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CS2D Competitive Mode
Hajt: Even in cs:go there's a lot of cheaters (kids wanting to get a higher rank; and they're not getting banned for a long time). You just can't avoid it.Any anticheat may be bypassed.
And I don't take it out of nowhere. My friends with ranks MG1/MG2 play with esp hack in matchmaking every day, every week, every month.
So, more popular game = more skillful hacks = more cheaters. We have even better situation till cs2d is not really popular game.
And to a point that ultimately preventing kids from cheating, that would be requiring a steam level of at least 1 or 2 to play in competitive. In this way, they will have to spend some money for every account they wish to play on competitive mode, though it is not a really big deal.
Still, I think a better anti-cheat system has to be implemented prior to launching the competitive mode.
By the way, we play all tournaments just on faith (moss is not a panacea), so...
No one thinks about further improving this function and increasing its usefulness.
To help direct your thoughts in this direction, I will suggest that you approach function a little differently. For example:
Use all statistics of player as a comparative statistic.
Those. Summarize all the statistics obtained from all players of all time and compare the statistics of a specific player with the average value of the generalized statistics. In case of motivation with personal awards (medals, titles) this function will allow the player to consciously improve parameters of his game.
Use statistics of all actions of a particular player to visualize and improve specific abilities and skills.
For example, if statistics will detect angle of rotation of player at time of shot and check for hits with various additional conditions - this will determine the "blind" angle of player's attack - i.e. It is not a comfortable shooting angle for player at which he often misses.
...
Moreover, such accumulated statistics linked to maps allows you to create a "command" system - which will allow coordinating actions of players based on their personal statistics and their "habitual" behavior on this map. This will improve gameplay in general, and will also allow use of human data to improve skills of bots game.
Quattro has writtenFollow cs:go and it will be success, good luck 

Enough said.
Quattro has writtenFollow cs:go and it will be success, good luck 

Totally agreed with this guy.
All other posts in this thread are pointless.
edited 1×, last 02.08.17 12:13:15 pm
Talented Doge: Only in competitive mode. It's just that other people would see what kind of skin you are using.
SQ: Looks pretty nice. I'm guessing servers for competitive mode won't be allowed to use Lua, if so we'll need function which display players money during freeze time like in CS:GO. It shouldn't be hard to implement because cs2d client knows money of each player. You could add a new command e.g. mp_showmoney. Just a suggestion.Example http://cs.ingame.de/files/2013/11/csgo-update-freezetime-icons.jpg
EDIT: Yeah I was right https://i.hizliresim.com/VMOdgV.png
edited 1×, last 07.08.17 05:45:15 pm
Please implement a new command so we could use it on our servers e.g. in tournaments instead of moneyscript.lua which got bad synchronization ms100
SQ: When a player leaves matchmaking game, will a bot join instead of that player? And if yes, can other players, when they are dead, get control of the bot? (to make match more balanced, like in cs:go)
SQ: An interesting attempt to revive the old competitive scene, although that I dislike the idea that the skins must be only earned through competitive servers.Right now, fun servers are dominating.
xsiN: I think you misunderstood, you'll unlock skins on the competitive game mode to use on the competitive game mode. You'll still be able to use your own skins on regular servers.
CS2D Competitive Mode


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