you with your game (aimbots, wallhacks, etc.), then you're cheating.

HUDs do make the game easier. However, a HUD is not "going outside of the game to change something in the game" any more so than writing a config file to set your viewmodels, or changing your sensitivity, or using an FPS config. All of these things are executed normally by the game code -- for something to constitute as cheating, it would need to be something that's not caused by normal execution of the game code (or have an explicit rule against it -- the old wallhack sticky particles, using the bug to break class limits, etc.). Basically, if you're running any process that's not hl2.exe and helps you with your game (aimbots, wallhacks, etc.), then you're cheating.
8
#8
1 Frags +

That's up there with the most retarded things I've ever read.

That's up there with the most retarded things I've ever read.
9
#9
-2 Frags +

Shade uses the default hud so the benefits of a custom hud aren't that drastic.

Shade uses the default hud so the benefits of a custom hud aren't that drastic.
10
#10
0 Frags +

just because a really good player uses default hud doesn't mean that a good custom hud isn't really beneficial. It just means that the hud doesn't make the player

just because a really good player uses default hud doesn't mean that a good custom hud isn't really beneficial. It just means that the hud doesn't make the player
11
#11
1 Frags +

I don't think that the HUD helps you make any game decisions any better than you could already, but just makes the important things more obvious so that you can make those decisions faster (which can be compensated for with experience).

I don't think that the HUD helps you make any game decisions any better than you could already, but just makes the important things more obvious so that you can make those decisions faster (which can be compensated for with experience).
12
#12
7 Frags +

god, sigma is always got such a great answer :)

god, sigma is always got such a great answer :)
13
#13
1 Frags +

I recently gave a friend who just pubs a tip about using a lower interp. He got a little paranoid and questioned me about cheating and suggested that I always had a slight advantage over others.

I feel like it's kinda Valve's fault for making the default settings pretty bad when you can easily modify it to be a lot better, but have to be aware of the settings.

I recently gave a friend who just pubs a tip about using a lower interp. He got a little paranoid and questioned me about cheating and suggested that I always had a slight advantage over others.

I feel like it's kinda Valve's fault for making the default settings pretty bad when you can easily modify it to be a lot better, but have to be aware of the settings.
14
#14
0 Frags +

I use pvhud because it looks way nicer than the default HUD, and it makes certain things like damage numbers which you can still get with the default HUD much more readable. The problem with the default HUD imo is that it puts more emphases on things that aren't as important as some of the things that aren't quite as easy to notice using the default set up. And having a steam notification cover up your ammo is probably one of the most annoying things ever.

I use pvhud because it looks way nicer than the default HUD, and it makes certain things like damage numbers which you can still get with the default HUD much more readable. The problem with the default HUD imo is that it puts more emphases on things that aren't as important as some of the things that aren't quite as easy to notice using the default set up. And having a steam notification cover up your ammo is probably one of the most annoying things ever.
15
#15
0 Frags +

I couldn't understand how something would be the same as cheating with the developer openly lets every single person modify it.

I couldn't understand how something would be the same as cheating with the developer openly lets every single person modify it.
16
#16
9 Frags +

I'll start this out with a short story;

Back when I was new to TF2 and I was playing Medic, I realized there was something from Quake that I'd REALLY love to have. You can have a "team overlay" in Clan Arena displaying the health and location of all your teammates, and I thought that was a great idea. On top of that, I was thinking of the CS:Promod HUD, where you can view how many players are up on each team based on silhouettes. I thought to myself, "Well maybe I can find a way to make an overlay that's always on your screen, displays who on your team is up and how much health they have (or even just color code their names based on their HP). And I also want to place the names of the enemy team on my HUD so I can view who is up/who is down without having to open my scoreboard, which will make it easier to be aware of all these different things at once!"

But I had no idea how to make HUD's, so I dropped the idea for a while. I came back to make QuakeHUD a while later and felt that I should put my awesome Medic ideas to the test. I open up my game and open up Notepad++ and get to editing the hell outta my little scripts to get what I wanted. Low and behold, I was utterly disappointed. All the edits I made didn't work. I tried copy pasting the Spectator GUI stuff. I tried making the scoreboard always visible, then adding health/ammo elements to that, so I could play with +showscores always enabled. I googled around for a possible solution, but I couldn't find one, nobody knew how to put these elements on your HUD for easy access and gain the advantage of having everything you'd want on your screen.

My point being, Valve supports CombatText. Valve supports your own custom scoreboards. Valve supports your right to remove/add as many elements as you want, as long as they fall under the restrictions that they place on the game. The downfall of your subscribers question was this right here:

this is going outside of the game to change something in the game that other people do not have, and this change helps me defeat people

You can go outside of game and get yourself a decent gaming mouse, a decent mousepad that tracks well, a 120Hz monitor, and every script in the world. The same goes for other games too. If it's available to you once you go into the game, it's not cheating. Yes it can be an advantage, and you might think it's unfair, but I'm sorry to say you didn't make the game. You simply play it under the defined rules that the maker of the game set for you. Valve can ban you for using a FOV exploit like FOV changer because they feel that is outside the rules they made. They can ban you for hacking to gain obvious advantages because it falls outside the rules they made. Hell, Valve can even say "No more custom HUD's" and enforce specific files to make sure you never have a custom HUD ever again, but they don't because they don't mind if you use them. Valve sets the rules and the players can do anything they want as long as they remain in that set of rules.

This brings up a second noob question though; "Well the Ullapool Caber and Natascha are both "in the game", doesn't that mean you shouldn't change the rules that Valve set for you?"

Players can change the rules in ONE direction. They cannot remove rules, they can only create more. They can never "unrestrict" things, but they can continue to "restrict" things all they want. Players can always ADD more restrictions, but they can never remove ones previously set by the maker. For instance, we could ban the modification of HUD's in major leagues if we deemed it too powerful to use. We can also ban weapons because we feel they impede the game as we want to play it. But we can never remove the restrictions set bythe developer.

[i]I'll start this out with a short story;[/i]

Back when I was new to TF2 and I was playing Medic, I realized there was something from Quake that I'd REALLY love to have. You can have a "team overlay" in Clan Arena displaying the health and location of all your teammates, and I thought that was a great idea. On top of that, I was thinking of the CS:Promod HUD, where you can view how many players are up on each team based on silhouettes. I thought to myself, [i]"Well maybe I can find a way to make an overlay that's always on your screen, displays who on your team is up and how much health they have (or even just color code their names based on their HP). And I also want to place the names of the enemy team on my HUD so I can view who is up/who is down without having to open my scoreboard, which will make it easier to be aware of all these different things at once!"[/i]

But I had no idea how to make HUD's, so I dropped the idea for a while. I came back to make QuakeHUD a while later and felt that I should put my awesome Medic ideas to the test. I open up my game and open up Notepad++ and get to editing the hell outta my little scripts to get what I wanted. Low and behold, I was utterly disappointed. All the edits I made didn't work. I tried copy pasting the Spectator GUI stuff. I tried making the scoreboard always visible, then adding health/ammo elements to that, so I could play with +showscores always enabled. I googled around for a possible solution, but I couldn't find one, nobody knew how to put these elements on your HUD for easy access and gain the advantage of having everything you'd want on your screen.

My point being, Valve supports CombatText. Valve supports your own custom scoreboards. Valve supports your right to remove/add as many elements as you want, as long as they fall under the restrictions that they place on the game. The downfall of your subscribers question was this right here:

[b][i]this is going outside of the game to change something in the game that other people do not have, and this change helps me defeat people[/i][/b]

You can go outside of game and get yourself a decent gaming mouse, a decent mousepad that tracks well, a 120Hz monitor, and every script in the world. The same goes for other games too. If it's available to you once you go into the game, it's not cheating. Yes it can be an advantage, and you might think it's unfair, but I'm sorry to say [i]you didn't make the game.[/i] You simply play it under the defined rules that the maker of the game set for you. Valve can ban you for using a FOV exploit like FOV changer because they feel that is outside the rules they made. They can ban you for hacking to gain obvious advantages because it falls outside the rules they made. Hell, Valve can even say "No more custom HUD's" and enforce specific files to make sure you never have a custom HUD ever again, but they don't because they don't mind if you use them. Valve sets the rules and the players can do anything they want as long as they remain in that set of rules.

This brings up a second noob question though; [i]"Well the Ullapool Caber and Natascha are both "in the game", doesn't that mean you shouldn't change the rules that Valve set for you?"[/i]

Players can change the rules in ONE direction. They cannot remove rules, they can only create more. They can never "unrestrict" things, but they can continue to "restrict" things all they want. Players can always ADD more restrictions, but they can never remove ones previously set by the maker. For instance, we could ban the modification of HUD's in major leagues if we deemed it too powerful to use. We can also ban weapons because we feel they impede the game as we want to play it. But we can never remove the restrictions set bythe developer.
17
#17
-7 Frags +

bump

bump
18
#18
0 Frags +

your account is bad mate

your account is bad mate
19
#19
1 Frags +

I don't find it cheating, it doesnt give you an unfair advantage.
since it's just personal prefference.
There's no need for custom huds some people just like it better.
it's not like there are huds with a build in radar or something ;3.
this is my opinion but i guess you can also call it cheating since it's an advantage
since it makes it easier for you to see your ammo/damage/health.
I don't find it cheating since it isnt game changing at all.

I don't find it cheating, it doesnt give you an unfair advantage.
since it's just personal prefference.
There's no need for custom huds some people just like it better.
it's not like there are huds with a build in radar or something ;3.
this is my opinion but i guess you can also call it cheating since it's an advantage
since it makes it easier for you to see your ammo/damage/health.
I don't find it cheating since it isnt game changing at all.
20
#20
0 Frags +

The HUD is a way that the game shares information with you. It was designed to be easy on the eyes, and moddable if a player desires. Valve doesn't care much for how an HUD is set up, as long as it doesn't add elements that "don't belong there", like spawn timers while in play. All you're doing is changing the presentation of information that's already given to you. Custom crosshairs, viewmodel FoVs etc are the same. The game is happy to give you any world fov from 90 to 75 - this is part of the game, and it's player choice. All these things are there so that the player can get the information the game WANTS them to have the way that THEY want it.

Considering this in the same level of stuff as wallhacking, speedhacking, and aimbotting, which give you information the game doesn't want you to know, outright break the mechanics of the game, and surpass your own limitations through no boon of your own, is simply stupid. Weapons and high class #s are restricted in competitive tf2 because they break the game as it's been played for years, they detract from the focus of the game or in the cases of some third party apps like ATI Tray Tools, just stuff being banned cross-league for no good reason.

There are a lot of iffy things out there, like whether you should be able to use viewmodel reskins or if ATI Tray Tools really detracts from TF2 as a competitive game. But, HUDs? Give me a break.

The HUD is a way that the game shares information with you. It was designed to be easy on the eyes, and moddable if a player desires. Valve doesn't care much for how an HUD is set up, as long as it doesn't add elements that "don't belong there", like spawn timers while in play. All you're doing is changing the presentation of information that's already given to you. Custom crosshairs, viewmodel FoVs etc are the same. The game is happy to give you any world fov from 90 to 75 - this is part of the game, and it's player choice. All these things are there so that the player can get the information the game WANTS them to have the way that THEY want it.

Considering this in the same level of stuff as wallhacking, speedhacking, and aimbotting, which give you information the game doesn't want you to know, outright break the mechanics of the game, and surpass your own limitations through no boon of your own, is simply stupid. Weapons and high class #s are restricted in competitive tf2 because they break the game as it's been played for years, they detract from the focus of the game or in the cases of some third party apps like ATI Tray Tools, just stuff being banned cross-league for no good reason.

There are a lot of iffy things out there, like whether you should be able to use viewmodel reskins or if ATI Tray Tools really detracts from TF2 as a competitive game. But, HUDs? Give me a break.
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