Sources: ESL has pitched removing best-of-one matches from the IEM Cologne Major Swiss Stage and making them all best-of-three, pending Valve approval.
Explodierende Kosten beim Bürgergeld? DIESER Faktencheck zeigt das Gegenteil. Für das Bürgergeld geben wir heute einen kleineren Anteil der Wirtschaftsleistung und des Haushalts aus als vor zehn Jahren!
https://t.co/oivTh5X43l
Per Richard Lewis the integrity team "responsible for handing measures for player behaviour and anticheat development" is set to be hit with significant layoffs at EFG.
Remarkable move considering the dismal state of affairs on FACEIT when it comes to cheaters on the platform.
@FRKYPNT@kwaxxi nimm einfach csfloat. Und wenn man was hat, wo sticker viel ausmachen und man das schnell zu nem akzeptablen preis loswerden will, kann glaube ich ganz gut ne auktion machen mit 1$ start
Verkaufe da gerade auch einiges, für den westlichen Markt glaube niedrigste fees
In CS:GO, when you got backtracked, the game used to TP your viewangle backwards to show you that this happened. Maybe adding this affect back will improve player's perceptions of lag compensation?
People seem to have forgotten how this system actually works @CounterStrike
He hit him on HIS side, that's it, the server rewinds time to the shooter to compensate latency. The formula behind dying behind walls is your and SHOOTER's latency. Did it happen in CS:GO? Yes, does it happen more often? Maybe, but only because overall player latency is higher
Important post. Recently, a user on r/GlobalOffensive subreddit published a 36-page article claiming that sub-tick negatively affects player movement and causes inconsistent acceleration. We’re not here for drama or to criticize anyone’s ego aura-farming, but to improve Counter-Strike and its community.
TL;DR: the original article made several serious mistakes early in the process and and neglected key aspects of how game movement is simulated. As a result, it completely corrupted all the gathered data, and the results do not reflect the actual state of the game.
A follow-up article correcting these errors, written by @H7pernerd, with a help of @poggu__'s tools, got 50x less traction on Reddit (guess hate sells). They used actual in-engine data to show that the supposed “inconsistencies” were just a misinterpretation of how the cl_showpos console command reports values.
Their conclusion is: "When comparing distance moved over time relative to the time of input, subtick comes out far ahead of both 64 and 128 tick CSGO in terms of consistency when it comes to ground movement."
Counter-Strike 2 does have undeniable problems that need to be addressed, but it's still important to correct misinformation.
Please share the original post below.
Parasocial behavior like this is why almost all Valve developers stopped communicating directly with the community. This guy made bold claims while doing little to no research. Eric Smith, one of the core figures of the TF2 dev team, isn't playing CS? That's insane! IceFrog, the core behind balancing the highly complex Dota 2 and also (according to rumors) Deadlock, isn't playing on his "public" Steam account? I wonder why...
Haix also claimed that he found and went through all CS2 developers' accounts (while making middle-school jokes about their real names), but he doesn't understand that having a "Valve Employee" Steam badge is optional. You don't have to add it to your account.
A huge chunk of Valve developers are technically considered contractors, and they're not mentioned anywhere in official resources, even though they still work day-to-day. To be considered an "in-house" employee, you have to live in the Seattle area and be able to regularly visit the office. Even some of the core writers at Valve are considered contractors, while being an important part of the development teams.
It's absolutely unhinged to make statements like that after going through ten accounts and watching one demo where a dev plays like an average Counter-Strike player. You don't have to be a top esports player to understand how the game works. It's also a common situation in the industry for developers not to actively play their own games.
It's pretty easy to go down a biased path. From a development perspective, it's more valuable to see what actual players are saying. They are reading all the comments, emails, and reddit posts.
"Oh, but devs aren't responding to them!" Exactly, because community acted like pieces of shit when they did in the past.