Archive for counter-strike

Major Changes For Valve’s Major

On Tuesday we will see a major sporting event kick off in Ohio, with hundreds of thousands (if not millions) of people watching online. No, it’s not MLB opening day or the Columbus Crew (but has a soccer fan, I would love to see a crowd of that size for a domestic game). No, I’m talking about the first ever Valve-sponsored Major for Counter-Strike:Global Offensive here in the United States, Major League Gaming’s Championship: Columbus.

While not the first Major, it’s the first one held in the States — all previous Majors have been held in Europe. The location isn’t the only notable change to the Major, as this also represents a record of four teams from the North American region qualifying, though a team from Europe — in particular, Fnatic — seem likely to take the championship. In addition to the solid North American representation in Columbus, Brazil is represented in team Luminosity Gaming, and if any team could challenge the EU region heavyweights, it might be LG. On top of the diverse lineup, the prize pool has been quadrupled from a notable $250,000 in previous Majors to an impressive $1,000,000 up for grabs, with $500,000 going to the first place team. Beyond the massive increase in the cash, Valve has also made changes to the gameplay, specifically the clock, and it is something that could play a role — for better or worse — in the upcoming matches.

While the nature of CS:GO is quite different than any traditional sport, the teams of five simultaneously playing offense and defense lend at least a quick comparison to basketball. Rather than outscoring the enemy team when the game clock reads 0:00, CS:GO instead is a race to be the first side to win 16 rounds. A maximum of 15 rounds per half will be played, so one could consider it a best of 30, in a manner of speaking. The first half consists of the Counter-Terrorists (CT) side defending two bomb sites while the Terrorists (T) attacks and attempts to plant a bomb. CTs can win by

A. Holding both sites for the full 1:55 each round (an uncommon way to win)
B. Eliminating the T’s before they can plant the bomb at one of the sites
C. Defusing the bomb once it has been planted

While that’s the quick and dirty comparison, Valve — developers and sponsors of this Major — have decided to toy with what effectively is the “shot clock” in CS:GO. For years and years, heck, even since I played Counter-Strike 1.5 and 1.6, the universal standard* for each individual round was 1:45, or if the bomb was planted, a 35 second timer would begin. Last December, Valve implemented a significant change, shifting to the longer, previously mentioned 1:55 round and increasing the bomb detonation timer from 35 to 40 seconds. The key thing is that neither planting the bomb nor defusing is instantaneous. It takes approximately three seconds for the T side to plant the bomb, and for the CT side, defusing it varies based on whether or not the CT purchases a defuse kit. Without the kit, it’s a full 10-second defuse but with the kit it’s cut in half to five seconds.

*Valve had a 45-second bomb timer in their official matchmaking until the December change, however this article is aiming to address competitive play.

While leagues such as ESL/ESEA Pro League have adopted the longer round time and 40-second bomb detonation time as have DreamHack tournaments, the change could absolutely affect rounds and thus matches. For example, imagine if the NBA changed a similar 10-percent increase in the shot clock, rather than 24 seconds it would get bumped to 26.4 seconds. Or overall game length from four 12-minute quarters to four 13:15 quarters. It isn’t hard to see just how drastically this would change things like player substitutions, shot selection, timeout usage and team fouls. Just like basketball, CS:GO is heavily reliant on the clock to force action. By changing what forces the action, I would argue the game has been changed as well.

Rather than worry about player substitutions or shot selection like in basketball, the thing being juggled — especially on the CT side of things — in CS:GO is the in-game economy. Instead of needing to purchase a defuse kit, now the CTs can opt to spend that cash elsewhere, be it an upgraded weapon, grenade, body armor etc., and still have what almost equals the same amount of time. By choosing to not purchase a kit, there is no real difference between a full 10-second defuse on the 40-second bomb timer versus buying a kit to cut the time in half to five seconds on a 35-second timer. The kit itself a relatively small price to pay, just $400 in-game dollars, yet that same amount of currency is the same as two flash bangs, one smoke or one high explosive grenade (with $100 left over). As one would suspect, this type of equipment can absolutely have a huge affect on how a round plays out as the longer bomb time opens up the CT arsenal considerably.

On top of the in-game currency falling under scrutiny, the million dollar prize pool is something to cover in detail as well. To be honest, the $1 million is technically correct for the tournament itself, but it fails to account for one thing: stickers. No, not actual, real life stickers, instead these stickers allow the purchaser to place the stickers on weapons if they so desire. The stickers cost just $0.99 with the money being split 50/50, half going to Valve and the other half to the teams.

teamstickers

For a glimpse of an older Cloud9 sticker, here is a screenshot of C9’s Jordan “n0thing” Gilbert in action in the MLG Columbus Qualifiers. The full highlight video can be found on Cloud9’s YouTube page.

nothingstickers

Count on yours truly among those watching the streams as 16 teams representing 18 countries decide who will take home the title.

(Header image via MLG)

DraftKings Joins The Esports Betting Ranks

DraftKings, the daily fantasy site that has saturated the TV airwaves with commercials lately, has just launched their newest wing: esports. As of right now their esports division consists solely of League of Legends matches, however I wouldn’t be surprised to see Counter-Strike: Global Offensive, Dota 2 and more titles added. It should come as no surprise to see those three games be the most watched of August for Twitch.tv.

DraftKings isn’t considered gambling, but more of a skill game  — though Arizona, Iowa, Louisiana, Montana and Washington consider it online gambling and prevent their residents from playing it — and esports, the same as in in the traditional athletic world is unfortunately no stranger to gambling and match fixing. From bans in CS:GO due to match fixing last year to StarCraft banning numerous player in 2010 due to a network of match throwers, sadly once money gets involved, people tend to have their morals become a bit more flexible.

While DK may or may not be considered gambling, they are just the latest website to offer payouts based on investments. Ranging from websites such as CSGO Lounge to CSGO Loot, Gosu Gamers and plenty more, there is money to be made — or lost — by wagering your weapon or player “skins” depending on the game. They’re nothing more than digital pixels, but they carry real world monetary value, sometimes in excess of the tens of thousands of dollars.

In the Counter-Strike realm, the sponsoring of so-called gambling sites — not DraftKings, but the others — has been banned in ESEA, a top competitive league. Citing a conflict of interest, insider knowledge and general professionalism, ESEA is making a stand against gambling. Of all the leagues to take the moral high ground on an issue, it’s interesting that ESEA does it, given their shady history. Regardless of previous transgressions, it is likely for the best to see gambling sites being barred from team sponsorship.

An entirely different issue is when people under age-21 wager their skins. These items are worth lots of money, just look at some screencaps from Steam’s Community Market page. Steam is the software distribution portion of Valve, creators of CS:GO and Dota 2. Some of the items for sale on the Valve Community Market are going for $400 dollars, while other third party marketplaces are trading and betting items worth much more money than that.

dota2
While this is certainly an exciting time to be an esports fan — the prize pools have never been bigger, corporate sponsorships are flowing in and possibly a major television league and broadcast deal in the works — seeing as DraftKings sees League of Legends on par with traditional sports, we can’t get too far ahead of ourselves. We’ve already seen entire organizations get taken down for throwing matches, some for cheating and with yet another website now offering to exchange cash (not just weapon skins with value tied to them) based on esports results, the cynic in me fears the worst.


Recent esports Tournaments Show Promising Attendance Numbers

Over the past weekend we saw two titans of esports, League of Legends and Counter-Strike: Global Offensive, hold major tournaments. On Sunday the European and North American League of Legends Championship Series summer finals concluded with the Counter-Logic Gaming team taking first place for North America, $50,000 in prize money, and a ticket directly into the 2015 World Championship, and Fnatic taking home the trophy for Europe. Fans of CS:GO were entertained from Thursday to Sunday with the ESL One: Cologne tournament, a tournament partially sponsored by CS:GO developer Valve, with $100,000 going to the winning team and $250,000 overall up for grabs. The weekend was filled with teams from all over the world aiming to take the top prize.

Both esports events captured a huge number of fans, and CS:GO set a sixth month high for Twitch.tv view hours in a single day. Via Gamoloco, CS:GO averaged more than seven million hours per day across the for the four day event, peaking at 8.9 million view hours on Saturday. It should be noted the number of hours is likely skewed by users logging in with multiple CS:GO accounts in order to raise their chances to receive a free in-game item drop, so these numbers should be taken with a grain of salt. The infographic below displays the game itself rather than the specific ESL One Twitch channel, which is to say there were other streams being watched for CS:GO and League of Legends beyond just the official ESL One and LCS streams.

gamoloco

By specific channels with each game, Gamoloco rates ESL One compiling 24.4 million hours (with another one million hours on the official “B Stream”) compared to Riot Games, developer of LoL, totaling just over five million hours over the past week. These numbers represent the English speaking channels only, with the Russian channel covering ESL One accumulating nearly three million hours, plus Polish and German broadcasts for each game.

gamoloco2The crowds at both live venues were impressive as well, with the League of Legends NA Summer tournament filling up Madison Square Garden with a reported 11,000 fans. Europe was no slouch either as ESL looking as though the Lanxess Arena drew a fair crowd as the header image would indicate, along with a large crowd at the EU LCS at Stockholm’s Hovet Arena. While it’s hard to compare a single tournament to the long grind of a sports season, the NA Summer event pulled a crowd comparable to the NHL’s Florida Panthers and more than the MLS’ Chivas USA, though both the Panthers and Chiva rank last in attendance for their respective leagues.

These impressive numbers aren’t even counting Dota 2’s yearly tournament, The International that was held from July 27 to August 8 to decide the world’s champion where we saw the single largest prize pool for an esports tournament. With the growing prize pool, interest level and time commitments being dedicated to esports — not to mention push notifications the ESPN app and score tickers (cap tip to HeyCJay from Reddit) and streams on ESPN 3 — it may be time to pick your favorite esports organization just the same as a football or baseball team. 

(Header image via ESL Twitter)

Esports Players turn to Adderall for Competitive Edge

Over the previous weekend the 2015 Electronic Sports World Cup Counter-Strike: Global Offensive finals took place in Montreal. Multiple countries were represented and competed for the $75,000 prize pool, with $30,000 going the champions. Aside from technical setbacks, other controversy arose due usage of Adderall as well as in-game communication advantages. In a bit of a surprise, North American team Cloud9 won their group and advanced to the finals, though former Cloud9 member Kory “Semphis” Friesen gave a candid interview with Mohan “Launders” Govindasamy where Friesen said how common it is to find Adderall usage. In a separate interview, current Cloud9 member Ryan “fREAKAZOiD” Abadir had strong comments regarding other teams listening in to the Cloud9 in-game strategies.

Transcribing and editing the interview, Friesen said the following:

Friesen: Ha, I don’t even care. We were all on Adderall. Like, I don’t give a [expletive]. Like, it was pretty obvious if you listen to the comms. People can hate it or whatever, but.

Govindasamy: So everyone does Adderall on ESEA LAN, right?

Friesen: Yeah.

Govindasamy: Just throwing that out there, so you’re good.

As someone who has played Counter-Strike (and other games) in a relatively high level for a number of years — as well as someone who has taken their fair share of Adderall, this topic hits pretty close to certain times back in my younger days. While dealing with working part-time or going to school, plus a practice schedule that took up at least two hours per day, it was clear that time was in short supply. A teammate at the time suggested I go for an Adderall subscription. However, living in a college town I soon found out that it wasn’t that easy to get my hands on the pills without my own prescription.

The effects of being on Adderall didn’t seem big like much at first, but then about four hours passed and I hadn’t really noticed. It really did help me focus — almost to the point of tunnel vision — and in the context of esports, managing your tasks and focusing on the matters at hand is critical. For example, at big LAN event or venue, it’s a really loud atmosphere. With your in-game sounds turned up to hear every footstep, your teammates calling strategies, the announcers shouting and the crowd going bonkers, it’s incredibly easy to get distracted. In fact, recent controversy arose over communication. In somewhat recent events, more and more tournaments have been tapping into team’s in-game communications with so called Point-of-View streams, showing gameplay alongside the team’s comms.

Ryan “fREAKAZOiD” Abadir said in an interview how it’s unfair to English speaking teams. To quote Abadir:

Interviewer: What are your thoughts on it [POVs]?

Abadir: I think it’s great honestly. I love POVs, but, if you’re releasing it [live] and we can’t speak their language, then, how can we use it to our advantage when they [opposing teams] can use it [POVs] to their advantage? So release it after we’re done playing.

ESWC had teams from Ukraine, Sweden, Germany, France, China, Brazil, South Africa and Australia, along with Canada and the United States, so a multitude of languages could be found. Abadir’s interview was actually in regards to the previous weekend’s Electronic Sports League tournament, but that also boasted an international lineup where French, Swedish, Polish, Finnish, Portuguese and of course English were spoken. League of Legends releases post-match communication highlights, and tends to be careful to limit the amount of strategy given away at any time.

Is the ability to listen in on other teams’ communications cheating? Is it unfair for players to be taking Adderall? There are some fuzzy lines being skirted by major esports brands. Without pressure from sponsors or an overarching governing body, it doesn’t seem like any significant policy change will be in place for Adderall usage or POV streams. Despite the rapidly rising popularity, esports still have a long way to go when it comes to rules and regulations.

(Header image via ESWC)

New Esports Program Debuts in Norway

Norway’s largest commercial television network, TV2, announced a trio of esports leagues to be aired on their programming. The three leagues will consist of League of Legends, StarCraft II and Counter-Strike: Global Offensive. TV2 is partnering with House of Nerds, a large Local Area Network (LAN) center with over 100 computer stations, in order to accommodate the new leagues. The House of Nerds arena is over 1,000 square meters and while the infrastructure is there, no announcements of prize pools, distribution or commentators have yet been made.

Norway isn’t a stranger to the esports scene, particularly with the success of Jens “Snute” Aasgaard, currently ties for #21 in the world according to World Championship Series points. Aasgaard finished 2014 as the #17 ranked player and the highest non-South Korean player in StarCraft II. He just qualified for round of 16, sweeping his group without losing a map and winning 4-0.

The country also owns a solid history of competitive Counter-Strike, going back to the days before CS:GO. In Counter-Strike 1.4/1.5/1.6, Norway boasted a strong collection of talent with multiple world champions in players such as Jørgen ‘XeqtR’ Johannessen and Ola ‘elemeNt’ Moum.

The competitions are set to play a 10 week season, though whether the leagues will be decided by an open qualifier, invites or a mix hasn’t been released yet. Matches will be aired on TV2 Sumo, the entertainment network, though TV2 Sport will also feature the games. Corporate sponsorships are nothing new, but a full partnership to broadcast esports matches — similar to the X Games and Major League Gaming agreement in Aspen — to an entire nation grows the popularity and acceptance of esports.

(Header image via eSports Norway’s Facebook Page)

A Counter-Strike: Global Offensive Scandal

As popularity in a sport grows, so too can the inherent trappings that go along with being in the mainstream. Fame and money come into it, which can sometimes lead to foul play. Counter-Strike: Global Offensive, a game by Valve Corporation that will be shown on the X Games in January, was hit with a massive cheating scandal over the past few days. Already three individual professional  players and two teams have been banned by Valve’s anti-cheat program, VAC.

The actual cheats themselves was detected not by Valve, but rather a competitive gaming league, ESEA. Once confirmed as a cheat, the league contacted Valve directly regarding the cheating and thus the bans were handed down via Valve Anti-Cheat or VAC. The programs used to improve the player’s aim is allegedly contained within a mouse software or on Valve’s own Steam Cloud, thus both went previously undetected by VAC as well as being usable while playing in a live-in person tournament. A game hack to improve aim such as an aimbot or aim lock, when the player has no vision or knowledge of the opposing player, is a blatant cheat.

The three players banned by VAC — dubbed as a VACation by reddit’s r/globaloffensive — are Simon “smn” Beck, Gordon “SF” Giry and Hovik “KQLY” Tovmassian. The significance of such an advantage cannot be understated, as killing the opposing team is often required to win rounds. In a competitive format, the first teams usually play a best of 3 across three different maps. First team to 16 round wins will take the map win.

These bans, as well as other players coming under suspicion, most notably Robin “Flusha” Rönnquist, come just before a major tournament at DreamHack Winter. According the DH website, the CS:GO alone portion of the tournament offers a prize pool of $250,000. Of the original eight invited teams to DH, two teams with the now banned cheaters have been disqualified.

With esports gaining more momentum and access to casual fans as well as the inquiring non-gamer, to see a cheating scandal of this magnitude hurts the CS:GO community, though not all is lost. While cheating is nothing new, other esports have had such events unfold and bounced back. In June of 2010, the StarCraft community was rocked when a match fixing scandal was confirmed in the most prestigious SC league, ProLeague. Then a total of 11 players were confirmed for throwing games in exchange for money from various gambling websites. While it is an entirely different game, it does give hope to CS:GO enthusiasts about bouncing back.

(Image via Valve’s Steam Store)