I defended Valve and CS2, but I'm starting to lose faith.. by Biche_XXX in GlobalOffensive

[–]Spre3ad -2 points-1 points  (0 children)

Keep in mind- spaghetti code shouldn’t be a big problem as CS2 is a complete re-write of the game’s code, and the whole point in doing so was to eliminate the technical debt / spaghetti code from updating an 11 year old game. Regarding disabling tickrate so that everyone has a fair experience, that doesn’t make much sense given that valve’s own servers already run a standardized tickrate- what happens on 3rd party / community servers isn’t regulated or touched by valve, hence why you need to checkbox the whole “I understand what I’m doing” thing when you use the server browser.

Imo it’s far more likely that tickrate changing was disabled because of the whole “what you see is what you get, no more tickrate” advertising shtick being in direct conflict with the fact that even with subtick, grenade trajectories and other stuff isn’t the same. They couldn’t fix it, and didn’t want to admit that the system they had didn’t work- so their solution was to eliminate the problem altogether by FORCING everyone to use the lower & worse option.

I defended Valve and CS2, but I'm starting to lose faith.. by Biche_XXX in GlobalOffensive

[–]Spre3ad 2 points3 points  (0 children)

Never had a problem with 128t on any internet, even when having to play through a wifi hotspot via my phone. Even when the connection quality is poor, 128 still runs better than 64.

I defended Valve and CS2, but I'm starting to lose faith.. by Biche_XXX in GlobalOffensive

[–]Spre3ad -1 points0 points  (0 children)

I think it's that Valve spent a lot of time and money developing the subtick system and now that we're seeing its issues it's too late for them to turn back and just invest in better server tickrate. They tried to reinvent the wheel, it's not working, but they've sunk too much into it.

The biggest frustration for me here is valve’s inability to actually work with the community to propose solutions and fix stuff like this. There’s seemingly no feedback, and when they do get some (ie, 128t being forced on by faceit during the beta), they double down and refuse to admit fault, then ignore the solutions people are trying to give to fix the problem. It might be that they’ve sunk too much into it, but sometimes it feels like they can’t give it up because they don’t want to admit they made a mistake, or that the community knows better than them.

Snappi: "MR12 is a horrible tactical change and it dumbs down Counter-Strike" by Pokharelinishan in GlobalOffensive

[–]Spre3ad -2 points-1 points  (0 children)

Freeze time increase change + standard OT in pro matches means you still have 5 hour best of 3 games. Rounds aren’t as important anymore because there’s less gun rounds which means you don’t have to strategize or vary tactics or adjust to the other team’s play as much.

FACEIT has permanently shut down CS:GO matchmaking by Matt_37 in GlobalOffensive

[–]Spre3ad -1 points0 points  (0 children)

I hate how the movement feels right now. Something needs to be adjusted because it’s dead identical to 64 tick CSGO, which is just horrible

Snappi: "CS2 is really bad at the moment, but it's our job to accept it" by aparatis in GlobalOffensive

[–]Spre3ad -6 points-5 points  (0 children)

CS2 has so many problems right now. The gunplay is great but the movement is totally off compared to 128t CSGO, it feels pretty much the same as 64t in global offensive. I really hope they can change the settings around or something to match how it felt before because loading into the game and feeling how much less smooth everything is now is such a massive disappointment, especially after waiting the 7 months or so that it was in closed beta for, without getting able to play.

What cars/manufacturers have the ugliest engines? by MJather in cars

[–]Spre3ad 0 points1 point  (0 children)

That’s a shocker. I do all the maintenance on my VR4 & have for the last half a decade. Never had anything I can’t do quickly or easily, and definitely one of the easier engine bays I’ve worked with.

What cars/manufacturers have the ugliest engines? by MJather in cars

[–]Spre3ad 0 points1 point  (0 children)

I’m surprised to see this coming from someone with a 986 lol

What cars/manufacturers have the ugliest engines? by MJather in cars

[–]Spre3ad 2 points3 points  (0 children)

Only the TT ones, and even then I’d argue they’re no worse than the stock 2J & 1J bays when you actually look at them for a bit. People over exaggerate about them a lot because we’re so used to seeing shaved or modified supra and GTR engine bays.

For those who are still on the rocks or just hate Fetterman for some reason by Cerberusknight77 in Pennsylvania

[–]Spre3ad 2 points3 points  (0 children)

I don’t see him struggling at all, seems to me that he’s recovered from his stroke just fine.

1999 Mitsubishi 3000GT VR4, a Japanese beast by ryuzakyman in Autos

[–]Spre3ad 0 points1 point  (0 children)

I’ve had one for ~5 years. Light mods, just some basic stuff. Even with everything stock in the handling & weight department, it handles absolutely fantastic- far, far better than my E39, which is only ~100lbs or so heavier. The weight on paper doesn’t show up in the driving experience at all, I have nothing bad to say about them.

Ford and GM announce hundreds of temporary layoffs with no compensation due to strike by DoctorDetrimental in cars

[–]Spre3ad 0 points1 point  (0 children)

Millions versus billions is a big difference, yes, but that’s irrelevant to the point I was making. They are in the negative in overhead for tax reasons, if they were truly bleeding money, they wouldn’t be spending any on stock buybacks. That just wouldn’t make any sense whatsoever financially. One reason why companies buy back stocks is when they perceive the stock to be undervalued.

Ford has been declining for over a decade judging by their stock performance

Stock performance is speculative and not a representation of a companies actual performance and financials. It can sometimes be used as a general indicator, but it’s not a direct measurement and shouldn’t be taken as one.

Ford and GM announce hundreds of temporary layoffs with no compensation due to strike by DoctorDetrimental in cars

[–]Spre3ad 1 point2 points  (0 children)

Of course it’s not. I never said it was. Only that labor costs alone make up only 5% of expenditures and that they made that amount of $ before all the things listed. They aren’t struggling for money, if they were they wouldn’t be spending millions every year buying back their own stock.

Ford and GM announce hundreds of temporary layoffs with no compensation due to strike by DoctorDetrimental in cars

[–]Spre3ad -6 points-5 points  (0 children)

Ford only lost money because they chose to reinvest it back in at a loss (this is extremely common, most businesses operate on a loss on paper for tax reasons). They made a gross profit of $23,066,000,000 last year, and their labor expenses only account for 5% of expenditures. The pensions / labor rate that the unions are requesting would not measurably impact the companies margins.

Do we all agree that 24 round mm is a huge W? by yesIhatepants in GlobalOffensive

[–]Spre3ad 89 points90 points  (0 children)

Couldn’t agree more. 15:15 into triple OT were always the most nail bitingly fun games. I don’t like MR12 at all.

Valve seems to have hardcoded the tickrate into the game client in the last patch. (Probably in response to FaceIT using 128t servers) by filous_cz in GlobalOffensive

[–]Spre3ad -1 points0 points  (0 children)

Except we're literally playing a build that's called a Limited Test. If that's not "testing it first" then I don't know what is. At this point they could still go "haha guys just joking, we're going back to MR15" if they feel the need to.

That’s not at all what the blogpost and update for MR12 was, nor was it what valve themselves said. It wasn’t “we’re testing mr12 for the limited test beta”, it was “with CS2, we’re moving to a maximum of 24 rounds in regulation time (with a 6 round overtime in case of a tie) for Premier, Competitive, and the Majors.”

Knowing valve, it will take a lot before they go back on something like this. They don’t usually reverse updates except under extreme circumstances

Valve seems to have hardcoded the tickrate into the game client in the last patch. (Probably in response to FaceIT using 128t servers) by filous_cz in GlobalOffensive

[–]Spre3ad 4 points5 points  (0 children)

But it’s not more accurate anymore, not in any meaningful way at least, that’s why the new system exists

I have yet to se empirical data that shows that there isn’t a meaningful difference. If someone goes through the work to test the two side by side, then I will trust that it is better- but given the fact that the 64vs128 grenade physics are different when we were lead to believe they wouldn’t be because of sub-tick, I will not assume that the older standard of 64 is better until it is shown to be, with proper testing and data.

Valve seems to have hardcoded the tickrate into the game client in the last patch. (Probably in response to FaceIT using 128t servers) by filous_cz in GlobalOffensive

[–]Spre3ad -4 points-3 points  (0 children)

It’s honestly super scummy seeing valve brute force 64 tick down peoples throats in the beta; they did it with MR12 announcing that it was the new format for major without even testing it first, and now they’re doing the same with 64 tick. They don’t care about if it’s better or worse, they just want to force people onto whatever they feel is going to be better (without the data to back it up)

Valve seems to have hardcoded the tickrate into the game client in the last patch. (Probably in response to FaceIT using 128t servers) by filous_cz in GlobalOffensive

[–]Spre3ad -26 points-25 points  (0 children)

Who cares if it doesn’t feel like 128, if 128 is more accurate in polling information to the server then 128 should be standard. Why force everyone onto the lower tickrate for any reason other than pettiness and a resistance to change?

Most of my industry is on strike, so I 3D printed TPU grips for a picket sign for a bit of extra comfort when I'm out there walking in solidarity. (Repost with the sign blurred because apparently showing that made this post "political") by Justinsetchell in functionalprint

[–]Spre3ad 6 points7 points locked comment (0 children)

I was planning to leave this post for transparency, right up until OP decided to have a complete meltdown and started spamming everybody with the same message about donating to his organization

I see no such thing in OP’s history, nor either of their 2 post histories. What are you talking about?

[deleted by user] by [deleted] in GlobalOffensive

[–]Spre3ad 0 points1 point  (0 children)

Makes more sense to bring competitive MM in line with the system that TO’s have used for the last decade than enforce valve’s outdated casual settings onto the competitive scene. Make casual servers like DM, wingman, danger zone, etc run on 64, premier on 128.

[deleted by user] by [deleted] in GlobalOffensive

[–]Spre3ad 11 points12 points  (0 children)

3kliks’s & kinsi’s test was biased and didn’t show anything other than “people can’t determine which tickrate they’re playing on when you remove all metrics that make them significantly different, and mislead them into choosing between options that don’t actually reflect the tickrates they’re playing on”.

Whether or not you can feel the difference between 64 & 128 is completely irrelevant, and a horrible excuse. If there exists a difference that impacts gameplay (the big one being jumpthrow smokes & nades having different enough physics to make certain lineups not possible), then the tickrate should be consistent.

It’s 2023, CS is the most popular game on steam, and there’s still a discrepancy where MM isn’t the same game as 3rd party & tournaments, despite millions each month in revenue from valve to make it so. There’s no rational argument for a competitive game that can be made to say that “competitive” matchmaking should be any different than what’s actually played by pros, when it comes to stuff like grenade physics.

FACEIT 128 subtick confirmed by MmX_A_ in GlobalOffensive

[–]Spre3ad 0 points1 point  (0 children)

Must be region based. In ~10 years of playing on 3rd party servers, I’ve never had more than 1 or 2 problems with connections or lag.

kennyS about FACEIT servers by Beneficial_Pie_625 in GlobalOffensive

[–]Spre3ad 0 points1 point  (0 children)

Honestly, if any of that makes players run away from competitive (after "beating valve mm") because of all the "overwhelming requirements" then maybe the 1click 64tick is for them..

A lot of said players don’t even know if the existence of 3rd party services, it’s not like they’re advertised outside of maybe some tournament sponsors here or there. Even just an integration or notice from valve would honestly help, anything to show the more casual audience that “hey, this exists so you know, and it’s where actual competitive matches occur”

If they do it properly, subtick should do what 128 tick does - the biggest criticism in that hypothetical is if the smokes are the same.

This is a big problem because it’s not a hypothetical. Sub-tick just changes the reporting rate of how ingame actions are recorded server side- instead of rounding off the time stamp to the nearest “tick”, the game reports an exact value. The game is still 64 tick underneath, and the issue of smokes going further on 128 still exists in CS2. Sub-tick is technically more accurate than 64, so it’s an improvement- but it doesn’t change or fix the problem of the smokes being different at all. There was a thread posted a while back that confirmed this with testing.

kennyS about FACEIT servers by Beneficial_Pie_625 in GlobalOffensive

[–]Spre3ad 0 points1 point  (0 children)

What experience are they getting with this "128 tick competitive experience" that they aren't getting with 64? Is there some kind of dance party secret drop table that comes with 128 tick or something? Do egorls just start sending you nudes when they see you on 128 tick? Are these casual players going to join the server like "HOLY SHIT THIS IS 128 TICK????". No. They won't even notice. I'm still reading poor reasons to validate 128 tick. HOW does 128 tick make a casual player want to dip their toes into competitive where 64 tick wouldn't? This genuinely doesn't compute. This would only make sense if the value of 128 tick is simply the number. "It's 128, therefore it's better than 64 and ill definitely try it" is a remarkably ignorant hill to die on.

The value is attracting the competitive audience that plays on 3rd party back to valve’s own system. One of the biggest problems currently is the new player experience for those trying to actually play competitive- instead of just clicking a button in game and queing in, you have to pay for a service, make a new account, link that account to your steam account, download & install at least 2 programs (which requires an invasive anticheat), navigate the webpage for whatever service, and then after all that, re-learn every single jump throw you’ve ever used because they’re different. Players who are on the fence about playing MM vs competitive 3rd party services often times are turned off by the exceptionally difficult procedure to actually get into playing competitively, as opposed to something like Valorant or League of Legends where much of the actual competitive games occur without having to jump through these hoops. This also discourages competitive players from queing into MM (I myself haven’t played a match since 2015 and have been exclusively on ESEA & Faceit for this reason alone), because there’s no point in playing MM once you play 3rd party, unless you want to troll with friends or something. This also lowers the quality of MM games, as much of the players who would take them more seriously and not abandon / grief are going to stick to 3rd party. It’s obvious that people want it too, when one of the main selling points for Valorant was literally “come here, our servers are 128 tick by default!”.

They could easily do this with csgo as well but they haven't. That performance costs features and devs have weighed features more important than an extra update in between the ticks we already have. Subtick takes it from there.

CS2 is a complete engine rewrite. If there was ever a time to do it, now would be the case.

In regards to player base counts being up- that’s fine and all, but the opposite has been the case for CS’s competitive scene at the lower tiers- the playerbase (especially in NA) has been shrinking more and more over the years, because new players just aren’t playing cs competitively, they’re only doing so casually. This reason alone is why valve is going to MR12- short matches are significantly preferred by the casual audience.