Collaidestuff about skill
You're saying it like they either get skill from playing against unlocks, or never get better at anything. People will improve whether things are banned or unbanned. You don't need to play against unlocks to get better or learn to adapt, you learn that just fine by playing normally.
Collaidestuff about citation/statistics
I don't have numbers or statistics, I'm speaking all anecdotally. But I've been on teams with new players for pretty much every team I've been on, and I've tried to help plenty of new players get into competitive.
We do have signup and team numbers to get some idea for though. In etf2l, season 26 has 57 open teams, when season 25 and 24 had 87, and season 16 and 17 had ~100, not counting teams that quit. UGC has as many players in NA steel as it did when it also had iron, meaning new teams have essentially gone from ~200 to ~100 in recent seasons. And while I don't have the numbers on hand for open, it should be common knowledge that they're not getting better. This was always the main reason I heard we were making the whitelist so slack in the first place, and since all we've seen is a substantial decline, I think it's safe to say that it didn't work (whether or not it helped cause the decline, it certainly didn't stop it).
And while low signup numbers could be / are from a lot of things, if there's a decent chance that changing the whitelist could help, we should try it. Worst case scenario, we just give the majority of current players what they want (as we've seen from the polls, where 80% of people wanted a much stricter whitelist).
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also how the fuck are you asking for a citation for the statement "if they deserved to win or lose is an opinion"?
CollaideIf the individual skill level of each player is exactly the same then it's not expected that the natascha "heavy + degreaser pyro + dr spy" will do very well with that setup. You seem to assume the players getting rolled are new, and their opponents are experienced. Let me assure you that there is a million ways to do dumb shit against inexperienced players and removing 1 or 2 options doesn't make a difference. And also, why are these more experienced players sandbagging anyway? This is a completely different issue.
I disagree. That specific example came from one of my earlier teams. We were seeded #1 in ugc steel 6s (it's fucking nothing but we were all pretty inexperienced) and we just started playoffs. We rolled the #16 team so badly in the first half that we were considering playing without a 6th player, and I think we could've too but we decided to keep all 6. Then we lost the second half pretty quickly because they started running that setup, and we just had no clue what to do even if we otherwise outclassed and outDMed them hard. The third half we started running heavy too, and that worked out better, but we just barely ended up losing. I realize what we could've done better and how we could've made it work, but I am a little bitter that afaik the rest of the team quit then or a season after and never played again.
And since you brought up sandbagging, it would be great if we solved that completely. But it's not easy to regulate either, people will alt or play on new accounts, or maybe someone was just carried in this higher div so he's not actually sandbagging, or whatever. It's extremely easy to make them a lot less obnoxious though, just ban the shit that they're where 95% of a weapon's usage comes from. It's not an issue with the whitelist, but it's an issue that the whitelist can help plenty with.
CollaideAnd if you didn't remember, before this global whitelist came about, low level games and tf2centers/tf2lobbies were still infested with bad strategies and felt like organised pubs. The same way CS:GO matchmaking in Silver 1 feels like an organised casual match with less players. How is this a problem exclusive to any game? Can you point to a single esport or even a sport where this is not the case? How do you avoid making something in low levels of competitive very distinctive from a high level casual?
It will always happen to some degree. It just depends how much. There always was a separation between skill levels, but it wasn't as big or as different as it is now. And while I do feel that this separation being a lot bigger than it needs to be is a big reason people quit (as I've said many times before), this just goes back to the citations argument where the only thing we have to go off of is anecdotes and the team signup decline.
CollaideVirtually everyone on the tf2 subreddit hates that the competitive community bans everything. I've seen countless of posts where people complain that they can't play their favourite class or use their favourite weapons. Removing variety is not going to help.
And they still do. They still say "the only reason pyro isn't viable in competitive is because all his stuff is banned" or "I'd play competitive if I could actually use a loadout that isn't stock" or "even highlander is better, they dont ban as much." Even after the whitelist has been opened so much that they're all flat out wrong. What they really mean is that they don't care about competitive and want a reason to hate it, and we'll never be able to convince them to join.
We shouldn't focus our efforts on appealing to them, because we can't really do anything more for them (the whitelist is as open as it's gonna get without rebalances) and we haven't seen any results from compromising for them (as the signup numbers say). The only crowd we need to appeal to is the people who like the idea of competitive, but aren't currently playing for one reason or another.
CollaideWe're loosing options to situational weapons to make the meta less stale. That's more than nothing.
But the meta didn't suddenly become this fresh, new, unstale and exciting thing when we moved to the open whitelist. I'd say the meta now is more stale than it was before we started unbanning everything, easily. How stale the meta is doesn't depend on how many weapons are available, it depends on how many strats are viable, and unlocks often actually limit those (such as with the crossbow).
And don't forget too that most of the weapons we could ban aren't actually used as a part of the meta. I'd bet you could ban half the current whitelist and see no impact on the meta, only on lower level teams and sandbaggers.
CollaideThe only reason your line of reasoning is attractive in this community, is that it resonates with people, and everything they already believe.
Does that mean it's somehow wrong? Hell, the whole point of the whitelist at the end of the day is to make sure the game is more fun / remove things that aren't as fun, so if the overall community's opinion is "we should ban things", doesn't that mean we should ban things?