----- Original Message ----- 
From: Valtteri Kiviniemi 

> I actually interviewed some of the top players in Finland about this tickrate 
> debate.
> They all argued that there is a clear difference between 64 and 128 tickrates 
> and
> ESL league does not even allow using other than 128 tickrate servers on league
> matches. They also said that they have noticed the door problem and that it 
> is not
> really a problem at all, since everyone at competitive gaming just blow the 
> doors
> away with a HE grenade.

So because in most cases pro's use a HE grenade to blow the door that makes it
ok to just ignore the bug does it?

How about blind testing instead of getting opinions. We did this with top teams 
a
while back with the whole high FPS thing and they actually couldn't tell or 
disagreed
with each other. What was very funny was them insisting they could have rcon to
check it, if it was so obvious as people are arguing when they should know 
right?

Oh and anyone who does blind testing will need to construct the tests properly 
which
of course would involve ensuring no maps without doors, or that they where blown
up with HE grenades before the players joined the server :D

> They also said that they quit playing CS: Source after the tickrate was 
> locked and 
> moved back to CS 1.6. The tickrate locking was one of the biggest failure in 
> source
> competitive playing history.

So the large amounts of major tournaments for quite some time using CS:S and not
1.6 make CS:S the biggest failure in competitive history, I'm not sure numbers
agree with that ;-)

> I am the biggest game server provider in Finland and I do have good contacts 
> with
> the top players in the major competitive leagues. I have said this before but 
> locking
> the tickrate to a lower value would be absolutely a gigantic fuck up and 
> would absolutely
> without now doubt ruin CS:GO (and Valves) reputation at competitive playing.

We all have good contacts with top players, but you should know that basing 
things
on what people "say" is not how proper decisions are made. They are instead made
by examining all the facts and coming to an informed conclusion.

> CS: Source was a failure of getting the masses move from CS 1.6 so do not 
> make the
> same mistakes with CS:GO. CS:GO is at the moment very popular in competitive 
> playing

I don't think that tick rate had a big impact on this at all, as this was a 
change which
came very late in the day, so it stands to reason that there where other 
factors involved
most likely the biggest one being people hate change.

As far as CS:GO being very popular at the moment I don't doubt that, but if its 
all down
to tick rate as you infer then why is the peak players for CS:S double that of 
CS:GO?

The numbers seem to disagree with your hypothesis there Valtteri.

> so do not fuck it up with locking the tickrate because some random server 
> providers
> (multiplay) are whining about it with no reason.

Lets be clear this is not Multiply whining, these are my personal conclusions 
based on
the facts available. If you think that having bugs because of "optional" 
settings is
acceptable, that's your purgative of course.

My personal opinion is that these issues should be fixed, and likely the easy 
way to do
that is removing the option which was removed in source for the very same 
reason.

> And asking about proof how the tickrate 128 is better is the same as asking 
> that can
> you proof that the 64tick is not crappier? The fact that the top players in 
> Europe say that
> there is a very noticeable difference is proof enough.

Exactly they will "say" its noticeable but that's not proof it is? I can't 
answer I'm no where
near a pro player so I can only go on the evidence and facts provided, like 
everyone
should.

> If some server hoster (multiplay) has crappy server hardware which is not 
> capable of
> running 128 tick servers it is not a reason to lock it to everyone.

Lets clear this up once and for all, Multiplay have some of the fastest and 
best hardware
you can buy running their CS:S servers, so there's no question of "not capable 
of running
128 tick servers", you've just jumped to that conclusion without a single shred 
of evidence,
instead purely based on my comments that 128 tick servers should be fixed or 
removed.

So get your facts straight before making wild accusations which is highly 
unprofessional
/ libellous and something I wouldn't expect from any quality GSP.

> Tickrate should never ever be locked to any value, it should aways be freely 
> configurable 
> option. That way we  can host 128 tickrate competitive servers for the top 
> players in the
> world who travel around the world with different competitions and represent 
> CS:GO in
> different tournaments and help get the game the most successfull CS ever.

Again I'll just say "fix OR remove" if they can't be fixed they should be 
removed just like
in CS:S.  Hell one solution to fixing is to lock it to 128 tick and make 
everything work
correctly at that rate instead of 64, but based on your comments above that 
still wouldn't
make everyone happy as they would want 256 tickrate servers because the 
difference
is "obvious" ;-)

> And also host high slot public servers with 64 tickrate since they do not 
> have to be so
> high performance server and that way they use less CPU and we can host more 
> slots.

So why should public players have to put up with worse performance? Surely if 
its a must
and is so "obvious" then everyone will want this, wont they?

> Remember this and end this stupid conversation about tickrates. These are the 
> facts and
> if someone disagrees with me, then he is simply wrong or has some mental 
> problems
> You cant argue with facts.

As I've said your so called fact is that top players "say" the difference is 
"obvious" however
that doesn't make it fact that the difference "is" obvious, only that they 
"say" it is.

Now I'm not saying its not obvious, I'm just pointing out that someone saying 
it is doesn't
necessarily make it so, something I'm sure you understand.

A study of players doing blind testing on servers e.g. playing matches and 
confirming that
128 tick servers performed better for them would prove this hypothesis and so 
make it fact.

    Regards
    Steve


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