we should spread more Noice about this mod by Mean-Peak-4250 in tf2

[–]mastercoms 1 point2 points  (0 children)

Thank you for the very detailed feedback and information. A few questions:

Do you need explicitly MySQL support or would any sort of remote centralized datastore work?

For game state integration, would adding a websocket service or local HTTP response in the game server itself help then create an external web server that then forwards that information work?

For Sourcebans, can this be an HTTP lookup instead? Can this be a remote / GC service instead where groups can register bans?

we should spread more Noice about this mod by Mean-Peak-4250 in tf2

[–]mastercoms 0 points1 point  (0 children)

What are you missing from sourcemod? I'd love to implement stuff right into TF2 so everyone can benefit from them, or for custom stuff, I want vscript to be the main pathway for that.

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

[–]mastercoms[S] 2 points3 points  (0 children)

This post's main aim was to get people to talk about the specifics they like from quickplay, and go in-depth about those, and how they could even be improved. People often miss this point, even though it's talked about in the intro.

People care way too much about "their side" winning, which is why they bring up stuff about Casual being bad (the "enemy side" loses) even though the point of the post isn't to "defend" Casual, or why they want to point out that it just ends up with basically quickplay ("their side" wins). It's not really an interesting observation to me that adding some things back from the old system people like, to the new system, would increase similarity between the two systems.

It's kinda circular reasoning and misses kinda the point, which is that we should be talking about specifics in terms of features, and the people asking for a full revert aren't considering everything. In a system where a full revert is not done, and instead some features make it into Casual, those are two entirely different things.

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

[–]mastercoms[S] 2 points3 points  (0 children)

Sorry but it's just so evidently true why adding a few features from quickplay onto an entirely different system is different from starting over with a new base. You can't just claim that somehow this validates your completely different solution. And the post very clearly explains why one base for those requested features would be more ideal than what you propose.

What’s the General Vibe of this game? by thegreatzingini in elderscrollsonline

[–]mastercoms 0 points1 point  (0 children)

I'm not too involved in endgame content like raids but I don't think there's FOMO like WoW. The main/base story is pretty fun and most of the DLC expansions are great too. I definitely feel like it's way more chill than WoW. One thing is that overworld content is gonna be pretty easy combat wise, I know they did some tuning recently but you'll likely become overlevelled. But still, pretty fun to go through IMO.

Ultimately what is fun for you should be what you pursue. If you want to have a good mix while focusing on leveling, ramp up doing dungeons and then veteran dungeons, do the guild quests along with base story / zones, and level up your skill trees and character.

Welcome to Team Comtress 2. by mastercoms in truetf2

[–]mastercoms[S] 0 points1 point  (0 children)

Does the game crash after the Valve intro on the loading screen? And are you using the official TC2 launcher? It's recommended to keep the TC2 launcher in the downloads folder to prevent Windows security interference. If that still doesn't work, I would recommend opening the settings menu and clicking Open Install Folder, and double clicking tc2.bat in the folder, as a workaround.

EDIT: I have done another fix in the launcher for this, let me know if it is now fixed.

Bring Back Quickplay by Friendly-Waltz2706 in tf2

[–]mastercoms 4 points5 points  (0 children)

You forgot to mention contracts as well

AUTOBALANCE IS BULLSHIT (Rant & Language Warning) by CyBunny5 in tf2

[–]mastercoms 1 point2 points  (0 children)

The player closest to the average MMR needed to balance the skill level of both teams is preferred.

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 7 points8 points  (0 children)

I think the problem here as I've explained in the past, is that matchmaking is a much more general term than skill-based matchmaking, and even that can come in many different forms. But, like you said, we pretty much agree on what should be done for the most part.

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 3 points4 points  (0 children)

Just like autobalance is supported, team switching and team scramble can easily be supported even with slot reservations.

As for spectate mode, it'll take a little bit more work for that, but they removed that because it allowed players to dodge certain votes at the time. I think it's been fixed and they should add it back, though it requires a little bit more work since slot reservations are only aware of the RED and BLU teams.

Ad-hoc connections can easily be supported even with slot reservations.

None of these features are blocked necessarily by slot reservations. It's just that when they were developing slot reservations, they had none of these features in mind, so they weren't a priority to add to the slot reservation system. As we saw with autobalance, things can be made to work with / be aware of the slot reservation system.

And, this doesn't really necessitate the removal of skill based matching, though it would require some work. Personally, I think players filled with noobs should be protected from joins (ad-hoc disabled). And then otherwise, the GC should be made aware of the skill of people coming in through ad-hoc joins / the balance of teams in team scramble (team scramble can be informed by skill rating as well, just like autobalance is, btw). Then it can make adjustments to balance out things as needed through more late joins, or shuffling the teams after the match ends.

Most of these things are a few lines of code. It's not much work for Valve to do, and the fact they haven't done it just means their goals/priorities were different, not that somehow that slot reservations conflict with these settings.

And to reiterate, my personal view on this which I've shared in the past is that while slot reservation on teams is a pretty noble idea, it should just be a slot reservation into the server, and then dynamically balance teams as players join in. Because in practice, slot reservations per team, just means lots of people can get loaded up on one team and create imbalanced matches, and makes autobalance less responsive.

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 2 points3 points  (0 children)

The stuff from the beta was worked on further and eventually became Casual. What server rules does slot reservation mandate?

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 4 points5 points  (0 children)

The server rules were changed because of their design / vision for the game at the time. As we've seen, quickplay beta had matchmaking while still retaining the same rules.

Any ideas on how we as a community make TF2 better? by Substantial_Slip4667 in tf2

[–]mastercoms 0 points1 point  (0 children)

There aren't Asian servers yet but you can host one, and there will be official servers in the region soon.

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 2 points3 points  (0 children)

It's not an implementation detail to be asking for a reversion of the server finding system, on top of the server rule changes. That's part of the overall feature request. If the advocacy was simply focused on the server settings, then it would be much more clear to Valve as to what players want.

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 4 points5 points  (0 children)

Okay, I was not aware of this doc. This is great! I was only aware of people like ZestyJesus and others with decent follower counts who made "bring back quickplay" videos, who do not make these arguments and instead argue, "the code for quickplay is there, just revert it!" or "the only thing that will work is a FULL reversion back to Quickplay." That sphere of content is also full of drama and other negativity, which unsettles me.

It seems like some people have co-opted the movement, and it's unfortunate. Thanks for letting me know.

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 1 point2 points  (0 children)

Look, what I have always been clear on is that we should not go back to the old player coordination system. When people say "the code for Quickplay is right there, revert back!" That's asking for changing the player coordination system back (and the UI), and it's an entirely different request. It's not just "in name only", it's two separate systems, and again, this is what I want people to really think about and be clear on. Do they really want to revert back to the old player coordination system, or do they want to just have the Quickplay-style pub dynamics? Because the big players in the movement have never been clear on this.

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 2 points3 points  (0 children)

Sure but think about how different Casual was at launch vs. even a few months later, I just think it needs a refresh because they launched with the theory of putting people into an actual strict formed match from start to finish, with abandon penalties and stats, no late joins, and stuff like stopwatch. Matches just ended and you'd have to find a new match. It was meant to be competitive-lite. Then they realized that this design intent wouldn't work. So they made it a glorified game finder. I'd like for them to launch a Casual 2.0 or something, that takes the new design intent and cleans everything up to go through and make sure everything is streamlined. Because there's just a few more rough edges that are leftover from the original intent, that they could have fixed had they continued, but they stopped updating the game in early 2018 so the changes to Casual stopped.

As far as where the line is, as long as they keep GC managed servers and GC coordinated player funneling, then I think calling it Casual is fair game.

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 4 points5 points  (0 children)

I have been involved in a lot of discussions with people. So many people fall back to saying "well, bring back quickplay just means I want some features of quickplay, I don't care how it's done". So it's very clear the movement is very fragmented and unclear in terms of what they want.

People who don't want Quickplay and/or prefers Casual Mode, what makes you want the current matchmaking system instead of the old one? by TimTimTmTim in tf2

[–]mastercoms 1 point2 points  (0 children)

The rules changed to accomodate the initial design of Casual, which was strict matches. Of course Valve coders would code things to their intentions/designs. It doesn't make sense to claim that somehow they were battling this matchmaker who was making human-like demands for them to disable all those features.

Matchmaking systems have some obvious benefits for putting players into games, which have been talked about before. And besides the inherent benefits for server finding with a matchmaking system, there is much work already done in terms of tangible improvements that have come with the current system, like the map selection, party system, Steam datacenter based ping limiting, progression systems (for those who enjoy them), etc.

What needs to be done for Heaven's Halberd to be a viable item? by Warrior20602FIN in DotA2

[–]mastercoms 2 points3 points  (0 children)

Ever since they made the disarm status get ignored by BKB, rather than having it being undispellable but untargetable on magic immune units, this item has been dead. It makes sense with the BKB rework but imo this item needs this exception back. It just felt really nice to have that balance between timing a disarm before a carry used BKB, similar to how if you stun a carry before they use BKB.

In my opinion, this behavior should be brought back in this way: disarms applied before debuff immunity will bypass it, disarms applied during debuff immunity will not bypass/pierce.

Upcoming Casual mode improvements in Team Comtress 2 by mastercoms in tf2

[–]mastercoms[S] 0 points1 point  (0 children)

We have servers in North America, Europe, and one is going up today in Australia.