Well fuck
Edit: Its working again 0_0
Account Details | |
---|---|
SteamID64 | 76561198121922413 |
SteamID3 | [U:1:161656685] |
SteamID32 | STEAM_0:1:80828342 |
Country | United States |
Signed Up | June 4, 2021 |
Last Posted | November 20, 2024 at 1:14 AM |
Posts | 66 (0.1 per day) |
Game Settings | |
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In-game Sensitivity | 2.3 |
Windows Sensitivity | 7/11 |
Raw Input | 1 |
DPI |
1200 |
Resolution |
1920x1080 |
Refresh Rate |
144 hz |
Hardware Peripherals | |
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Mouse | CORSAIR HARPOON RGB PRO |
Keyboard | |
Mousepad | Corsair MM100 Cloth Gaming Mouse Pad |
Headphones | Logitech Pro Headset (Wired) |
Monitor |
DolphInNWe will likely not be running PUGs until item servers are back up, but rest assured we are making great progress with fixing all the bugs!
as of now 1/11, item servers are back up.
In addition, the pug site is currently working again with servers available at this time (servers weren't available earlier, assuming for maintenance).
Ty dolphin :D
DolphInNexpect a fix by the ~10th after we do thorough internal testing and confirm things are actually working.
DolphInNWelcome to RGL PUGs Public Beta v1!
Note that the site may still have some unknown bugs, which I will be ironing out over this week, so keep reporting them along with any feedback!
In terms of the path to full release, we now plan to have weekly updates EVERY Sunday throughout beta.
In no specific order or priority, we have the following public plans for beta:
- More stabilization, bug fixes, etc. (duh)
- More elo work
- Map nominations
- Customizations
-- Voice packs
-- Donor perks
- Pre-season test queues
- Party queueing
- Post-PUG surveys
- Built-in tutorials and resources for new players
- More moderation tools
- More statistics for analyzing your elo and tools for captains/moderators
- More stuff TBA
This beta phase is estimated to span about the next 6 months.
bump.
Just saw this edit for the second quote if you guys didn't scroll up. Really excited to know that RGL PUGs will be receiving weekly updates! Hopefully, we'll get some people adding today... I got scrims though lol.
Assuming same time 10 pm est today? or tomorrow if things haven't been iron out yet.
Review for BETA RGL PUGs
Today's 'release', despite being considered a "shit-show" were still better then the previous attempts a month prior.
With emphasis on servers actually working, without issues regarding the incorrect map, bad password, or raid attempts.
Now, coming into the issues, there's a lot to unfold:
1. The server hosting the PUGs -- or NFO servers as dolphin mentions -- had major instability issues. Specifically, its constant lag spikes that would hit the entire servers, which would happen every min, more or less.
2. The Captain System. Its honestly needs an entire rework or a revamp, as it seems any player can captain -- leading to troll picks or unbalance teams.
2.1. The fix is simple -- the system should select the two highest elo players who toggled for captain.
3. The Site. In terms of design, I honestly really liked it. The UI and animations look really sleek now compared to its alpha. In terms of functionality, it was mixed baggage. Obviously, with today being the beta test release, the website was working hard to keep itself up with the amount of players trying to sign in. This lead to trying to add up the pugs being really buggy, to the point some couldn't queue or some couldn't pick players. In addition to that, the "sort" function not working as intended when trying to sort by elo.
Despite what major issues happen today, its definitely a step forward for its 2024 road-plan its full-release. Its always a matter of finding and fixing flaws or fine-tuning a part.
Any-case, hoping to see to fixes! see yall on the 10th!
Thought hard about some songs when in regards to 'contemplating life'. I feel what I like interchanges from time to time.
Any-case, made a list of some songs I often come back too -- hope you like them :)
SONGS WITHOUT VOCALS:
Shook - You Were Bigger Than Life
oDDling & Eagle Eyed Tiger - Interference
SONGS WITH VOCALS:
DolphInN
- Revamped UX
- Player profiles
- Leaderboards
- Queues may now have a minimum/maximum elo for queueing or captaining
- Ability to spectate current PUGs
- Numerous moderator/runner tools
- Player reports
- Prevent players from baiting RUP/captain
- Repeated baits will now have longer bans
- Countless server fixes, including wrong maps/passwords, and auto-kicking players not in PUG
- In the case that something breaks, players can initiate an auto-fix
- Fix player subs
- Elo fixes:
- All elos have been recalculated
- You may now request your elo to be manually reviewed on your profile
- Elos now recalculate properly after each PUG
- Miscellaneous fixes
- Surprise features
I am aiming to have this released by Jan 7th at the latest. At that time, I will also announce the detailed 2024 road plan from Beta to Official Release, including specific features and timelines.
bump
Really excited to see RGL Pugs finally coming into beta! Especially the ability to spectate the current pugs -- would relevate the boredom when waiting for that pug to end or waiting for another one to start.
In addition to that, be able to fix servers issues that where previously discussed from the last attempt the community did a month prior.
Hoping to see if any major changes have been made to its "open" system and how it balance teams with the new elo recalculations.
Why is coalplant on this list -- this shit hasn't been on the 6s map rotation for almost a decade.
The last time I've seen coalplant played was on tagg's channel:
Juustin
United States
https://www.twitch.tv/fancybuttler
RGL
Stream pugs and pugs (both 6s & HL)
bearodactyljust let people captain lol humans are better at picking than some dumb system
I mean you can if you're talking about RGL PUGs, there is a queue called "6S CAPTAIN" -- below it a "captain" opt in option so it isn't RNG:
But what we wanted to test yesterday was its "6s Open" System. I honestly think RGL can improve it, allowing for balanced automated pugs that are ready to play in that instance.
Recent review for "6s open" on the site "Pugs.tf.plus" or RGL Alpha Pugs. Don't see a "feedback" channel on the discord, plus the message is too long if I put it in the discussions, so I'm just dropping it here because several issues occurred.
1. First pug: https://logs.tf/3531187#76561198121922413
1.1. issues:
1.2. Pug Experience:
2. "Second Pug" : https://logs.tf/3531376#76561198121922413
2.1. issues:
2.2. Pug Experience:
3. Third Pug: https://logs.tf/3531379#76561198121922413
3.1. issues:
3.2. Pug Experience:
JuustinAny-case, I'M willing to attempt to try RGL PUGs again today before and after scrims. Maybe earliest at 6-8 pm est?
fellow pugmas, would you kindly add up to RGL PUGs? https://pugs.tf.plus/pug
Jarrett000 Realistically the best choice is actually reviving RGL Pugs and giving feedback on what features are needed/problems arrive. The developers have already proved they're willing to make changes since it's alpha release, and the HL community already actively uses it. If the community wants something akin to PugChamp 2.0 I don't think it's crazy to think that RGL Pugs could get there if people actually try it.
Any current issues I have with RGL Pugs is that sometimes servers *appear* and *disappear* randomly. As example:
As of now currently, when joining the website, I don't seem this message above. So, my assumption is servers seem to be available now? -- though, typically from what I've seen is that its 1-2 servers max? which are typically held hostage by two HL queues lol.
I guess one of my current feedback to them is clarify how many servers they have available for X amount of PUGs?
Any-case, I'M willing to attempt to try RGL PUGs again today before and after scrims. Maybe earliest at 6-8 pm est?
I think a side note is how its kind of disappointing that top invite streamers haven't been incentivized to promote and play RGL pugs. You think when the alpha came out, people would be swarming... but no... I think it was again, because the server availability issue?
It might be more of an issue on RGL part in terms of self-promotion. You would think someone working on RGL PUGs, needing feedback, would create and push a TFTV thread: "RGL PUGs ALPHA -- NEED TESTERS AND FEEDBACK 11/X"
but nothing of the sort. Or even on its main-page for that matter. Pressing the "Pick-Up Games" I thought it would go to the alpha website, but it was just this:
I LOVE PROLANDER!!! :D
I decided to make this thread to see the communities ideas on what their ideal pug system would look like.
The other reason is that I've heard many frustrated players -- specifically here in NA -- that their hasn't been an ideal hub for 6s PUGs -- for both low, mid, and/or high division players alike.
While popular in-house pugs have been on the rise, such as PugHub -- which is open up for players between AM-INV -- I don't believe its what players are 'essentially' looking for.
I believe what players want is "automation". Essentially, players want to be able to add up with the convince of a button -- something similar to faceit.
To begin, this pug site/system would have (in no particular order):
Wish I can say more, but nothing else at my mind at the moment. Will edit more if I have any.
Apologies again if some seem out of order, vague, or just not further discussed. These, to emphasized, are far from the realm of reality and are instead fantasied expectations on what this theoretical site would have.
IMO, its just not an ideal pug system anymore -- and I feel its because of the following three reason:
1. Team balance is virtually impossible
You'll always find a trend of players adding up to stack the lobby, getting steamrolls. Don't even get me started on the lobbies "balancing" system if you were to even turn it on.
In addition, from time to time, the lobby host will just kick people at random, often trying to get a slot open for a friend.
I also don't think "hours" or "lobbies" stats doesn't really assess someones skills and I feel can be an intimation factor for new players when adding into a pug.
2. The "team environment" when the lobby starts
I have a mixed opinion on this; but general, its not a great experience. Its can be a resulting of many things, people throwing the pug, people not talking, players forcing their med to take random ubers, scouts NOT BUILDING ubers, players feeding for random picks when defending, no coordination in mids. I feel this is more common in lobbies then lets say a random in-house pug.
Sometimes it feels like a numbness DM match. I just want some type of team coordination man. Often more or not, people will just straight up leave a TF2lobby then trying to finish it at the end, killing the morale -- sometimes straight ending the pug.
3. Limitations
This part can be a lot of things, but in general to start of with is how med requires 10 lobbies -- IN COMBAT. I would rather have a newer medic play med then force them onto combat. Its why my friend who played medic could never get into 6s -- for him it seemed like a huge hurdle. You can argue that they can force through it and shit the bed, but that's still 10 lobbies getting ruined -- that or lobby owners just kicks/bans them next pug.
In addition to that, to even create a lobby, you need approx. 50 lobbies? To some, that isn't a lot, but when you're competing for a specific class slot you want to play on, its going to take a hot minute. Even IF YOU DO get to ability to create a lobby, iirc, there's a maximum numbers of NA lobbies that can be created? Like 2-3 max?
The only thing I feel is good about TF2center is the ability to host on your own server, the game mode type, and the maps. Emphasis on the map part because you can choose variety of maps -- even experimental ones -- versus the default of most in-house pugs. I played a granary pug earlier, while we lost, I had some cool moments.
Any-case, most pug players are just looking to play the default, so sometimes its impossible to run alternative maps.
Seinfeldi personally really enjoyed faceit pugs as much as they were memed on because of banny or whatever. i think they were amazing for low/mid level players to get into a pug and actually play on demand. they definitely had issues that needed to be solved, the main one being drafting for each class, but it was still really fun
Agree on the drafting part. I think to newer players, it was a foreign concepts. Many players I knew complained about captains -- specifically the newer players -- didn't know know which player to choose, leading to unbalance pugs. Despite that, faceit players at least put the effort/coordination in that pug comparative to a TF2center lobby.
Honestly, I just want a pug site where its just says "Add up" with two options, "combat" or "Med". When a pug starts, combat players can COMMUNICATE which classes they want play, instead of forced classes. That or a flip a coin system lol.