During ESWC we got the chance to sit down and talk to some of the CS:GO developers from Valve.
They were truly awesome guys. Apart from talking to us they also talked a lot to basically all CS:GO teams attending ESWC. 5 days of nothing else but getting feedback from all pro players.
We decided to give feedback regarding just two subjects, because talking about "everything" would just not be constructive.
I wanted to focus on movement, recoil and as a little bonus the silencer :)
I basically asked them what their plans for movement and recoil was. I expected them to say something like "well we wont change it now, but maybe later" But instead they said "Well it's funny you ask, since we just enter the numbers we get from j3di. He is giving us all the convar values for both movement and recoil. We don't have anything to do with that."
And for you who don't know who j3di is; he is the guy behind zblock and has lately been heavily involved is CS:GO development. He is also the one that released this: hltv.org/forum/187310-csgo-with-cs-feel
Valve has even tried to contract j3di to Valve but without success so far.
J3di is still tweaking movement and recoil and when he finds new numbers he will get feedback from pro players and Valve will just put them in. So that was awesome news imo.
Regarding the silencer it was a totally different story. The silencer is on the "todo list" but not a priority. Valve developers also think that CT is slightly overpowered atm and do not want to give them a buff. If they add it to the game they need to make sure balance is not compromised, and they have not found a way to do that yet. This is basically their way of thinking on all aspects of the game. They know that even the slightest change will have an impact on a lot of other aspects as well. This is also the case with molotovs. They want to see how the game is working with the molotovs in it's current state. If it has too much impact, for example CT being more favoured like it is today, they will first try to change the way molotovs work instead of just removing them. Maybe just make them last shorter or maybe remove the slowing effect so that you can rush through them without losing half of your HP.
We kept on talking and we asked about the steam stats and other stuff related to the success or lack of success of CS:GO. I commented on the pretty low numbers we have seen so far for CS:GO and asked them if they had numbers for the first months of Source when it was released. They gave me an example from November 2004. One month after game release Source peaked on 4.000 players in a day. But they also told me that Steam Stats is very misguiding and not telling the full story. The numbers is just revealing the peaks and not the total number of players in a day. If you count the total of unique players the story is totally different. 1.6 for example have its user base concentrated to a few geographical areas where it's very strong thats why we get these high peaks, and Source and CS:GO is more evenly spread globally we don't see these peaks in the same way. But since 2007 Source have more players globally playing every day than both 1.6 and GO with quite a big margin too. GO and 1.6 have about the same numbers today.
This is very interesting numbers and i don't know why they don't share these numbers as well as the peaks. Their comment was that they agree that it is misguiding and should be changed.
So hopefuly j3di will release some numbers for movement and recoil soon for us to try out and give feedback on. Of course not everyone will be happy as it always is, but it will be good enough to get used to.
PLEASE NOTE THAT MY INTENTION IS NOT TO THRASH ANY VERSION OF COUNTER-STRIKE. I JUST SHARED THE INFO I GOT.