Enjoyed watching some of the matches, the spectator features are limited (understandably for now). However still better than brink as you can 1st person spec! Would like to see a progress bar for the active objective. When an engr was defusing no progress bar related to the defuse was given in 1st person. Would like to in a future cup see if class limits would make attacking easier.
[Dirty Cups] Test Cup #1 Feedback!
Not 100% (more of a educated guess) pretty sure the anti-cheat will never be updated to a different front end.
Sadly, just like anti-virus, none of them are foolproof and its pretty laughable how easily they are overcome now adays… games in beta, alpha, etc. all have aimassist/ESP.
Additionaly, even cheats are available day 1 of a new game being released because they are using an outdated anti-cheat system on a game engine which has already been out for years and exploited (like for instance, Dirty Bomb) and all the programmers of the hacking tools have to do is change a few offsets, recompile, and voila - good to go!
What I would like to see is an adoption of the gameplay reviewing feature that CS:GO offers - where you can watch a recorded game from a players perspective (normally the Suspect that has been accused of cheating) - then vote whether you think they are cheating, are not cheating, or not enough evidence type deal.
I would be on board for this! ^^ (As long as the spectator view is fixed down the road and no longer delayed by 1 second or whatever it is right now. so you see people actually shooting at what they are aiming at 
[quote=“goldReply;17411”]Feedback -
Adjust the spawn times to 20 offenses / 30 defenses. Ini vs dom on terminal got pretty boring to watch the repetitiveness of being full held on stage 1. Same thing on underground with dom vs. v586 on the final stage.
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Terminal first objective itself has a bad map design, it’s too defensive favoured, it’s not even about the spawn timers on that map. Also underground last objective was only defended by v586, dMon lost because we destroyed the plant 
edit: I agree that anti-cheats updating, but we could also use systems like in-game recording or some other recording system that doesn’t destroy bad computers performance like one in source engine.
[quote=“quickMicrowave;17398”][quote=“fubar;17394”]
The amount of literate idiots in this forum is astonishing.
[/quote]
yuuuuuppppppppp!
stop raging about a 40 minute delay, idiot.[/quote]
Hah. Well, that happened.
Terminal first objective itself has a bad map design, it’s too defensive favoured, it’s not even about the spawn timers on that map. Also underground last objective was only defended by v586, dMon lost because we destroyed the plant 
edit: I agree that anti-cheats updating, but we could also use systems like in-game recording or some other recording system that doesn’t destroy bad computers performance like one in source engine.
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Unreal has a demo function, recording already works (tho it lags my game atleast) but playback doesn’t work. Loads the map but then just goes back to menu. Guess devs haven’t fully enabled it yet
[quote=“adeto;17425”]
Unreal has a demo function, recording already works (tho it lags my game atleast) but playback doesn’t work. Loads the map but then just goes back to menu. Guess devs haven’t fully enabled it yet[/quote]
Oh ok, hopefully they will pour some resources into making that work so you can use it without getting any noticeable fps drops 
Terminal first objective itself has a bad map design, it’s too defensive favoured, it’s not even about the spawn timers on that map. Also underground last objective was only defended by v586, dMon lost because we destroyed the plant 
edit: I agree that anti-cheats updating, but we could also use systems like in-game recording or some other recording system that doesn’t destroy bad computers performance like one in source engine.
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It took v586 4:25 to complete the first objective and 9:37 to complete the second. 14:02; 58 seconds away from a full hold. Increase the defense spawn times from 20 seconds to 30 seconds and those times would be cut by 25-50% making it more enjoyable to watch.
[quote=“goldReply;17428”][quote=“LiNkz;17420”]
[quote=“goldReply;17411”]Feedback -
Adjust the spawn times to 20 offenses / 30 defenses. Ini vs dom on terminal got pretty boring to watch the repetitiveness of being full held on stage 1. Same thing on underground with dom vs. v586 on the final stage.
[/quote]
Terminal first objective itself has a bad map design, it’s too defensive favoured, it’s not even about the spawn timers on that map. Also underground last objective was only defended by v586, dMon lost because we destroyed the plant 
edit: I agree that anti-cheats updating, but we could also use systems like in-game recording or some other recording system that doesn’t destroy bad computers performance like one in source engine.
[/quote]
It took v586 4:25 to complete the first objective and 9:37 to complete the second. 14:02; 58 seconds away from a full hold. Increase the defense spawn times from 20 seconds to 30 seconds and those times would be cut by 25-50% making it more enjoyable to watch.
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Thats not how math works.
I agree on the stricter schedule, I didn’t want huge delays either, in the future there will be a stricter time-line to follow. Next cup we should finish ~40 mins earlier granted there are no more faulty log-in issues.
The only way to remedy this is if we started an hour earlier, but I’m afraid that would be 9:00 PST, and I have to say I don’t know how many west coasters play or if they are even open to that. Whilst I don’t have a problem with it, this seems like the most appropriate equilibrium of time. (Who knows, maybe the other West Coasters are up bright and early like me :# )
Hmmm, this is totally an option as well. I’ll be honest in saying that I am used to the ESL format which is a goal of finishing a cup in a day, every week.
Would you care to expand on participation vs. every 2 weeks and every week? Because as far as balance goes in introducing new classes (mercs), what I have done in other games is ban that class for a week, but it’s kind of interesting in Dirty Bomb as the mercs are gettin re-released, rather than released.
[quote=“Warmonic;17433”]I agree on the stricter schedule, I didn’t want huge delays either, in the future there will be a stricter time-line to follow. Next cup we should finish ~40 mins earlier granted there are no more faulty log-in issues.
The only way to remedy this is if we started an hour earlier, but I’m afraid that would be 9:00 PST, and I have to say I don’t know how many west coasters play or if they are even open to that. Whilst I don’t have a problem with it, this seems like the most appropriate equilibrium of time. (Who knows, maybe the other West Coasters are up bright and early like me :# )
Hmmm, this is totally an option as well. I’ll be honest in saying that I am used to the ESL format which is a goal of finishing a cup in a day, every week.
Would you care to expand on participation vs. every 2 weeks and every week? Because as far as balance goes in introducing new classes (mercs), what I have done in other games is ban that class for a week, but it’s kind of interesting in Dirty Bomb as the mercs are gettin re-released, rather than released. [/quote]
When the time comes and you are starting to consider splitting the community up in NA and EU in separate events, let me know. I’ve done my share of cup hosting/admin work in ET and would be down to take some more on my shoulders on the EU side of things. That is if you will be doing both EU and NA from dirtycups.gg
Personally I feel having a bi-weekly cup would give teams more time between cups to play around with their setups etc. When you finish a cup and in your head you have ‘next cup in a week’ it feels very rushed to come up with new things like strats/setups because you can’t practice things enough to feel safe(not everyone can practice every day:p). Bi-weekly would allow teams some extra time to play around with things, possibly making the cups more interesting since the chances of the same meta over and over might be a little less likely(just how I can see things turning out). People won’t move away easily from things that work if the time to try new things isn’t really available. I’d still keep it a 1 day event even if bi-weekly.
First of all thanks for the cup organizers + casters was fun
I’d like to see a cup every week simply because there were more clan matches on sunday than there had been in probably the full week before hand.
I don’t think practice is massively important in a cup with no real prizes but the cups themselves are actually great practice, we learnt alot just from sitting down and playing for a full day which we never get to do during the week cause no1 searches.
In regards to some of the comments about spawn times in the alpha there were different spawn times and it created massive rng in that you couldn’t time a push to coincide with a long enemy spawn time you just did your push and prayed they wouldn’t be respawned again in 2 seconds. Wasn’t very good. the matching spawn times atleast fix this major issue. A SD issue anyway not a dirtycups issue 
Thanks again looking forward to next one, the more the better
[quote=“titan;17441”]
In regards to some of the comments about spawn times in the alpha there were different spawn times and it created massive rng in that you couldn’t time a push to coincide with a long enemy spawn time you just did your push and prayed they wouldn’t be respawned again in 2 seconds. Wasn’t very good. the matching spawn times atleast fix this major issue. A SD issue anyway not a dirtycups issue 
Thanks again looking forward to next one, the more the better[/quote]
Develop a respawn timer and scout when the enemy respawns. There should be a strategy for determining respawn time’s than just having it given to you. This will also help reduce spam since the fragger can’t pre-throw a grenade on respawn time “13” at this “x” location.
How many more holds would Beach have with 25 second respawn time vs 40? It would be call ECGN :. Part of it is map balance but I’m sure it’s easier to adjust the spawn times. There’s a reason evenly competitive teams are struggling to set times on offense.
Definitely one of the smoothest community ran tournaments that I’ve ever played in.
My only gripes are mostly out of the admins control, the biggest being spectator mode. It’s really hard to tell who is being spectated.