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Show HN: Hacker League – Open-Source Rocket League on Linux

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Re: Show HN: Hacker League – Open-Source Rocket League on Linux

#92
post #78

Earlier quoted context omitted.

If it helps anyone else- The term 'smurf' is used in gaming to describe a player in an online game that creates a new account to play against lower-ranked players, however, it can be used as an all-around term for describing a player who uses an alternate account or multiple accounts. Matchmaking Rating (MMR)

Pretty sure that "Smurf" originated with the Tribes series, as you could create alias nicknames/accounts that showed up as blue in the player list. Or at least, that's the first time I encountered the term.

I remember a guy on Tribes literally named Smurf IIRC. +]-[+ SmuRF or something.

Re: Show HN: Hacker League – Open-Source Rocket League on Linux

#93

I seriously, seriously think that in the future (possibly far future) various eSports will all be derived from a few open-source base games. The ability of game developers to leverage licensing, contracts with orgs, etc. to lock down a competitive ecosystem with exclusivity results in inability for a "free market" to develop around running events and broadcasts. Rocket League and League of Legends come to mind here,…

> The game developers don't have the money to develop exhaustive anti-abuse mechanisms, or to pay a large support staff to sift through reports, so lots of times the best you get is a simple heuristic. And neither do open-source projects. The majority of people looking to play video games do not want to be the ones moderating. They'll take the path of least resistance and let companies do it for them. > If I play on…

For certain there will be de facto community centers in open source games, but the fact that a group _can_ self-organize, self-fund, and self-moderate means that communities _will_.

Mastodon is I think a good example of this in social media.

A game example is Team Fortress 2, where community-run servers coexist with matchmaking servers. Some of these are buy-in communities, some of them are freemium ad-ridden servers, some are just small friend groups. And they can pose an alternative to official matchmaking on merit and exist just fine. Oh, and they can remove cheaters and bots themselves.

This is a good example to your last point: when the de-facto league has cheaters, bots, or lack of moderation, people will flock to alternatives en masse, but the alternative has to exist for it to work. This isn't a "problem" with the open-source game, it's the main feature. It's the bridged gap between "building your own game" and "the official huge playerbase game" -- they're almost the same out-of-the-box, so neither the building nor convincing is insurmountable, they're surface-level.

Re: Show HN: Hacker League – Open-Source Rocket League on Linux

#94

Earlier quoted context omitted.

I could write an essay on this (played since 2015) so I'm sorry if this is overly wordy and I hope it makes sense. A long time ago they had a pretty basic MMR/matchmaking system that was being gamed pretty badly by smurfs. So, in an attempt to deal with smurfs, Epic made a really opaque blackbox "internal" MMR, that determines what kind of teammates you get. The reason this exists is because everyone tends to get lum…

Very well said, it's so frustrating. One thing that has always bugged me, and that I've never seen discussed, is that when I play solo they'll pair me up with two other solo players and then match us up against a 3 player clan! Even if we all have the same rank, they're not at all considering the advantage of 3 players who play well as a team, and in the clan case... probably practice and play together a lot. Especia…

> What do you think about party size aware match making?

I'm heavily in favor of what you said, and yea, back in the day when psyonix owned it there was a mode called "solo standard" which was 3v3 but you couldn't join with a team. It was awesome, people who did well in that mode tended to be extremely good teammates - you kinda had to to succeed. As a result it was usually much less toxic. Epic killed that mode almost immediately and it made me super upset.

Re: Show HN: Hacker League – Open-Source Rocket League on Linux

#95

I seriously, seriously think that in the future (possibly far future) various eSports will all be derived from a few open-source base games. The ability of game developers to leverage licensing, contracts with orgs, etc. to lock down a competitive ecosystem with exclusivity results in inability for a "free market" to develop around running events and broadcasts. Rocket League and League of Legends come to mind here,…

Hard disagree. With the exception of 1v1 fighting games, centralized/official servers are _required_ for esports to even work. Peer-to-peer communication models and self-hosted client-server games both are filled with cheaters. How would players ever feel comfortable competing on community/self-hosted server? "Esports" games require absolutely massive communities (e.g., marketing) and no open-source game has even com…

Cheating is a community problem, not a technical issue. Esports would have organizations managing things requiring players to sign up and be vetted. The community/organization would handle cheating.

Re: Show HN: Hacker League – Open-Source Rocket League on Linux

#96

Earlier quoted context omitted.

> way they do ranked ladder Could you elaborate? I play the game, but I don’t play much of anything else with ranks so I’m curious what ladder means here and the alternative examples.

I could write an essay on this (played since 2015) so I'm sorry if this is overly wordy and I hope it makes sense. A long time ago they had a pretty basic MMR/matchmaking system that was being gamed pretty badly by smurfs. So, in an attempt to deal with smurfs, Epic made a really opaque blackbox "internal" MMR, that determines what kind of teammates you get. The reason this exists is because everyone tends to get lum…

> when I play casual, within 10 games the matchmaking immediately puts me in high champ lobbies. So, they know how to match make fairly, clearly - there's simply no mechanism in ranked to quickly rank someone up who very obviously should not be in the rank. It should not be possible to win 15 games in a row and stay in the same rank - every other game addresses this by quickly ranking up people on win streaks. For whatever reason, epic does not, and for this reason and all of what I listed above, the experience is absolutely miserable.

Adding to this note, the blizzard card game Hearthstone has had the same notorious problem for as long as I've known (havent played in a few years no idea if it changed, I doubt it). They started to mess around with bonus mechanisms for win streaks, but largely before legend ranks (which worked with a much more sane ranking system) you would never be put in a higher rank if you went 50-0 vs going 200-150 - the game viewed that as exactly the same. The result was the same as with rocket league - huge rank choke points in which people were stuck for weeks playing players far above their own rank. Frustrating for both sides, and the only reasoning I can put behind it is they want you to spend more time grinding, and that's the only way they can think to do it.

Re: Show HN: Hacker League – Open-Source Rocket League on Linux

#97

I seriously, seriously think that in the future (possibly far future) various eSports will all be derived from a few open-source base games. The ability of game developers to leverage licensing, contracts with orgs, etc. to lock down a competitive ecosystem with exclusivity results in inability for a "free market" to develop around running events and broadcasts. Rocket League and League of Legends come to mind here,…

Traditional sports are totally dominated by individual companies.

There may be some street baseball games here and there, or independent baseball leagues, but the MLB has the viewership, the money to buy all the players, the sponsors, the stadiums, etc. In many ways they have a monopoly on the sport, including a unique exemption from various antitrust laws handed down by the supreme court.

I like open source and open source games, I played many hours of Armagetron Advanced back in the day. But organized competition usually needs an organization to back and, well, organize.

Re: Show HN: Hacker League – Open-Source Rocket League on Linux

#98

Earlier quoted context omitted.

Very well said, it's so frustrating. One thing that has always bugged me, and that I've never seen discussed, is that when I play solo they'll pair me up with two other solo players and then match us up against a 3 player clan! Even if we all have the same rank, they're not at all considering the advantage of 3 players who play well as a team, and in the clan case... probably practice and play together a lot. Especia…

> What do you think about party size aware match making? I'm heavily in favor of what you said, and yea, back in the day when psyonix owned it there was a mode called "solo standard" which was 3v3 but you couldn't join with a team. It was awesome, people who did well in that mode tended to be extremely good teammates - you kinda had to to succeed. As a result it was usually much less toxic. Epic killed that mode almo…

Ah, that's too bad Epic killed it. Epic keeps temporarily removing snow day and that hurts too.

Re: Show HN: Hacker League – Open-Source Rocket League on Linux

#99

Earlier quoted context omitted.

> What do you think about party size aware match making? I'm heavily in favor of what you said, and yea, back in the day when psyonix owned it there was a mode called "solo standard" which was 3v3 but you couldn't join with a team. It was awesome, people who did well in that mode tended to be extremely good teammates - you kinda had to to succeed. As a result it was usually much less toxic. Epic killed that mode almo…

Ah, that's too bad Epic killed it. Epic keeps temporarily removing snow day and that hurts too.

Yea I have a whole rant about this too - it probably costs them very little to keep these mods alive. I don't know their backend at all, or their engines - maybe some minor engineering effort they deemed wasn't worth it per patch so they axed it. At least that's what they claim by saying it was removed for lack of popularity. Which is a little gas-lighty because they can completely control the flow of traffic into these modes via incentives. Personally, every mode they've removed except solo standard I haven't cared about much, but I always laugh when they do it because it cannot possibly cost them that much to maintain. Just terrible management and it suggests they have a tiny skeleton team with little bandwidth or deep knowledge of how to maintain it. They don't really introduce any updates except cosmetics, and almost never server code. And everyone's happy with that - the community's deepest fear from the outset was that they'd mess with server code or the physics engines, which remain much the same as the day the game came out - which is a good thing.

The game is unique and important enough, for whatever reason, as an e-sport that I think it should be preserved in some form and I think to epic's credit so far they've mostly preserved what was there. These things however are quite frustrating.

Re: Show HN: Hacker League – Open-Source Rocket League on Linux

#100
post #55
post #27

Earlier quoted context omitted.

I've only just started trying to do aerials, really, and I find myself getting vertigo from it haha. I'm also 40. It's so disorienting. None of the camera settings feel "right".

It takes some playing around with and is highly subjective. Best method I found was to just try camera configs used by pros or recommended by others and see what feels good. My current: Shake: off FOV: 110 Distance: 280 Height: 110 Angle: -3.00 Stiffness: 0.75 The rest aren't relevant for me because swivel speed is about looking with the right stick and transition speed is about switching to/from ball cam, and I leav…

I used to run max distance as well, and I think it was better for ground outplays etc. But I, too, switched to 280.

My current settings:

  Shake: off
  FOV: 110
  Distance: 280
  Height: 110
  Angle: -4.00
  Stiffness: 0.40
  Transition: 1.30
I also used to run with stiffness maxed out and I think it contributed to the motion sickness feeling. There's definitely a tradeoff in all of these values.
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