Via HLDS:
ValveMatchmaking
- Players can now form rematches at the end of a Casual match
- At the end of a Casual match, players will have 30 seconds to opt-in to a rematch
- If at least 6 players from BLU and 6 players from RED have chosen to rematch, then a rematch will begin
- A rematch will use the same teams, map and server
- Players can now re-queue into Casual Matchmaking during the end of a match
- Players who decline a rematch or simply don't vote in the rematch voting period will automatically be re-queued
- Updated the way XP is earned in Casual matches
- Players will now be awarded more XP based on their team's performance at the end of a match
- XP is no longer lost for leaving a Casual match early
- A breakdown of XP sources is now shown when your XP bar fills up
- Casual matches now more strongly prefer to distribute players to teams based on experience, in order to better avoid creating one-sided matches
- Casual matches are now more likely to start with fewer than 24 players in lower population game-modes or regions, wherein the wait time for a full match would become excessive
- The current minimum allowable match size in such situations is twelve players
- The matchmaker will still attempt to place late-joiners into these matches as they become available
- Competitive matches no longer terminate when any player abandons the match
- Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches
- Matches that finish at an advantage or disadvantage (e.g. 6v5 or 5v6, not counting any bots) will now result in smaller or larger skill rating adjustments for advantaged wins or disadvantaged losses, respectively
- Competitive matches that lose more than one player per team will keep the current behavior of ending the match
- Players who abandon Competitive matches still receive a large skill rating penalty and Competitive matchmaking cooldown, regardless of whether a bot was allowed to take their place
- Greatly improved the reliability of client ping estimates when placing users into matchmaking servers
- The game client now periodically checks in with the matchmaking server network to estimate ping to each region, and feeds the information back to the matchmaking system
- This should greatly reduce cases of players being placed in regions to which they have poor ping, even when said regions are geographically nearby
- The scoreboard now shows the connection status for missing and connecting players
General
- Added tournament medals for ozfortress Season 16 and Season 17
- Fixed an exploit related to the Eureka Effect and carrying buildings
- Fixed Live Streams menu not displaying the list of streams
- Fixed the flamethrower not drawing the Halloween Spell: Spectral Flame effect during Halloween and Full Moon events
- Updated the localization files
Rumor has it:
- Have a screenshot of what the new casual post-game screen looks like:
http://i.imgur.com/gxLigp5.png
- Sorry, competitive fill-in bots aren't controllable like in CS:GO
- A few HUD files were updated, so don't be surprised if some elements break, or all of it breaks
- wiethoofd informs me that they shouldn't crash (provided your HUD uses the hudanimations_manifest setup), but who knows. He's got a detailed breakdown of the changes on huds.tf
- An item schema update that brings the above mentioned ozfortress Season 16 & 17 medals: https://github.com/SteamDatabase/SteamTracking/commit/9bb874d80a1ec4d81a349d7c0af559fee5613ff7
- New strings, an early look at an upcoming item schema update, and GC protobufs oh my! New strings, an early look at an upcoming item schema update, and GC protobufs oh my! New strings, an early...
- Size is ~35 MB
---------------------------------
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Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
[quote=Valve][b][u]Matchmaking[/u][/b]
- Players can now form rematches at the end of a Casual match
- At the end of a Casual match, players will have 30 seconds to opt-in to a rematch
- If at least 6 players from BLU and 6 players from RED have chosen to rematch, then a rematch will begin
- A rematch will use the same teams, map and server
- Players can now re-queue into Casual Matchmaking during the end of a match
- Players who decline a rematch or simply don't vote in the rematch voting period will automatically be re-queued
- Updated the way XP is earned in Casual matches
- Players will now be awarded more XP based on their team's performance at the end of a match
- XP is no longer lost for leaving a Casual match early
- A breakdown of XP sources is now shown when your XP bar fills up
- Casual matches now more strongly prefer to distribute players to teams based on experience, in order to better avoid creating one-sided matches
- Casual matches are now more likely to start with fewer than 24 players in lower population game-modes or regions, wherein the wait time for a full match would become excessive
- The current minimum allowable match size in such situations is twelve players
- The matchmaker will still attempt to place late-joiners into these matches as they become available
- Competitive matches no longer terminate when any player abandons the match
- Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches
- Matches that finish at an advantage or disadvantage (e.g. 6v5 or 5v6, not counting any bots) will now result in smaller or larger skill rating adjustments for advantaged wins or disadvantaged losses, respectively
- Competitive matches that lose more than one player per team will keep the current behavior of ending the match
- Players who abandon Competitive matches still receive a large skill rating penalty and Competitive matchmaking cooldown, regardless of whether a bot was allowed to take their place
- Greatly improved the reliability of client ping estimates when placing users into matchmaking servers
- The game client now periodically checks in with the matchmaking server network to estimate ping to each region, and feeds the information back to the matchmaking system
- This should greatly reduce cases of players being placed in regions to which they have poor ping, even when said regions are geographically nearby
- The scoreboard now shows the connection status for missing and connecting players
[b][u]General[/u][/b]
- Added tournament medals for ozfortress Season 16 and Season 17
- Fixed an exploit related to the Eureka Effect and carrying buildings
- Fixed Live Streams menu not displaying the list of streams
- Fixed the flamethrower not drawing the Halloween Spell: Spectral Flame effect during Halloween and Full Moon events
- Updated the localization files[/quote]
Rumor has it:
- Have a screenshot of what the new casual post-game screen looks like:
[img]http://i.imgur.com/gxLigp5.png[/img]
- Sorry, competitive fill-in bots aren't controllable like in CS:GO
- A few HUD files were updated, so don't be surprised if some elements break, or all of it breaks
- wiethoofd informs me that they [I]shouldn't[/I] crash (provided your HUD uses the hudanimations_manifest setup), but who knows. He's got [url=http://huds.tf/forum/showthread.php?tid=335]a detailed breakdown of the changes[/url] on huds.tf
- An item schema update that brings the above mentioned ozfortress Season 16 & 17 medals: [url]https://github.com/SteamDatabase/SteamTracking/commit/9bb874d80a1ec4d81a349d7c0af559fee5613ff7[/url]
- New strings, an early look at an upcoming item schema update, and GC protobufs [url=https://github.com/SteamDatabase/GameTracking/commit/d1ffdb734c857726a4c5b3544c58347df4ff17e8]oh my![/url] New strings, an early look at an upcoming item schema update, and GC protobufs oh my! New strings, an early...
- Size is ~35 MB
---------------------------------
Meta notice: how am I doing with these posts? I'm asking for your feedback. Do you like everything you see here? Am I performing as well as you'd like? [url=https://docs.google.com/forms/d/e/1FAIpQLSdepNyv14rCoHf0rV5BtdmqDxXSKGNP9r_FxtX0cwhd1RlHHA/viewform]Head here to fill out a form.[/url] Thanks in advance for your time and for being awesome!
for a random update this is pretty hefty...
for a random update this is pretty hefty...
I really like some of these changes to casual. Should have been implemented before but better late than never I guess
Also T-3 hours for the ESEA people to do their magic so that the servers can work properly tonight
I really like some of these changes to casual. Should have been implemented before but better late than never I guess
Also T-3 hours for the ESEA people to do their magic so that the servers can work properly tonight
some amazing changes to the matchmaking systems. good work valve.
some amazing changes to the matchmaking systems. good work valve.
https://static-cdn.jtvnw.net/emoticons/v1/88/2.0
no more singapore servers god bless
no more singapore servers god bless
Valve- The game client now periodically checks in with the matchmaking server network to estimate ping to each region, and feeds the information back to the matchmaking system
- This should greatly reduce cases of players being placed in regions to which they have poor ping, even when said regions are geographically nearby
thank fucking god
bless up
http://emojipedia-us.s3.amazonaws.com/cache/8b/74/8b74df0528c84458ea538f75ddee83e2.png
[quote=Valve]- The game client now periodically checks in with the matchmaking server network to estimate ping to each region, and feeds the information back to the matchmaking system
- This should greatly reduce cases of players being placed in regions to which they have poor ping, even when said regions are geographically nearby
[/quote]
thank fucking god
bless up
[img]http://emojipedia-us.s3.amazonaws.com/cache/8b/74/8b74df0528c84458ea538f75ddee83e2.png[/img]
Not too sure about the
Competitive matches that lose more than one player per team will keep the current behavior of ending the match
its definitelly more costy to deny exp to the winners but it may happen in lower levels.
Anyways the changes are phenomenal, specially for casual. Hopefully the Pyro update is good as well and we see proper balancing and MM becomes less aids gameplay-wise.
Also I wonder what classes and difficulty will the bots pick, hopefully not sniper considering they are literal aimbots lol
Not too sure about the
[quote]Competitive matches that lose more than one player per team will keep the current behavior of ending the match[/quote]
its definitelly more costy to deny exp to the winners but it may happen in lower levels.
Anyways the changes are phenomenal, specially for casual. Hopefully the Pyro update is good as well and we see proper balancing and MM becomes less aids gameplay-wise.
Also I wonder what classes and difficulty will the bots pick, hopefully not sniper considering they are literal aimbots lol
ESEA?
- Fixed Live Streams menu not displaying the list of streams
edit: this didn't mean what i thought it meant
ESEA?
- Fixed Live Streams menu not displaying the list of streams
edit: this didn't mean what i thought it meant
Umm there are no .nav (navigation meshes) on the maps folder for several maps in competitive.
This means that when a bot joins a map like cp_vanguard it won't move because it doesn't have a navigation mesh.
I hope they somehow work, great update anyways!
Umm there are no .nav (navigation meshes) on the maps folder for several maps in competitive.
This means that when a bot joins a map like cp_vanguard it won't move because it doesn't have a navigation mesh.
I hope they somehow work, great update anyways!
"Competitive matches no longer terminate when any player abandons the match"
Valve just saved mm :D
"Competitive matches no longer terminate when any player abandons the match"
Valve just saved mm :D
PogChamp
The bots need an update regardless though, training mode should be actual training
PogChamp
The bots need an update regardless though, training mode should be actual training
damn that's a pretty nice update. assuming this hasn't broken some other stupid shit.
damn that's a pretty nice update. assuming this hasn't broken some other stupid shit.
Nice work valve, this is pretty good!
Nice work valve, this is pretty good!
the rematch button in casual doesnt seem to work with ahud atm im not sure about other huds but i just wanted to let hud people know
the rematch button in casual doesnt seem to work with ahud atm im not sure about other huds but i just wanted to let hud people know
first try party of 2 from europe connected to a virginia server ...
2nd try got connected to madrid but i have 150 ping where i normally have 70 ... also the match started with 6v3 ... it isn´t the first time this has happened though, eventually the server got full but still ... maybe increase the time to join
first try party of 2 from europe connected to a virginia server ...
2nd try got connected to madrid but i have 150 ping where i normally have 70 ... also the match started with 6v3 ... it isn´t the first time this has happened though, eventually the server got full but still ... maybe increase the time to join
- Competitive matches no longer terminate when any player abandons the match
- Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches
Hooooooooooly shit
That's like, 1/3 of everything wrong with matchmaking. Now all they need is classlimit 1 on defence and support classes, better sorting of players into ranks, and then the game becomes literally playable.
After that, all the issues are the more complicated map and weapon balance. Edit: Oh and the graphics/viewmodel config stuff, but that's again a less stupidly simple issue than the ranks and classlimits.
[quote] - Competitive matches no longer terminate when any player abandons the match
- Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches[/quote]
Hooooooooooly shit
That's like, 1/3 of everything wrong with matchmaking. Now all they need is classlimit 1 on defence and support classes, better sorting of players into ranks, and then the game becomes literally playable.
After that, all the issues are the more complicated map and weapon balance. Edit: Oh and the graphics/viewmodel config stuff, but that's again a less stupidly simple issue than the ranks and classlimits.
mousiopefirst try party of 2 from europe connected to a virginia server ...
l
o
l
plz be a fluke
[quote=mousiope]first try party of 2 from europe connected to a virginia server ...[/quote]
l
o
l
plz be a fluke
Also, watching demos appears to be slightly broken. Hitting tab now gives me this: http://imgur.com/haDp2g2
Also, watching demos appears to be slightly broken. Hitting tab now gives me this: http://imgur.com/haDp2g2
Menachemmousiopefirst try party of 2 from europe connected to a virginia server ...
l
o
l
plz be a fluke
I mean keep in mind that ping bars are "green" all the way up to 150 ping so....
[quote=Menachem][quote=mousiope]first try party of 2 from europe connected to a virginia server ...[/quote]
l
o
l
plz be a fluke[/quote]
I mean keep in mind that ping bars are "green" all the way up to 150 ping so....
DollyPogChamp
The bots need an update regardless though, training mode should be actual training
bots can just go scout and annihilate everyone with their fucking laser aim with the pistol
edit: https://youtu.be/u6wwpTgq-hk?t=293
[quote=Dolly]PogChamp
The bots need an update regardless though, training mode should be actual training[/quote]
bots can just go scout and annihilate everyone with their fucking laser aim with the pistol
edit: https://youtu.be/u6wwpTgq-hk?t=293
Blitheno more singapore servers god bless
i made singaporian friends, i will miss them dearly BibleThump
i also talked shit about AsiaFortress but i didnt mean any of it im sorry
[quote=Blithe]no more singapore servers god bless[/quote]
i made singaporian friends, i will miss them dearly BibleThump
i also talked shit about AsiaFortress but i didnt mean any of it im sorry
Unlisted changes: puts you in virginia servers from time to time, in case you missed the experience.
I believed the server region was fixed for a second
Unlisted changes: puts you in virginia servers from time to time, in case you missed the experience.
I believed the server region was fixed for a second
They talk about BOT Maggot's c taps...
This is a great step in the right direction :) Only downside is I can't abandon before the end of matches against cheaters to save my teammates / deny the cheaters elo now
They talk about BOT Maggot's c taps...
This is a great step in the right direction :) Only downside is I can't abandon before the end of matches against cheaters to save my teammates / deny the cheaters elo now
sage78Unlisted changes: puts you in virginia servers from time to time, in case you missed the experience.
I believed the server region was fixed for a second
your from spain and im from portugal we just seem to cross the ocean ... can someone build a wall and make valve pay for it ?
http://i.imgur.com/FEd9h4R.jpg
[quote=sage78]Unlisted changes: puts you in virginia servers from time to time, in case you missed the experience.
I believed the server region was fixed for a second[/quote]
your from spain and im from portugal we just seem to cross the ocean ... can someone build a wall and make valve pay for it ?
[img]http://i.imgur.com/FEd9h4R.jpg[/img]
But matchmaking was always filled with bots
But matchmaking was always filled with bots
Gunboat_DiplomatBut matchmaking was always filled with bots
https://media.giphy.com/media/L9X2hR5BdRKgw/giphy.gif
beautiful.
[quote=Gunboat_Diplomat]But matchmaking was always filled with bots[/quote]
[img]https://media.giphy.com/media/L9X2hR5BdRKgw/giphy.gif[/img]
beautiful.
Now the new strategy is to votekick your worst player so that Ribs Grow Back can melt the enemy team with his pistol straight from Halo: Combat Evolved
Now the new strategy is to votekick your worst player so that Ribs Grow Back can melt the enemy team with his pistol straight from Halo: Combat Evolved
i dont think you can votekick in mm
i dont think you can votekick in mm