I found this neat game the other day called Perspective.
Account Details | |
---|---|
SteamID64 | 76561198027565406 |
SteamID3 | [U:1:67299678] |
SteamID32 | STEAM_0:0:33649839 |
Country | United States |
Signed Up | August 6, 2012 |
Last Posted | March 14, 2023 at 1:17 AM |
Posts | 79 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
the301stspartanskynetsatellite013I don't think posting ban / whitelist suggestions on specific items in this thread is useful. The purpose is to come up with a system that Valve can use to gather data for themselves. If Valve wanted the community to come up with a whitelist / blacklist for them that is a different topic.
Here are some of my thoughts.
First issues is logistics. There are over 100 weapons in the game, and a handful of set bonuses. We need a system that can cover all of the items while also not spending 5 minutes trying to set up the item list for a 15 minute match.
Second issues is troll / outlier protection. I think a majority voting system is better than any system where any one player has ban or veto power over any one item.
With these concerns in mind, here's my idea.
Each player should have his/her pick/ban list, which he/she decides offline. This makes sense because most users aren't going to change their mind for every new match, so there's no need to have the user repeat his/her choices for every single match. This saves time as well and lets matches get started faster. TF2 would need a separate menu / interface with the list of items that one can vote on, and you would go through the entire thing and select pick or ban for each. This list gets saved in your own TF2 account profile. A reasonable default setting can be debated on to be provided to people who are too lazy to go through this step and don't really want to vote.
Once a player joins a match lobby, his pick/ban list is automatically added to the pool. Once the match is ready to start, the server simply adds up everyone's pick/ban list and treats everyone as having 1 vote per item. Any item that has more bans than picks is banned, and the remainder are allowed. The final aggregated pick/ban list is displayed to every player before the match begins.
This is pretty much the perfect system, except we have to avoid 1/1 votes with 18 players. Maybe valve could collext the global data of ban/pick lists and based on that, if there is a stalemate situation, let the weapon in question be banned if it is globally banned in more than 50% of the lists.
EDIT: Ninja'd, I think both a revote and what I suggested are reasonable ways to prevent stalemates.
I think something like this would be ideal. There are far too many items in the game for it to be practical to make pick/ban choices on all of them at the beginning of every game.
I'd propose giving each client an itemPrefs.cfg in which players could blacklist as many items as they like. Any item with more than X% of players with the item blacklisted would not be allowed for that game. Every time a player joins a lobby, they are essentially casting their vote to Valve saying "This is the list of items that I don't like."
X% doesn't have to be 9/18 players. It can change depending on how strict or lenient the players want the item restrictions to be. Each player could set their preference for this as well and the game could take an average for each game.
This would make it so the most hated weapons are rarely, but sometimes, seen in the game and, conversely, staple weapons are rarely but sometimes banned. This leads to more surprises and varied strategies, which seems to be one of the main things Valve is going for.
By default they should save to the \tf\ folder on the server, which the server operator should be able to access through ftp or the host's website. You most likely need to ensure that your server.cfg is set up properly for recording demos. (tv_autorecord 1, etc). The UGC configs ( http://www.ugcleague.com/files_tf26.cfm ) and the Valve wiki ( https://developer.valvesoftware.com/wiki/List_of_TF2_console_commands_and_variables ) are good places to start if you need to learn more about how to set up your server, though I don't know that anyone has ever written a good how-to for setting up servers.
loljkI have been doing the same little twitch/swerve trick since counter strike source. I think its just a by product of the interpolation that is built into the engine.
Are you talking about how higher ping seems to lead to more forgiving lag compensation? Is that how it works or is that just my imagination?
atmozigzterI remember someone saying twitch aim is for people who can't trackTwitch and track aiming are situational and being able to do both is very useful. Don't commit yourself to one or the other exclusively.
Would you care to elaborate on this?
Mister Slin's Team Fortress Tutoring.
It registered as a head shot. Keep playing video games.
Cro0Ked_this. tf2 is cpu-limited, so get a good cpu
I hear this a lot, but I don't really understand why it's the case. Can anyone explain?
It's unfortunate that tf.tv won't be properly represented at i49, but we can still send a NA team to teach the euros how to play TF2 (again).
Sal, we love you and you will be missed. GLHF in all of your future endeavors.
thinkIt's been too long Mr. Stultus.
It's been too long Mr. Stultus.
What does ESEA do for TF2 other than host a few LANs per year? If the community has to reach into it's own wallet just to help teams cover their expenses for these LANs, I think the prize pot is a moot point.
I think it's going to come down to what the invite players decide to do. Even without this bitcoin fiasco, if HRG and mix^ decided to just go play in CEVO or some other league, there would be an exodus of TF2 players following within a fairly short amount of time. Players play TF2 for the competition, and so they'll play where ever the best competition is.
Tip of the Hats was proof that this community is not impotent without ESEA. It's just a matter of having clear goals.
I don't understand much about how bitcoin mining works. What I'm getting from this thread is
1) ESEA was using their client to make money without the users' knowledge.
2) There was code in the client that put users' hardware at known risk of permanent failure.
3) ESEA spokespeople recognize that their actions were wrong, and are attempting to reconcile by adding said profit to the prize pool for next season.
Please correct me or elaborate on any of these. If these are all true, I suppose the question really is
Are subscribers willing to continue to trust ESEA and their client? And if not, where should these subscribers turn for comparable service?