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arQon Monday, 05 February 2001 - Let me explain. I'm a total railwhore; always have been. Month after month of practice with the RG made me aimbot-like in my flickshots, and my entire game revolves around it. I'll use rail even at ranges that most people would switch to SG, and I'll still land an insane percentage of my shots. It's not that I *can't* use other weapons, or that I don't understand the dynamics of each one - it's just that I'm so comfortable with rail that it's always been my weapon of choice unless I'm in a melee against a tank. I didn't play much in November and December - I was too busy coding, then I went on vacation for 3 weeks. I got back, and all the servers had switched to 1.27, and with that came the mouse changes. And suddenly, my rail sucks. I've tried EVERYTHING to get it back to where it was: in_mouse -1; tweaking my sens and accel to multiple decimal places, none of it's helped. I've lost the feel that I used to have for those insane shots - you know what I'm talking about: the "midair, out of my ass at a barely-glimpsed target" ones - the kind that gets people screaming "BOT!" So I'm going back to basics. I'm going to try and unlearn all my bad habits: spend my time practicing my jumps; my bunnies; splashing; dodging; item timing; all the things I need to become a COMPLETE player again. What I'm curious about is this: I can't be the first guy this has happened to. How have other people dealt with it? Has anyone successfully given up one aspect of the game and been willing to pay the price of losses in the short term to improve their play in the long run? Have they just kept on, maxed out and not improving but happy with simply being better than average? Monday, 05 February 2001 - madfraga's at it again with a new MOV of some moments from the Dec tourney: Net Gear Guy, stripper, model generator, random hotel room moments, spectator reactions, etc. It's a whopping 28MB, but I usually find his stuff interesting: showing what happens AROUND the games, not just in them. You can snag it here. Hope you've got a fast connection though... :) Tuesday, 12 December 2000 - Not too much going on with me right now apart from lots of coding. With any luck, there'll be a fairly significant announcement on the CPMA page in about a week... Tuesday, 12 December 2000 - --- Originally published 28 Nov --- slightly edited --- I originally wrote this in response to (a thread that I can't find a link for anymore), but it was a topic I'd planned on doing a column on a long while back, before other things got in the way, so I decided to post it here instead... Cache recently interviewed n1-xfoo, and they agreed that the biggest obstacle to wide acceptance for CPM was simply that players tend to get thrashed the first time they try it and just give up. Other points were: money (or lack of it); maps (CPM does play better on maps designed for it, but a lot of OSP servers don't have them); "splitting the community"; and, of course, the name... :) Promode DOES accentuate the differences in skill between players. When you take out the cess out of VQ3; add strategy (no, "aim well and spend 90% of the game collecting armour" does NOT count as strategy); and speed the pace of the game up, of course you're going to see the more skilled players pull further away from the pack. I'm a pretty good VQ3 player, and on my best days I've got a chance against just about anyone. But my first few games of CPM basically consisted of me getting repeatedly raped. Sure, the CPM maps are superb, but when you look at the rules changes as well you can see how just how much Promode can throw gamers who are new to it. Ignoring for a second the problems you always have on a new map, look at the items. Take CPM3 for instance: you grab MH, and you're timing it perfectly, and two minutes later you get back to the spawn and it's not there. You don't understand why you can't pick up the YA. You get caught waiting for the RG to spawn because you're expecting one to be there within 3 seconds no matter what. To top it all off, you feel like you're playing with timescale cranked up. Think about it: you get reasonably good at a game (okay, not really good, but better than most of your friends) and suddenly you're like a newbie that doesn't know what strafe-jumping is all over again. Some see that as a new challenge to be met; others as a crushing blow to their ego. The learning curve for CPM, though not really too harsh, is still significant enough to deter casual gamers. I don't think that's "wrong" in any way - I strongly believe that the design team made the right call in deciding to make the best game they could, with no compromises. If CPM was just "a little bit better than VQ3", which is what an awful lot of people originally wanted it to be, then there wouldn't be much point playing it and I expect it wouldn't have had anything like the success it has. I've always hated the name, but we've discussed that in the past and it's too late to change it now. I'm not sure I buy the "split the community" theory. Old-timers may worry about it, but xfoo is the first Q3 player I've ever heard comment on it. All the original Chicken Little whining came from players who'd been around since the QW/NQ era. The Q3 and late-Q2 players don't give a shit, because they've grown up with mods. The money factor. In and of itself, this isn't really a problem: what percentage of players will actually turn pro, even if they play nothing but VQ3? Realistically speaking, none of them. Right now, there's ONE true pro gamer, although you can make a reasonable case for Mak, Zero4 and Laker as well. The real issue here is the knock-on effect: when Fat says he's not interested in CPM because there's no money in it (as he did in #stomped a couple of weeks ago), all the fanboys hear it as "John doesn't think Promode's any good". I wonder: if Makaveli, who was VERY active in CPM back at the time of RazerCPL, had won, would that have made a difference? There's this big catch-22 going on: a lot of the younger players who think they're the next Thresh (okay, the next Fatal1ty, because none of them have heard of Thresh) won't play CPM because they don't see the pros playing. Although the CPL's been adding games lately, they're doing so on popularity AFAICT, which means there won't be a CPL Promode tourney until it does have a mass following. Which it won't get unless... etc. Personally, while I'd be delighted to see Promode take over just so there'd be no more incredibly tedious games on T2 and DM13, I'm pretty well set with where we are today. On the demo front, there are CPM games being played that are just WAY more exciting than anything I've ever seen in VQ3. True, not many of them are coming out of the US (some of the Cache's Plaything ones were damn good games: xfoo-v-revelation springs to mind), but they're there: ven0m's games leave me stunned; same with xfoo and gloat. CPM's been final for, what, a couple of months? The games will only get better as players continue to push the limits of both the game and their own skills, same as what happened with VQ3 for the first 6 months. The potential is a lot greater in CPM though because of all the extra control gamers have: VQ3 play has stagnated even at the highest levels. (A lot of that has to do with every tournament using the same 2 crappy maps for 75% of the games, and with T4 likely to become unplayable once the 1.27 patch shows up next week we REALLY need to see SOMETHING different happening there, even if it's not as radical as a new mod). As a gamer, I'm set. I have CPMA/OSP for all my Clan Arena/duel/TDM needs. So basically, I'm covered, and what anyone else feels like playing doesn't really bother me that much. :) As far as I'm concerned, CPM has been a success. I wanted a game that I could really enjoy playing; that would still interest me a year after Q3 was released. I have that, and more: a game I can see myself still enjoying a year from now. CPM will outlive VQ3, because what's keeping 90% of the VQ3 players there right now is fear of getting owned; ignorance of the fact that there ARE alternatives; or simply a sheep mentality. The other 10% actually enjoy it, and more power to them. Contrast that with the CPM gamers: every single one of them is playing because they love it. They've made a decision to simply play what they want to play. When the next hot game comes out, be it Doom3; UT2; whatever, VQ3 will disappear off the face off the earth. But the Promode crowd will still be playing, and I'll be there with them, still loving every second of it. Tuesday, 12 December 2000 - I'm not going to comment much on the "new" gametypes other than to say that they're not for me, although I'm sure there are plenty of people who'll enjoy them. Skip the next para if you just want to get to the 1.27 comments The "persistant" powerups are potentially (holy alliteration Batman!) a good thing, although if I could drop one to pick up a better one I'd like them a lot more. I'm not sure how I feel about them being team-coded (i.e. you can't pick up the runes in the enemy base) - in some ways I like it, but it seems to me that since enemy are respawning in there with 125h as is and you can't deny them powerups you're going to get a lot of very low-cap games. On to the 1.27 changes: So to sum up: 1.2x is definitely better than 1.17, thanks mostly to Strider, Rhea, and Papa. Fortunately, it doesn't matter where the bugfixes came from, just that they're finally in baseq3. I share some of Hoony's optimism for what this release will do for the mod community. The UI rewrite offers all sorts of potential for people to do cool things with. The updated source base also means that lazy mod authors (you know who you are) :) who never bothered to fix things like the dropped sounds or the vote bugs will get that for free, which can only be a good thing for the baseline quality of mods. As has been pointed out in the past, id don't "owe" us anything: they're good enough to make it possible for us to mod the game, which means I get to play things like Promode and Clan Arena long after the initial appeal of the baseq3 physics and gametypes has worn off. For all that there are a few things about them that really piss me off (lack of progress on bugs and hacks; the way they're slowly distancing themselves more and more from the community they essentially created and in particular the "hardcore" gamers) I'm nonetheless pretty happy with the current situation - the underlying technology is still the best in the world, so as long as we can mod I can live with all the bad parts. On a somewhat related note: we seem very keen to jump all over id whenever they do something that we don't like: look at all the people who were calling for Carmack's head on a pike after the 1.25 patch (which he had almost nothing to do with, BTW) was released, but the bottom line is that we should still be grateful for the approach they've taken over the last few years. I haven't played a game of VQ3-anything in over 6 months, but I still spend a couple of hours every day roxing and railing people into small piles of gibs. So while I find TA and the 1.27b patch pretty underwhelming, at the end of the day I'm still a big fan of id, and likely to remain so for a long time yet. Friday, 17 November 2000 - It's a bit long, but I'd really suggest you take the time to read through it all as the backstory is kind of important to the realisation that I've come to. At the very least make sure you snag this demo: it's only a couple of minutes long, but it's worth at least a thousand words.... This isn't an abstract "cheating is bad, mmmkay" opinion piece: it cites a specific incident and how it all played out: essentially, what you can expect to have to go through when you match up against a clan that cheats. The only opinion is in my conclusions at the end. Cheating is hardly a new topic in the online gaming world: from the infamous HangTime demo way back when that really made it clear just how damaging bots could be; through the zbot/ratbot era in Q2; all the way up to the nopbot for Q3. Unlike most of the Challenge guys, my main game is Clan Arena. I duel every once in a while; play TDM a few times a year, but for me Clan Arena is where I have the most fun. You know the concept: no items to pick up; no health to recover with to keep yourself alive. You get kitted out with all the armour, ammo, and weapons you're going to get at the beginning of the Round, and the last guy left standing wins, anything goes. It's a test of pure skill, to see once and for all who's got the best aim, the best weapon usage skills: to see who's truly the best *fighter*, not the best armour-gathering railgun-camping player. Sure, it's got even less strat than a VQ3 duel on T4, but it's fun, and that's what I play for. Quake 3 consumes hours of our time day in and day out as we strive to get just a little bit better and end the day with a couple more frags than we had the day before. Competition is the name of the game, and to fuel that in a more standardized way for those of us not 1337 enough to make the CPL, many people have put together Ladders and Leagues for individuals and clans alike to do battle against one another in. My clan play on a couple of these: OGL and the relatively new RocketArena.org ladder and they've mostly been free of serious trouble. The usual mild lameness: "we will 0wnz0r you" kiddie clans that we spank and send home to bed; the guy that complains about lag when he's pinging 30 less than everyone else; the great sports that have disconnected already before you can even type gg after beating them. Hey, it's a public ladder: you're going to get all sorts. We've also met some great guys through these events: PoT, GEC, and others. Now, onto the part that goes a long way past merely lame: the cheating that goes on by some of the clans that participate in these ladders. This aspect hit home rather closely on Tuesday night, when my clan p0rn0 Finish (pF) played Mission to Kill (MtK) in an RA3 match for the RocketArena.org East ladder. We go off to a server that they have rcon on, but for some reason they can't enable Competition Mode. Comp Mode is basically: teams are locked, and when you die you can only spec your own team. Players not on a team (i.e. random spectators) in the arena when the match is in progress can only spectate *one* person for the entire match: there's no followcycle. It's a good concept, since giving away enemy health/armour/position can totally ruin a Clan Arena match. Still, since they can't manage to get it working, we agree to play the match without it. After all, it's a ladder match. We can trust them, right? MtK win the first match, and during the intermission they manage to get comp mode working. Now, both teams have a sub on the server in case of connection probs, so ours (pF.weena) figures "okay, time to snag demos of our guys to go over later". But he's not ON the team, he's a free spec. So he gets locked to one player that he's stuck with for the rest of the match, and it happens to be [MtK]Hammer. After a couple of rounds, he notices there's something a bit strange with Hammer's playing style and movement. His view angle is snapping faster than Makaveli's and he seems to have an uncanny ability to track players (whether on his team or not) through the walls. So it all seems a bit iffy, and the demo recording begins. But weena's not the type to cry bot without proof, and specs are muted anyway, so nothing is said... pF take the second match, and one of our guys has to bail so weena steps in. MtK win the decider, ggs are exchanged, and everyone heads back to their respective IRC channels. Whereupon all hell breaks loose in #clanpf about 5 minutes after weena DCC's the demos to the rest of the clan. It's absolute mayhem - suddenly my quiet clanmates are going nuts. Like all auto-aimers, nopbot has some distinctive traits that make it pretty easy to spot (snap-targeting teammates, for instance) if the user's not trying hard to hide it, and Hammer wasn't. All of pF are furious that a clan has deliberately, blatantly, cheated in one of their matches. Meanwhile, MtK have managed to report the match as a *loss* for them. I guess the bot doesn't work with IE, and they haven't aimed for themselves in so long they've forgotten how. You'd think that would be the end of it, but no. Instead, inexplicably, things start to get REALLY bad... Like most ladders, ra.org spells their policy on this out with no room for misunderstanding: cL_Mephit confronts MtK about the bot usage. MtK's response? To immediately accuse one of our guys (pF.wiz) of using a bot too. Net result: both clans get suspended. Because, obviously, the clan that you already KNOW cheats can be trusted not to make something like that up. Wednesday evening I'm idling in #mtk when a member of a third clan stops by after seeing the demo (it was posted to usenet) and asks if Hammer is still in the clan. MtK|Mimic's response: "why wouldn't he be?" I get back to #clanpf to discover that our captain has managed to track down MrMagoo, who started the ra.org ladder. Apparently he, Mephit, and the other admins have discussed the situation and changed their minds about how to handle it: the match between pF and MtK will NOT be replayed; pF gets the forfeit win since a member of MtK was using a known cheat during the match. MtK has been dropped to the bottom of the ladder and will have to work their way back up from there, this time on probation with their matches supervised. Now, I consider this to be a good, fair resolution to the whole mess, except for the fact that the nopbot user is still allowed to play in the ladder, and he's still on the MtK team roster. If anything, this incident has affected MtK far more than pF. It seems to have thrown most of them into a state of confused shock: one minute they're calling *us* bot-using shitcunts and blaming the whole thing on us "just trying to stir up trouble"; the next they're apologising and saying how shocked they are and how they this makes them want to quit the clan; then they're back to defending Hammer and saying it's not like he cheated at anything important. My original for title this update was "Cheating online: who's really to blame?", and after spending way too much time going back through IRC logs and thinking about it, I've worked it out. We're never going to completely get rid of players who use bots and other cheats, but if we take a stand against them we can at least beat them down to the point where an online game can be fun and fair again: a test of who has the superior skill, not just who has the most hacked game and the fewest morals. Wednesday, 15 November 2000 - Right now I'm dealing with carpal tunnel (it sucks), aimbot gayness (it REALLY sucks), leagues and ladders (guess what? they suck), and the OSP/CPMA merge (it rocks). Expect the ranting to begin once I've calmed down enough to be able to talk about the match last night, and cheating in general, in a PG-friendly manner... The CPMA beta is imminent, BTW. I expect that'll be id's cue to suddenly release the 1.25 source after all, the day after it goes out. :) |