GentlemanJon
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Signed Up March 1, 2014
Last Posted October 1, 2019 at 12:14 PM
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#6 TF2 Player Rankings Official Thread in Projects
VortexDo logs that have no damage stats count as 0 towards the average?

In terms of the stats listed they do but those are just a cosmetic bonus because I collect them. You shouldn't draw any conclusions about the ranks from what you see (or don't see) there. If there's no damage in a log damage isn't part of a ranking.

posted about 9 years ago
#1 TF2 Player Rankings Official Thread in Projects

Sorry for the lack of TFTV thread earlier, I'll be posting updates and stuff in this one.

Off the back of my lobby balancing researches I’ve made this website tracking player rankings in TF2Pickup and TF2Center.

http://beta.tf2playerrankings.com/

It’s currently in beta but should be functional. Please check the FAQ first for questions, but I’ll make some quick notes here. Join the steam group for announcements! Although I’ll probably post updates here too.

http://steamcommunity.com/groups/tf2playerrankings

The research basis is given a very basic outline here:
Zen and the Art of Balancing a Lobby

-You get a different rank on each class and for each site.
-You need to play about 10 games on that class and site to get a rank.
-The ranking mechanism is a trade secret.
-There is an inactivity penalty that will degrade your ranking over time if you don’t play, although this has only started working in the last couple of weeks so there’s still a lot of old ranks in there.
-If a good player trolls or plays recklessly they don’t get a good rating.
-The first 3 ranks always have a set number of players in them; 20, 30 and 50. After that rank population sizes are a proportion of the total population.
-Heals per minute tends to be messed up for medics, it’s down to missing data from logs.
-Names may be a bit messed up, I’ll be putting something in place to request name changes but I won’t be doing it manually now. You can search on your community id instead, the big long number with nothing else in it.
-You should be able to copy and paste urls for player detail pages so you can share them directly

Why does this exist? It started as a project to provide the basis for automated lobby & pickup balancing, and to improve lobby balancing a database like this has to exist. As far as I could tell no one else was in a position to do it. There doesn't seem to be any reason not to make it public and exploit it for entertainment purposes as well. Bug reports are welcome. If you're planning or run a lobby system there is a balancer API that does the heavy lifting for you, if you want to use it let me know.

posted about 9 years ago
#7 TF2 PLAYER RANKINGS WEBSITE in TF2 General Discussion

I wanted to be sure the server was happy with the load from etf2l before I posted a thread here as well. I'll do something "official" a bit later.

posted about 9 years ago
#7 Purity and the Whitelist in TF2 General Discussion

You'd be better off citing specific arguments by individuals and addressing them than saying things like "Others" and "those that" because you're misrepresenting complex and nuanced arguments simply to suit your own.

posted about 9 years ago
#27 Overwatch, Overhyped? in TF2 General Discussion
etherWTF is that English accent on the girl.

From the Dick Van Dyke school of English accents, Mary Poppins

posted about 9 years ago
#134 eXtv-Vlog: The Future in TF2 General Discussion
lvl4assuming a pick/ban system, the same problem arises because you can only either ban every weapon but stock for fear it lends to advantage or you can only ban the top x% of unlocks and then you just end up with a slightly whiter list than modern 6s with a few more unliked unlocks allowed, because all the ones that changed the meta get banned 24/7

It's not all ban, you can ban enough to remove the totally horrific unlocks, then limit picks to enforce a stable in-game meta which deals with the other problem of the open whitelist, which is having no idea what your opponents will run producing chaos because there's no ability to plan.

So you're right, 6s remains essentially unchanged while a much more officially acceptable version of the format comes into being.

Edit: There has to be an understanding here that the end game with regards to any of these new formats is supposed to be official recognition. My starting point is that current 6s is the best format we've got, and there is no chance of official recognition while blocking a lot of what makes Valve money which is weapons. Nothing better than pick/ban crafted to maintain the existing meta reasonably closely occurs to me.

posted about 9 years ago
#130 eXtv-Vlog: The Future in TF2 General Discussion
KevinIsPwnThat's basically what has been said over and over in this thread except for some reason you think it's a good thing. If the only way to counter a weapon is for the other team to use that weapon then the meta shrinks. So despite having a broader whitelist, the meta is shrunk. This happens with a lot of the weapons that are in the game, they just aren't designed for competitive.

So ban them during the ban phase.

posted about 9 years ago
#108 eXtv-Vlog: The Future in TF2 General Discussion
KevinIsPwnThis works with mobas because you set up your class structure at the beginning of the game and you don't change it. To do this in tf2 would be to break the so called "meta" valve is striving for. And to enable class/ weapon swaps during the game with an open whitelist (minus a few unlocks) will be broken.

I've seen this mentioned a few times before so it must have something to it. Within a pick/ban scenario (not AR) I think this is essentially setting a parameter for how it should work - that players should only be able to pick a couple of weapons after a ban phase to maintain a consistent in-game meta (but with the potential for variations between games), so it's a matter of making the pick/ban phases effective enough to limit the number of weapons in actual play.

So my guess would be some kind of ban phase to kick out the most broken stuff, and then a pick phase to set the meta for the game from the remainders. I'm not sure exactly how you'd work it, a balanced system to reduce trolling but also give the potential for proper strategy would be the goal. Maybe even allow the teams to select different weapons from each other?

posted about 9 years ago
#43 Valve's Game - Ze Knutsson Rollerbladers vs. big boy bonjour in Events

Nice to see one of the participants really giving their experience some thought, thanks Herr_P

Herr_PFor what?

There's a perception that adding unlocks will suddenly make recruitment easier (it probably won't, HL doesn't have this enormous player base and they allow almost everything). There is also the chance Valve is going to bring in match making which would bring in a huge number of players to the format, but Valve won't be banning anything even if it's bugged, and getting Valve support for any small team format will hinge on that. It seems this second point is genuinely possible, particularly with Overwatch apparently supporting a competitive game mode from the start.

Herr_PAfterthought (cause I showered while debating posting this) and clarification: My point is basically this. Tf2 is fun because of tactics; tactics come out of foresight and adaptation; unlocks only leaves adaptation since we can't know what another player is running before we encounter them. This is the main difference from dota & CS where you have pick / bans at the start or an economy that is part of the meta.

It's very interesting that after playing open unlock games you come to a similar conclusion to the TF2 team's suggestion and not just for "ban this broken unlock" reasons, but for improved strategic gameplay reasons. What do you think of the idea of a pick/ban mod where players ban unlocks before the match starts? In the matchmaking code that's been uncovered so far I think (from memory) there is a designated section called "strategy time" but no one knows what it does.

posted about 9 years ago
#33 stabby-stabby leaving TF2 in TF2 General Discussion
KanecoWas quickplay. ANd the restrictions valve set for quickplay.

I blame Pinion

posted about 9 years ago
#150 Valve's Game in News
r4ptureLooking over the first vod now (currently at the start of 2-3), and all I keep noticing is every time an "overpowered" class is played, ie powerjack/degreaser pyro or gunslinger engie, they are absolutely and utterly destroyed. I've yet to see one pyro and engie play because they're simply outclassed by soldiers and scouts. I've yet to see the short circuit in play, but honestly I feel like a SC engie would just get mulched by the two scouts near instantly, one of which likely using the BFB to outrun any mini that may be put down. He may stop a couple rockets but it would only stall his inevitable death.

Still watching, but this is a lot of fun.

We won't really know the full impact until some teams are playing just to win and aren't spamming unlocks for the novelty value. Although the theory crafting is fun it's how they're actually used that counts. We need to see situations that will arise in genuine competitive games, like Wrangled level 3's on Gully last.

posted about 9 years ago
#84 Help! If TF2 had CS:GO ranks what would they be? in TF2 General Discussion
SnivyWhat about using the Botkiller rarities as ranks?

-Rust
-Blood
-Silver
-Gold
-Carbonado
-Diamond

I considered doing this but it didn't feel quite right applying an MvM scale to the competitive game, then I thought nothing I can come up with will please everybody so it would be better to let people have their say up front.

posted about 9 years ago
#82 Help! If TF2 had CS:GO ranks what would they be? in TF2 General Discussion
pl3xAlso, are these ranks for another IRC pickup type thing or a whole new website?

It's for a standalone website that will track and display the ranks. Any pickup/balancing service of any kind should be able to make use of them if they wish.

posted about 9 years ago
#49 WHAT we NEED to do to get comp tf2 more players in TF2 General Discussion
_In_SanityThe point I was trying to make is that the idea of removing all 'free' leagues and making the only format 6v6 (as has been suggested by a number of people across all of these threads) just isn't a viable solution for the reality of tf2. If 6s was available in the client, and supported by valve, then yes, I think we could focus on consolidating into a single pay to play league. But because it isn't we desperately need some kind of entry level league where the barriers to entry for new players are minimal if present at all.

I don't see the point of worrying about it to be honest, UGC isn't going anywhere and neither is ESEA as long as they get signups. Get exposure of the format to new players and the scene will thrive, the leagues will continue to take care of themselves. Someone saying you have to kill all leagues other than ESEA on a forum will have zero impact on that.

The efforts players are making with the playcomp.tf thing are really the things that will make a difference. It's the one place Valve can't shut us out from and probably doesn't want to - the actual game itself.

posted about 9 years ago
#37 WHAT we NEED to do to get comp tf2 more players in TF2 General Discussion
_In_SanityThe reason that DotA2 and CS:GO are so popular without the need for free leagues is because the average 'pub' game is exactly the same format as a competitive game.

I think the similarities between pubs and HL goes some way to disprove this, although of course if the base game was Highlander it would make leagues more accessible.

The differences between TF2 and Dota and CS that drive large scale participation are exposure (it's in the game client with competitive news), ease of use (it's almost one click to start a competitive game, really easy to play with your friends too), and official recognition.

The only 'official' competitive game format from Valve is 9v9, but despite this there is no way to join a 9v9 game from the client home screen and they don't include any news about the competitive scene in general in the game client either, and anything we ask for is marginalised in the blog news tab.

The only way to get that stuff into the game client is via a custom hud (this is possible right?). How you motivate thousands of pubbers to use your hud is open to question, it would have to have some compelling features.

posted about 9 years ago
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