Kig is by far one of the coolest guys I know and they were great fun to ring for in the past. Hope they get/make a great team for next season. They're also really fun to chat with in mumble.
:~)
Account Details | |
---|---|
SteamID64 | 76561198040399924 |
SteamID3 | [U:1:80134196] |
SteamID32 | STEAM_0:0:40067098 |
Country | United States |
Signed Up | January 29, 2013 |
Last Posted | June 23, 2023 at 12:09 AM |
Posts | 1213 (0.3 per day) |
Game Settings | |
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In-game Sensitivity | 1.1 |
Windows Sensitivity | 5 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1920x1080 |
Refresh Rate |
240hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Deathadder |
Keyboard | Logitech G610 |
Mousepad | Steelseries Qck Heavy |
Headphones | Sennheiser 569 |
Monitor | ASUS VG259QM |
Kig is by far one of the coolest guys I know and they were great fun to ring for in the past. Hope they get/make a great team for next season. They're also really fun to chat with in mumble.
:~)
I have to be honest here, I've been doing this for over a decade now, business has never been better, we have more Premium members, more Insider members, than ever before, and we're growing at such an insane pace that I have a hard time believing it. It's extremely tempting to just sit back, let complacency set in, and just watch the money pile up. That would be the safe thing to do.
Safe is boring though, so why not blow everything up, start from scratch, and see if we can do better? The pug system in its current form has remained relatively unchanged for nearly a decade now, and while it worked great when we had 10,000 or less Premium members, to say that it's starting to burst at the seams would be a polite understatement.
Knowing that, we went back to the drawing board, fed on a whole bunch of user feedback, looked at what other games and other developers were doing, took the best elements, left the worst, and continued to refine. The end result is (hopefully) a system that makes it dramatically more simple, fast, and most importantly more fun to play on ESEA.
Enough with the paragraphs, you're only here for the bullet points:
Create groups of up to 5 players directly from the Client, and be guaranteed to play on the same team
Skill balanced among a larger pool of players, not just the 10 in the server, for better matches
Wait for your match and chat with your group from your desktop
Your slot is reserved for 2 minutes to allow time for you to rejoin after a crash
A ringer is automatically added to the match after the reserved slot expires
No more fade to black
Best location is automatically picked based on your ping
Pug faster with no ready lists, shortened live on three count, halftime wait, etc
I fully understand there are more things we need to do to keep improving, but the new matchmaking system will provide the framework to do so. A few examples of features that will be added in the coming weeks:
Automatic mumble server spawned and connected for every group
Groups of up to 10 people
Improved pug admin, .kick, and .block functionality
Ladder integration so matches are made from the Client, no more waiting in-game for an opponent
We've been working on this for about four months now, but there will still no doubt be bugs and various other growing pains, so for the first night at least we're launching with only 16 servers, so once those fill up the queue times will be high. That will all go away over the weekend as we crush more bugs and add more servers.
This is easily our largest ever undertaking, and it took massive efforts from sawce (back end heavy lifting), reload (Client integration), as well as alba (Client user interface). Big thanks also go out to everyone who's helped test over the past few months.
As mentioned, this is only the beginning of a series of revamps to all aspects of ESEA. Ten years in and we're more motivated than ever, perfectly positioned for continued success, and primed to achieve it -- stick around and enjoy the ride.
It appears they are offering this service for TF2 PUGs as well.
From: http://play.esea.net/index.php?s=news&d=comments&id=14038
I've heard rumors of Contenders 3 being in the works as well.
https://www.kickstarter.com/projects/191095869/reflex
kiiiickstarter
I seriously doubt that "bringing back" old maps will ever work, even more so if they are already stock maps implemented by valve as it will be near impossible to get updates to them. If we want good maps we should be focusing on the maps that are still in development so we don't end up with a million maps that everybody hates but nobody gave feedback to make them better. Sunshine has serious potential but people still almost refuse to play it despite it being in for 2 seasons. The same could be said about Metalworks and they're both getting little to no feedback besides "map is shit" and surprisingly enough that's actually not useful feedback. I think if people started playing new maps more consistently from earlier stages and finding out problems early in development most mappers would be more than willing to fix them, but when people pretty much completely ignore a map until it's in rotation and then complain about it we're not going to accomplish much. Personally I would really like to see more new KOTH maps being play-tested as I think it's one of the most interesting gamemodes to play as well as watch and just 1 week of Viaduct doesn't seem to do it justice in my opinion.
Interview with Reflex dev Newborn:
Some minor technical hiccups occurring atm the map is very close to being finished. A few unplanned re-compiles occurred but it should be out soonish.
Forgot to add these to previous post. This will be (hopefully) quick fixes
http://puu.sh/bxHEl/23064851f5.jpg
Can get stuck on all of the corners on mid.
http://puu.sh/bxHOi/7b2468d7f8.jpg
If you put stickies behind this crate they can det through. Not sure if intended it seemed pretty annoying to get killed by it though imo.
http://puu.sh/bxHV6/30755679df.jpg
Box clips into wall a bit
http://puu.sh/bxI35/c5e55591b4.jpg
Corner clipping please
http://puu.sh/bxI7s/cb737eadca.jpg
Clipping on the other edge of this, maybe just remove that brush up to the overhang part so the details from the wall wrap around a bit smoother?
http://puu.sh/bxIjI/40056070c4.jpg
Grass going through stone texture, same thing happening on the side stairs to cafe @ mid
http://puu.sh/bxJ69/a9df3295b4.jpg
Stickies get stuck in air here.
Once again thanks for doing all you've done for the community by putting out maps, and I do hope you can return sometime but real life stuff should take precedence.
http://puu.sh/buQlK/0e57584e5a.png
Last time I talked with Phi she had been going through a few things with real life so I am really not sure if we'll see her return to this map or even tf2 for awhile. That being said there has been a few people who have offered to work on her maps while she is away. If anybody does get in contact with her and gets the vmf hopefully we could have an updated version for next season if it stays in. That being said the only contact I had with her was through steam so no real idea how anybody would get a hold of her atm.
All quality gamers and people.
Been awhile since I have done one of these, hopefully you're still working on this map Phi because I think it has a lot of potential to be a great map. I won't be able to provide a ton of feedback on gameplay as honestly I just have not played it enough to get a good idea of how you could change the overall layout to make it flow better. I can provide some "easily" fixable things that have annoyed myself and teammates though.
http://puu.sh/bmTty/064909f20d.jpg
I understand that props in the spawnroom are nice but these ones are very annoying as it's pretty easy to get caught on the edge of one when you're rotating to grab health/ammo.
http://puu.sh/bmTYK/65f8753081.jpg
This box that just slightly jets out of the edge is incredibly annoying if you try to jump off that wall as soldier or demo. I'd move it back 10 or 20 units or just remove it because it just seems to kinda clutter up the area like a lot of the other props.
http://puu.sh/bmUgr/93185eac7a.jpg
Clipping things
http://puu.sh/bmUjP/33323c79f9.jpg
Annoying prop to get stuck on, probably already talked about this though.
http://puu.sh/bmUsP/b57e33b13c.jpg
This whole area is kinda strange, I would probably just remove the door frame and extend that slope a bit to close to the door frame going into last.
http://puu.sh/bmUzN/ed1dfcdca4.jpg
Always bothered me how dark this glass was, not sure if it would make a huge difference if you made it clearer because you could just step like 4 feet to the right and see the same stuff, If not maybe just make it a solid wall, it does seem kinda strange to have a window indoors.
http://puu.sh/bmULP/20fe0377ac.jpg
Another detail thing that annoyed me, it would look a lot cleaner imo if you just had those walls merge into eachother, if not put a angled clipping brush on there to have people not get stuck.
http://puu.sh/bmUT4/8815fab079.jpg
Getting snagged on the edge of this pallet is really annoying
http://puu.sh/bmV3B/07872dbb91.jpg
You can get stuck on this thing above lower.
http://puu.sh/bmVa2/1c85399f2e.jpg
Some of the displacement clips into the lower lobby area.
http://puu.sh/bmVhX/b25267879b.jpg
Stuff under flank still rendering and doing things.
http://puu.sh/bmVoY/39b0630f34.jpg
You can get caught on this post and this entire pack area is really bad imo, the pillars make it annoying to get in and out of and the little stone lip before the actual pack eats splash a lot.
http://puu.sh/bmVBb/873659d732.jpg
Lots and lots of props for a fairly unimportant area, also if you do end up in here you can get stuck on just about everything in there so there is also that.
http://puu.sh/bmVIj/9e02f0ed7e.jpg
The overhang clipping is probably my bigger complaint with this map. It really limits the jumps you can do. I really liked how fubar did it on pro_viaduct and removed a majority of the clipping on roofs to allow a bit more freedom with jumps.
http://puu.sh/bmW0A/4e44ab5c54.jpg
Displacement clips into this thing as well, also you can get caught on the edge of it fairly easily.
http://puu.sh/bmW41/5c86471654.jpg
These are still stairs, please clip/bulletblock
http://puu.sh/bmWaX/52e2ff99d0.jpg
The clipping in cafe is pretty whacky overall but this one is really annoying.
http://puu.sh/bmWit/11f31de86f.jpg
You can get stuck on both of the window features.
http://puu.sh/bmWne/d76fea71da.jpg
Prop clipping really bad on these things
http://puu.sh/bmWwO/c999336187.jpg
While I do think the lighthouse looks really nice, this actual point is really pretty annoying to take since there's almost no room to move around in on the actual capture area.
http://puu.sh/bmWBT/033c489bc0.jpg
I'm sure this one has said before but please make this solid. I know nothing will pass through the holes but it's pretty unintuitive. It also seems to cause some bugs with lighting underneath.
http://puu.sh/bmWKE/1a7ff18ed4.jpg
These also seem to just kinda clutter up the already cramped area between choke and cafe. Also I've been told you can get stuck on the back trashcan pretty easily. I'd assume it's the handle doing that but I only got caught a few times on it myself so it's not a huge deal.
Will probably end up editing this or posting again as I look a bit more into the map.
Exertus eSports is no more. This is, however, far from the end. The essence of the organization will live on under a new banner: that of eLevate eSports. First of all the nature of this transition should be explained- that which constitutes Exertus currently: its teams, its management hierarchy and all of its achievements will all transfer intact into eLevate, meaning that in practice at face value there will be no difference between Exertus and eLevate except for the name itself. Furthermore the current CEO of eLevate will be taking the role of COO in the revamped organization, with our very own Brandon "MaDDoG" Hatfield retaining the reins in the CEO chair. This will be the only management addition.
please no