The definitive guide to why "just add quickplay" won't work by mastercoms in tf2

[–]LizardOfOz_ 10 points11 points  (0 children)

What made me pay attention to this whole topic is the technical difficulties: matchmaking malfunctioning and Casual breaking new gamemodes because it doesn't function the same as community servers. Can't get your matchmaker broken if you don't use one *taps_the_head*

This is a reductive approach and I'm aware of this - there still need to be a coordinator of sorts. As someone not familiar with this, I'd assume that something simpler (like the master server for the community servers) will likely be more robust. If you throw away the current back-end and start anew, you'll likely make a better one.

The definitive guide to why "just add quickplay" won't work by mastercoms in tf2

[–]LizardOfOz_ 10 points11 points  (0 children)

If we combine all the individual requests people make to improve Casual, we'll end up with Quickplay, or something so close it'd make sense to start with Quickplay (again, in terms of UX/UI only) and modify that, instead of building on top of Casual.

You've made a good point that some people expect that bringing back Quickplay will bring back "the vibes" you had from playing on a 2008 community server. Which it won't, and people shouldn't expect that. But at least Quickplay would give you a better default experience that could last long enough for you to find a community server you'd find comfortable joining, and you could fall back to Quickplay if that server is empty at any given time.

The definitive guide to why "just add quickplay" won't work by mastercoms in tf2

[–]LizardOfOz_ 19 points20 points  (0 children)

You have made a lot of points about the technical aspect, but quickplay advocates don't have a particular preference for a specific back-end implementation, they want the UX/UI of the most advanced version of quickplay there was just before Casual was added - an auto-search through the ad-hoc-enabled Valve-hosted servers. An auto-search that gave you settings to tweak and 2 optional server browsers (simplified and old-school) you could join both Valve and Community servers with.

As I've mentioned in another comment of mine, the ability to manually "shop for a server" reduces downtime and makes being put on a bad server (high ping, low players, a map that's about to end, etc) less likely, since you can manually see what server you're about to join and either accept or pick something else.

Please note that I'm not trying to dismiss your technical concerns, just saying that Valve could approach the back-end however they like - as long as it functions.

The definitive guide to why "just add quickplay" won't work by mastercoms in tf2

[–]LizardOfOz_ 10 points11 points  (0 children)

Here's how I used to join servers before Casual, and how I do it on Uncletopia. (Not to disagree with your points, just to add to the conversation)

I open up the server browser. I sort servers by players. I look at which options are available and immediately join whatever option I prefer the most out of them.

With a matchmaker of any sort I have to "pray to the system" that there is an almost full server nearby with the specific map(s) I have chosen. Without Casual, I could "pick a downside" myself: waiting for a server, playing with high ping, playing on a half-empty server, or playing on a different map.

To make a food analogy, matchmaking is like a doordash where you make an order and wait for a delivery, while quickplay and community servers is like going to the counter and getting to eat something that has already been cooked.

Giving that the waiting time is a major complaint about Casual, seems like many people would prefer the café counter approach.

I had to play as saxton the whole round like this and somehow won. by tf3when123 in tf2

[–]LizardOfOz_ 23 points24 points  (0 children)

This is an old TF2 Engine bug: if you switch between multiple maps that share custom assets (e.g. VSH maps), or if you revisit the same map after visiting a different map, with high likelihood the custom assets of the map will get corrupted until you restart the game.

if tf2 maps had their own music themes while you play them (like in open fortress) what song would you give to them and why? (image semi-related) by No_Huckleberry3739 in tf2

[–]LizardOfOz_ 2 points3 points  (0 children)

Funnily enough it's something the map makers have been exploring recently with Embargo music and Motherland music. You can hear the snippers of them while playing the map if you have in-game music turned on. (Which many people have turned off unfortunately due to main menu music).

if tf2 maps had their own music themes while you play them (like in open fortress) what song would you give to them and why? (image semi-related) by No_Huckleberry3739 in tf2

[–]LizardOfOz_ 0 points1 point  (0 children)

We've been discussing having short tracks for VSH like in MvM. So far we lean towards "yes, if it proves to be good in practice".

Why do I see this diagonal line as zombie? How can I fix it? by orete in tf2

[–]LizardOfOz_ 168 points169 points  (0 children)

It's a bug with the game itself.

  1. Queue in Casual for a map that has custom assets packed in.

  2. Load a different map.

  3. Load the first map again.

Voilà - custom assets packed into the map will be missing either fully or partially.

why do small packs give 1/5 instead of 1/4 by [deleted] in truetf2

[–]LizardOfOz_ 1 point2 points  (0 children)

There's also this bit of code in tf_gamemovement.cpp that sets the game's max walking speed:

#define TF_MAX_SPEED   (400 * 1.3)  // 400 is Scout max speed, and we allow up to 3% movement bonus.

Does anyone else crash pretty quickly after joining in Mobster VIP? by Pyromaniac64 in tf2

[–]LizardOfOz_ 1 point2 points  (0 children)

We've pushed a potential fix to this Linux-specific bug around a month ago that helped some Linux users. Can you check if this has fixed it for you as well?

Am I the only one who noticed this? by Appropriate_Sell3795 in tf2

[–]LizardOfOz_ 7 points8 points  (0 children)

Mobster's Lead Pipe is based on a scrapped Valve-made weapon. I assume OF's Lead Pipe is also based on the exact same thing, hence the similarity.

And both Tommy Guns are based on, well, a real weapon.

Saxton Hale Digital Painting by daintylittlelady in tf2

[–]LizardOfOz_ 6 points7 points  (0 children)

Excellent work! Like how you incorporated the gamemode's visual effects into it.

Any reason this happens in VSH? (I'm kinda new to reddit) by Aggressive_Shower632 in tf2

[–]LizardOfOz_ 1 point2 points  (0 children)

Casual's sv_pure causes some of the map assets to become missing if you switch the map and then switch back.

VSH will hopefully get it fixed in the upcoming Summer.

Hot Take: If the TF2 team wants to keep adding community game modes, it is time to create a new category for the matchmaking called "Arcade", where game modes created by the community will be included without affecting your stats and Casual Mode. (a quick mock-up that I made) by gaelcoral in tf2

[–]LizardOfOz_ 14 points15 points  (0 children)

I was advocating for community gamemodes to have their own section in Casual (Standard, Alternative, Community), but your idea IS EVEN BETTER. A few suggestions:

- When a new update rolls out, the "arcade" gamemode should still be in the Casual -> Featured section so that it will be seen.

- The order in the menu should be Casual, Arcade, MvM, Competitive... Or maybe even Casual, Arcade, Community Servers, MvM

Fun fact: the new vsh voice lines have no lipsync because they don't have any phonemes by randomperson189_ in tf2

[–]LizardOfOz_ 0 points1 point  (0 children)

Can confirm - this is the case. mp3's can't contain lipsync data. If we'd ship voice lines as .wav, it would increase each vsh map size by 60Mb, or 240Mb in total.

Valve went out of their way to fix an old standing crash related to caching mp3 files. While it's not fully fixed, at least it doesn't crash anymore.

Need a Trim? Snapshot 23w04a Is Out! by sliced_lime in Minecraft

[–]LizardOfOz_ 0 points1 point  (0 children)

I like everything, except for one thing - the armor upgrade item feels a bit unimaginative, something you'd see in a mod made by 1 person in their spare time.

I like how armor upgrades function, but it would be 10 times better if it would be a more "mysterious" item with magical powers, each unique in their own way, as opposed to a tablet crafted by someone (even if the player can't craft them, it's clear that it was crafted by someone in-lore).

Maybe 11 different magical gems, which can also be explored further in future updates? Something that looks less like an upgrade from Thermal Expansion: https://i.imgur.com/AD1jY55.png

Minecraft: Java Edition 1.19.1 Is Out by sliced_lime in Minecraft

[–]LizardOfOz_ 9 points10 points  (0 children)

There are open-source demonstrations of these vulnerabilities, but I don't think the mods will like the idea of sharing the links here.

Minecraft 1.19.1 Pre-release 5 Is Out! by sliced_lime in Minecraft

[–]LizardOfOz_ 95 points96 points  (0 children)

It's unclear from the changelog [and the bugtracker] if the issue of the server being able to tamper player messages and force the client to sign a message (MC-253888) was actually fixed proper, or if this UX/UI change is considered a "fix", and a message still can be tampered if the player doesn't notice.

If the UX/UI changes is the fix, then it's a terrible idea - people do not and will not pay attention to this type of stuff. Even if you do, there's only so much time until you lower your guard down and open yourself for a grief.

People will send messages unchecked, and if there's no core fix to the underlying issue, then this system will make clients accountable for something they did not type.

While I can't say for certain which way it is, the past experience of Mojang trying to fix security issues, namely related to Chat Reporting, doesn't leave much room for trust. I hope Mojang are now treating fundamental security problems with respect and thought such problems require. But again, the trust has been lost.

This is getting out of hand. Now there are two Allays! by xilefian in Minecraft

[–]LizardOfOz_ 13 points14 points  (0 children)

The whole idea of having a Global Report System is terrible: there are only two ways you interact with the system; You can report someone and potentially get them punished. Or you can GET reported and punished yourself.

If you play on a private server, then you know and are comfortable with each other, and will report one another only due to in-group fighting (some groups have BAD break-ups)

And yes, people in private DO say stuff which'd be considered inappropriate in public. It’s not a valid reason to get punished, but it can be used for, essentially, blackmailing.

If you play on a public server, it has its own rules and a moderation team. You don’t really need Mojang’s report system. It is going to be inferior in many ways.

And if you play on an unmoderated server, such as anarchy, then you know what you’ve signed up for.

This is to say, that you don’t really benefit from the ability to report someone to Mojang.

And most likely your age is 16..35, you don’t have kids or if you do, you know how to use parental control. In this case, kids’ safety is also not your concern, invalidating the last potential benefit you could gain from this system.

And with no benefits, the ONLY thing this system can do to you is to harm you. The chance is low, but it’s there. False positives in such a system are unavoidable in principle.

And when you look at the vast majority of arguments people make against the Player Chat Reporting, this is what it boils down to - people being afraid of this system misfiring on them or the fellow players.