Market insights on every side of Valve and popular eSport games in details
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The disputes about "What is better" Fortnite or CS:GO have been raging for some time, with both sides fiercely defending their favorite game. With the popularity of both games growing, the question remains: what game is better? To answer this question, it is important to consider the various aspects of each game, from the amount of money it can generate to the gameplay it offers.
Valve earns close to $700 million a year selling CS:GO cases
CS:GO fans know that Valve gets a lot of money from cases. But how much exactly? For a long time, there have been monthly statistics on the number of open cases. Fans have been running it for several years, which is actively used by traders - they invest in boxes that can soon soar in price.
Are there bigger prize payouts in Dota 2 than in CS:GO? Why does Valve hide the income difference? When wondering about the difference in prize money, the obvious answer comes to mind - every year Dota introduces Battle Pass, with 25% going directly to the prize pool for The International, players buy the pass and thereby finance the main tournament of the year, each time setting new records. Why hasn't Valve done a Compendium for CS:GO, if it shows so well in Dota? Let's examine this question together!
How Russian Dota 2 professional players tricked Valve?
Since the inception of MMORPGs, some players have begun to smurf, impersonate other people, play under different nicknames, play fake matches, abuse betting services, and in general, get easy money because there appears to be no way to detect such fraud. It is especially relevant to Russian Dota players, who have been found to have abused account sharing for years.
Invisibility = invulnerability - don't cry over spilt milk. A stitch in time saves nine, and, in my opinion, Valve finally noticed this pattern. Remember the joke about Riki and Mirana's ult, under which the first must enter super invisibility? Maybe it's not such a bad idea for 7.32 patch.
SUNSfan and syndereN about Valve's attitude, Dota 2 future and community
Professional eSports analysts Troels "syndereN" Nielsen and Shannon "SUNSfan" Scotten shared their impressions over Dota 2 future and patch 7.32 as part of the We Say Things podcast.
Every year, all Dota 2 multiplayer fans gather together to look at the largest tournament in eSports with the largest prize money in history - The International. Every season it attracts more and more viewers behind computer screens, and as an excellent bonus to competitions, in addition to epic matches of professional teams, ordinary players can enjoy the seasonal Battle Pass, which changes its content every year, its rewards, treasures and chests, new couriers, emoticons and anything that Valve's creative development team can come up with.
Valve fixed a vulnerability that allowed spamming group invites in Dota menu
Valve has released a patch that fixed the team invite spam issue. The vulnerability was discovered in early September. During this time, the attackers managed to prevent many Dota 2 streamers.
Estonian SC player Alvar "consss" Raman received a CS:GO account ban. His account was banned based on the Patrol's investigation. Estonian said that the block was imposed on his account during the tournament, and called it a mistake. At the time of publication of the material, the esports team is participating in the closed qualifier for CCT Central Europe Series 2 with a replacement.
Game developers have released an update that changed the rank calculation system. They told about it in the official shooter's blog. It was necessary to change the system for determining rank. Players will lose their ranks until the first victory in the competitive matchmaking, after which they will get a new rank.