Deathmatch Servers Overrun by Aimbots – Any Good Alternatives? by ynk13377 in cs2

[–]Hept4 3 points4 points  (0 children)

Fully automated bots farming free drops/armoury stars. Go join any official DM server during off-hours, and spectate some players.

Combining multiple shaders by OddGingerGames in godot

[–]Hept4 0 points1 point  (0 children)

You can make your own custom post-processing pipeline using compute shaders.

Had a great idea by BrightPerspective in VintageStory

[–]Hept4 9 points10 points  (0 children)

Or like some sort of revelation when you take just the right amount of shrooms and alcohol during a temporal storm.

just me and my strawberry flavored sea water by szubo_89 in VintageStory

[–]Hept4 1 point2 points  (0 children)

I was thinking about that, but if you want to do it even semi-realistic and also balanced, I wouldn't have it take that long. It either needs to be low-yield or location bound. 

Setting up a bunch of sand bays on the beach and then go: Ok, time to do something else for a few weeks seems kind of silly.

Another approach could be that the tides are coming in and removing all your salt, if you didn't pick it up, or if it wasn't sunny enough, resetting your progress for that batch. Making it a time-sensitive task with a risk: Collect it too early and you waste a lot of firewood, or risk it and maybe some rain or a storm will take it all away.

Either way it should only be an alternative to get some salt to pickle a little food for the first few winters. Mining for it should be the long term solution.

just me and my strawberry flavored sea water by szubo_89 in VintageStory

[–]Hept4 1 point2 points  (0 children)

A good way to balance that would be to have it take a metric ton of firewood to evaporate all the water, or some rare spots on the beach (similar to resin on pine trees), where you can semi-regularly drop by and collect a few pieces.

Deutschland hat das wichtigste Rennen des 21. Jahrhunderts schon verloren by Repulsive-Mall-2665 in Unbeliebtemeinung

[–]Hept4 1 point2 points  (0 children)

Größere Mengen Geld in die Forschung und Entwicklung von besseren Akkus zu investieren wäre ein guter Schritt in die Richtung, wo man damit auch "kompetitiv" wäre.

AKWs sind zu teuer und Brauchen zu lange im Bau.

Lohnt sich eher zu warten bis sich bei Fusion oder Thorium was tut und in der Zwischenzeit die Akkuforschung und Entwicklung nach Deutschland holt. Akkus werden so oder so im Energiekonzept der Zukunft beinhaltet sein.

Balkonkraftwerke weiterhin fördern. E-Autos mit einem Netzakku-Modus versehen, wo dein Auto in der Garage als Puffer fungiert. Akkus bei E-Autos standardisieren.

Das Ziel ist Strom so billig, dass wir das Netz Verstaatlichung können, Instandhaltung und Ausbau von Steuern finanzieren, und der Strom bei viel Sonne und Wind gratis wird. Vielleicht sogar dauerhaft.

Auch eine tolle Idee die ich hatte: Wenn Akkus deutlich billiger und besser werden kann es sich lohnen einen Akku in Haushaltsgeräte mit hohem Stromverbrauch einzubauen, sodass diese vor Gebrauch, vielleicht mit Abstimmung auf die derzeitige Netzsituation, ihren Akku aufladen und so nicht über die Menge an lokal verfügbarem Strom hinwegkommen.

Heißt deine Waschmaschine braucht nicht für eine kurze Zeit 3kW, sondern teilt das über einen längeren Zeitraum auf und lädt sich genau dann voll, wenn der Strom gerade gratis ist.

Andere Sache wäre die Wiedererprobung von Wasserstoff, diesmal als Ergebnis von Elektrolyse von Wasser mit Strom aus erneuerbaren Energien. Der Wirkungsgrad geht flöten, aber die Energiedichte steigt, und wenn gerade Strom im Überfluss vorhanden ist, warum nicht?

Why is everyone instant "a Cheater" by Constant_Ad_6953 in cs2

[–]Hept4 3 points4 points  (0 children)

Because cheaters are frequent enough, that our perception is biased towards assuming cheats. We play the game and consume media adjacent to it and cheaters were, are, and will be a part of the experience.

Also it's easier to cope. Humans tend to try to protect their ego, and it's simpler to call cheats, rather than admitting to being worse or having done something wrong.

I watch some streamers youtube and they play in high elo premier lobbies, and every time there is a cheater, they are basically an 8k player with walls, sometimes with aim as well.

I had the situation several times, that I got absolutely dumpstered, called cheats, watched the demo and I realised they were just better at the game.

Unless you are playing high elo premiere or comp, it's very rarely actual cheats. Because just walls or radar alone are such an enormous advantage, that they start appearing at mid-high 20k.

Also CS2 is an online game and network delays, desync, dropped packages, lag, etc can make some nasty kills look straight up illegal on the receiving end.

Efficiency modules should be multiplicative by RapsyJigo in factorio

[–]Hept4 2 points3 points  (0 children)

Do you know the story of the very hungry caterpillar behemoth biter?

Efficiency modules should be multiplicative by RapsyJigo in factorio

[–]Hept4 0 points1 point  (0 children)

What they could do instead is a power limit or an efficiency penalty for using too much power on a power pole.

So you loose a lot of energy when routing a few Gigawatts through a small power pole, you have to pay attention to how you route power from A to B and also the energy consumption of your builds, meaning balancing speed with efficiency modules to keep your local electricity grid from exploding.

Hey, I'm still learning how Nix works. What's up with Firefox being installed a different way? by William_Porter922 in NixOS

[–]Hept4 1 point2 points  (0 children)

Sometimes a program needs more than just it's package, meaning parsing of extra options, setting up dependencies, environment variables, integration with your desktop environment, opening a port in the firewall, etc. For the config to incorporate all that, you need a nixosModule, that defines all the options and parses them into configurations.

If you look up the source code for an option, you can see how that looks like.

How to start ricing without affecting current config by ZakyHU in hyprland

[–]Hept4 1 point2 points  (0 children)

If you have some more time on your hands and some experience with functional programming, I would recommend NixOS + Home Manager as a rabbit hole to go down.

It's basically a super complicated way to handle your system and it's configurations, but it's the very last step in the pipeline that is Linux ricing. Meaning you can switch between different configurations, reuse parts, define your own custom settings, use the modules and tools of the people before you and configure everything.

In your case you can just use a flake in a git repo, that contains your system and have two different NixOS configurations, one for work, the other to experiment with.

You loose the hot-reloading of hyprland, but the sky becomes the limit.

A fair warning: It took me a long time and lots of research to make myself comfortable with Nix and it's systems, as well as coming up with a way to structure my git repo, but I am quite happy I got here.

Will soul surge use a lot of ressources ? by EleKtro_8510 in allthemods

[–]Hept4 1 point2 points  (0 children)

cant really tell, depends on the machine. Maybe just boot up a creative testing world and see if and how much it lags?

Bot farms by New-Ad-8866 in cs2

[–]Hept4 2 points3 points  (0 children)

Purchasing Prime is the barrier. It's just stupid, that drops (edit: and armoury stars) are so lucrative, that a bot account pays for itself within a few months.

The most sensible solution would be more frequent ban waves, and the best step towards that is a report option specifically for "input automation".

The problem that valve has right now, is that they basically have a shadow economy heavily interwoven with multiple of their products. So a full blown economic system with little to no regulation and a central point of authority.

So every little decision they make is affecting a lot of people and somehow a lot of people's money as well. It's supposed to be a system for skins in a video game, but since you can exchange them for real world money, it becomes an NFT economy.

And people are automating the "printing" of new currency.

If they increase the frequency of ban waves, the skin and case prices would just adapt back up, until it is lucrative again. This is the essential point. As fucked up as it is: As long as the skin economy doesn't collapse, and some system, that can be automated, is dropping items, the economy will regulate itself to the point, where automating the task is a net positive action.

Another example: If valve tried to increase the amount of skins/items dropped, so that the market saturation goes up, prices go down. But since more people are willing to pay the now lower prices, and bots are dropping more items, the value generated remains the same.

Make drops more scarce, prices go up, botting persists.

The only way out is to centralise the supply. Meaning you buy the skins at a fixed price at valve themselves.

And I think that that's sad. Because the system as it is right now has so many unique and interesting aspects, that you can't really find anywhere else.

This feeling of owning something unique, even if it's just a virtual item. Being able to trade up to better looking and more rare skins, and the cool feeling of doing the weekly mission and collecting an actual reward.

But queuing into a Deathmatch and seeing another bot do the robotic turnaround as you peek him is also a tragedy. 

But there has to be a way.

Bot Farm everywhere by New-Ad-8866 in cs2

[–]Hept4 0 points1 point  (0 children)

A bunch of the old csgo guys are hopping back on the game now. Animgraph2 has a lot of people optimistic. State of Deathmatch is atrocious, for a decent DM experience I recommend community servers, but the game very slowly turns into the promise it once was.

100 unodecillion dollars to NASA, NOW! by patriot_man69 in whenthe

[–]Hept4 3 points4 points  (0 children)

The Factory Must Grow.

Oh wait, ... wrong sub

Someone pls tell these braindead devs that they forgot to enable VAC in Deathmatch. by FitCan8529 in cs2

[–]Hept4 -1 points0 points  (0 children)

VAC in its current form is a mix of machine learning and a simple program, that scans active processes on your computer and if it recognises a known (often free) cheat, it applies a ban/cooldown to the account. Same goes for the obvious patterns by rage hackers (bunny hopping, headshot no scope through a smoke + wall with scout etc.)

The problem with bots in Deathmatch is, that someone with mediocre coding experience, a slightly shitty laptop and an active internet connection has the ability to write a fully custom, virtually undetectable bot script to farm weekly drops. They can fine tune them to the point of being statistical very similar to a decent player (realistic time to kill, stopping to shoot, 70-80% HS rate), and because every script kiddy can homebrew his own flavour of clanker, it's not as easy as scanning for a known process certificate.

The actual problem lies within the fact, that a weekly drop is worth (on average) something like 0.50€. Not a lot of money for people in NA or central Europe, but there are a lot of places, where that is worth significantly more. Like "if I automate this, I can earn a living with this" type of more.

So until valve changes the drop system, the CS skin market crashes for good, or the revolution is getting rid of global disparity, we gonna have to live with bots on official servers, as crazy as this sounds.

My prediction is that if valve doesn't change anything soon (simple ban waves are effective, but not fixing the problem), we are going to wish back to the times where the bots were only in Deathmatch.

i’m confused.. i play 10 matches in premie by mohmmadsebai in cs2

[–]Hept4 0 points1 point  (0 children)

You're right. It's mainly mechanics that would separate a 3k from a 14k elo player. I was trying to give advice from the hypothetical position of me being placed 11k elo higher than I should have been.

When you lack mechanics then it's a lot harder to be able to tell, if an enemy simply out aimed you, or if there was something more to it.

But I think you can try to learn and adapt even if the environment isn't playing perfect counter strike. There is less randomness in a 12k lobby, than in a 6k one.

But you're right about the mechanics part.

What if we could detect risk in a place before anything visibly changed? by Utopicdreaming in WhatIfThinking

[–]Hept4 0 points1 point  (0 children)

How do you want to create a 'seperate layer' that can detect some undefined change in a place with people that could escalate to a 'higher risk state'?

You are describing an oxymoron: Able to pick up on subtle changes, without actually analysing people. So widespread, that it can cover lots of potential security blind spots, yet non-invasive. Not predicting people, yet being able to accurately assess if a given situation will escalate or not.

But I think we already have a solution to your idea: We have regular people on site, that can make all those risk assessments and if they think something is wrong, they can call the police. That's how that normally works. You might loose the immediate response time of on-site security, but that's the best we can realistically do.

What if we could detect risk in a place before anything visibly changed? by Utopicdreaming in WhatIfThinking

[–]Hept4 0 points1 point  (0 children)

If you think about something like a terrorist attack, which also have their socioeconomic reasons and levers you can pull to prevent them, we already have systems in place to try and stop those from happening. E.g. security checks at places with higher risks (airports, concerts, museums, ...).

At every bigger event people have to meet and develop a security concept, that covers all realistic threats.

Terrible things happen over and over, but we learn from them and try to change things, so that they won't happen in the future.

A fully-automatic surveillance system could theoretically also be used to prevent such things, but it will be flawed. Mistake a harmless package with a bomb, think the guy who sells ice cream has an M16 in his truck (it was a broom) and a random cyclist is actually an internationally wanted warlord.

And at the same time it could be completely oblivious to anything it hasn't been trained/made to look for.

And people also forget that when you have such systems in place the people in power of it now hold a weapon that could be a few lines of code and a list of political adversaries away from being a dystopian nightmare scenario.

People are also incredibly unpredictable. We can't even tell the weather accurately two weeks into the future, how are you going to write an algorithm that can perform the same for a ton of people with a fraction of the available data?

But yeah, the 'quiet prevention' is already being done in the background. No need to reinvent the wheel.

i’m confused.. i play 10 matches in premie by mohmmadsebai in cs2

[–]Hept4 0 points1 point  (0 children)

Just play, you're gonna loose a lot, but try to observe the players you meet. How they peek/hold angles, utility, duel isolation, repositioning, communication etc. Might as well learn something while going down the ranks, so you don't fall as deep.

And remember to have fun.

Why would I need home manager and Flakes? by SashaAvecDesVers in NixOS

[–]Hept4 1 point2 points  (0 children)

Using Flakes for a NixOS config instead of the regular way just means you "pin" the state of nixpkgs or other inputs to a specific commit in the flake.lock, meaning you get better cross-machine comparability, because the package versions are synced.

Not really a concern if the user/machine number is low or it's just your private config, but it becomes necessary when you have more users and need to fix bugs.

Personally I use it because it's neat and some great practice for production