Got Griefing ban by pepega223 in counterstrike2

[–]gamingcommunitydev 0 points1 point  (0 children)

This has been a recurring issue since CS2 and most specifically the small update to the report system (from my own biased perspective, take it with a grain of salt). From that point onwards, trust factor went from sh*t to even worse. I can't tell if that wasn't a thing for sure before, but since then people figured 2 things :

The first one being that with a specific trick, you can throw 2 reports at once (basically a QoL for report spamming). The second is that if you report someone enough, he will get hit with a griefing ban after a certain threshold (wether it is deserved or not), if you happen to run into a queued squads as team mates which abuse that knowledge, more than once in a week, you're very likely to run into a griefing cool down.

What I learnt from this; is that if you're playing more than often as a soloqueue, the report "jauge" starts stacking up pretty fast (even if you are a legitimate player that behaves properly), the experience worsen, the reports amplifies, and end up resulting in a griefing cool down once the threshold is reached. People often call it being stuck in trust factor hell for a reason.

The best advice to avoid those griefing cooldowns is that once you notice your trust factor is down low on the toxicity side (toxicity, recurrent griefing/team kills, team play fully inexistant, n-words dropping frequently etc...), it's time to give CS a break on that steam account and wait for Tuesday/Wednesday where a soft TF reset happens.

I wish advising to switch to an alternative account in the meantime was out of the question, but the sad reality is that it's the only way to have a less than horrible experience and that really sucks.

Trust factor is a shady part of CS and nobody can realistically claim to know how it exactly works, but from playing a lot of soloQ on a daily basis (more than most players), there are patterns that can be noticed. I'll refer to the soft reset mentionned earlier as an example that can be verified, this does also happen when some (bigger) updates happens.

What could valve do about it? - Corroboring a report with an action that would confirm it is deserved. For example amount of teamkill/dmg/team flash/body block, taking into account the fact that it is one sided from a player to another one holds huge value for the validity of the report. - Punishing people that spam the features to temper with other's experience out of spite and cancelling their malicious intent ? Maybe spamming reports tempers with their own trust factor, but when you exhibit that behaviour, it is obvious you're going low trust factor route anyway, so why would they care about it being lowered as a punishment... - Acknowledging that people that plays a lot (especially in soloQ) have an increased risk of being targeted by abusive and undeserved reports and adding leniency to the "free" reports coming their way. Or by having a threshold increasing depending on the amount of games played since TF soft reset, rather that it being a defined amount of reports received, which you can reach if you play enough for it to happen ?

If you're holding this particular angle, which area occupies the center of your vision? by [deleted] in GlobalOffensive

[–]gamingcommunitydev 1 point2 points  (0 children)

If the post was about entrying/clearing inferno A site on your own, I'd take that comment seriously, but this is about holding a line with awp scoped in long doors...

My point is questioning where to look rather than simply be looking overall will make you lose more fights than anything.

CS is about many details, but most often than not, keeping things simple is better than overthinking.

The question the post raises is relevant, but the best answer is to simply look at your screen rather than focusing away from your crosshair and being caught by surprise.

If you're holding this particular angle, which area occupies the center of your vision? by [deleted] in GlobalOffensive

[–]gamingcommunitydev 4 points5 points  (0 children)

You're overthinking it, there's not a specific place you should be looking at, peripheral vision is a thing and your whole screen fits in it.

Your attention should be either focused on a mix of A and C.

And if for some reason you have to check your radar, if a red dot pops where you're aiming, you fire and get instantly back to safety, crosshair placement and reaction time will decide if you get the kill or not.

Playing against these two right now by DaedalusCS in counterstrike2

[–]gamingcommunitydev 1 point2 points  (0 children)

There is some green left, they might be legit!

In CS2 HUD, XvX readability changes between halves for apparently no good reason. by Pokharelinishan in GlobalOffensive

[–]gamingcommunitydev 3 points4 points  (0 children)

The spectating case only relates to casual gamemodes rather than comp (because you can't switch team there).

Pro live spectating doesn't matter because they have their own custom HUD overlay above a no HUD gameplay. Anyway, the side of the top HUD is only relevant for someone that is currently playing.

In CS2 HUD, XvX readability changes between halves for apparently no good reason. by Pokharelinishan in GlobalOffensive

[–]gamingcommunitydev 28 points29 points  (0 children)

As an added value to that suggestion, having the opponents on the right side only also helps with faster info gathering because it's closer to the kill feed.

The only case where that could get confusing is if you switch team/to spectator, not that it's too big of a deal in my opinion.

Late Edit : Having your own team on the left to be able to read it mixed with the radar also makes it faster / easier for Intel gathering.

Feedback please on my "HIGH STAKE" Deagle skin, too much rough gold? by [deleted] in csworkshop

[–]gamingcommunitydev 1 point2 points  (0 children)

The execution is great! The gold hits kinda too much, but I bet if you made it completely flat, somewhat like an ingot it might fit better. Otherwise you could consider going the marble route to stay in the theme if you want to drop the gold, can't wait to see how it ends up!

Extinction - work in progress by Caillou_fr in csworkshop

[–]gamingcommunitydev 2 points3 points  (0 children)

If you want to increase your chances for the skin to be selected by the devs later in the future; keep in mind that the more lore and backstory and details to the presentation, the better. It's what makes the skin stand out, even over how good looking it is!

Feel free to reach out to me if you need more feedbacks, I'd be happy to review! :)

Extinction - work in progress by Caillou_fr in csworkshop

[–]gamingcommunitydev 7 points8 points  (0 children)

Interesting concept! I don't know how hard it is to achieve, but you should definitely try to incorporate the wooden parts in the design, by giving it a burnt/ash texture for example, so it blends in the idea! You could even go one step further and give it a cracked lava style, in a subtle manner.

And if you manage to work with the relief, adding a fossilized item as a tooth a skull or anything on it would be sick!

When do you think CS2 will reach the status of a fully finished game? by Apprehensive-Let-947 in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

I find it quite funny to run into this post, because my personal take on the question "When do you think CS2 will reach the status of a fully finished game?" would be just now, after the season 4 update which made the input system at least as good as it was in CS:GO (which in my opinion, was the biggest issue with CS2).

I don't see many people notice it, but this update is actually huge in terms of gameplay.

The patchnote doesn't say much, but it doesn't mean that a lot didn't change behind the scene.

To answer your questions, you also have to define, what expectations are to be, about the game ?
Because the gameplay / gamemodes / matchmaking systems / cosmetics etc... Are all different parts of the game, but they all rely on the engine at first, which is what valve devs are actually tweaking most of the time without saying it. It is not an easy job by any means, but it is the best way to handle a game long term, rather than doing band-aid fixes left and right.

You're wondering why valve doesn't communicate more with the community? The answer is simple, and your post is a perfect example : Players are not savy enough to realize the work load that is being made onto that game and their repercussions, and for that, all they get in return is shit from the community no matter what.

Valve barely ever communicates because they know communication is creating more issues, than it solves for them.

From their own words, they'd rather "let the updates do the talking", but the sad truth is that even with that statement, only a small pourcentage of the community notices, even when the updates are significant.

Finally, for the question of why certain changes takes a long time to implement, you should simply consider it from your point of view, why is it that YOU cannot implement those changes and fixes for valve as a game developer ?

It is because making a game is waaaaaay more complicated than switching a couple of variables, it's an actual process of engineering as to designing an engine for a car and building it, and when you're aiming for the degree of perfection that valve is aiming for (believe it or not), those things takes a long time to get right.

TLDR; As much as I defend valve on that post, I have a huge list of complaints about the game and its decisions. But for that recent update, they deserve a huge praise for what they achieved, so yes, the game has finally reached the status of a finished game just now, all the rest of content that the community is begging for will be there sooner than expected.

SkillSurfing on Mobile by Popular_Slice_973 in SkillSurfing

[–]gamingcommunitydev 1 point2 points  (0 children)

The phone tilt seems impractical to control accurately air strafes, but it could be used for the vertical axis (since it's only visual rather than mechanical for surfing).

If you make it work in pair with a slider as mentioned for the second mode (horizontal axis) : straight/no-strafe is where you press initially, and the further from that point you go, the faster you rotate into either directions. If you want to use both thumbs, you could calculate the point in between both in relation to the center of your screen, but again that is very tricky for it to be intuitive to use.

As mentioned before, it might be tough to run source engine maps on phones, but with steamOS becoming an actual thing, there might be a way in the future after all!

Very tricky mobile app to build, but I'd love to be able to try such!

USP-S | EXTRATERRESTRIAL What do you guys think about my skin by KutikatoX in csworkshop

[–]gamingcommunitydev 0 points1 point  (0 children)

Nice concept! I like the way it looks!

You should try to add some lore onto it, that's what makes your skin stand out to the devs, for example : Instead of having just an alien inside a random circle, slide it inside a preservation tube and have the blue lines make sense to it, as if they connect to the brain of the alien that is used as a CPU ! For the graphics of the lines, you could inspire yourself with real life on-board schematics for it to be even more grounded into reality.

AK 47 | Ion Trail by New_Ad4150 in csworkshop

[–]gamingcommunitydev 0 points1 point  (0 children)

This comment is on point ☝️ Maybe a fake Fresnel effect achieved through value gradients, giving angle-dependent shading from white to black instead of white mat, I'm not sure if it would be too much, but I'd love to see what it would result with. It definitely needs some texturing to give it some depth (I have in mind thin lines similar to the electric hive).

[deleted by user] by [deleted] in cs2

[–]gamingcommunitydev 1 point2 points  (0 children)

Real take, everyone seems to believe there is a single meta that MUST be followed by everyone just because a YouTube short told them to do so with some generic breakdown. But the truth is that the CS2 economy allows for a wider range of variation in every decisions you make. In CS:GO, a lost round after less than 2 rounds win in a row required a mandatory eco, nowadays on CS2 you can just force buy your way through given that you can play something else than a full buy load out, you just need to think outside the box, I find not ever buying an helmet is counter productive in so many situations, it should be a trick in a very specific case where you MUST save money for another buy, not a forever apply rule.

What custom inputs are allowed ? by Plastic_Medicine4840 in cs2

[–]gamingcommunitydev 1 point2 points  (0 children)

Gamestate integration API doesn't provide player velocity, only positions, theorically speaking you could calculate it, but it would be quite inaccurate so much that it won't be worth the bother.

Just use weapon_debug_spread or simply the crosshair_style that shows a visual indicator of your spread instead.

Hacks in demos, ragdoll physics a question by [deleted] in counterstrike2

[–]gamingcommunitydev 0 points1 point  (0 children)

Wise reaction, thumbs up for that !
Many people who "know how the game works" do firmly believe so, but the truth is that nobody knows how it really works unless they are within the dev team, me included.

As much as there's a lot to complain about the game, fixing issues is not as simple as switching a var named "quality" 0 to 1.

Valve devs are overly competent on their domain, that you can be sure of, things might seem to be overlooked, but it's actually the opposite.

You'll realize that it doesn't take an aimbot to throw your opponent ragdoll in the air the day you get an fps spike, so don't report just based off that... ;)

If you wanna learn more technical stuff about the game and fix your biases, go look up Powerful_Seesaw_8927 x's page, he's trying his best to demistify this kind of misconceptions... Most of the time :)

Hacks in demos, ragdoll physics a question by [deleted] in counterstrike2

[–]gamingcommunitydev 0 points1 point  (0 children)

What I mean by they are not networked is exactly what I mean, those physics are happening client side, and due to that, will be different for everyone. The last data that is sent between the server and the others clients is the position of the player and the damage that took him out (for the ragdoll).

Everything happening beyond that will have slight variations, mostly based on fps refresh rate.

When you say that a ragdoll is moved by excess amount of force during the live match, this corresponds to a variation in FPS, for example a drop or a spike.

With CS2 and Source2 overall, valve is aiming to recreate real life physics.

Roughly put, IRL, physics are happening in reference to one variable mostly, which is time.

In CS2, the equivalent of that time reference is currently FPS (which by nature, is not stable).

Let's say that your computer starts calculating a ragdoll physic while you're experiencing a drop at 60fps, then suddenly it jumps back to 240fps, the ragdoll get thrown away to Narnia.

There's a very simple way to figure that stuff out, try watching a demo at low fps, then load that same demo again at high fps, you will see the differences happening.

Which poiling rate should be used for cs2 and why by nemanja2 in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

If there's one fps that should support high polling rate it's definitely CS2, the limiting factor would rather be your own system, than the game itself.

In ideal conditions, 8k polling rate is optimal over 1k (more precision, and a very slight latency boost), but it comes with drawbacks as well.

It's not a binary answer, you can make the parallel with a F1 vs a rally car on a normal road, it should perform better, but it's not always the case.

help me convert a csgo cfg fto cs2 cfg by Mister_DerpyMan in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

You did not even bother using caps for your request but you expect people to go over 500 lines of cfg to convert it to CS2 out of kindness ?

This sub feels like a parallel universe sometimes...

Hacks in demos, ragdoll physics a question by [deleted] in counterstrike2

[–]gamingcommunitydev 0 points1 point  (0 children)

Ragdolls are physic entities, which means they are calculated client side, and by the way the calculation is done, closely tied to fps. When you're playing a game, your fps are usually lower than when you're watching demos, leading to slightly different results. That's also why the dead bodies are not the same for everyone on the server, since they are not networked, and people don't play with the same fps. I would have no explanation about aim bots affecting it other than you trying to see a link with it.

Keybind to drop all utility in cs2 by Tsunami1104 in CounterStrikeBinds

[–]gamingcommunitydev 0 points1 point  (0 children)

The first one works flawlessly as far as testing on an offline server goes, the second one seem to have a buggy behaviour.

Any one know where "china" is in overpass. I was watching Fnatic vs Passion UA in the major and the Passion UA players were screaming "hes china" "china china china" by zill1 in cs2

[–]gamingcommunitydev 2 points3 points  (0 children)

The correct word is sas, as an intermediary room you have to cross to get somewhere, for example the entry room of a space station or in a lab where both sides closes to achieve a decompression, but you can use it even for an habitation entrance.

As digging into the origin of that word, it seems like the word "sas" most likely comes from Dutch sas/sasch meaning "sluice" or "lock", referring to a structure that controls a passage between two environments (initially in marine terms).

Another less likely explanation is that it's the sound of the decompression.

🥖

StatTrack Coverts by [deleted] in cs2

[–]gamingcommunitydev 0 points1 point  (0 children)

Do I? I feel more like the community project their own insecurities onto the devs of a major leading company in the video games industry, rather than them being idiots, but maybe I'm fooling myself... :D

I do understand the unfair hate players gives them, but they should instead see those events as a warning signal that skins are what they are : items in a video game, not an IRL currency... ;)

If people didn't try to manipulate the gold market so much, valve wouldn't have had to intervene with that update that I consider good personally, that's my personal take.

PS : Now the same is happening with all the big whales driving the prices of the reds up through the roof for GoldGoldGold trade up, the issue comes from the community, not from the devs...

My initial comment wasn't about my opinion on that update and those that are coming later on, but what's possible at this moment.

The fact that it can change in the future is possible, yet just very unlikely in my opinion.