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Need Men.
Account Details | |
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SteamID64 | 76561198059437813 |
SteamID3 | [U:1:99172085] |
SteamID32 | STEAM_0:1:49586042 |
Country | United States |
Signed Up | November 12, 2016 |
Last Posted | August 14, 2024 at 12:27 AM |
Posts | 111 (0 per day) |
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https://i.imgur.com/s3WUN0X.png
Need Men.
brick_we gotta get rid of open pugs. this shit is unbearable. how is it that we dont pick the teams but if we play no matter what win or lose i can still lose elo despite winning. the mfin BOT PICKS THE TEAM.
Wild_Rumpusit is a little weird how the picking algorithm sees that the favorability is like 75+% in favor of one team and still picks those teams
there is a serious problem with the open pugs. mostly in the fact that team balancing can be fucking horrible, I have had pugs where my combo scout is a new comp player and the other combo scout is an invite player. same thing can be said for demo/med, the med problem isn't as easy to solve since so few people add to the class.
here's a few egregious examples of this in action:
https://logs.tf/3684805 (p scout, demo and med diff also sniper is cringe please get a life.)
https://logs.tf/3684810 (demo, med diff)
https://logs.tf/3691366 (demo diff) https://logs.tf/3689479 (med diff)
https://logs.tf/3688725 (whole team diff HOW IS THIS BALANCED?)
I know these logs are kinda spread out and have different root causes but, some of these classes(especially p scout, demo and med) should have some sort of weighting to them in the picking so the other team doesn't get just completely rolled. to add onto this the whole favorability thing needs to be fixed, I should NOT lose elo from WINNING a pug. TY
https://streamable.com/k3s46j
https://clips.twitch.tv/HardInnocentManateeStoneLightning-AVkbPBToyGCmoQSo
DolphInN The idea is that if you do better than expected, you gain elo and if you do worse than expected, you lose elo.
Why not instead of gaining elo for losing, and losing elo for winning(how you explained it), when you win a pug that's say 5-4 when you were expected to win decisively, you gain less elo than if you would've won 5-0, and you lose less elo if you were supposed to get 5-0'd but ended up getting a closer score
An issue I've seen occur with the elo system a few times now is that sometimes winning a pug gives you 0 elo meanwhile the losing team has a range from +0.0 to +2.0ish.
A particularly egregious example of this happening is this pug:
https://logs.tf/3630701
https://i.imgur.com/N5VIhl5.png
My team had lost 4-5, but we all gained elo in the range of +2.8 to +7.4, meanwhile the winning team didn't gain or lose elo from it. Also it is not like this is a one off thing, I have other examples of it happening from just a few nights ago as well.
I understand that there's probably a lot of factors that go on within the elo calculations, but I don't think it's right for the losing team to gain elo and winning team to gain nothing. (plus that's generating elo out of thin air which probably isn't good)
https://i.imgur.com/eQoaCgP.png
t6 demo grape gauntlet completed.
win.
hey man all im gonna say is, demo has loch, scout has wrap assassin, sniper exists
what does soldier get(that doesnt put him in direct line of danger but gives extreme reward)
oh wait! its banned!
yo. took a season off but im back and tryna play invite again
DolphInNThere was an incident a few years ago that started a policy of not having any open channels for a long-term general hangout in the RGL discord. The current timeout is 8 minutes after a PUG ends, but can be extended to 15 minutes if that seems more reasonable.
I understand why this is, just sometimes very annoying as I've had some good post-pug conversations with people I normally do not talk to just for it to get cutoff mid conversation as the channel timer runs out.
highfive for ctapping
i have nothing but good things to say about loafe, awesome gamer to game with