DarkNecrid
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Signed Up August 8, 2012
Last Posted August 6, 2018 at 5:20 PM
Posts 739 (0.2 per day)
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#61 Florida High School Shooting in World Events

#60

I like how you wrote a bunch of paragraphs about something I just thought was funny and ignored the graph of 5 years of mass shootings happening every single month and Congress failing to enact a single change, even something as common sense as closing genuine loopholes in the current laws.

Also yes I vote for (and donate to) gun control advocates, it's almost like democracy is more than a single vote though. Almost like people can discuss things maturely on various sites and do those things simultaneously as well.

Your other examples like the explosives & knives and what not aren't very compelling because they're not as ideal to mass kill with for a variety of reasons whether that be difficulty to acquire (i.e. the explosives, ya I'm sure your common high school kid is gonna go find some C4 just laying around his house or go buy/hand make his own...sure..that's gonna be REAL COMMON) or difficulty to mass kill with (i.e. the knives, you're not going to very easily kill 17 people with a knife and a knife is way easier for a group of people to stop). You can't sit on the top of a building and kill a ton of people with a knife to go back to the Las Vegas mass shooting either.

Also saying we shouldn't have better gun control because people would still kill others is like arguing we shouldn't have laws against murder because people still do it. Laws are a deterrent in the first place, and yeah people are still going to suffer even with better laws but if substantially less people suffer it is worth it. To expect a law to block 100% of something is kinda dumb, but what's wrong with it deterring even something like 50-75% of mass shootings? That's a lot of people that you'd be letting live year to year.

There's too many other countries that have viable gun control laws that have effectively either neutered or massively reduced mass shootings to say that "treating the symptom will not accomplish anything". If you make it so acquiring guns is more expensive/difficult, you're going to substantially curb gun related deaths because most criminals are lazy & poor & also usually unintelligent. You'll notice that most of these mass related shootings actually don't entail illegal (from a purchasing aspect, weapons civilians just aren't allowed to have in general) weaponry, even if these illegal weapons would be more ideal at actually mass killing....because they don't invest the time/energy/money into acquiring those. They just acquire the easier legal ones even if they are less ideal for murder.

I've had friends die in incidents like this so I'm not particularly interested in your "there's nothing we can do" bs, sorry. There's a lot we can do just politicians enjoy being funded heavily by the NRA and America has had terrible mental health care support. You can feel free to sit there and keep voting for congressmen that are willing to do nothing and hope it isn't your own kids that get shot in the future if that suits you though.

posted about 6 years ago
#58 Florida High School Shooting in World Events

https://www.nytimes.com/interactive/2018/02/15/opinion/congress-gun-progress.html

This is a really great graph with a lot of stuff happening on it.

My personal favorite:

"Another vote is held on a measure to prevent terrorism suspects from buying firearms, but it does not pass"
posted about 6 years ago
#77 ETF2L bans wall bugs in TF2 General Discussion
TwiiKuuI've been exploring/reverse engineering the game to find what's causing this to happen, if I find a fix, should I send it to VALVe or would that be a massive killer for the Jump community? Should I only send it if I can find a way to revert the possible changes?

From what I remember talking to someone far more knowledgeable about this than me long ago who was doing something similar, it's some kind of rounding error during a floating point approximation calculation involving distance from origin.

It's something like wallbugs occur on the faces of rectangular surfaces at certain distances (starting from 8 for some reason, and going 16/32/64/128/etc) from the origin point of the map based on the Cartesian axis distance for a short range after each of those numbers. (I think it was like 20 or something...don't remember)

If I remember right you should be able to consistently replicate it by making a rectangular wall at 9 to like 14 Hammer Units away from 0,0. This is like a super wallbug wall too, you should be able to stick to basically any part of it and let go of your movement keys and remain stuck.

e:

This was a talk I had like 3 some odd years ago so I might be misremembering parts of this though, but maybe it'll help you out.

posted about 6 years ago
#9 Dragon Ball FighterZ in Other Games

I've played fighting games on keyboard since the MAME + Kaillera days and its pretty normal (nothing is wrong with it other than when you configure the keyboard it doesnt tell you what the X-Box buttons do and the menus show the X-Box buttons but honestly you can look up the X-Box buttons and replacing them in your head on the menus is something you'll figure out in like 5 minutes) keyboard support and it's super playable. It's a Marvel game though so there's quite a lot of buttons to hit pretty fast and time well and that'd probably be your biggest learning curve if you're used to 1-on-1 games since you're essentially managing 3 people.

The inputs themselves are all pretty simple though, specials are all QCF/QCB + 1 button or Down Down + 1 button, supers are all QCF+2 buttons (Level 1s) or QCB+2 buttons (Level 3s) so you don't have to do any keyboard difficult inputs like 360/720s.

posted about 6 years ago
#7 Dragon Ball FighterZ in Other Games
MagikarpAny keyboard player know if it has decent keyboard controls/playability ?

Yes, it's extremely playable on keyboard. Especially if you've played a Marvel game on keyboard (either UMVC3 or emulated Dreamcast Marvel 2 mainly) and are used to the kind of inputs/rhythm you gotta be in for a Marvel game.

Depending on your preferred inputs you might need a mechanical to avoid ghosting fucking you over, but ya.

posted about 6 years ago
#5 Magic the gathering in Other Games

Yes.

#3 contact support especially if you were on the priority list you'll get a response back with your code pretty fast

posted about 6 years ago
#38 Let's unify the ruleset in TF2 General Discussion
hooliShortening the round timer is certainly going in the right direction but as it stands there isn't a server command that can control that. It may be possible with a sourcemod plugin but esea wouldn't use it due to the additional support that maintaining sourcemod requires. This is an adjustment that would require the participation of the TF team.

It would require a large adjustment as well, there IS actually a command to adjust it however due to how the Round Timer actually works in TF2 you would need to apply the command multiple times for when people complete objectives and it's cheat protected. The command is "ent_fire team_round_timer addtime X" with a - if you want to remove time.

The Round Timer in TF2 is currently a map entity, therefore maps can set their own round timers and set how much objectives modify the round time. This means not only would you need to apply the command multiple times, but you'd need to apply it dynamically based on the objective. This makes changing it much more difficult for the TF2 team.

That said, the easiest way to do this (and it would still be time consuming on anything not already a custom map) is to have someone make a custom map with a custom round timer entity. Not only can you set the default roundtimer in the entity logic but you can set a custom maximum round timer and change how much each objective adds to it. If b4nny or anyone else wants to test it and knows a custom map maker willing to make speculative round timer changes in a fork, this is your best way of doing it.

posted about 6 years ago
#3 240hz for cheap? in Hardware

As Setsul is implying, this device is only 60 Hz and interpolates the rest of the frames for the 120/240 Hz.

Interpolating frames like that adds input lag so you'd want to set it to 60 Hz/Game Mode anyways.

It's bad.

posted about 6 years ago
#303 December Global Whitelist Changes in TF2 General Discussion
MysclicksageDid anyone mention the reasoning behind banning mantreads?
Seems like a downgrade/fringe sidegrade from gunboats so i dont really get why its banned

Possibly the +200% air control? Makes for some crazy airstrafes

The problem with more crazy airstrafes is it gives you more velocity which means if you can't land in an area that lets you slide and negate fall damage you will take more base fall damage which makes random fall damage even more RNG.

Easily the suckiest part of using the Mantreads.

e:

Which I guess if anyone is not aware, random fall damage is a thing even in competitive since tf_damage_disablespread 1 only applies to weapon damage and not world damage.

posted about 6 years ago
#11 Trickle-Down Balance - Uncle dane in Videos

I can't really watch this in its entirety right now, but trickle down is generally the only kind of balancing that ever makes sense in a competitive multiplayer game. This is long and a bit design heavy so if you're not interested feel free to skip.

The act of game balance in a competitive game is from a design perspective essentially the act of managing unfair scenarios, because the "fun" of (competitive) games arises when players either win from a disadvantage or have the knowledge to create/recognize an advantage and act on it.

Tons of (generally less competitive) games will create this sense of unfairness through randomness and manage how unfair that randomness can be, but in a competitive game you need very little to no randomness because you place a bigger emphasis on mechanical & mental (gamesense) skill allowing unfair scenarios to more naturally arise than something like, idk, Hearthstone. Competitive TF2 itself has very little randomness remaining for instance - random fall damage and bullet spread on miniguns/pistols/revolvers/syringe guns being the heavy hitters.

Balancing in the sense that everything is fair would leave a game pretty homogenized/boring, but you can make a game "unfair" but give players all the tools to utilize. Your goal is just to make sure that nothing is so unfair that it dominates the meta and ruins all other options or to make nothing so useless it never sees play (although this is preferable compared to the former). Having niche or situational strategies is exceptionally rewarding for players, as it goes back into that mechanical/gamesense skill.

In 6s this is most obviously seen with offclassing, knowing when to offclass and how to utilize those offclasses rewards player knowledge, teamwork, and decision making. When you go Spy, backstab the enemy Medic, and that decision wins you the round it feels very rewarding and good. Having the gamesense to recognize that the other team sacced in for a Spy and beating that swap is conversely very rewarding and feels good. Spy is a situational class, but that's what makes him interesting and hype on casts when he shows up, if Spy was "fair" with the rest of the classes - all equally viable - he would be nowhere near as exciting because it's no longer a knowledge/gamesense choice combined with mechanical teamwork to attempt the stab, it's just "yeah we feel like running Spy coz we can all the time now".

But you can look at another popular game like Chess, which is a game draped in unfair scenarios even if the game overall is relatively equal since both players have access to the same pieces and the same amount of them. The pieces are all different power levels and how they interact through various board strategies creates a plethora of unfair scenarios that makes the game fun. Learning how to use those interactions, beat those interactions, or set up those interactions to gain an advantage or come back from a disadvantage is, at its heart, what makes Chess fun.

Trickle down from that design perspective thus makes the most sense because your best players are at any one moment the players that best recognize how to beat/create/recognize those unfair scenarios - this is what "getting better" at a competitive game entails. Getting better aim or positioning or gamesense is getting better at making unfair situations that benefit yourself.

The hard part of trickle down is that in a very high skill game you have to recognize that it is only applicable to the present though. Your current best players are still improving over time because in a skilled game you can't truly master it into perfection. I think a really good example of this in 6s would be how back in the very early years of 6s (2007-2009) Scout was formidable but not considered remotely as good or as feared as he is now. The top players back then - while great and all - couldn't utilize Scout as well as the top players of recent times now can. This is why careful balancing and taking your time on things can also be important because your best players can get better and shift opinions on stuff with little to no changes done to it.

New/low skill players are kind of interesting because you don't have to heavily appeal to them with balancing because they typically do not actually care about balancing until they really dig into the game. The main thing you target these players with via design is the actual design itself - you try to shoot for "simple to play but difficult to master". That's a side topic and you can do it in a variety of ways but one of the more obvious ways TF2 does it is by providing some easier classes that are more newbie friendly, can still do some work in the right scenario, and still have some skill growth that can tie into other classes, like the Heavy and Engineer. If you have a solid pathway to getting into the game & improving, by the time these players care about balancing they'll be at a healthy skill level where the balancing "makes sense".

Even if something is really dominant in low level play if it's bad at high levels you probably don't want to nerf it unless the counterplay required is simply too high (which generally only happens if the teamwork required to employ said thing is basically non-existent). A good example from DotA is stealth characters, they don't dumpster stealth characters even though they feed on super low level play because the counter is simple it's just the low level players have to learn it. You'd better fix this "problem" with UI elements informing players to buy anti-Stealth items when playing against Stealth characters for the first several times than you would actually rendering the characters worse at all other levels of play where people actively counter them.

If something does have too crazy of a counterplay requirement, is braindead, and is dominating low level play though you're pretty free to nerf/rework it because again it's preferable to have something be bad at the high level of play if it saves player retention. This is because your best players - while they care about balance - generally only care if something is overpowered at that level and don't mind bad/useless items as much. You're not usually going to hear Invite players complain that the Candy Cane is a bad Scout item for instance.

If something does arise that breaks high skill games (this would generally be something with extremely low risk, almost no skill required, and high reward) but isn't a big threat in low skill games you can also make adjustments with smart changes that is just overly beneficial to the game. Most notable one here in recent times for TF2 is the Razorback, which was a problem in basically Highlander only. Preventing overheal fixes the problem it has in Highlander without really affecting lower skill pubs - those Snipers weren't getting tanked by Medics nor were they playing around a combo in the first place.

The only reason lower end players tend to not be on board with trickle down is because they care more about feels rather than reals when it comes to the game. They care more about their feelings (I LOVE THIS ITEM DONT NERF IT, I LOVE THIS CLASS Y NERF IT) and don't talk about balance from an actual overarching perspective, these people are usually very transparent about it because they will outright state their feelings in their complaining too, usually not talking about the reality of the item/class/strategy in question at all or very minimally if they do. They care more about the way they actually play the game rather than how the game itself is actually played.

posted about 6 years ago
#10 Yaooooooooooooooooooooooooooooooo!! in TF2 General Discussion

#10

never noticed this before, but uh

youtube's auto-generated closed captions think he's speaking portuguese in that one

amazing

posted about 6 years ago
#7 Yaooooooooooooooooooooooooooooooo!! in TF2 General Discussion

Also for those who need the Atomsk reference in that video:

https://www.youtube.com/watch?v=8DxDAWPMd-Q

(I still use this hitsound, it's basically the best)

posted about 6 years ago
#6 help me pls tf2 project for my cs a level in Projects
id like to know how sizzling stats / logs.tf work in the sense of actually getting the data from the tf2 server

Every match played on mp_tournament 1 generates a log file in the server's orangebox/tf/logs directory, which is either manually or more likely automatically uploaded by the server owner via a SourceMod plugin to the logs site which then parses the log file, adding everyone's stats together, and then makes them look pretty.

e:

Mind, even if you create a plugin you would need to parse the log files correctly because the log files are not very pretty and get people to actually install the plugin to retrieve the log files as well. There's no API to retrieve log files from the servers without owner permission unlike modern competitive games.

posted about 6 years ago
#64 OWL starting today in Esports

I didn't see it in the thread yet so I dunno if you guys saw but NY Excelsior subbed in Pine (who played Korean Highlander Sniper iirc) for a bit and he kinda went ham.

https://clips.twitch.tv/ModernAmericanCrocodileBudBlast

posted about 6 years ago
#33 what key(s) do you use for movement? in TF2 General Discussion
MILKy_do people who dont use wasd (IN SUPER RARE CASES THE ARROW KEYS) not have the space for a regular keyboard layout or are they just trying to be original????????????

ESDF is pretty viable too, people who started on OG Tribes or were on the ESDF side of Quake might still be on that to be fair.

posted about 6 years ago
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