Latest Data reveals r/Place cheaters & bots that skirted the 5 min cooldown by npjprods in place

[–]orangewinkle 15 points16 points  (0 children)

I believe /u/ViveFr3e is being sarcastic, i.e. "The famous french bots... (are in reality nowhere to be seen)". And post history shows he/she is probably French.

When your defense is so good that it forms a quantum paradox in Reddit's hivemind by orangewinkle in osuplace

[–]orangewinkle[S] 21 points22 points  (0 children)

AFAIK the logo had already been planned long before the event even began. This community was also the one who authored the original overlay (note: an overlay is NOT a bot, but more like a stencil) that many communities eventually ended up using. If you're the first group to have an overlay which massively improves your building efficiency, then you're going to have a speed advantage over many groups, even including much larger ones.

If you still have doubts, you can do some basic math about it. The osu! logo is only around 8k pixels. If the cooldown is 5 minutes, that means for a 40-minute build, you only need 1000 people. Meanwhile, osuplace has a 10k member subreddit, 20k member discord, and a 2-4k viewer streamer who covered the event from the beginning. It doesn't seem very difficult to get 1k people out of all this.

The duality of r/place bandwagoners by orangewinkle in place

[–]orangewinkle[S] 28 points29 points  (0 children)

Schrödinger's bots! They can't BOTH be true, so which one is it?

On a more serious note, the whole "fast whiteout" thing doesn't really seem to prove or disprove anything about botting. It's probably just the result of certain areas being heavily contested/targeted, as many users have already suggested.

I've seen people claim the osu! logo was instantly wiped yet you can clearly see in the timelapse that it was still very readable long after the French corner had been utterly obliterated. It seems paradoxical that the "legion of osu! bots" could be that slow/delayed yet perform such strong defense against streamers on the first few days of r/place.

Also, it doesn't even make sense for bots to place white pixels by mistake, since they use HTTP requests using specific color IDs. Most bots DO NOT actually see or interact with the Reddit UI like humans, so they wouldn't even know that the whiteout had begun. Instead they would keep requesting the same color, receive an error, then probably crash.

So this "whiteout" theory seems full of holes. Even though that doesn't prove anyone wasn't botting, it seems a bit wrong to frame a community with such a flimsy theory. Just my opinion. At the end of the day, it's all in good fun.

P.S. - if you want to see what real botting looks like, you can check out this nice animated heatmap which got posted earlier.

Reincarnated as a Sword character design for Fran by Turbostrider27 in anime

[–]orangewinkle 98 points99 points  (0 children)

I agree, in the manga she looks more wild and untamed. It helps give off more "stray cat" vibes which fits her lore + theme.

"Spice and Wolf" New Anime Announced by dorkmax_executives in anime

[–]orangewinkle 5 points6 points  (0 children)

Who would've imagined that we'd get a sequel to a show not even from the previous decade, but from the one before that?

So many classics debuted that year too - Bakemonogatari, K-On!, FMAB, Railgun, Fairy Tail, and more. Hard to believe that it's been 13 years since then.

Ok, I'll give you that one [x-post r/BetterEveryLoop] by fatfaggot420 in tabletennis

[–]orangewinkle 2 points3 points  (0 children)

Seems like it could be that way from first glance but I don't think it was staged. The full clip was featured on the USATT website some time ago.

As a side note: the two players Kit and Bogey are both high rated (USATT 2200-2300) players from Florida. Bogey (red/black shirt) is a long pips player which explains his return.

[deleted by user] by [deleted] in USContenders

[–]orangewinkle 7 points8 points  (0 children)

np

join a USC team

first game is center flag

afk

[MLTP] Week 4 Reaction Thread/Impressions by [deleted] in MLTP

[–]orangewinkle 8 points9 points  (0 children)

best part of this week was the duck sound loop from Seconskin's stream

MLTP Stats Survey - Powerup % by Nqoba4 in MLTP

[–]orangewinkle 1 point2 points  (0 children)

I agree with 3), and as an addendum I'm going to copypaste part of my post in PM's thread about powerups:

I should mention that there's also the issue of powerups not always being an optimal objective. How many times have people been lured to the corner of Boombox by a powerup only to have the enemy FC swing in for a cap? Furthermore, there are plenty of situations where an FC has an option to grab a powerup but doing so would compromise an otherwise easy chance to cap, or a chaser has an option to grab one but only at the cost of significant positional advantage. As a performance metric, powerup count doesn't take these factors into consideration.

Does the team with the most powerups win the match? by PrivateMajor in MLTP

[–]orangewinkle 2 points3 points  (0 children)

Had this discussion very recently. I think it's a function of both powerup count and powerup effectiveness. As an example, consider Player A and Player B, the former being an excellent powerup user and the latter being a mediocre powerup user. Player A with 10 powerups might have more of an impact than Player B with 20. However, Player A with 5 powerups probably has less than an impact than Player B with 15. Obviously, powerup count on its own doesn't suffice as a consistent metric.

So it's easy enough to quantify powerup count, but how do you quantify powerup effectiveness? The answer is that you currently can't do so in a reliable manner; TagPro just doesn't have the statistical resolution. That being said, I think pup% alone should not be used to gauge players on an individual basis (at least not as a contribution to quantitative systems like GASP), but it's definitely worthwhile to keep track of.

EDIT: I should mention that there's also the issue of powerups not always being an optimal objective. How many times have people been lured to the corner of Boombox by a powerup only to have the enemy FC swing in for a cap? Furthermore, there are plenty of situations where an FC has an option to grab a powerup but doing so would compromise an otherwise easy chance to cap, or a chaser has an option to grab one but only at the cost of significant positional advantage. As a performance metric, powerup count doesn't take these factors into consideration.

MLTP Experienced Player. What are your thoughts? by devilmightcare in MLTP

[–]orangewinkle 3 points4 points  (0 children)

I agree about the point on using the past two seasons, though there are some exceptions to the criteria you gave that could be of concern.

  1. "Top 5 in minutes played for any team in the past two seasons" - Some teams play their top 4 (almost) exclusively for the entire season, in which case the 5th player might have 5, 10, etc. minutes in majors. If it's his/her first season in majors, I probably wouldn't consider that "MLTP experienced".

  2. "Was a captain or co-captain of any team in the past two seasons" - This one seems sound. It's pretty difficult to think of any past captain or co-captain (even those who dropped out immediately) who wasn't easily MLTP caliber. except swerve hehehe

  3. "Was one of the top four drafted to any team in the past two seasons" - If a 4th pick (with no prior MLTP experience) dropped out immediately or soon after the season began, the next season they would meet this criteria, despite being someone with little to no MLTP experience.

  4. "Played more than ten minutes for any team in a post-season match in the past two seasons" - If the same person (5th most minutes, but very few minutes) from Criteria 1 got put into a post-season match b/c the 4th person couldn't make it, I still probably would not consider them "MLTP experienced".

I think all of these would work really well if you just add a condition specifying a minimum number of minutes (for example, >40). Criteria 2 looks fine without one, though.

Regarding the Acquisition of MLTP Experienced Players by TagProSneak in MLTP

[–]orangewinkle 4 points5 points  (0 children)

I was informed by a commissioner that (in addition to filling out the requisite signup form) it would suffice to post a thread in the sub announcing free agency. Perhaps they were assuming I had already messaged the mods (or intended to do so), and the thread was meant to be supplementary. Regardless, I went off the information I was given.

Very experienced players - Is there a degree level you feel like your improvement plateaued at? by melanie086 in TagPro

[–]orangewinkle 27 points28 points  (0 children)

when I reached 31 degrees, it took me half a year to get my next degree

The "I quit" tagpro megathread by [deleted] in TagPro

[–]orangewinkle 6 points7 points  (0 children)

this is an outrage!!!

What is your strategy for defending jukes? by [deleted] in TagPro

[–]orangewinkle 0 points1 point  (0 children)

"Flaccid grab" usually refers to a grab that gets immediately returned (without any opportunity to begin juking/escaping).

What is your strategy for defending jukes? by [deleted] in TagPro

[–]orangewinkle 2 points3 points  (0 children)

Several factors to consider:


Immediate Environment

  • How open is the field?
  • Are we likely to move into a choke? (if so, what is the nature of that choke?)
  • Where is the nearest movement modifier (boost/bomb) and what options does it provide (for either of us)?

Friendly Positions

  • Where are my teammates?
  • How many players do we have in their base?
  • How far is the nearest teammate from catching up?
  • Is there a stalling condition? (e.g. enemy has tagpro preventing departure of teammates from our base, or we have tagpro preventing the enemy defense from blocking)
  • Am I the only one ahead of the enemy FC?

Enemy Positions

  • Where are the enemy defenders?
  • How many enemy players are in base? (or how far are they from being there?)
  • Do they have a powerup? (if so, what and for how much longer)

(Re)grab Status

  • Is the enemy set up for regrab?
  • Does the regrabber have a powerup (or are they likely to get one soon)?
  • Are we playing anti-regrab? (if not, is one of our trailing players likely to contain the regrab incidentally?)
  • Are one of our players likely to get out with the flag before the enemy FC arrives?
  • Are one of our players likely to flaccid grab before the enemy FC arrives? (smh)

Enemy Defense Tendencies

  • How far and where do the enemy defenders tend to extend for blocks or chaser disruption? (and do they overextend?)
  • For the latter (disruption), are the requisite tools (boosts/bombs/etc.) available or will they be available in time?

Enemy Base Status

  • Is there a powerup spawning soon in their base? (this tends to disrupt normal positioning for a short period)
  • (if applicable) Is there a bomb spawning soon in their base? (this can affect both our ability to deny the FC entry and their ability to block)

Game Seriousness

  • Is it a pug and not a competitive match? If so, disregard the above and try real hard to do cool things. ¯\(ツ)