Earlier this month, we shared plans to cap CCV on channels our systems detect are receiving sustained, significant inauthentic traffic - and we’ll continue applying those caps as part of our ongoing viewbot detection work.
Now, we’re introducing a new, optional View Count Cap feature that creators can use if they believe they're being targeted by bots. Set a cap based on your normal audience size, and we will cap your CCV to match that value.
You can turn it on ahead of time as a preventative measure, or enable it during a stream if you think your channel is being targeted. The optional cap stays in place until you turn it off. Partners will have access to this feature to start, and we plan to expand to our wider community soon.
Note, you aren’t required to turn the self-cap on. This feature is being offered for you to use as you deem appropriate, and you can use it at your discretion.
We’ll continue to explore ways to target viewbots and protect our community from botting across the board.
To apply the optional cap, head to your Navigate to Settings > Stream Manager:
https://t.co/v9coBWSyR5
@NEONGutsz From a purely practical standpoint, is there any reason NOT to viewbot on twitch these days besides personal values? Seems like it somehow just became a widely accepted thing now. Surely this can be considered defrauding investors and advertisers?
@TheeGreatKhal Hope so, I remember thinking the same thing about other games and then the art was kept. Hopefully any early feedback about visuals is heard
Always happy to have a company give their go at a “titanfall”, but I’m honestly a little turned away by this art style… seems a bit mobile game-y for my taste
The makers of Splitgate have announced their new game EMPULSE
- 6v6 movement shooter
- Wallrunning, grappling, holojumps and more
- Ability to pilot mechs
@TheMacroShow I haven’t given it a shot yet but just from a visual standpoint it looks extremely basic. IMO part of the draw for titanfall was the gritty military mech futurism visuals, and people stayed for the gameplay. It’s looking a bit xdefiant-ish to me rn and I hope they change that
@kelskiYT I would imagine this is an attempt to get the destiny PvE players to give it a fair try. Destiny PvP players seem to like the game, but that’s only 20% (if that) of bungie’s audience. Makes sense to me
Halo Studios is “actively developing” remakes of Halo 2 and Halo 3, in addition to this year’s Unreal Engine 5-powered version of Combat Evolved, it’s claimed.
https://t.co/wGJIvQ4NvI
Apex Legends Devs on Aim-Assist Issue
• Current aim-assist is fair for competitive play
• M&K is better for long-range, and controllers are stronger in close combat
• No single adjustment will fix everything.
@Denny2Jz I’d play far more often if it was a thing but the devs clearly want me to play something else that respects my time better. I keep hoping for a chance to play more often but I’m not seeing it
@Zackbeva27 Doesn’t matter when a roller will 1 clip you anyway, movement only matters in mid-low level lobbies. “Whole arm” is actually what makes mnk worse, tell me you’ve never played it in your life without telling me. Get your ignorant controller ass outta my mentions
@Zackbeva27 How does your prior comments articulate this in any matter at all? Aim assist has been an issue and if it wasn’t, pro play would not be 80% controller players. It’s the easiest and most consistent path to success, and should definitely be toned down.