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In the dragster case, we don't have anything like video proof of the supposed record.

There was an effort to examine the source code of the game and determine a theoretical best time which has been matched but not exceeded.

To explain Todd's record would require some alternative way of having such a score such as proving he played on a prototype/alternate version of the game at the time he claimed to have set his record.

Do note that this case has 0% to do with cheating in video games. The judge listed 5 'imputations' made by Karl which seem to be the main points/infractions and cheating, donkey kong, etc do not appear there.

The scope of the judgement is related to Karl's statements about Billy's interactions with Apollo that ended up to be untrue.


What's cool is a lot of the above terms are specific to NES tetris too. Tetris has a lot of depth and there's a ton of variants out there depending on what you want to get out of playing. Personally I love the TGM series but it's totally different from what you'd think of if you started with NES tetris.


On the base level, it is not very hard to examine a chat log and glean who is being blatantly toxic from the log.

A big problem with games like League of Legends or Dota 2 is that you can easily be toxic or cause your teammates to be toxic without chatting or using voice comms.

There are very common trolling methods that do not require any use of chat with the express purpose of trying to incite toxicity in other players, some blatant, and some not.

However, the bigger problem is that honest mistakes can be misinterpreted by your teammates as toxicity:

Losing a close 1v1 vs your laning opponent

vs

Accidentally going too deep into enemy territory and dying once.

vs

Getting killed while attempting to secure map control for your team.

Vs

Playing too aggressively and overextending and dying many times over the course of a game.

When things like this happen, your own teammates may become upset at your poor performance and begin to lash out.

The biggest problem here is that in these games, it can feel like you have no agency over the outcome of the game when your teammates do not perform at the perceived skill level you have of them.

This is where toxic players become hard to deal with. They will start doing things that will incite toxicity in their teammates while maintaining plauisble deniability:

- Confusing teammates by providing useless or inaccurate information about the current gamestate. (Pinging, map calls, cooldowns, timers, etc - many of these require no use of chat of voice comms)

- Picking on teammates by making consistently selfish plays to their detriment.(Courier stealing, going out of one's way to steal farm from a lower position teammate, unnecessary kill stealing)

- Improper role identification, your team strategically expects you to do X, you do Y. Y could even be better than X in terms of winning the game, it doesn't matter.

All of these above examples can either be common gameplay mistakes or intentionally malicious, but the point is that once your teammates do not trust one another, some will start verbally abusing, while others will begin to make similar mistakes as above (tilting) and lose the game for their own team.

Many players want to feel like they were the influencing factor that decided the game's outcome, and make choices that increase the influence they have on the game even if it might actually lower the chances that they win - and this is what many times leads to toxicity.


Granted. And I'd be curious on the correlation between community toxcity and individual agency in competitive games. Possibly also game length.

It certainly feels like modern team games engender a different level of hate than, say, Quake III or Unreal Tournament.

Global matchmaking vs hosted servers probably haven't helped.


I'm fairly interested in the competitive smash bros scene - a common occurrence is that one might record a few hours worth of gameplay after an event and then be too lazy to split the recording into the individual matches, leaving a lot of recorded dead time where nothing is happening.

I learned how to use the gstreamer and opencv libraries to automate recording gameplay only when a game is in progress - it is still a WIP but the basic functionality works.

I'm looking into using a webcam + barcode labels or an NFC scanner to implement a solution to automate naming the players playing each match. If anyone has an idea on how to track something like that I'd be interested in hearing it.


Awesome! Fellow smash player on HN!

GeekyGoonSquad started doing something similar when they were still around/streaming, and automated the uploading to youtube.

Re: automating the player names, on a non-stream set up, I think it will be difficult to get the names from players in a standardised way. My first thought was webcam + the players venue pass to get the competitors name, but even that is a little fiddly.

Best of luck!


I've just been fiddling around with things that can be attached to the end of the controller plugin such as rfid stickers, with a reader of some sort near the setup.


When I was in a coding bootcamp, one of the other people in my cohort was able to get some access to an API for Grammarly, and we worked on a toy project to use the API to 'score' medium blogs:

http://grandma.space/#/

Site functionality is pretty much broken now, but it's been almost two years since it went online, so I'm surprised they haven't offered a public API by now.


Phoenix is to Elixir as Rails is to Ruby - Elm and Coffeescript are mainly front-end considerations in this case.


Yes, perhaps to clarify: I mean why not have Elixir be the language that compiles to JS, rather than Elm. Then you only need one language for frontend and backend (in the context of a Phoenix app).


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