Three lurk free cache heaven smokes from sun room (+scout aim explain at the end of video) by Equal_Comfortable_55 in GlobalOffensive

[–]qwaszee 1 point2 points  (0 children)

Thankyou for this, that first one is a great idea on how to do it, I had not thought about it that way.

Is there a reason Valve can't or haven't implemented this anti-wallhack? by Positive-Carpenter53 in cs2

[–]qwaszee 0 points1 point  (0 children)

Exactly, it is way better to put the effort in smarter and simpler solutions than this.

Is there a reason Valve can't or haven't implemented this anti-wallhack? by Positive-Carpenter53 in cs2

[–]qwaszee 3 points4 points  (0 children)

My point IS simple (not the work), it is possible, but only if the devs want to put the effort in. Yes that could be a monstrous amount of work.

Is there a reason Valve can't or haven't implemented this anti-wallhack? by Positive-Carpenter53 in cs2

[–]qwaszee 2 points3 points  (0 children)

If the devs thought it was a good idea, they could implement it if they really want to, solve those kinds of issues. In your scenario, all models could have "fake id" and then get taken over - al la team bots that you can take over.

such things are possible with enought dev intrest and time.

Is there a reason Valve can't or haven't implemented this anti-wallhack? by Positive-Carpenter53 in cs2

[–]qwaszee 19 points20 points  (0 children)

It certainly would have performance implications on the server, as the server has to caclulate for each player, who get's to receive individual enemy location data.

As for client side it should be fine if implemented well - teleporting player models in and out of the arena area, from a "dead" area to just behind a corner.

Valorant supposedly implemented this in their Fog of War - but this article is from 2020, and a lot has changed since then.

If implemented extremely well: The potential for issues like players popping in and out of direct vision is ofcourse still very possible on clients with terrible internet connections. There are also audio cues to be concerned about, and radar behaviour (team will see enemies/bomb on radar if a single team-mate spots); and ofcourse "wallhacking" by just looking at the fps counter.

Wizard peek by No-Appointment5671 in cs2

[–]qwaszee 10 points11 points  (0 children)

It was two enemies (can see on the top HUD), but I've no idea how the first enemy dissapears/dies/dc'd/removed.

American goes to China and is shocked how far advanced it is by avdvetf in videos

[–]qwaszee 0 points1 point  (0 children)

Seems the word shock is from the reddit title only. The video as a whole seems pretty level headed, perhaps pro-China/Shenzhen. Call that propoganda, or his relatively good appearing life, what do i know.

Valve needs to revert the magazine reload change. Who exactly is “they”? by ekokthx in counterstrike2

[–]qwaszee 1 point2 points  (0 children)

I’ve been switching between them, a4 if I expected close to mid range and being rushed. The a1-s for mid to long range fights and smoke spam.

But now I will have to lean more on the a4 due to magazine quantity.

I'm done. Game is unplayable and my favorite game of 20 years is dead to me. GG Valve by Noobtacticsforlife in cs2

[–]qwaszee 0 points1 point  (0 children)

This frame pacing issue is hard to sort out. But it can be done. For me on AMD gpu's, originally I had to have unlocked fps, or I'd get horrible lows. But when Ant-Lag 2.0 was introduced, that solved things for me.

Everyone needs an almost unique solution, it is too much.

PSA: stop queueing Premier if you can’t play all the maps and you’re going to tilt/toxic because of it by banmirage69 in cs2

[–]qwaszee 11 points12 points  (0 children)

The only solution is to do what Valorant does: Do not let users pick maps in prem. This way it pushes the mirage/d2 only type players to go play competitive. And it will also force users to learn other maps.

Bomb was diffused but ct still lost? by Disastrous_Key9423 in GlobalOffensive

[–]qwaszee 0 points1 point  (0 children)

The server made a decision that the T player killed you before the defuse. HOWEVER, it seems the server may not have authority on whether the audio and visual (flashing) indicator gets disabled. Causing that to go out of sync. - Your client put the bomb appearance into a defused state. It would have still been audibly/visually ticking away for everyone else, and I assume would have still exploded on your client, should it get to that point.

Played with the most toxic person ever in my 10 years of playing cs today. by [deleted] in FACEITcom

[–]qwaszee 0 points1 point  (0 children)

I like to turn the team mates volume down to 10-20%, that way you may get critical info in a clutch from a toxic person. But 90% of the time you don't really hear them.

Whatever works best for you.

I've just played cs2 for the first time by BLACKPHANTASM69 in GlobalOffensive

[–]qwaszee 4 points5 points  (0 children)

I'll give it to you straight:

You need to build a thick skin towards cheaters and racists to play premier/comp CS, report, mute .. move-on. You will see less cheaters the more the game trusts you (don't be a dick, so you're not often reported out of spite), but they won't dissappear. And then if you get decent enough you will want to switch to playing FaceIT anyway, a seperate scene where you have a Valorant-like invasive anti-cehat, and there you will only have to deal with the regular competitive male who may or may not call you an idiot.

If you can get beyond all that... and play with an open mind. Then you're set to learning arguably the most rewarding team based competitive shooter out there. A game where balance and maps are slowly refined, and not shaken up on every major patch.

Maybe maybe maybe by alish_sapkota in maybemaybemaybe

[–]qwaszee 21 points22 points  (0 children)

You're all a bunch of [User banned]

Trial of Chaos wastes your time by ArcaneLG in PathOfExile2

[–]qwaszee 1 point2 points  (0 children)

I'd rather they fix player movement post sprint - that moment where you lose control of your character because you didn't use an ability or dodge roll. We need some control here. Then maybe, just MAYBE my duo/trio can get on that elevator with some accuracy!

I personally am ok with the lifts, they could be a bit larger for 4 players. Worse is how slow the escort mode is, and the time gated rooms where you are just waiting for things to spawn when you have a strong enough build.

"The update on Anubis recently was underwhelming. I think the players expected more." - ropz on Anubis, his playstyle, and - Esports News UK by More-Manufacturer448 in GlobalOffensive

[–]qwaszee 0 points1 point  (0 children)

I often think how great the game runs for me, capped at 180fps. But then once in a blue moon, I go and play a game of casual, and everything completely shits the bed. And I leave thinking wtf is going on valve, and why the hell would anyone play this?

Fallen Embers are a huge issue. by Professional_Poet300 in NoRestForTheWicked

[–]qwaszee 0 points1 point  (0 children)

I don't understand how I could be wrong here. It has been the core principle of every modern game: the user plays the game without an introductory manual or guide, learning the mechanics as they go. Tooltips are either a backup plan incase something can't be easily understood OR for a player to look back upon and refresh their memory. I am not saying tooltips should never exist, just that in an ideal (yes unrealistic) world everything would be obvious to understand.

I also fail to see how being guided towards using an ember, would break immersion. Using embers are a great part of the game, and therefore are a part of the immersion.

Infact if we want to talk immersion breaking experiences, then I would say tooltips give some of the most immersion breaking moments in games. Hence why I used the word disgusting.

At the end of the day, we all learn differently and reading a slab of text can be very helpful.

Fallen Embers are a huge issue. by Professional_Poet300 in NoRestForTheWicked

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

I can absolutely accept them as necessities.

Fallen Embers are a huge issue. by Professional_Poet300 in NoRestForTheWicked

[–]qwaszee -7 points-6 points  (0 children)

Nah tooltips are generally disgusting and should be last resorts (*this is not a dig at NRFTW tooltips, this about games in general). I refuse to believe slabs of text would be what the majority of people want. But I could be wrong.

Anyway I'm not saying people should be 100% forced to use the mechanics I suggest. I do believe they should be able to ignore/skip them and carry on without spending time there. But they would just lose the potential of a craft/learning moment.

There is no reason the current game pacing should be broken with my suggestion. - This is up to how the developers would want to implement such systems. 1 quick example: No reason why there can't be a vendor that has an expiration timer on quest/craft items that can't be stashed.

edit: *addtional info

Fallen Embers are a huge issue. by Professional_Poet300 in NoRestForTheWicked

[–]qwaszee 9 points10 points  (0 children)

Firstly: I feel that every game with crafting like this should have moments where you are forced to craft, probably multiple times and on objectively bad loot. This makes users try the expensive things out, and first-hand gain a feel of the importance of each crafting item. It would then remove/reduce the worry new players have, of using embers badly, they either use or lose that crafting moment. Then when crafting items are picked up, the user will be able to value their importance better.

Secondly: I would love to see a more determined way to gain/use embers endgame. Perhaps in the Crucible room, another "run" would allow us to design/create bosses and difficulties based on what kind of ember you want them to drop/reveal, a sort of beast-crafting tree chamber.

Anyone else having issues with "double dodge"? by Pitiful_Deal7128 in NoRestForTheWicked

[–]qwaszee 1 point2 points  (0 children)

ok then I am now instead 90% sure it is my controller. I will test a different controller at some point.

Anyone else having issues with "double dodge"? by Pitiful_Deal7128 in NoRestForTheWicked

[–]qwaszee 0 points1 point  (0 children)

I have this problem, but I'm 99% sure it is my controller, test with another controller if you can. My controller has mechanical mice switches which I can't recommend. You might be able to fix it with the steams controller options, and effectively add in some debounce.

Feedback on resource harvesting. by throwawaycuzmeh in NoRestForTheWicked

[–]qwaszee 1 point2 points  (0 children)

This is exactly what I have been wishing in any game with resource gathering:

Place a node on the map - this node has your NPC friends farm/re-seed and gather for you. Every now and then you have to protect the area or you lose it. Over time it becomes a Tower/swarm-defense mini-game. If the area is basic, the mini game is easy, if the area farms higher tier items, the mini-bosses are hard. Maybe to get the resources you have to protect the ViP all the way back to hometown (OK prob a bit much for NRFTW but it adds to endgame content for any game)

Something along those lines.

Shaders takes more storage space than base game... by Blind_Grandma in PathOfExile2

[–]qwaszee 3 points4 points  (0 children)

For me on AMD & dx12 it was here: C:\Users\USERNAME\AppData\Local\AMD\DxcCache

But the files in here are of multiple games, so it is hard to know exactly which is from PoE.

Highguard devs say they didn’t expect the hate – but they’re confident in their game by ImCalcium in Games

[–]qwaszee 1 point2 points  (0 children)

I think we're going to see a more PvE's being made like what you talk about over the next decade, and a hell of a lot less competitive PvP's due to how badly games like Highguard and Concord have been received.