If they re-enable fps ill do that test for both fps and tickrate
On Sep 22, 2012 10:08 PM, "Steven Hartland" <[email protected]> wrote:

> **
> ----- 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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