Category: Dslyecxi On…

Youtube channel and video comments

To get our readers up to speed, the following quote is from a person who I blocked on Youtube. In Youtube terms, blocking simply means disallowing a person from commenting on your channel – they can still see the videos, they’re just unable to interact with them in the typical like/comment/etc fashion. The situation at hand was relating to this video. If you haven’t seen it and have six minutes to spare, have a look (I think it’s good, hence having posted it, y’know?) – what comes next will be spoilers.

No question – just a thanks. Thank you for blocking me on YT. “Do you understand what a fake-out? ending is?” Do you understand that not everyone watches videos in fullscreen but in windowed mode with visible timelines? “Maybe you can drop your cynicism long enough to recognize a joke when you see it” Because it’s SO funny with a visible timeline. Next time think out your “jokes” before you make them. – random blocked subscriber who subbed you over 3 years ago.

To the author, I say simply – thanks for giving me an excuse to write about something I’ve been meaning to do for awhile. I’ll probably put this in video form sometime so anyone in my channel can easily reference it, but for now, text will have to suffice.

The video, linked above, contains a simple narrative misdirection – a false ending partway through that matches what’s happening in the game at the time. The author of the above comment, in the video’s comments, accused this of being a “beg for subscriptions” and seemed to miss that it was an intentionally done misdirection as a joke. It was an incredibly cynical and unwarranted comment, and when told of this, he lashed out with more negativity and insults in response. I simply blocked him at this point and removed the offending comments to avoid further sidetracking. The quote above, sent to me via Tumblr, simply continues the anger – anger at a creative decision of mine that did no harm to this particular viewer, but which he feels compelled to rant angrily at me over.

On Blocking

My views on blocking people are fairly straightforward and “common sense” to me. To roughly summarize, I block people for things like:

  • Being disruptive and hostile or showing a lack of respect towards me or other commentors in my description; trolling; generally being rude.
  • Threatening to unsubscribe. Doing this in the first place implies that I have some vested interest in preserving the subscriptions of every single subscriber, and that I will alter or make exceptions to my morals or ethos to do so. If you’re looking for a channel where the owner will pander to you and do everything they can to hold on to every single subscriber, you have come to the wrong place. Save me the trouble – if you don’t like my content, or the means by which I moderate the comments, simply unsubscribe.
  • Obvious advertising like spamming other channels, products, etc
  • Trying to ‘ride the coattails’ of successful videos by trying to redirect people elsewhere. If you’d like to promote your content, there are plenty of ways to do it that don’t involve trying to skim off the success of others.

Youtube gives everyone the opportunity to create their own ‘space’ – an area that they can present their content (channel) and interact with likeminded people or subscribers (comment sections). The rights that exist in those spaces are up to the owner – there is no guarantee of free speech – plenty of people disable their comments entirely just to avoid the shitstorms that can result. Others encourage shitstorms within their comments to try to drive drama and viewership up – something I personally find distasteful. I do not and have never claimed that my channel’s comments section was a free-speech zone – it isn’t. If you can behave respectfully and be a cool person, I’m happy to have you around, providing comments, even if they’re not sunshine and rainbows. Respectful disagreement is fine, respectful arguments are fine.

However, being an asshat – being disrespectful, disruptive, and hostile – none of that is kosher; none of it will fly in my channel. When I see it, I deal with it. There are tens of thousands of channels you can find where all-out war is an acceptable behavior for them – in mine, at least for now and thanks to the relatively small size of it, I try to keep mine a bit more policed and healthy than that. I like the results, and I’ve had enough people comment on how they’re “different” to think that it’s worth the effort.

If you don’t like it, feel free to unsubscribe, feel free to look for your negativity elsewhere. I don’t want to play that game, and I don’t want to surround myself with those who do. If you think I’m so desperate for subscribers that you dropping yours will hurt me, why not just… y’know, do so and be done with it?

Finally, the notion that someone has some special rights just because they’ve been a subscriber for x-many years or whatever is silly. As I noted above, I won’t be held hostage by people thinking that I hold a subscriber count higher than my own ethical code and moral standards. I like the idea of finding success because of decisions like those – decisions that I feel are morally and ethically correct, and not lowest-common-denominator pandering as you so often see in the Youtube ‘scene’.

Those of you that ‘get’ this, cool! You’re the ones I want to see in the comments in the first place! Those of you that balk at the notion of being polite, respectful, and constructive – feel free to take your subscriptions and head somewhere else.

Best of luck to you regardless of the path you choose. Life’s too short for anything else.

On Cynicism

Posed on Tumblr, the question was simply:

Are you cynical?

And oh, what a wonderful time to pose this question!

Let me explain in the form of a short story that happened earlier this week.

Monday

I was out driving and spotted something on the side of the road, flailing around in the gutter – a cat, it looked like. It was a busy road – no doubt dozens had driven past this same scene earlier. Some distracted, some of them not. One of them had caused it earlier – the cat had been hit and was dying in the gutter – but whoever it was, they were long gone. I stopped as close as I could, was fortunate to have a box on-hand, and ran back up the road to see what had happened. It was a cat, as I’d thought, and it’d been hit hard. One leg was twisted at an unnatural angle and it was clearly in pain. I collected it in the box, and it promptly leapt out and made a dash across the road – or the best it could, considering that it was dragging a mangled leg behind it. The two oncoming vehicles stopped for it, and me, as I went out to get it. It was a pathetic sight, but I scooped the cat up and got them back in the box, securing it so he couldn’t escape again. Those two who stopped – it was a press of their brakes to do so, a decision with no lasting consequence to them. Still, some would not have done so. A degree of humanity was exhibited there, and I thank them for it. As I was getting this cat into my vehicle, another motorist, coming from the cross-street I’d turned on, stopped to make sure things were ok. More humanity. I was ok – the next steps were familiar, if depressing.

Continue reading

My thoughts on controls – RockPaperShotgun’s ‘The Flare Path’

In which I talk about the merits of mouse & keyboard for ArmA, as well as what I tend to use in more simulation-heavy games.

Check it out!

mh6_firing_from_pods

On growth, principles, and power

I’d like to take a few minutes to address something that has come up several times in recent months on tumblr, in Youtube comments, replies to posts on my site, and in various other e-spaces.

The topic is that of ShackTac’s growth, or more specifically, the limitations I have placed on such growth.

Continue reading

Freeaim

Freeaim: Or ‘Once upon a time, I was misguided.’

Once upon a time, a much-younger me wrote an article about tactical gaming. At that time I was an Operation Flashpoint player, grown used to using the game’s “freeaim” system – wherein the weapon was not aligned with the view, and instead moved freely in a box  shape. Another game at the time – Red Orchestra – used a similar system, as did a landmark tactical mod called Infiltration.

At the time, I believed this to be ‘The Way‘ to do realistic aiming.

In the years since, I have switched my stance on this completely – and, to answer the question posed to me on Tumblr:

Do you recommend aiming deadzone? Why/why not?

…I do not recommend using the aiming deadzone in any game that gives you an option, such as the ArmA series. I am strongly opposed to the feature in general these days, and it’s a big part of why I do not play Red Orchestra 2 with any frequency – as it does not give you that option and suffers for it.

Why is that, you ask?

Freeaim has no basis in reality and is terrible from a user-interface standpoint.

There, I said it.

Freeaim fails by virtue of how it works. In the context of the ArmA2 implementation, freeaim fails in that it forces you to ‘pan’ your view awkwardly by moving your aim to the limits of the ‘deadzone’ area before you’ll actually begin turning. From here, you end up with your weapon pointed in the direction you were turning, offset from your screen center in whatever direction that happened to be. Your actual aiming point – your muzzle direction if unsighted, or your irons if sighted – continually moves around your screen and relative to your viewing direction. One of the key principles of becoming a good shooter in the real world is being able to muscle-memory various common actions, such as indexing a stock in your shoulder, moving a weapon from a carrying posture (low/high ready, sul, etc) into a sighted posture, aligning your sights, establishing a stock weld, inserting or removing a magazine sight-unseen, and so forth.

Freeaim prevents you from developing this sort of muscle memory with the aiming process, as it provides a ‘moving target’ that constantly changes where your aiming point will be on-screen. In reality, a shooter looks at what they intend to engage, and their body works to bring their weapon up and aligned with where they’re looking. It is an absolutely natural process, and being able to repeatedly execute this concept unconsciously and with consistent results is key to being an effective shooter. It is true that you may end up twisting your torso or contorting your body in other ways to engage multiple targets, take advantage of cover, and so forth – however, this has little or no bearing on what you as a shooter are seeing. You are focusing on your target, your weapon sights are aligned with your eyes, and that’s that.

Freeaim/deadzone systems do not give you this result. The ‘traditional’ FPS style of having your weapon aligned with your view, as with ArmA if you turn the deadzone off, is the proper way to do things. Your mouse (or thumbstick if you’re a console dude) controls your intent. When I snap my mouse around to aim at something, this should be allowed, it should be repeatable and consistent (something ArmA2 struggles with due to other clunky mechanics of how aiming works – but, fortunately, this is something ArmA3 fixes!) – if you want to penalize me for ‘snap shooting’ or whatever you want to call it, there are other ways to do it that don’t involve me feeling like I’m controlling a game with clunky metal robot arms. Deadzone/freeaim is simply not the right solution.

While freeaim can ‘work’ (insomuch as a cumbersome, clunky aiming and viewing method can be said to ‘work’) at longer ranges, it fails miserably when the engagement ranges shorten. Moving through a MOUT or CQB environment with ArmA-style freeaim is tantamount to suicide, as you are having to frequently turn left/right and look up/down to cover different angles, floors, etc. This means that your ability to ‘index’ on your sights, to gain the benefit of ‘muscle memory’, is continually impeded in a very severe manner.

Red Orchestra 2 is not as dramatic of an example as ArmA’s style of freeaim, as your view turns whenever you move the mouse and only the weapon is influenced by freeaim, but the end result is still quite goofy and artificially impacts the gameplay in what I would say is a negative way. I would even wager to say that the fact that RO2 saw such a remarkable drop-off in player activity shortly after release is partly due to the goofy freeaim it employs, though I suspect you will be shouted out of their forums on the pretense of ‘realism’ if you suggest this.

When it comes to the ArmA series, I would not ask for freeaim to be removed from ArmA3 – there are many who are likely nostalgic about it and play in a fashion where it works for them – but I will plainly state that anyone who chooses to use it in A3 – or uses it in ArmA2 currently – is at a severe disadvantage to those who choose to discard it. If you play adversarial missions with freeaim on, you are hurting yourself as well as your team – you would do better with it off.

Try it and see.

Ditch the deadzone.

The benefits of TrackIR

How much does a TrackIR really help? I can’t justify spending that much on it until I know how it is.

I am a huge fan of TrackIR, as you probably guessed from my past videos of it – most recently, my TrackIR5 video. You can see my usage of it in my recent first-person videos, to include aerial usage in Plateau Assault and infantry usage in The Little Delta That Could. I do not play ArmA without it – ever. I find myself twitching my head instinctively in other games that don’t support it, and wish they did. I have tactics as both infantry and air that simply are not possible to do without a TrackIR, and I know it has saved me many, many, many times in my gaming. I strongly believe in TrackIR as well as the company that makes it – NaturalPoint – and I recommend it to anyone who can scrounge up the funds. It is without question worth the money. It’s not terribly expensive when you put it in the proper context, and it’s an awesome product that will absolutely help you in ArmA.

Load more