Cheats aside, are there any competitive games that include Uber-like rating system? Meaning that you'd need to provide feedback whether you'd play with your opponents/teammates again after a game.
Overwatch (1) had something like that. Not sure if Overwatch (2) still has it, or how it functions now.
In higher ELO, people would target good players with "avoid player"^1, effectively soft-banning those people from match making because the pool was small enough. They would still get put in matches eventually but their queues would blow out a lot.
From memory it did not have an explicit "match me with this person" button, but you could thumbs up players in the post-match podium as well as endorse them which may have soft-factored into matching you with them again.
\1 I think it was called this. It was a general "bad attitude" marker, not a "bad team mate" or "bad opponent" marker.
Overwatch (1 and 2) had/have an avoid system, but it only avoids as teammate. Overwatch 1 use to at the very beginning have a system to avoid a player as a whole and they wouldn't be matched in your game at all, but that was remove really early on, as it is easily abusable against good player (I don't want them on the enemy team, they are too good so just get rid of them entirely) and there was a report system anyway for other kinda bad stuff.
Then there is just the endorsement system, which is just a level from 1-5 and you can endorse people you liked playing with. It doesn't really do much in matchmaking but you can't do certain things if you are below a certain level (I forgot what all it was but you can't make (public?) custom games if you are too low and I think text and voice chat could also get disabled if you are too low).
Overwatch 2 has a simplified endorsement system. It's just an optional thumbs up instead of endorsement for 1 of 3 reasons (roughly something like sportsmanship, good teammate, or good leader).
The avoid system is now more flexible. You have 3 pin slots for people you never really want to see on your team again, plus 12(?) regular avoid slots to avoid people for a week at a time like usual. In situations where too many avoid conflicts occur and the matchmaker struggles to create a match (e.g. high ELO), it will start to ignore people's avoid slots in order of (last regular avoid > first regular avoid > pin slots), i think.
Yes to some extent, I believe “The Finals” asked to rate how each match went in earlier seasons. But that stopped now that the game is more mature and feeling well balanced.
Cod MW2019 would occasionally ask, but once every X game IIRC.
Another anecdote: some gyms nowadays require an app to check-in and to get the door open. For me, gym is for relaxing, which also means no phone. The one I joined sounded slightly apologetic for charging me 10€ for a physical keycard.
If their keycard is NFC/RFID, they might consider adding existing NFC GUIDs (e.g. expired transit ticket or small tag on keychain) to their system, so that customers can use a single NFC tag for access to multiple venues.
What about using CoW file system snapshots and then mounting it on overlayfs as the lowerdir while having the agent's working directory be the upper directory? I wonder how the agent reacts to finding some files being immutable.
You want your minimum FPS to be your refresh rate. You won't notice when you're over it, but you likely will if you go below it.
In Counter-Strike, smoke grenades used to (and still do, to an extent) dip your FPS into a slideshow. You want to ensure your opponent can't exploit these things.
I asked friends who play why would Valve do this. Answers were divided to:
1. Valve wants to avoid regulatory scrutiny over loot boxes
2. Valve wants to limit prices; the Steam marketplace only allows items up to 2500 usd to be traded. By averaging out the item prices (knives drop, covert-class increases) they are able to indirectly limit the usefulness and harmful side effects (money laundering, decentralized liquidity) of 3rd party trading sites
Have you cross-referenced with the other hand trackers whether the numbers add up? Alternately, could someone explain why wouldn't a LLM hallucinate with numbers in an application like this?
Yeah I used PokerTracker 4 to cross reference and kept working with Cursor until it got very close like within 1% of accuracy but there are still some edge cases I might not have found yet. In the beginning it was hallucinating a bit by “estimating” what the percentages “should be” etc but I kept working it until it was doing things right.
The fact that the vast majority of these burnouts are on ASRock is a pretty big smoking gun to me. They're an attractive manufacturer because they're cheap, but at what cost?
Similar opinion on playing CS on lower rank levels few years ago, felt it's statistically improbable for MG level player to have HS% of 100% on rifle while also top-fragging. Even smurfs would spray situationally hence unlikely hit the head hitbox. I don't know if these players are purposefully put into low ELO so they get cleaned before annoying higher pools.
My personal anecdote is that living with roommates while doing a PhD has been the worst living experience. That is, I'm rather jealous how the author ended up with a functioning setup and I wonder what attributes to this. Sometimes I wonder if the main cause for my challenges is that living with other PhD students is a competitive environment of time (constant prisoner dilemma situations where nobody cooperates to maximize their time to work), or if it's the mix of cultural backgrounds (I don't know how to get them to cooperate).
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