I guess some do that to a certain extent I guess. But Valve ordered the players to do the opposite:
>The autograph should look the same as when you are signing a fan’s mousepad
and >The autograph should not be a work of art (again, it should not take more than 5-10 seconds), and it should be written by you and not by someone else
Friendly reminder that these cvars/settings got added with a recent update:
cl_hide_avatar_images | "cl", "a" | Hide avatar images for other players. 0 - Off. 1 - Block All. 2 - Block all but friends cl_sanitize_player_names | "cl", "a" | Replace names of other players with something non-offensive.
AFAIK most of them don't fit the requirements set by Valve for autograph stickers.
>The autograph should not be a work of art (again, it should not take more than 5-10 seconds), and it should be written by you and not by someone else. Fans are interested in YOU–it’s ok if it the autograph doesn’t look amazing, as long as it’s yours!
>We typically reject: computer-generated art, fonts, overly-complicated art or designs that cannot be recreated during a mousepad-signing session.
Although, I do want 𝕵𝖆𝖒𝖊 𝕿𝖎𝖒𝖊 on at least one of my guns
>an algorithm which matches players based on:
>Hours played
>Steam profile level
>Amount of games owned
>Previous VACs and/or how long ago the ban was administered
>Amount of matches played
CS:GO has had to change how their economy works multiple time to stop it from being used for money laundering.
https://blog.counter-strike.net/index.php/2019/10/26113/
>However, worldwide fraud networks have recently shifted to using CS:GO keys to liquidate their gains. At this point, nearly all key purchases that end up being traded or sold on the marketplace are believed to be fraud-sourced. As a result we have decided that newly purchased keys will not be tradeable or marketable.
Also, you just need a place that accepts crypto and sells gift cards with poor KYC practices. Flips those gift cards on a separate site or swap for something like G2A balance, cash out again and then it's pretty much clear. Lots of scammers now just skip steps and get the victims to go out and buy lots of gift cards locally so they can just sell those. Even if there is a charge back they've usually cashed out by then.
They got a pretty big detail wrong. All Valve has publicly said is "nearly all key purchases that end up being traded or sold are believed to be fraud-sourced", not nearly all transactions in CS:GO are believed to be fraud related like it says in the article.
Hell no it hasn't been 2 years.
Oh, I guess it has.
https://gfycat.com/brilliantfemalebluegill-saving-private-ryan-feeling-old-matt-damon
how frequently they were reported for cheating
Directly from trust factor patch notes https://blog.counter-strike.net/index.php/the-trust-factor/
Everyone seems to be forgetting about a little detail regarding the signatures. Yes, all these artistic signatures look cool, but Valve is probably going to decline them all due to their guidelines. See for yourself:
>https://blog.counter-strike.net/index.php/playeritems/
>The autograph should not be a work of art (again, it should not take more than 5-10 seconds), and it should be written by you and not by someone else. Fans are interested in YOU–it’s ok if it the autograph doesn’t look amazing, as long as it’s yours!
This one in particular, for example, has too many details and intricacies that would take some time to get right when done manually, even if you trained for it. Wouldn't get accepted on that basis alone.
"The Overwatch lets the CS:GO community regulate itself by allowing qualified and experienced members of the community (‘investigators‘) to review reports of disruptive behavior, determine whether those reports are valid, and apply temporary bans if appropriate."
I guess Valve don't enforce these rules then:
The autograph should look the same as when you are signing a fan’s mousepad. Sign a white sheet of paper with a black marker (it should not take more than 5-10 seconds), and take a photo of the result.
The autograph should not be a work of art (again, it should not take more than 5-10 seconds), and it should be written by you and not by someone else. Fans are interested in YOU–it’s ok if it the autograph doesn’t look amazing, as long as it’s yours!
We typically reject: computer-generated art, fonts, overly-complicated art or designs that cannot be recreated during a mousepad-signing session.
https://blog.counter-strike.net/index.php/csgo-major-selection-process-faq/
Q: The most recent Major was in [some particular location]. Are you looking for proposals in a different timezone/country/region for the next event?
A: No. As long as the proposed location doesn’t come with a significant risk of local or online viewer inconvenience, or generate substantial logistics problems, we’re willing to consider any location.
The global audience for CS:GO tends to hit its peak at around 14:00 EST, so we prefer proposals that can place the most important match-ups around that time. Note that it’s easier for an online audience to stay up a little late than to wake up early, and arena audiences don’t like to attend as late as online audiences peak viewership, which means that ideal locations are between EST and CET.
They have asked them before teams have been locked in past. And Valve wouldn't really need to do shit to ask for the signatures.
They could just tell ESL to email all teams with the info.
It's not really complicated to submit the signature, the guide is public here: https://blog.counter-strike.net/index.php/playeritems/
~~These arent quake bots, Csgo bots have nowhere to write any behavior to a disk, they are determined by a botprofile.db file that gives their stats. Bots in CSGO do not learn, they are as skilled as the dev wants to make them.~~
EDIT: Bots in gamemodes that arent DM use the botprofile.db, but DM bots use behavior trees, as per this blogpost
| During online matches only players are allowed in the room and on the server. Neither coaches nor any other team staff will be allowed in the room, on the server, or to otherwise communicate with the team during an online match.
Per https://blog.counter-strike.net/index.php/2021/01/32375/
So, I guess it depends on whether you take that to mean a coach can listen to, but not talk to players. Which I think is reasonable, whether it's in actual comms like TeamSpeak or discord but muted, or via the player cams, or other cams/mics in the room.
Your general non-hype-just-translations update lands at ~10 so I believe a little bit of hype was necessary.
Also this bomb was ~20 MB: https://blog.counter-strike.net/index.php/2021/06/34389/
[MISC] – Fixed an issue that could cause the blinking light on C4 carried by players to be visible through geometry. – Fixed a regression in molotov detonation timing. – Fixed a movement regression when crouching through openings at ground level. – Fixed a weapon accuracy regression when crouch moving. – Fixed a small regression in acceleration computation. – Fixed disconnected players sometimes not showing up on end of match Danger Zone scoreboard. – Fixed a crash that showed a “CUtlLinkedList overflow” dialog box. – Fixed floating white boxes that would appear for some players.
[MAPS] Mirage: – Fixed shading on stone blocks around A site
Vertigo: – Updated clipping on wire railings around the map – Fixed C4 stuck spot near T spawn
Size is 39.0 mb
Via the CSGO Blog:
https://blog.counter-strike.net/index.php/2020/09/31604/ > It is unfortunate and frustrating that we did not respond to this bug sooner. But bugs are the reality of software—and until they are resolved, we need to be able to trust players and coaches.
>This is unfounded and very unhealthy speculation and conjecture.
I have to respectfully disagree. There is a place for this conversation.
Valve have been pushing against coaches, privately, then publicly:
> At past Majors, we have had conversations with pro teams about the participation of their coaches in the gameplay responsibilities of players and they assured us that their coaches focused on activities traditionally associated with coaching, such as preparation, support, opponent study, etc. > > We were always open with them about our opinion that distributing the work of 5 players (e.g. keeping track of the economy, calling plays and mid-round calls, and general situational awareness) across 6 people was not in line with our goals, one of which was to make it possible for new teams to emerge and compete at the highest levels.
I really recommend that anyone reading this read the rest of Valve's statement, and read it carefully. They have really good points and the statement is carefully written.
When (or if) Valve make a more definitive decision on the role of coaches, it's going to be seen, partly, in light of these events. I'm happy someone's bringing this up, coaches have been a big thorn in the eyes of CS:GO as a fair sport for a startup team to get into. There is a fundamental problem with them. It is unrelated to the bug abuse, but this situation is going to be reflected in whatever decision Valve make.
Around a year and a half ago, Valve made it so keys were no longer marketable or tradable going forward. So, the keys that are still marketable/tradable increased in price since they're rare now. If you look at the lifetime price history of one of the keys, you'll see the point where the price went up.
Blog post for the change: https://blog.counter-strike.net/index.php/2019/10/26113/
There was an update in 2017 where they added a greifing explanation for " not participating in the match for an extended period of time."
So I'd just report them for greifing :)
> Wut? So false reports which lead to bans indicate that the system is working as intended?
Griefing reports don't lead to anything in CS:GO concerning the Trust, as well as any other report not being a cheating report:
> [...] including [...] how frequently they were reported for cheating [...].
> https://blog.counter-strike.net/index.php/the-trust-factor/
My wording is probably ambiguous. What I was trying to say is that the model predicts how likely it is based on the data that someone will be banned for cheating in the future, according to the talk.
If players killing teammates with molotovs (no matter how it happened) are more likely getting banned for cheating in the future it might cause a lower Trust Factor. Mind that this is most likely not the case and that this is very unlikely part of the dataset they use, Valve knows that correlation does not imply causation.
> Nobody knows
I wouldn't say nobody knows; anyone who read the Release Notes for 6/4/2014 should know that wins against a banned cheater won't get reverted.
Assuming the supposed patch is from 2020-05-27
> – Players that are frozen by game logic no longer take damage.
https://blog.counter-strike.net/index.php/2020/05/30199/
The end of the video shows a news story from 2020-09-09. The's video's only 2 months old at the most. Of course, it would be great if OP uploaded a demo or gave a match id/sharecode.
https://blog.counter-strike.net/index.php/coaching/
The relevant paragraph in my opinion is "We were always open with them about our opinion that distributing the work of 5 players (e.g. keeping track of the economy, calling plays and mid-round calls, and general situational awareness) across 6 people was not in line with our goals, one of which was to make it possible for new teams to emerge and compete at the highest levels."
Valve is more concerned with a team being able to improve when they may be unable to afford a coach than they are about FaZe or other huge orgs being able to pay a sixth man to IGL for them. IGL is a skill, and I actually agree with valve on this. Many people have brought up having coaches talk during pre round, but that's still too much. Valve isn't exactly known for backtracking their decisions either.
So, short worded and easy to understand lines of text are what you prefer to read? And you go around calling other people clowns when someone takes the time to respond and shut you down and you don't bother reading it? You are the one taking arguments, https://blog.counter-strike.net/index.php/2016/06/14766/. Read the bottom of that post, if you want a childrens TL;DR, other people had a personal problem, you didn't have a personal problem. Your opinion and experience differs, other peoples opinions and experience differs. It was an objective change, just because you didn't need it doesn't mean others didn't as well.
>rate 64000 and rate 128000
These rate settings are very outdated. The default rate has been upped to 196608 and the max rate has been 786432 as well since the 9/21/2016 update.
> I dont know how much later it got nerfed
Buffed with all SMGs in October 2014: https://blog.counter-strike.net/index.php/2014/10/10300/
Discovered by pros in the Atlanta Major in January 2017: https://www.youtube.com/watch?v=i5vQF2sgN80
Nerfed in May 2017: https://blog.counter-strike.net/index.php/2017/05/18711/
Its the same agent, the second one got on the market before this update:
<https://blog.counter-strike.net/index.php/2021/09/35485/>
He got renamed from "Mr. Muhlik | Elite Crew" to "Jungle Rebel | Elite Crew"
This.
tl;dr: It's a bunch of factors that determine CSGO matchmaking, most of which are hidden. These help keep cheaters and smurfs away from not terrible players. An account that someone's invested money into is less likely to be one of a cheater or smurf, hence why a higher profile level is a factor.
The Inferno/Nuke collections were released right before the major for souvenirs, so you are probably right. My bet is that if they do add another two new collections it will be mirage and overpass.
> Two teams not playing a match which is allowed by the rulebook. Valve: real shit.
The conditions set up by Valve for RMR seems to have a condition that:
> Have distinct placement for teams across invite boundaries (I.e. no 3rd-4th combined place when the region needs to identify top three places).
Since CIS has invite boundaries set so it's [1st and 2nd], [3rd], and [4th and 5th], as I understand that particular requirement a placement match has to be played for 5th and 6th, since 6th would be outside the boundary while 5th would be in the lowest boundary..?
https://www.hltv.org/news/31051/valve-open-to-proposals-for-rmr-tournaments
https://blog.counter-strike.net/index.php/csgo-regional-major-rankings-for-2021/
They claim March 30th will end
https://blog.counter-strike.net/index.php/2020/03/28819/
When it actually end, along with Twitter time stamp
https://blog.counter-strike.net/index.php/2020/03/29379/
But don't expect the same thing happen this time again, because this time is already a weekend for them. Depends if Valve are fully work from home status, if they are, then they can pull an update on a Saturday, if not, then we will have to wait for Monday.
It's very possible.
"Winners. Valve, in its sole discretion, will select a minimum of ten (10) winning entries and announce the winners on https://blog.counter-strike.net no later than November 21st, 2021."
It means the case should come this week or next and I doubt they will announce winners first then release case at a later date, they will probably just use the case release as the announcement like they did with cs20.
I was thinking earlier they could release stickers with the case and put the sale on later. But I really hope they just sale everything so we don't go through the will they, won't they thing again.
somehow csgo microtransactions got to that point
It's been a few years since I was a rank high enough to be eligible for CSGO's Overwatch but this is what I remember (I'd say 87%+ accuracy): -Around 150 total competitive wins (it seemed to vary but it was around there) required to participate. -Maintain a rank of Gold Nova (comparable to high gold-low plat) and regularly play competitive. -Overwatch cases limited to your rank and below. -A hidden Overwatch score determines the frequency and the types of cases you got. (Types meaning what they were reported for or how blatantly obvious the case had been determined by others) -For your game to be reviewed in Overwatch, you have to have been reported a certain number of times in a certain number of games. (I believe the speculated amount was 10 reports over some amount of games. So everyone on your team, the enemy team, and one more person in another game would have to report you) -Players are only rewarded if their verdict was deemed correct.
> but every time trust comes up in this sub it's always the fault of other people reporting
That's because Valve have said that reports do affect your trust factor.
How frequently they were reported for cheating, time spent playing other games on their Steam account, etc. We call this system Trust, and these factors considered together form a player’s Trust Factor.
> How do i not get banned?
By not using !knife/!ws/etc. plugins or any others that would violate Valve's published server guidelines.
They said they're planning on using the thrust factor from cs:go in Dota2 and their other games and also allow third party developers to use it. I believe that could be a solution.
From the Patch notes here
> Customers who experience problems can also disable it with -disable_d3d9ex command line option.
As far as I have seen and has been stated by valve devs, -nod3d9ex hasn't done anything for quite some time
>New players can still play every game mode, play on community servers, and play workshop maps. However, they will no longer receive XP, Ranks, drops, or Skill Groups; those features are now exclusively available to Prime Status players.
TIL
[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
Valve, pls. Not the first time this has impacted a match.
Team Vitality’s apEX says Valve and role distribution made 6-man CS:GO roster ‘impossible’
It come from when they changed the RMR rules, thats why Vitality dropped the 6 man roster, its also why Valve forbids coaches from speaking when not in a timeout, they say CS should always be a 5v5 sport.
> [ GAMEPLAY ] – When a player disconnects or is kicked in classic competitive and wingman modes, they will no longer be replaced by a bot. If the entire other team leaves, one bot will be left on the other team, idling in spawn.
>I also had sent the valve development team [email protected] and linked all my profile information and a summary describing why I believed my account was wrongly trust factored.
I'm 99% sure this is what fixed it. So many people nowadays complain about Trust Factor while ignoring that you can just email Valve about it.
This was mentioned when Trust Factor was introduced:
>Q: I suspect that I have a low Trust Factor because the quality of my matches is poor. What can I do about this? A: Send us an email at with the subject “Trust Factor Feedback” and include a description of your experience and your Steam ID. These reports will help us improve the system.
Email valve but before that make sure there really is no reason for your low trust factor or you will just be wasting your time since valve can see exactly what it is that brings your tf down.
It's known that it does:
>We started with that question, and have been experimenting with matching players using observed behaviors and attributes of their Steam account, including the overall amount of time they had spent playing CS:GO, how frequently they were reported for cheating, time spent playing other games on their Steam account, etc.
Does he play with other people aswell? Could be he is queueing with someone the system thinks is a cheater, or has in the past? Or possibly smurfing/cheating on another account.
No one really knows exactly how trust works (even though everyone will tell you they know exactly what you need to do in 10 simple steps), but if you really think your friend has an issue with trust factor outside of his control, he can email: with the subject “Trust Factor Feedback” and include a description of your experience and his Steam ID
(from https://blog.counter-strike.net/index.php/the-trust-factor/)
You could just google for yourself? Here you go: "Additionally, a player may appear in a test case replay that has previously received a not-guilty verdict. These are randomly inserted into a case load and are used exclusively to help the system score investigators (the verdict in test cases will not result in any action against the suspect)."
RMR 2 is optional. Having read your post, RMR 3 needs to be shortly before the major, just like the minors in former majors. I guess it will be logistically hard to do, but if they can pull off organizing a lan event with crowd in current times, they probably are also able to organise a local RMR series before hand.
The players would probably just become the pawns of the coach and just do whatever he says which isn't a good thing for a team based game imo. In terms of CS, here's valve's stance: https://blog.counter-strike.net/index.php/coaching/
> Does that factor in ur cs games?
Yes. Trustfactor, which Valve explains themselves here is a mechanism designed to ensure new csgo players with reputable Steam accounts are not placed with newly created Steam accounts from machines previously associated with cheating. This Trustfactor mechanism only applies to MM modes and not to Casual or community servers though. The aim is to keep you away from cheaters.
> Does this mean most of my games will always be smurfs?
No they are people of the same skill level as you. You aren't disadvantaged in anyway. As a SEM you will struggle with a lot of players being better than you, or just turning it off and on at their whimsy, which is irritating but there's no shortcuts to experience and improving. You just need to watch Pro CS, watch the YouTube tutorials and guides, practice your skills, play the game, experiment with different plays and just generally improve. 800hrs and SEM is nothing to worry about.
2019 = 1.9 updates per week (so far)
2018 = 1.14 updates per week
2017 = 1.12 updates per week
2016 = 0.98 updates per week
^ That there backs up my original statement of >There have been at least weekly updates for literally years now
2015 they dropped the ball with
2015 = 0.65 updates per week
Prior to that they were pretty good with
2014 = 0.9 updates per week
2013 = 0.87 updates per week
2012 = 0.86 updates per week, although the data on 2012 is a bit dodgy and is partially data from the beta so it wouldn't surprise me if data is missing.
You will note when I said,
>They have always had weekly (or close enough to weekly) updates
that I mentioned "or close enough". I wasn't saying they had a strict weekly update schedule that they met every week.
The entire point of my comment is directed at people who come along every few updates and say "oh hey wow why is Valve updating so much?", when the truth is they have almost always been very actively updating the game. The only outlier is 2015, where updates were closer to 10-12 days apart rather than 7.
Sometimes the updates happen in a flurry, and sometimes they take a week or two off in the holidays.
At the end of the day there has been 349 updates to date.
It's all found here and here.
Overwatch its a system where you review people that have been reported for cheathing and/or griefing, 10 minutes cases that you can watch and then give your verdict. I believe you only get it after 150 wins in the competitive mode and when you reach at least MGE rank. More info here :D https://blog.counter-strike.net/index.php/overwatch/
Same. But it's so easy to say 'x game is dying' even with all of the data showing that's not true. 20.8 million active players is dying apparently. And here is my source: https://blog.counter-strike.net/
https://blog.counter-strike.net/index.php/the-trust-factor/
>Q: I suspect that I have a low Trust Factor because the quality of my matches is poor. What can I do about this? A: Send us an email at with the subject “Trust Factor Feedback” and include a description of your experience and your Steam ID. These reports will help us improve the system.
... what? Valve never allowed 6 man rosters in their RMR events, and only now have allowed for substitute players.
From https://blog.counter-strike.net/index.php/2020/04/29428/
> Q. Can a team change their roster? Teams can change up to two members of their roster in the lead up to an event at a cost of 20% of the team’s points, per player. They can adjust their roster prior to the roster lock for each Regional Major Ranking competition.
Whereas now they have the option to sub players in. Astralis took a 20% hit to sub out Xyp.
It has that yellow/blue MLG logo, it means next major will have Vertigo collection, but I think they will renew the collection into Vertigo 2019. And they will release it few days before August 20th, 2019 (Starladder Berlin major) just like last time when they added Nuke2018/Inferno2018. And possibly come along with Dust 2 2019 collection.
https://blog.counter-strike.net/index.php/2018/09/21005/
I don't think they are ready to drop the Cache renewal yet, it's still early. But I think Souvenir Cache collection will be discontinued after March 31st, they will convert into a normal drop collection when they enter back into the map pool in 2020 as Cache 2020.
> unless of course they have some "control" cases that they insert into Overwatch that they created with pre-determined verdicts or something along those lines.
That's what I meant. Decided to look for it and here's the post where they talked about the system.
> But I highly doubt anyone's getting those, considering the sheer number of reports. There's probably millions of reports a day, that the "Control cases" get put on the backburner.
The control cases to score investigators and determine which ones are reliable are essential to overwatch, and without that in place you may as well not have overwatch at all.
And I'm not really standing up for Valve and saying that this is working properly, just pointing out with how they said that the system works that in theory it shouldn't give room for bots spamming not guilty to actually influence the final judgement.
> I basically want to know wether i'm the only one who's getting these responses:
Yes, the above observations are true for anyone.
> Do you know why neither of them work just right?
From a coding perspective? Yes.
getpos
should be thought of as get_position_and_angle_of_camera
getpos
gives you a ~64 unit offset above the floor.getpos_exact
should be thought of as get_position_and_angle_of_model
getpos_exact
always shows a pitch of zero.From a user experience perspective? No.
It seems like a silly oversight that there's no way to get the position coords of your model but the angles of your camera seamlessly in a single command.
> Is there a way to tell steam developers to fix this? (i'm aware they probably won't but it's worth a shot).
Realistically? Probably not. You could try sending an e-mail to their feedback address... but I have doubts as to whether anything sent there has a good chance of even being read unless it contains a subject line referencing a current topic for which devs are actively soliciting feedback.
Then again, anyone who actually wants to use these commands for things like practicing nade lineups and whatnot can use either a .nut script or SourceMod plugin to bypass the above issues.
strange, I wonder why would valve do that and then say that
> Overwatch users should experience significantly fewer obvious spinbot cases
?
you're right. I guess that makes it slightly more doable, 1000 points in the 3rd RMR means about 7 place difference. Still very hard
Took me time to dig it but here we go. OP can now apologize :)
https://blog.counter-strike.net/index.php/2015/09/12496/
[ GAMEPLAY ]
– Added dynamic player culling to prevent players and weapons poking through thin walls and revealing their position
Fix in action: https://www.youtube.com/watch?v=Jj3P9\_Slr2w
Trust Factor isn't perfect. Valve even admits here that they won't always match you with players who have similar TF. "... we’ll try to match you with similar players, but like skill groups, the range of players on a server will vary depending on the time of day, your region, the maps you’re queuing for, etc."
>You might recall that back in November of 2019 Valve said they were going to have a big clampdown on conflict of interests in the competitive CS:GO space.
Sorry Richard, this is wrong in two aspects.
"Keeping Things Competitive" came out in September 2019.
"Keeping Things Transparent" came out in November 2019.
"Keeping Things Transparent" stated the position that you say that Valve only mentioned to HLTV after the Yeah! vs MiBR match.
Keeping Things Transparent >Therefore, for 2020, teams and players registering for the Majors will be required to publicly disclose their business relationships with other participants and/or the tournament organizer, so that public conversations can be had about the value that leagues and other entanglements offer versus the risk that they pose. Failure to disclose any business with the TO or other participants will likely result in disqualification. >We do not intend to add any other requirements for participation in (or hosting of) 2020 Major Championships.
Valve's Statement to HLTV >The sole requirement for ESL One: Road to Rio was that participating teams disclose existing conflicts of interest and that those disclosures be made public so that the community can have an opportunity to discuss them.
This is simply a statement on factual accuracy. Whether's Valve decision was a good one (spoiler alert: it almost certainly wasn't) is a different discussion.
Illumination was changed on all maps recently and the fog was pushed back, changing the aspect of a lot of positions on every maps. Chances are you are just seeing the results of that. See here: https://blog.counter-strike.net/index.php/2020/06/30428/ and here: https://blog.counter-strike.net/index.php/2020/06/30458/
But maybe you just have different configurations, like for example you activated FXAA on Linux which would make anything look blurry or you used vibrance on Windows.
Who can stream games?
https://blog.counter-strike.net/index.php/2019/09/25557/
Who can play tournaments?
Anyone that is not VAC banned and qualifies.
Who can host majors?
There is a bidding process between interested parties
..........................
Like seriously....Valve can be 10,000 times worse and not have to answer to anyone but fortunately we have a company that is actually keeping things fair while being the only one with control/authority.
Of course its relevant, more than you think!
https://blog.counter-strike.net/index.php/the-trust-factor/
This is what I'm talking about.
To improve your trust you need hundreds of hours in csgo, spending a lot of money on games in steam or skins helps a LOT. Also, ask people to commend you. Apart from that there is nothing you can do.
It will get better eventually.
Has EFT considered something like Counter Strike has, called an Overwatch. Where there are players watching clips of reported plays and voting if the act is suspicious or not. Not a anti-cheat on it's own, but it could help to offload some report viewing to the community. I'm sure there are plenty of hardcore EFT players who would gladly watch the reports each day. Note that the "investigators" would be chosen by BSG and this is something that is tested and working in one of the most competitive FPS of all time.
You can read more about it here: https://blog.counter-strike.net/index.php/overwatch/
Be a kind, respectful, understanding and supportive member of the Steam community.
Continue doing this.
Keep continuing to do this.
If you feel your Trust Factor is erroneously low, contact the devs as they request: https://blog.counter-strike.net/index.php/the-trust-factor/
Weapon accuracy didn't change in that time span, with some exceptions: You mentioned that you feel like the pistol accuracy is messed up. This is true for some. The Tec-9 has been updated (https://blog.counter-strike.net/index.php/2017/08/19233/), as well as the Five-SeveN (https://blog.counter-strike.net/index.php/2017/08/19236/). You can't use them as you used to before.
In overwatch cases, the command "cl_interpolate 0" is used to remove the smoothing used in GOTV demos. This better represents where Niko aimed.
What it looks like with cl_inerpolate 1: https://www.youtube.com/watch?v=sMM8_9W6udw
Official CSGO blog showing overwatch uses cl_interpolate 0 with their own explanation in the section "Why is the evidence replay sometimes jittery?": https://blog.counter-strike.net/index.php/overwatch/
its not over $20 mio. the starladder major, which had by far the most sticker sold, had only a payout of $11 million. 11mio / 24 = 458k for every team (assuming each team gets the same amount)
https://blog.counter-strike.net/index.php/2019/09/25557/ read the first paragraph
The legend and challenger stages were done based on a team's previous result but the minors (the only actual qualifier) were done based on region. Every region got two spots and then there was a third-place qualifier where all but one region would get the third spot.
When valve switched to no longer giving teams majors spots based on previous majors they switched everyone to region-based qualifications. The number of spots a region gets is based on the results of the previous major as detailed here.
Per HLTV: > Teams have the opportunity to choose the region in which they will begin their campaign in the 2021 Regional Major Ranking.
Also check out the FAQ from the blog post: https://blog.counter-strike.net/index.php/csgo-regional-major-rankings-for-2021/
I'm pretty sure just getting Prime is enough.
You used to be able to get Prime for free if you leveled to 21 and had a phone number connected, but this is no longer the case.
https://blog.counter-strike.net/index.php/category/updates/
The major updates are on the right but the smaller incremental updates are on the left.
Its really crazy how much of a different game CS:GO is from 2011 to now. Some youtubers track the changes made to the game over time and its really quite interesting. Personally, I really dig the map-making videos because it brings some interesting insight into how much work goes into thinking about how a map needs to flow and function and the problem solving skills for balancing and making a map that plays fun.
Anyone that's familiar with the map 'Overpass', may get a kick out of this video. Overpass in its first iterations was considered a really bad map but as time went on, they really figured out how to make it a fan favorite. I recall a time when we really thought the map was unsalvageable.
https://www.reddit.com/r/GlobalOffensive/comments/2p2j28/valve_have_now_patched_nospreadrage/
Not sure if there is an explicit official source, but in https://blog.counter-strike.net/index.php/2014/12/11053/ it does say
> Fixed several exploits in the engine.
Please read the patch notes at Counter-Strike: Global Offensive » Updates . Retake mode and premier mode are still in, but many maps have been removed.
I piggyback my own comment :
> Even tough I don't like it, Train layout was unique. Mirage isn't and Ancient surely isn't.
It seems Train is the most unbalanced map regarding t/ct side in 2021. Maybe that's why it was taken out and that, I can get behind.
Sadly, no communication by Valve on these decisions. Even though they know how to do it.
Yea, that was unambiguously a bug, nobody disagreed.
The fix to that required a lot of work.
Crouch-mechanics are actually one of the most entertaining parts of the source code to go through.
See here, and then there's like 2000 lines of stuff like this.
It's completely fair. Vigilante justice isn't a thing that is encouraged or allowed; even Valve's Overwatch FAQ supports that.
Otherwise it just welcomes a shitshow of excuses.
"Oh, but he was clearly cheating."
"Oh, but he was almost certainly cheating."
"Oh, but he was most likely cheating."
"Oh, well I think he might have been cheating."
...
>additionally you start with low trust so it takes forever to find games. once you find a game though theres a decent chance of playing against a cheater so thats like a wasted hour. or you get kicked cause you get placed with non new players or smurfs who dont have patience with a noob.
No, you dont stop spreading such misinformation. Valve stated in their Trust Factor that actual new players dont start with low trust factor You creating a smurf account is not what normal players (should) experience. Of course you get a shit trust factor if you try to cheat the ranking system.
Valve took his nuke changes and implemented them into the game. https://blog.counter-strike.net/index.php/2012/12/6195/
I just don't understand why people are like "why do maps look like csgo" well no shit the lead designer is a csgo map maker and former cs pro lol
> If player gets banned, why can't the game just end?
Eh... I could understand wanting this to happen. But I suppose Valve's thinking is that there's still a chance for you to win (especially once the cheater is gone), so there's still a chance that the game can be enjoyable if it's played out? Not a very strong argument, so who knows what their reasoning is.
> I thought if a cheater gets caught in your game the game has no affect on your rank.
Not necessarily. From this update:
> When a player has been banned for cheating (via VAC or Overwatch), all Skill Group adjustments from that player’s recent wins will be reverted for their partied teammates as well as their opponents.
So, basically, when a cheater gets banned, the following gets applied to his/her "recent" matches:
Anything else (i.e. a win/tie against a cheater) will remain (probably as a sort of "We're sorry for your experience" gift from Valve).
99.96% of all Steam users got a microphone, only 0.02% don't have one (0.03% users' microphone status is "unknown"), see https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam. The people in your matches just dont talk / call.
You are probably playing with other new players together, which are too shy to talk (Trust Factor is used to match you with similar players). It's unlikely you are only encountering premades who just talk in TeamSpeak or griefers all the time if your match quality is not poor - aside from the missing calls. This should get better after some time of playing, even on Gold Nova 3.
> And in my experience i dont get that many hackers thats why i havent bought prime
You can get prime for free with rank 21. Don't feel forced to buy it if you don't really have to.
Found some links on it, they didn't say anything about the major when Cobble and Overpass were moved to active duty (or rather, they introduced Active Duty).
Same with Train.
https://blog.counter-strike.net/index.php/2013/08/7492/
We’d also like to recognize the people who’ve helped us blow out the candles on past birthday cakes by rewarding Counter-Strike’s five-year veterans. If you activated any version of Counter-Strike on Steam before August 21st, 2008 and have an account in good standing, you are now the owner of the highly rare, non-tradeable Five-Year Veteran Coin, which you can equip from your inventory and show off wherever your avatar is shown.
Sorry it seems you only need to own and according to other sources launch once.
Think they've updated that so disconnecting doesn't change the fact that you do team damage (I think around the time they made decoys do no damage)
E:
>[GAMEPLAY ] – Grenades now convey the correct amount of damage to teammates if thrown by another teammate who switched teams or disconnected.
Nah, there are new cooldowns for when you are reported frequently for griefing.
From the July 21st patch notes
>[Matchmaking]
>– Players that receive unusually high amounts of griefing reports will get a warning, followed by escalating competitive cooldowns.
I remember that. If it was the HRTF update you're talking about, they had virtual 7.1 enabled outside of the game. I think there was another issue with a snd_* cvar more recently that someone or some players had changed from default when it was outdated for years by then, but can't remember exactly.
Found the blog post, Valve even linked to a LMGTFY for head related transfer function.
https://blog.counter-strike.net/index.php/2016/12/17260/
And people still complained about the then-new audio sounding like you're under water.
Tbh, I think Valve is just too lazy. Just look at the weekly updates since the last operation. Music kits, new graffitis, new skins. Some pixel update on a map here and there. All of them just to get more money out of the current game. All the new maps and skins were done by community members, not Valve. The stickers as well.
https://blog.counter-strike.net/index.php/category/updates/
Implementing a new intrusive AC takes a lot of work for them. They need devs working on something completely new without any monetary gain. Also, they need to update their ToS and privacy agreements.
The system will be abused. Just look at the current state of Faceit. New players get reck'd by smurfs or they join lobbies with obvious griefers who just want to derank their account so they can boost their high elo friend later. It's a joke.
This game is so bad for new players either with or without intrusive AC.
It is, because csgodev added a feature where if you get reported ingame for griefing, you will get a 24H or 7D ban, just like the one if you get reported for abusive chat and you get muted.
Has nothing to do with overwatch.
Think they added it with this update.
https://blog.counter-strike.net/index.php/fair-play-guidelines/
Basically there are multiple regional events that grant RMR points. These events are locked to the region (EU, NA, CIS, SA, Asia, Oceania). There is a limited amount of slots in these regions (stronger regions like EU have 13 IIRC while oceania has 1). Teams with the highest amount of these points from their region are qualified to the major (replacing the old minor system). You can find more details here on the official csgo blog
Assuming each player gets roughly 1 case drop per week and having 27 million unique players (https://blog.counter-strike.net/) with say 20 million prime players and each of the prime drops being equally likely it would be 4 million cases per week of each case type (if all players play enough and my assumption with no. of prime account is right).
So it is probably lower than 4 million cases for each type (as my assumptions are quite optimistic) and an upper bound. I guess the real number will be quite a chunk lower.
No idea how many rare drops drop though.
>Professional players, their managers, and teams’ organization staff,
should under no circumstances gamble on CS:GO matches, associate with
high volume CS:GO gamblers, or deliver information to others that might
influence their CS:GO bets.
From the Global Offensive blog when iBP were banned. This is standard practice for sport, and we've seen other people banned for it in CS. If you're involved you could have inside information that gives you an unfair advantage in the betting market.