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Post-CPL leaves many questions for the gaming community, but this summer’s event has left a great deal more then usual. With the anticipation of Doom3 as the CPL World Tour game, it requires everyone in Counter-Strike to take a hard look at the game being played in the professional scene. It’s not time to give up, not at all, just time to re-evaluate how to structure the game more professionally. ![]() The community wants Counter-Strike, or team-based games, to become the dominate platform in eSports; however, it seems that every time the 1v1 format re-emerges with its supporters stating that its more fun to watch and simply provides a better spectator experience. It’s time to stop kidding ourselves in this community and understand they have a point. They may not all be entirely correct in their conclusions, but they do have a point; a point we would be remiss to not at least pay attention to if the sport is to gather further audiences. In the corresponding Prime article that I have released, I discussed some disturbing trends we have seen in the game and the results of these trends. I will use this as a base from which to discuss the changes that I think need to be made in the game in order for Counter-Strike, as well as all team-based games, to shake the 1v1 format stigma. The Prime article recognizes problems that create a residual effect on the game, specifically a residual effect called camping. The community accepts the status quo that it’s not in the best interest of teams to make an all-out attack at the beginning of a round. This is a problem for both the spectators and players, even though neither side seems to recognize it. Spectator friendly games, small changes The end result is obvious for spectators: a 2:30 round, often with only 10 seconds of action. Teams would rather sit and wait for the other team to make a mistake instead of forcing the action through their own efforts. This leaves tournament directors and fans in a tough spot. Everyone needs to demand more from the teams, yet the teams from a tactical point of view fight this urge to provide their fans what they seek. A team still sees the old money system game where camping equates to winning. Teams don’t realize it, but it’s in their best interest to not sit around. The actual number of peeking or rushing defensive teams in professional Counter-Strike is so limited that while it’s enough to keep teams from doing organized offensive rushes, it’s not enough to produce consistent results. The best answer is to push teams towards preparation on a level that will create consistent results, which will still be exciting and fun to watch in return. How can we accomplish this? Often it seems that answers involve Valve in some way; however, the solution to this problem does not lie in Valve’s hands, but rather our own. We as a community have to be willing to demand more from the players, and in turn put them in a more stressful and action-packed environment that will result in more tense and quick-paced play. Accomplishing this is as simple as reducing round times. The current 2:30 round timer is a year long in comparison to other sports, ranging from the 24-second shot clock in basketball to the 30-second play clock in football. Both provide solutions to this problem for their respective games, and both have clearly improved them. Counter-Strike now sits in between those two games in a virtual “no-man’s land” that no one wants to touch or seems to fear fixing. We have reached a decisive time in the history of eSports team-based gaming. We continue to prove that there is a spectator base for the game, but we are unwilling to develop it so that we see the regular numbers needed for the game to grow. We must choose which direction to go. Page:
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User Comments
I would also say something about increasing the money for OT. I like $2100 from The Rush. I really don't think a match should have 12 pistol rounds in some cases.
Freezetime shouldn't be changed. They did that for CXG, and that was ZZZtastic.
Next - why is reducing the number of pistol rounds neccessarily a good thing? Pistol rounds have a very difference dynamic from gun rounds. Having both mixed in together makes for a more interesting game.
I'd go so far to suggest that if you are going to increase maxrounds, a match should consist of TWO maps, and four halves. Each half would be, say, maxrounds 10. So there would be 4 pistol rounds and 40 total rounds. That combination would be a lot less boring, as 36 rounds on the same exact map will get very repetitive.
- AndyO
that means whoever wins the pistol round wins half
i watch the match between adrenaline vs noa and it was quite boring, i just see team with glocks running around without even trying, so they can end the round quickly and buy guns next round
Co is not intense at all
The freeze time addition is also pointless. Now spectators have to wait longer before the round actually starts. Lets face it, it's not American football, where spectators are confronted with long pauses of extreme boredom before the players even begin to do something. Then when they do actually move it's all over in 2 seconds. I prefer a more fluid viewer experience. The game as it is now is fine. The last CPL showed just how tight and compedative the game has become. Turning it into a jerky rushes only type frag fest will only make the game less tactical, and harder to watch.
The 1v1 crowd will always be somewhat separated from people who like team action. Why try and convert the other audience over to cs. The cs format is what makes it the number one watchable online game. Trying to suck up to an already limited 1v1 audience is not the way to go. I seriously believe that Doom 3 isn't likely to be half as successful in the long run. The thing was intended as a single player game. Asif the strong cs viewing public has anything to fear from 1v1 scene. A twitchy reaction to turn tactical cs into a mindless 1v1 shooter viewer experience is not the way for cs to go.
everyone from players thinking they should be paid to play by sponsors/leagues/lan centers from news sites (cough cough PRIME?) to people making money off of lessons (lessons for a video game? go outside) to now even CAL (pay to play). its awesome.
but honestly, at least for me, I view this as a hobby. It's a video game, and in its current form it would be more fun to PLAY. Although, I do spectate lan events and big online matches, I'd rather enjoy playing it more than enjoy watching it. Let's not be nerds and kid ourselves that this is a sport. It's a video game - let's keep it that way, please.
fix: "The GotFrag community wants Counter-Strike, or team-based games, to become the dominate platform in eSports"
The thing that makes CS spectator unfriendly isn't only that the rounds take long to play out, the action itself just isn't spectacular. If you want to see amazing things you'd need to make the guns more accurate, so it's easier for a person to make many kills in a short time, whereas now it's usually: person A shoots person B, person C shoots person A, person D shoots person C, ect. It's like taking turns. The walk/run speed would also need to be somewhat faster, and less delay after jumping mbe.
Lastly, for spectators that don't know the game, teams would need to be uniform in the skins they use, ie each member of a team takes thesame skin. Then it's ez to see for them that it's the guys with the green shirts against the guys with the yellow hats, and which team is winning the round.
oh btw I'm not trying to bash the article, just debate on the means to accomplish a more spectator-friendly CS. I'm happy that there's an article about this in the first place :)
But to increase the freeztime is not a good idea
nono
maybe its a good idea but not up to 20 sec cuz its too much!
15 secounds are enough to make a breath and tell the tactics to the teammates
But i dont thin Valve will do it
I dont see that they wanna make the game faster (awp delay)
I think it would be more spectator friendly when hltv can some how archieve pov quality
lets face it, you can't tell how good their aim is and how good their gun control is because of hltv
I can see why you woudl want to make the game more fast paced but I think the creator of the article forgets what the most exciting parts of CS is.
The clutch Moments.
when a team loses 3 people, have to stop, regroup, and try to do something else. THose moments of tension. With only 90 seconds they wouldn't have much time to do that at all. 2 minutes flat would be perfect, It isn't too long but not too short.
as for the 20 seconds freezetime, that would work AGAINST making it spectator friendly as just watching them sit there is boring.
This last CPL was exciting, There were ALOT of moments where the tension was high from clutch moments, there wasn't so much sitting around slow style strats,
there were alot more rush tactics and pick offs. It was great.
I think some people are getting bit by the Valve bug, Trying to fix crap completly when you don't really need to and all you really need to do is maybe tweak one thing or so but instead you do something to toss everything that is known to work(known to be exciting) and toss it aside.
what I wanna know is, If people really want Team based sports but with fast paced action then why haven't we gone after Unreals bombing Run?
I was playing that a gripe the other day with some friends, we played 6 vs 6 and the tactics started to get heavy, it was dang fast paced and crazy,
As for its spectator value, Well everybody in the world can understand Rugby with Rocket lauchers.
There,
You get a team based game that needs teamwork, Skill, tactics yet is comtinuous fast paced crazy action.
Lets make Bombing Run be the next big competitive game as it seems to solve every problem that was presented in this Article.
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