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BloodisWiethoofdUGC is following the bans and unbans except for the Pomson unban.
Why though?
Did they forget what the word "unified" means with these whitelist discussions? Or do they really want to be special little snowflakes?
Probably because their league is a masse of crying children who get their way.
z3tadrshdwpuppetTEZC, they go wherever there is both TF2 and alcohol. Seriously amazing dudesThey were fun to play against and they possibly had a bit of alcohol. Had their i49 jerseys on as well.
Best part was when we won a round and my team pauses to do the Darts song loudly to a hall of confused Americans.
Got rolled but had a blast.
La Quinta Inn is terrible, first room not cleaned, everything is filthy, bathroom is tiny and poorly designed. Half of the halls are flooding. Not sort of Hotel I would pay 100 USD a night for. But we got to meet Bear so thats good.
Seriously why was this recommended.
At La Quinta any other TF2 players here? Please help Maxi is snoring...
WARHURYEAHyou guys don't understand valve are going over our logs and watching all our games carefully.
I mean look at all the great things that has come from us using the improved whitelist last season:
1. Lowpander
2. Lowpander
3. Lowpander
4. Lowpander
5. Lowpander
6. Muuki
If that doesn't convince you that this is not just a step, but a gigantic leap forward for competitive tf2 than I don't know what will.
Fixed it for you.
TwiggyHildreth- Tell me the purpose of the whitelist?I think the goal of the whitelist is to affect the game balance by removing weapons that are either "broken" or overpowered.
Hildreth How do you define an "Overpowered" weapon?First a website of someone who knows his shit unlike us.
David SirlinThe worst thing you can have in a competitive multiplayer game is a dominant move (or weapon, character, unit, whatever). I don’t mean a move that is merely good, I mean a move that is strictly better than any other you could do, so its very existence reduces the strategy of the game. A dominant move also probably has no real counter, so even if the opponent knows you will do it, there’s not a lot they can do.
So strictly speaking for weapons, an overpowered weapon is a weapon "that is strictly better than any other" weapon "you could use, so its very existence reduces the strategy of the game"
How do you decide if something is "stricly better"? By playtesting. Has weapon X been proven to be run exclusively in 6s or allowed a very specific uncounterable move or strategy to be pulled? If no, then it should not be banned.
Some currently banned weapons agree to this definition : atomizer, crit a cola, vitasaw, quickfix for example.
Interestingly, some beloved weapons agree to this too : gunboats or crossbow for example.
Hildreth How do you define a "Broken weapon".This one is the easiest. It's a weapon with a mechanic that does not work as intended by the developpers. For example, the pomson when the projectile could become invisible, or taunts that fucked up the hitboxes.
The whole 'fun' element can not be used when you want to objectively balance the game, because fun is by definition subjective. And saying 'a majority of people agree on what fun is therefore we should do X' is just shitting on the rest of the players who think otherwise, so it does the complete opposite of bringing everyone together as the player MR_SLIN claims.
I mean that is fine, he's at least tried to explain it - However he opens a can of worms, if you follow this definition strictly, then the crossbow should be banned, but if that is the case everyone will be in uproar because Medics love the crossbow and in general teams like it because it makes heals/ubers and everything more efficient. But it's vastly superior to any alternatives. The gunboats is a similar proposition, but I don't think should be in the same category because sometimes teams used battalions backup or shotgun to add an extra dynamic to their play.
But therein lies the problems with whitelists - You made your own definition of what an unbalanced weapon is yet don't have the balls to enforce it being banned because it ruins the "subjective" fun of the gamemode. That's the issue, the inconsistencies of whitelists - Some weapons are deemed banned because of this definition (Vitasaw for example) whilst others that fit it perfectly (Crossbow) remain unbanned because it's subjectively seen as "More fun" by people, even though the argument is "Fun is subjective so should not matter".
Either ban all of the unlocks that fit this definition or allow them, no middle ground because it's inconsistent and turns the whitelist into what it is today - A muddle of unlocks decided by a rabble of people wanting to enforce their own views on game balance onto a stagnating, hybrid and chaotic version of TF2 that is different from anything seen elsewhere including the Matchmaking mod - The very thing the developers tried to introduce to support the competitive community.
And the idea that MR Slin knows his shit more than any other person is laughable, he's a person with views and opinions like everyone else, difference is he uses his social media platform to launch it and has spread his ideas to a point where leagues listen to him. Don't get me wrong I'd rather they listened to him over some of these idiots I see posting here, but nobody is special - He just has more a direction he wants to take the game - Good for him.
AmarokGreetings,
I take the risk of posting here, for I seek answers to a question that has crossed my mind regarding the philosophy of certain people among this community towards balancing the game ,and particularly whitelists.
If you take into account that 6s was created by taking the best aspects of the original game. What would be the reasoning behind adding weapons to the game ,that, even if they aren't particularly game breaking, but rather slightly annoying, do not add anything to the game, that'd it be mechanicly or in terms of variety.
Why would you impose on yourself to play with weapons that are irritating and make the game gimmicky with the mere argument being that it isn't blatantly op ?
In your opinion....
MR_SLINHildreth you say the game is going downhill but attribute all of the failures to me? Come on, it's a group decision here.
Your first two lines proves you didn't read or understand the points I was raising therefore I will not read the rest of your post, no point in discussing it further.
MR_SLIN@SpaceCadet, I've tried growing the game before through methods like mentoring, streaming, youtube videos, casting, and putting together tournaments like the recent FACEIT cup. I've tried a lot of things to try and grow this game, and I'm not going to pretend like I'm the best person in the world at doing it which is why I encourage you or anyone else to take a stab at it. But, I do feel like I'm putting forth my best effort and that's why I took offense to your earlier comment. If we had lots of manpower and volunteers, we could try to recruit people to our scene but even that fades (look at newbie mixes for an example, since coaches are volunteers and volunteers are limited). Growing pug websites like stadium and pugchamp, leagues like ESEA or FACEIT, or recruiting sponsors has been met with adversity as well.
I feel like the problem with competitive TF2 is a systemic problem. Our game mode is flawed (5cp, it's been discussed before), our rulesets are disjointed, and our game is much different than the standard TF2 that most pubbers enjoy. Some people are okay with this and are happy to ride it out until the game dies. I'm working to try and change that, and to answer your question above, I think that this is a way that can help. If we fix the structural issues with our game, the game itself becomes more appealing and everything else falls into place.
Now some people will see that and ask where's Valve? Why won't Valve fix our problems? But it's not their responsibility it's ours. We care more about competitive TF2 than anyone else, so it's on us to fix it. We're not changing the whitelist for Valve, we're changing it for us. We're trying to make competitive TF2 the best scene out there. Recruiting people to something that is broken is much harder than recruiting people to try something that works really, really well. And right now, the world can't seem to agree on what works really really well for competitive TF2. So that's why we're meeting. To figure out what works really well so that we can all unite and do the thing that works best.
I hope this answers your questions too Hildreth. I agree with you that some people will look out for their own team's best interests instead of the community's but we should really be looking to our community leaders (league admins and top players) to figure out where we should go from here. My only role in this is starting the discussion. Even if it does turn into a shit show, at least it can't get much worse than where we're at right now. I think the objective should be to balance the game in the way that makes it the most attractive to new players. Some people think that we have it really good right now while others think there's something better out there. I think change is scary but many people see the scene as dead already -- I don't think we have much to lose.
As I mentioned before, attendance is optional but I'd appreciate any support I can get here in helping to figure out how to make our game the best game it can be.
Don't get me wrong I agree with you on some points you make but the highlighted bit I can't understand - If you want to balance towards new players, why are you asking League Admins and Premiership/Invite players to lead the discussion? We don't know what a new player wants from the game in terms of unlocks.Only thing a new to competitive player wants that we 100% know about is organised competition.
Why don't you do some research into what new players want, not just browse Reddit or TF2center forums, actually put some effort and collect data, least this way there is a logical approach to base decisions on.
Also you say the scene is in its worse place and it can't get any worse - Yet we've had nearly a decade to address issues, tried multiple scenerios and you want to recycle the same failed ideas. Hell you even pushed for this global ruleset last season and the trend is signups are declining (I don't think for a second anything you did had a massive impact on signups) but if you're saying things are as bad as they have ever been, it's just admitting how we are approaching rulesets is wrong and has always been wrong (I don't think it matters much in the big picture).
I mean you and others here pushed so hard to try and make TF2 more of an eSport - Numbers a going down and all you wanna do is keep recycling your terrible ideals and push them on the community. I give you respect for actually being here and not fucking off to OW like a lot of people did when they pushed so hard to change this game into something a lot of people don't like (Especially HL players) and realised their efforts are pointless and went somewhere else their talents deserved rewards, but seriously, come on.
MR_SLINSpaceCadet, I'd encourage you to volunteer your free time to do whatever you want with it! If you feel like there's a problem that's worth your time fixing, you're free to start that up.
I'm spending my free time organizing this because I think that it's important that we unify the competitive community. I've noticed that other esports have consistent rulesets around the world, and I wanted to make an effort to have something similar for the comp TF2 scene. I think that we have a long way to go, especially since we haven't reconciled map lists or even rulesets (Europe still plays best of two 30 minute maps while NA plays one map for up to 60 minutes) but it's a work in progress. The whitelist was the first step and considerably easier to manipulate than the rulesets or map lists. We can consider talking about those things in this meeting if we have time.
Also Bear we're working towards it but progress is relatively slow since I don't exclusively work on this in my free time. We talked about mirroring the rulesets at the last global whitelist meeting but ETF2L had to recode their website to make it happen, and NA wasn't willing to change the way they do things.
You never, ever will satisfy everybody in this community - This is the same solution to an issue we've had in the game since the first unlocks were released. I appreciate your willingness to act and try to keep these things being discussed and going on, but this is the wrong way to go about it. Asking Premiership / Invite players of today to feedback and discuss weapons will just see an array of opinions thrown around - My team is very pro-unlock, other teams are very anti-unlocks - Other teams will wish to ban a lot of weapons we use because they don't use them and banning them will only benefit their team and not ours.
It's more to do with tactics than opinion. We saw it in Highlander with certain unlock bans being decided by a vote between Prem/Top High leaders, a couple of items were banned then overturned after a backlash by a vocal minority that "lost" the vote - Teams banned the Dead Ringer tactically because a certain player was by far the best player on his class using it and nobody could compete with him. The main reason this has happened is there is simply no clearly defined purpose for the whitelist.
Revisit the actual reasons why you need a whitelist and it is still nearly impossible to reach a coherent definition - To balance the game? In who's opinion will this balance the game? The players? Valve's? Prem Players? Everybody has different ideas behind class balance. If I Scout, I will hate playing versus a Natascha Heavy, because it counters on of the scouts biggest advantages - Speed but if I liked to play Heavy, I would want this weapon to help the class become more powerful as its the least mobile class and effective only over short/medium range and because of these limits, effective in less situations whilst scouts effectiveness is much more varied. Who's side do you take? You can't comprimise - You ban weapons for the Heavy or Engineer to make the Scouts life easier, you're effecting your own version of balancing the game - Which in turn is it really a game balance or is it a balance designed to help the Scout?
This is one scenerio - We all have varying opinions on game balance. Thre are so many questions to ask which we clearly don't have yes or no answers because criteria has not been defined - For example:
Why are you banning a weapon? It is Overpowered. How do you define Overpowered? Because it's an upgrade on Weapon B. Why is weapon A overpowered but weapon B not? Why is Weapon B overpowered for Engineer but not Overpowered for Heavy?
Simply put there are far too many components with differing definitions that make up the purpose of a whitelist and to reach an agreement is nigh on impossible. I think blabbing on about it for 2 hours will achieve little - Answer these questions before:
- Tell me the purpose of the whitelist?
- How do you define an "Overpowered" weapon?
- How do you define a "Broken weapon".
- Agree on the purpose and definitions.
- Get the unlocks to meet the criteria.
If it meets the agreed criteria, then it's banned.
Example: "Natascha is banned because is meets the agreed definition of an OP weapon as it's penalty in damage is only -blahblah% and it's slowdown is +blahblah% compared to the stock weapon, this gives it too powerful an advantage" or some shit like this, I dunno, you work it out.
Viperif valve saw us as actual playtesters and not just a racous minority that has continuously shit on them for their update and balancing decisions then we'd get actual updates every once in awhile and not fucking guns with christmas lights and recycled halloween events
Hard to play test when you play 5 or 6 of the same maps, mainly with 5cp, mainly with 4 or 5 classes, with classlimits designed to cater for a hybrid gamemode that developed over many years in a comparatively small game where 95% of the players do not play for the competitive aspect.
Of course you're the raucous minority. Deal with it.
Enjoyed the write up - Can't see it being anything other than a Sev7n vs Froyotech final, but the underdog in me will be supporting the Aussies, I just feel they are due some LAN success.
People actually think anything that is done will matter:
Nothing will make a difference, this game is on a backwards spiral, we've lost our best contributors, in a community that depended on volunteers they're going. They've all given up for one reason or another or because their talents deserve financial rewards.
It depends how you measure success of TF2 :
- If it's amount of teams competing - it's losing appeal.
- If it's amount of LANs - it's improving.
- If it's the amount of prizemoney - it's going down.
- If it's amount of coverage and viewership - still going nowhere.
Unlock debates are as old as the first unlocks were made for Medic, you will always have a battle between people who want more things unbanned versus those who want more banned because people enjoy different aspects of the game. Keep discussing it, but I have seen many names have the same discussions for nearly a decade and 99% of them aren't here anymore.
All of this can be done if the players wanted to, as servers in ETF2L are managed by players not admins.
Say you're 4-0 down with 5 minutes left - Yes it's still technically possible to win but you as a team decide it is not and want to move onto the next map. You can say "Good game enemy team, we concede" then type "rcon mp_timelimit 1" and the match will end - Take your screenshots and logs will be correct. Add a little explanation to the matchpage if necessary..
This concept of Dead time only exists because players don't think about ending prematurely during games, only people watching do. If you prompted people to do it, they would.
A "GG" button would be cool too but then again, I can forsee people misusing it and causing drama - I don't know about ESEA btw, no opinion on it.