So I kinda hijacked this question from here because the thread itself got pretty weird and I am not sure if the casters were even reading it anymore after they asked for opinions/suggestions for improvement.
First off, I and many others really appreciate the time and effort you all put into casting matches. Thank you.
1-- I notice that quite often the caster will be doing play-by-play but the camera-man is not watching the same player so the information and action being casted is a little unorganized because it is not on the screen. I am sure it is a major challenge to get coordination down between camera and caster but it would likely improve the overall experience, especailly when critical things happen.
2-- When a player off-classes to Spy or Sniper, it has become commonplace to focus the camera and casting on that player because some "big play" could happen. I don't disagree with that style but until the Spy/Sniper are in position to actually make a play, we should not be watching a spy run around to get into position. The 2nd caster should be shadowing the spy/sniper and let the main caster continue to talk about the action until the the time is right to switch the focus.
Again this requires good communication between casters and camerman so I understand it is a lot easier said than done. This exact thing happened during some of the i-series casting with Lange and Admirable and again at i55. It was pretty awesome awesome the way they switched on the fly.
3-- TF2 casts have historically missed a lot of important action on the flanks, especially back-caps that end rounds abruptly. Most times, those plays are talked about in the past tense and have already happened off-camera. Obviously the main attention is on the combo the majority of the time and that is just fine. However, I believe it would help the cast if the "main caster" focuses strictly on the action at hand and UBER. The "support caster" can then concentrate on any wild cards like off-classes and view the larger picture with free float camera. Then he can interrupt the main caster and cameraman when a major play could possibly happen away from the combo on the flank.
Several times during the i52 and i55 casts there were back-caps on process, badlands and gullywash that were completely and utterly missed until it was too late. One time in particular was when EPSI scout Kiler4fun was literally hiding behind the last cap point on Process against FROYO during Grand Finals. He was there for like 2 full minutes and the casters did not see him at all and never even knew he capped the final point until it was over. The cameraman spotted him but the casters were oblivious.
Hope some of that helped bring out ideas and such, you all do a fantastic job.
So I kinda hijacked [url=http://www.teamfortress.tv/34109/unpopular-tf2-opinions/?page=22]this question from here[/url] because the thread itself got pretty weird and I am not sure if the casters were even reading it anymore after they asked for opinions/suggestions for improvement.
First off, I and many others really appreciate the time and effort you all put into casting matches. Thank you.
[b]1-- [/b] I notice that quite often the caster will be doing play-by-play but the camera-man is not watching the same player so the information and action being casted is a little unorganized because it is not on the screen. I am sure it is a major challenge to get coordination down between camera and caster but it would likely improve the overall experience, especailly when critical things happen.
[b]2-- [/b] When a player off-classes to Spy or Sniper, it has become commonplace to focus the camera and casting on that player because some "big play" could happen. I don't disagree with that style but until the Spy/Sniper are in position to actually make a play, we should not be watching a spy run around to get into position. The 2nd caster should be shadowing the spy/sniper and let the main caster continue to talk about the action until the the time is right to switch the focus.
Again this requires good communication between casters and camerman so I understand it is a lot easier said than done. This exact thing happened during some of the i-series casting with Lange and Admirable and again at i55. It was pretty awesome awesome the way they switched on the fly.
[b]3--[/b] TF2 casts have historically missed a lot of important action on the flanks, especially back-caps that end rounds abruptly. Most times, those plays are talked about in the past tense and have already happened off-camera. Obviously the main attention is on the combo the majority of the time and that is just fine. However, I believe it would help the cast if the "main caster" focuses strictly on the action at hand and UBER. The "support caster" can then concentrate on any wild cards like off-classes and view the larger picture with free float camera. Then he can interrupt the main caster and cameraman when a major play could possibly happen away from the combo on the flank.
Several times during the i52 and i55 casts there were back-caps on process, badlands and gullywash that were completely and utterly missed until it was too late. One time in particular was when EPSI scout Kiler4fun was literally hiding behind the last cap point on Process against FROYO during Grand Finals. He was there for like 2 full minutes and the casters did not see him at all and never even knew he capped the final point until it was over. The cameraman spotted him but the casters were oblivious.
Hope some of that helped bring out ideas and such, you all do a fantastic job.
With a game like TF2 6s there's just so much going on at once that you actually need casters to have dedicated roles - not just who talks more or who's shoutcasting, but who's actually even talking about what. With SC2 casters can both slip into shoutcasting roles and move about pretty flexibly but in TF2 for a good production you need them both to focus on different things and have the support chime in whenever it's relevant (and he should have the ability to easily chime in if he determines that it is, indeed, important, something that doesn't happen much in other games because both casters can cast any unexpected plays).
tl;dr agreed
With a game like TF2 6s there's just so much going on at once that you actually need casters to have dedicated roles - not just who talks more or who's shoutcasting, but who's actually even talking about what. With SC2 casters can both slip into shoutcasting roles and move about pretty flexibly but in TF2 for a good production you need them both to focus on different things and have the support chime in whenever it's relevant (and he should have the ability to easily chime in if he determines that it is, indeed, important, something that doesn't happen much in other games because both casters can cast any unexpected plays).
tl;dr agreed
and please use a cheat feed i'm sure most of the viewers care more about catching sick plays rather than crowd reactions at lan
and please use a cheat feed i'm sure most of the viewers care more about catching sick plays rather than crowd reactions at lan
I think dhs was fine without cheat feed idk although catching those mad airshots might be hard for the camera man
I think dhs was fine without cheat feed idk although catching those mad airshots might be hard for the camera man
yeah what you describe makes sense. The way casts work (at least when i was involved) was the standard play-by-play dude + the analyst who doesn't talk as much. We try not to interrupt too much what one says to avoid constant chaos and we rely on what the cameraman says to us off-stream about plays about to happen.
As it's the default set up anything different such as what you propose requires firstly an established duo used to this 'style' but also what is the flank caster going to say when no backcaps or roamer bombs/anything else funky happens? Not saying it can't be done but it definitely requires more preparation than for the current set up. It's already a bit difficult sometimes to find 2 casters on time, so applying this seems even harder.
yeah what you describe makes sense. The way casts work (at least when i was involved) was the standard play-by-play dude + the analyst who doesn't talk as much. We try not to interrupt too much what one says to avoid constant chaos and we rely on what the cameraman says to us off-stream about plays about to happen.
As it's the default set up anything different such as what you propose requires firstly an established duo used to this 'style' but also what is the flank caster going to say when no backcaps or roamer bombs/anything else funky happens? Not saying it can't be done but it definitely requires more preparation than for the current set up. It's already a bit difficult sometimes to find 2 casters on time, so applying this seems even harder.
I disagree with your opinions on casting spy (and to a lesser extent, sniper) plays. Normally these are happening during a stalemate and I'd prefer to watch a spy invisible amongst enemies for a few mins than spam. Also, I imagine it's very hard to predict the exact moment when the spy will un cloak, so I'd rather watch a well-positioned spy for a bit longer than necessary than miss a play.
Essentially the same applies to sniper duels, but I think sniper plays are just, on the whole, less exciting than a successful, or even unsuccessful, spy play. Still, the sniper is there to make an opening, so I'd rather be watching that than spam.
I'm constantly impressed by the quality of casts. I watched some i55 on a whim last year and it was the casting that got me hooked on competitive tf2. Looking forward to more of the same at i58!
I disagree with your opinions on casting spy (and to a lesser extent, sniper) plays. Normally these are happening during a stalemate and I'd prefer to watch a spy invisible amongst enemies for a few mins than spam. Also, I imagine it's very hard to predict the exact moment when the spy will un cloak, so I'd rather watch a well-positioned spy for a bit longer than necessary than miss a play.
Essentially the same applies to sniper duels, but I think sniper plays are just, on the whole, less exciting than a successful, or even unsuccessful, spy play. Still, the sniper is there to make an opening, so I'd rather be watching that than spam.
I'm constantly impressed by the quality of casts. I watched some i55 on a whim last year and it was the casting that got me hooked on competitive tf2. Looking forward to more of the same at i58!
ZastrozziI disagree with your opinions on casting spy (and to a lesser extent, sniper) plays. Normally these are happening during a stalemate and I'd prefer to watch a spy invisible amongst enemies for a few mins than spam. Also, I imagine it's very hard to predict the exact moment when the spy will un cloak, so I'd rather watch a well-positioned spy for a bit longer than necessary than miss a play.
I think we misunderstood. I am referring to when a spy spawns and has not even reached the other team yet. If a cloaked spy is running inbetween opponents that means he is basically in position or working his way. That should 100% be the focus of the camera and casters.
[quote=Zastrozzi]I disagree with your opinions on casting spy (and to a lesser extent, sniper) plays. Normally these are happening during a stalemate and I'd prefer to watch a spy invisible amongst enemies for a few mins than spam. Also, I imagine it's very hard to predict the exact moment when the spy will un cloak, so I'd rather watch a well-positioned spy for a bit longer than necessary than miss a play. [/quote]
I think we misunderstood. I am referring to when a spy spawns and has not even reached the other team yet. If a cloaked spy is running inbetween opponents that means he is basically in position or working his way. That should 100% be the focus of the camera and casters.
I'd also like to see more 3rd person/free cam povs. First person pov is nice, but I feel that the free cam is highly underutilized. You can catch so much more of the action from a birds eye pov than you can from first person. Too many times has the constant shuffling of player to player caused us to miss big plays. You are much less likely to miss a big airshot if you have a view on the entire battlefield opposed to one persons pov. I would just like to see it mixed in a bit more instead of it being 99% first person. For midfights and last pushes you end up excluding so much of the action by just focusing on one person at at time when you could just use the free cam and capture nearly all of the action, then switching to first person when you notice an individual going for a big play.
I know its uncool to mention things that b4nny is good at, but if you take a look at the matches he casts on his stream he does a really good job of mixing in both free cam and first person povs. So you can look at some of his casts to see a good example of what Im talking about.
I'd also like to see more 3rd person/free cam povs. First person pov is nice, but I feel that the free cam is highly underutilized. You can catch so much more of the action from a birds eye pov than you can from first person. Too many times has the constant shuffling of player to player caused us to miss big plays. You are much less likely to miss a big airshot if you have a view on the entire battlefield opposed to one persons pov. I would just like to see it mixed in a bit more instead of it being 99% first person. For midfights and last pushes you end up excluding so much of the action by just focusing on one person at at time when you could just use the free cam and capture nearly all of the action, then switching to first person when you notice an individual going for a big play.
I know its uncool to mention things that b4nny is good at, but if you take a look at the matches he casts on his stream he does a really good job of mixing in both free cam and first person povs. So you can look at some of his casts to see a good example of what Im talking about.
Following up on Pert's post, I've always thought that midfights would really benefit from a 3rd person view. With first person, I tend to feel like unless I'm watching a player make a huge play and win the mid on his own, I'm just watching somebody play tf2, and then all of a sudden one of the two teams is winning the mid.
I think a third person view for midfights specifically would provide a much better experience- you can see the two teams posturing and sizing each other up, and watch as the aggression unfolds. You could see a roamer bomb, for instance, while also seeing 11 other players react to that action. Watching a whole team fight develop instead of watching first person frags seems really appealing to me. There may be some reasons why this isn't ideal, anybody is free to educate me, it's just something I've never understood
Following up on Pert's post, I've always thought that midfights would really benefit from a 3rd person view. With first person, I tend to feel like unless I'm watching a player make a huge play and win the mid on his own, I'm just watching somebody play tf2, and then all of a sudden one of the two teams is winning the mid.
I think a third person view for midfights specifically would provide a much better experience- you can see the two teams posturing and sizing each other up, and watch as the aggression unfolds. You could see a roamer bomb, for instance, while also seeing 11 other players react to that action. Watching a whole team fight develop instead of watching first person frags seems really appealing to me. There may be some reasons why this isn't ideal, anybody is free to educate me, it's just something I've never understood
To follow-up on the 3rd person view or free camera view. Lets say a caster is using the free floating camera view, can the caster still see the names of the players as they run around or do you just see health bars and colors?
To follow-up on the 3rd person view or free camera view. Lets say a caster is using the free floating camera view, can the caster still see the names of the players as they run around or do you just see health bars and colors?
SpaceCadetTo follow-up on the 3rd person view or free camera view. Lets say a caster is using the free floating camera view, can the caster still see the names of the players as they run around or do you just see health bars and colors?
By default you can't see names or health bars iirc (can't remember if Valve's outlines and status apply to spectators), but that's why things like StatusSpec exist. Not to mention StatusSpec gives you a huge deal of customizability, so you can make the names more pronounced or have stats fade based on distance.
[quote=SpaceCadet]To follow-up on the 3rd person view or free camera view. Lets say a caster is using the free floating camera view, can the caster still see the names of the players as they run around or do you just see health bars and colors?[/quote]
By default you can't see names or health bars iirc (can't remember if Valve's outlines and status apply to spectators), but that's why things like StatusSpec exist. Not to mention StatusSpec gives you a huge deal of customizability, so you can make the names more pronounced or have stats fade based on distance.
dashnercamperand please use a cheat feed i'm sure most of the viewers care more about catching sick plays rather than crowd reactions at lan
I'm not sure where this ridiculous rumor came from that w're doing this for crowd reactions at LAN. We're doing this to get live player reactions at the event synced up properly with what's happening in-game. What was the last LAN event outside TF2 that you've heard of that uses STV/GOTV delay?
As I mentioned in a previous thread, you clearly did not watch DHS if you think our way doesn't work.
Honestly I'm not gonna argue with you because you obviously know better than me, I just thought that the idea of catching crowd reaction seems stupid but it turns out that's not why you guys don't want to use the cheat feed, and I wished that the production would be as good as last year's.
Anyway you guys do your thing, we appreciate your commitment <3
[quote=dashner][quote=camper]and please use a cheat feed i'm sure most of the viewers care more about catching sick plays rather than crowd reactions at lan[/quote]
I'm not sure where this ridiculous rumor came from that w're doing this for crowd reactions at LAN. We're doing this to get live player reactions at the event synced up properly with what's happening in-game. What was the last LAN event outside TF2 that you've heard of that uses STV/GOTV delay?
As I mentioned in a previous thread, you clearly did not watch DHS if you think our way doesn't work.[/quote]
Honestly I'm not gonna argue with you because you obviously know better than me, I just thought that the idea of catching crowd reaction seems stupid but it turns out that's not why you guys don't want to use the cheat feed, and I wished that the production would be as good as last year's.
Anyway you guys do your thing, we appreciate your commitment <3
I like cheat feed (but I'm biased). CS:GO events are casted with no delay and despite some great observers they regularly miss flashy/important plays. It's such a shame to see multiple kill feed lines in the top right while in-eyes with someone doing nothing.
CS:GO has big live audiences watching the teams on a stage, so delays to enable cheat feed don't make sense.
We don't have that so I think we just gain things by using it properly without any downsides.
I like cheat feed ([url=https://github.com/Arie/tf2_live_stats]but I'm biased[/url]). CS:GO events are casted with no delay and despite some great observers they regularly miss flashy/important plays. It's such a shame to see multiple kill feed lines in the top right while in-eyes with someone doing nothing.
CS:GO has big live audiences watching the teams on a stage, so delays to enable cheat feed don't make sense.
We don't have that so I think we just gain things by using it properly without any downsides.
In CS:GO it's different as well because you know when action is going to happen most of the time. People line up for smokes, get in position etc. It's not really spontaneous or random as TF2 is action wise. You don't really see people peaking chokes aggresively or going for plays when everyone is up like you would in TF2. CS:GO is much more slow and methodical making it easier to catch the action without the need for a cheat feed
In CS:GO it's different as well because you know when action is going to happen most of the time. People line up for smokes, get in position etc. It's not really spontaneous or random as TF2 is action wise. You don't really see people peaking chokes aggresively or going for plays when everyone is up like you would in TF2. CS:GO is much more slow and methodical making it easier to catch the action without the need for a cheat feed
You're basically never going to get the camera and the casters to line up seamlessly in a live cast - even with a cheat feed - it will help us to not miss *really* big stuff - but there are still things that could be very important that appear in the cheat-feed that appear innocuous to whoever is watching it. Some camera-types are better at figuring out where to put their camera or quickly switching binds to whatever we're talking about, but that's a lot to ask especially given that there's somewhere in the neighborhood of 2-3 people presently willing to cam on a regular basis lol.
The only way to get everything to match up seamlessly would be to post-produce the casts - so that the camera and casters could watch the match in advance and know what is going to happen lol. But I presume the community would be somewhat resistant to waiting 2-3 days to get every cast produced.
I can agree somewhat with you on the spy/sniper thing - there's a time for doing it - like when they're in position to actually do something, but I *have* seen casts where the camera person just takes a load-off once the players have switched to the off-class lol. But I can't really blame them for wanting a break.
I will also say that I presently don't use any modified hud - so not only do I not have wall-hacks or names or health bars I just watch the game organically lol - in general I don't think it compromises me too much since I can generally tell what is going on thanks to playing entirely too much - such things would definitely be a boon to casters who are less familiar with the game though or who have a harder time seeing the icons on their HUD.
You're basically never going to get the camera and the casters to line up seamlessly in a live cast - even with a cheat feed - it will help us to not miss *really* big stuff - but there are still things that could be very important that appear in the cheat-feed that appear innocuous to whoever is watching it. Some camera-types are better at figuring out where to put their camera or quickly switching binds to whatever we're talking about, but that's a lot to ask especially given that there's somewhere in the neighborhood of 2-3 people presently willing to cam on a regular basis lol.
The only way to get everything to match up seamlessly would be to post-produce the casts - so that the camera and casters could watch the match in advance and know what is going to happen lol. But I presume the community would be somewhat resistant to waiting 2-3 days to get every cast produced.
I can agree somewhat with you on the spy/sniper thing - there's a time for doing it - like when they're in position to actually do something, but I *have* seen casts where the camera person just takes a load-off once the players have switched to the off-class lol. But I can't really blame them for wanting a break.
I will also say that I presently don't use any modified hud - so not only do I not have wall-hacks or names or health bars I just watch the game organically lol - in general I don't think it compromises me too much since I can generally tell what is going on thanks to playing entirely too much - such things would definitely be a boon to casters who are less familiar with the game though or who have a harder time seeing the icons on their HUD.
I have tried to make it my mission to spend my time in a cast watching things happening outside of what my co-caster is commentating so that I can fill in and draw attention to a play when it's about to happen (backcap fight on Granary second, a roaming player finding his way to the enemy combo, etc.)
camperand please use a cheat feed i'm sure most of the viewers care more about catching sick plays rather than crowd reactions at lan
I think cheat feed allows for very creative camera-ing, but the main issue I've had is it becomes predictable what's about to happen if it's camera'd horribly, like if it's 1 kill by a player and we spectate him for like 20 seconds and he happens to get a chip shot from long distance. Cheat feed should be used to change up the perspectives we get, whether it's the fragger or the one getting fragged (and a little skill in timing when to switch POVs for an upcoming killstreak can make for an enjoyable cheatfeed experience).
I have tried to make it my mission to spend my time in a cast watching things happening outside of what my co-caster is commentating so that I can fill in and draw attention to a play when it's about to happen (backcap fight on Granary second, a roaming player finding his way to the enemy combo, etc.)
[quote=camper]and please use a cheat feed i'm sure most of the viewers care more about catching sick plays rather than crowd reactions at lan[/quote]
I think cheat feed allows for very creative camera-ing, but the main issue I've had is it becomes predictable what's about to happen if it's camera'd horribly, like if it's 1 kill by a player and we spectate him for like 20 seconds and he happens to get a chip shot from long distance. Cheat feed should be used to change up the perspectives we get, whether it's the fragger or the one getting fragged (and a little skill in timing when to switch POVs for an upcoming killstreak can make for an enjoyable cheatfeed experience).
It is definitely possible to get camera and casters to line up together without post producing. One of the most common ways is that the casters actually cast off the observer, which I feel can work for play by play, but for analysis makes it a lot harder. It's possible to have pbp off the observer, and then colour off their own pov, but this does come with issues such as no flexibility for the pbp which can make it harder to cast, and can cause some tunnel visioning in terms of who is being watched.
I'm glad it's going to be done live, it's super hard for the observers, however david and ondkaja are solid af so it should go great imo.
To make sure you catch flanks/backcaps/hiding players, you'd need a 3rd person watching out for those full time honestly. I cast with free cam, and I still miss backcaps far more than I'd like to. It's just excruciatingly hard to make sure you are aware where every single player is going while trying to watch a fight for second.
It is definitely possible to get camera and casters to line up together without post producing. One of the most common ways is that the casters actually cast off the observer, which I feel can work for play by play, but for analysis makes it a lot harder. It's possible to have pbp off the observer, and then colour off their own pov, but this does come with issues such as no flexibility for the pbp which can make it harder to cast, and can cause some tunnel visioning in terms of who is being watched.
I'm glad it's going to be done live, it's super hard for the observers, however david and ondkaja are solid af so it should go great imo.
To make sure you catch flanks/backcaps/hiding players, you'd need a 3rd person watching out for those full time honestly. I cast with free cam, and I still miss backcaps far more than I'd like to. It's just excruciatingly hard to make sure you are aware where every single player is going while trying to watch a fight for second.
dashnercamperand please use a cheat feed i'm sure most of the viewers care more about catching sick plays rather than crowd reactions at lan
I'm not sure where this ridiculous rumor came from that we're doing this for crowd reactions at LAN. We're doing this to get live player reactions at the event synced up properly with what's happening in-game. What was the last LAN event outside TF2 that you've heard of that uses STV/GOTV delay?
As I mentioned in a previous thread, you clearly did not watch DHS if you think our way doesn't work.
The DHS cast missed a _lot_ of big plays though. You guys still got quite a few, and clearly you did well considering you weren't using the cheat feed, but even if you caught a third of the airshots that you would have with cheat feed that still brings the quality of the entire game right down, from a viewer's perspective.
Live player reactions is really not a major consideration at insomnia, it's not like it's a major where the players are up in front of a crowd of >10k. I personally think that the cheat feed should be used for all games where the players aren't on stage.
[quote=dashner][quote=camper]and please use a cheat feed i'm sure most of the viewers care more about catching sick plays rather than crowd reactions at lan[/quote]
I'm not sure where this ridiculous rumor came from that we're doing this for crowd reactions at LAN. We're doing this to get live player reactions at the event synced up properly with what's happening in-game. What was the last LAN event outside TF2 that you've heard of that uses STV/GOTV delay?
As I mentioned in a previous thread, you clearly did not watch DHS if you think our way doesn't work.[/quote]
The DHS cast missed a _lot_ of big plays though. You guys still got quite a few, and clearly you did well considering you weren't using the cheat feed, but even if you caught a third of the airshots that you would have with cheat feed that still brings the quality of the entire game right down, from a viewer's perspective.
Live player reactions is really not a major consideration at insomnia, it's not like it's a major where the players are up in front of a crowd of >10k. I personally think that the cheat feed should be used for all games where the players aren't on stage.
More in depth analysis, more build up to a play that is potentially going to happen. More interesting things to say during stalemates.
More in depth analysis, more build up to a play that is potentially going to happen. More interesting things to say during stalemates.
One problem with online casts is that(and this is near unavoidable) unless the casters have a really good feel for each other and have worked together for a long time, its hard for casters not to talk over each other. Its very hard to do analysis well as a caster if they have to be ready to drop into PBP at any time. The absolute best(IMO) setup would be to have the PBP guy casting the observer feed, while the analysis guy is casting both the observer and his own feed.
One of the most jaring things as a viewer is when casters are talking about something that I can't see, or the camera isn't focused on. It doesn't matter how good your casters are, if they're talking about something I'm not seeing with them.
One problem with online casts is that(and this is near unavoidable) unless the casters have a really good feel for each other and have worked together for a long time, its hard for casters not to talk over each other. Its very hard to do analysis well as a caster if they have to be ready to drop into PBP at any time. The absolute best(IMO) setup would be to have the PBP guy casting the observer feed, while the analysis guy is casting both the observer and his own feed.
One of the most jaring things as a viewer is when casters are talking about something that I can't see, or the camera isn't focused on. It doesn't matter how good your casters are, if they're talking about something I'm not seeing with them.
This has been said often, but I would rather the casters talk about specific things players did right or wrong as opposed to focusing so much on the stats. Things like DPM only mean so much.
This has been said often, but I would rather the casters talk about specific things players did right or wrong as opposed to focusing so much on the stats. Things like DPM only mean so much.
Hopefully the analysis at i58 will be good, I like it in cs when they really go to town on what was the cause of the win/lost in detail
Hopefully the analysis at i58 will be good, I like it in cs when they really go to town on what was the cause of the win/lost in detail
DollyHopefully the analysis at i58 will be good, I like it in cs when they really go to town on what was the cause of the win/lost in detail
rip me
[quote=Dolly]Hopefully the analysis at i58 will be good, I like it in cs when they really go to town on what was the cause of the win/lost in detail[/quote]
rip me