Also maybe consider stuff like, which game takes the most effort to be pro at? What game do you learn the quickest?
Peace

Forum Index > General Games |
sebsejr
213 Posts
Also maybe consider stuff like, which game takes the most effort to be pro at? What game do you learn the quickest? Peace ![]() | ||
BeMannerDuPenner
Germany5638 Posts
broodwar ofcourse. not even close to anything. for me the next things i have most "respect" for are quakestyle fps games like painkiller,warsaw etc and 2d fighting games (smash bros melee imho hardest). | ||
nymfaw
Norway430 Posts
There are so many games out there that it's hard to name certains but i think RTS is #1 | ||
mute20
Canada175 Posts
Shooter: Quake 1-3 Stratagy: chess/starcraft 1 | ||
synapse
China13814 Posts
| ||
jtype
England2167 Posts
You could also look at team-based games like DotA/HoN/LoL/CSS/CS1.6 and observe the skill of the players when it comes to skilfully operating as a team; perhaps skilfully communicating information from the game to each other. You can't really overlook any aspect of what it takes to play a particular game, when it comes to discussing this. It's hard enough to decide exactly what 'skill' actually is, in gaming terms, let alone try to find out which game is the hardest or has the highest skill ceiling. | ||
Eppa!
Sweden4641 Posts
| ||
Manit0u
Poland17232 Posts
Explanation: ![]() ![]() ![]() If you never tried it, you should. Just to see what "hardcore" really means. | ||
sanya
482 Posts
broodwar otherwise probably | ||
BeMannerDuPenner
Germany5638 Posts
On May 12 2011 07:44 Eppa! wrote: Some of the harder games that I know of are: CS 1.6, BW, SSBM, DotA all require huge amount of time to learn the basics of competitive play. dont think cs and dota belong in there. ofcourse they are great competive games but bw and ssbm are in a different world when it comes to learning. i ringed for cs teams in leagues with almost no knowledge. just had my decent aim from quake and did what they told me. same for dota playing it at a quite good level without ever caring just by having decent teammates.its fun when you get called out for amazing chen micro when you just control 5 units . for ssbm i playd months to just somewhat get the basic movement down.moving around by spamming stuff where you have to hit a time window of like 1/20 of a second is cool ~. i really tried to improve and still sucked pretty much. and bw i playd for years and still could just get like c+/b- level.and compared to actual pros i was still terrible. dont say cs/dota are easy but its way easier to get decent at them compared to the other 2. | ||
Varpulis
United States2517 Posts
On May 12 2011 07:46 Manit0u wrote: You're wrong... Explanation: + Show Spoiler + ![]() ![]() ![]() If you never tried it, you should. Just to see what "hardcore" really means. I was just about to post that! I'm trying to get into it, but my shit keeps dying. I'm 100% certain that I'm doing ![]() The level of depth that has gone into the creation of this game is astounding, though. | ||
Az0r_au
Australia385 Posts
On May 12 2011 07:50 BeMannerDuPenner wrote: Show nested quote + On May 12 2011 07:44 Eppa! wrote: Some of the harder games that I know of are: CS 1.6, BW, SSBM, DotA all require huge amount of time to learn the basics of competitive play. dont think cs and dota belong in there. ofcourse they are great competive games but bw and ssbm are in a different world when it comes to learning. i ringed for cs teams in leagues with almost no knowledge. just had my decent aim from quake and did what they told me. same for dota playing it at a quite good level without ever caring just by having decent teammates.its fun when you get called out for amazing chen micro when you just control 5 units . for ssbm i playd months to just somewhat get the basic movement down.moving around by spamming stuff where you have to hit a time window of like 1/20 of a second is cool ~. i really tried to improve and still sucked pretty much. and bw i playd for years and still could just get like c+/b- level.and compared to actual pros i was still terrible. dont say cs/dota are easy but its way easier to get decent at them compared to the other 2. There's a reason it took cs and dota teams months and years of playing with the same or similar line up to build up team chemistry. The games are more than having good aim or good hero control. You have to make your decisions as a team not an individual, know how your team mates are going to react before you even make your moves. I played WoW with the same group of 3 friends from lvl 70 onwards and we could arena at a top level in the toughest BG group without using vent because we could virtually read each others minds. I couldn't even come close to that in Dota or CS because they are miles and miles harder than WoW. | ||
Seide
United States831 Posts
really low skill cap, unitll you get into the top .5-1% of raiding, then it is actually quite higher. Thought this skillcap is usually a skillcap on how good your teamwork and reaction skills are, not at how good you are at playing your specific character. Arena was more or less a joke, where playing certain comps and winning is a matter of performing an algorithm based on the comp you are playing. It was hardly based on skills, as there are comps who can dominate and other comps who simply cannot beat certain other comps if said comp plays correctly. This has also been getting worse and worse the more Blizzard has tried to "balance" things. I think lately they have given up and decided if you have half a brain and play the right comps, you are deserving of a top rating. Honestly the closest WoW has ever been to balance in PvP was when they their original 13 rank system in Vanilla. For raiding, it is actually extremely hard to find good people to play with for top guilds. Every single person you have that pays attention, keeps a cool head, and is very good at their class and math is a godsend. Often times, if a top dps left your guild, it could leave that spot vacant for months until you could find a comparable person, especially for guilds outside of the top10, but still in the top25. It's a completely different game when you are in a top guild where you actually have to develop your own strategy to an encounter, not just copy a strategy a top guild did 3 weeks after a world first kill. The only time WoW actually takes skill to play in PvE, is the first month or so of new content, but this only applies to about maybe 300-500 people out of the whole WoW population(and I might be overestimating that as it is only the top10 guilds, and that is 250 main raiders + alternate raiders). Top level WoW PvE is actually pretty interesting, I find it sad that it gets such a bad rep because only about 1000 people who play the game even can really perform at that level, and even less actually get exposed to what top level WoW is. Its like if a persons only impressions of BW is from watching a D/C level player play. Its funny, I have played WoW on and off since release with guilds such as Blood Legion and Gentlemen's Club as an average player/officer in those guilds. Quit after we cleared WotLK content. After 4+ years of WoW I cannot really relate to anyone who played that game apart from old guildmembers and people in a similar positions, because it is like we were playing different games. Yet there are people who are even higher up than me, like GMs and world record dps holders, who feel the same way toward me, for the exact same reasons. The difficulty of the encounters though have been steadily decreasing since Burning Crusade, and as I havent played in some time, I cannot speak for the game in its current state, only from my own personal experiences in Vanilla/BC/WotLK. In the end it though really did come down to how thick skinned you were to be able to handle constant drama(and holy shit man, some of the drama was unbelievable), and how commited you were to doing the math/grinding neccesary to optimize your character. Its hard to place WoW, because of the social aspect to it and the fact that in raiding, you aren't really trying to beat anyone as much as you are trying to create a well oiled machine. On one hand its not too hard to play, on the other theres so much shit you have to deal with outside of playing it. Many times in a 25 man raid group, even though those people raided together, many people actually straight up hated other people in the guild. I know I have played for a lot of time with people I hated, but had to so we could get shit done. Having a successful guild was closer to running a HR/Conflict Resolution department of a successful business than playing an actual game. Apart from BW, I cannot think of many games that have a high individual skill cap. Many get their skillcap from team chemistry. A Note on the people posting Dwarf Fortress: There is a difference between a high learning curve and a high skill cap. Dwarf Fortress has a high learning curve, but a not a high skill cap because there are too many random factors for skill to ever account for. Jeez I ended up writing a lot more than intended, but my fingers just kept flying since it irks me that people who make conclusions about WoW have no idea what goes on at the highest level and seem to judge solely on pvp, which in reality has been a joke in WoW for years. Its like someone judging SC, while only having played Fastest. TLDR: WoW PvP: pretty much a joke WoW PvE: pretty intricate at top level, and it is hard to place it. | ||
Kelwyn
Germany143 Posts
On May 12 2011 07:47 sanya wrote: daoc 8v8 at about ~rr10 level without adds if we're talking teamfights broodwar otherwise probably DAoC was pretty intense, I'm kinda missing the old times there. ![]() Apart from that, I think its mainly the classical FPS and Broodwar. Maybe Guild Wars for PvP, never got into it though. | ||
N.geNuity
United States5112 Posts
If you try nethack without reading any "spoilers" or tips from the internet its near impossible (or at least would take a lot of time to learn; as in weeks or months of quality time). So I've been told. | ||
blackone
Germany1314 Posts
| ||
KimJongChill
United States6429 Posts
On May 12 2011 07:44 synapse wrote: I'd say the most mechanically demanding game would be GunZ. oh man i remember that game. kstyle or w.e that was and constantly jumping around with ur sword. | ||
Kenpachi
United States9908 Posts
| ||
Seide
United States831 Posts
On May 12 2011 08:13 blackone wrote: Skillcap is such a stupid word to use. The "skill cap" in WoW for example is reached by a raid that is able to kill every boss on their very first try. Nobody is or was ever even close to that. BroodWar pros keep getting better, because there is no point where skill is capped, there is always room for improvement in almost every game. I think by skillcap most people really mean the skillcurve. How far ahead is someone who is in the top 1% vs top 10% vs someone who is average/pretty good. | ||
shawster
Canada2485 Posts
i think you should rename this mechanical/technical skill cap, not skillcap. | ||
elmizzt
United States3309 Posts
On May 12 2011 08:13 blackone wrote: Skillcap is such a stupid word to use. The "skill cap" in WoW for example is reached by a raid that is able to kill every boss on their very first try. Nobody is or was ever even close to that. BroodWar pros keep getting better, because there is no point where skill is capped, there is always room for improvement in almost every game. I don't think anyone is trying to argue that the skill cap of WoW or BW is reached, or even reachable. But the comparison between theoretical skill caps is what this thread is about. | ||
njnick
United States176 Posts
http://en.wikipedia.org/wiki/Simon_(game) | ||
Jombozeus
China1014 Posts
| ||
Nytefish
United Kingdom4282 Posts
On May 12 2011 08:25 shawster wrote: skill is very vague. the skillcap can never be reached in a game that is player vs player because there is always a way to win. there is always a way to one up an opponent if the game is meant to be balanced. i think you should rename this mechanical/technical skill cap, not skillcap. Well you could argue the skillcap in noughts and crosses is incredibly low. That's still player vs player and "balanced". | ||
FaCE_1
Canada6163 Posts
BW next | ||
Kenpachi
United States9908 Posts
On May 12 2011 08:30 Nytefish wrote: Show nested quote + On May 12 2011 08:25 shawster wrote: skill is very vague. the skillcap can never be reached in a game that is player vs player because there is always a way to win. there is always a way to one up an opponent if the game is meant to be balanced. i think you should rename this mechanical/technical skill cap, not skillcap. Well you could argue the skillcap in noughts and crosses is incredibly low. That's still player vs player and "balanced". nope. X has more ways and opportunities of winning. | ||
elmizzt
United States3309 Posts
On May 12 2011 08:30 Nytefish wrote: Show nested quote + On May 12 2011 08:25 shawster wrote: skill is very vague. the skillcap can never be reached in a game that is player vs player because there is always a way to win. there is always a way to one up an opponent if the game is meant to be balanced. i think you should rename this mechanical/technical skill cap, not skillcap. Well you could argue the skillcap in noughts and crosses is incredibly low. That's still player vs player and "balanced". LOL that's tic tac toe right? I've never heard it called that before ![]() | ||
Ssoulle
United Kingdom149 Posts
On May 12 2011 07:44 synapse wrote: I'd say the most mechanically demanding game would be GunZ. Playing this game since 2005, I would agree with this statement. Fast high level K style is very demanding mechanically and takes years of practise to perfect. Actually it has wrecked my fingers, hands and shoulders to the point where I can't press keys anymore. | ||
TurtlePerson2
United States218 Posts
| ||
cellblock
Sweden206 Posts
Im a SC2 scrub and havent played BW so not gonna comment on it. Worms Armageddon/world party is also up there, I used to play it for years online ![]() | ||
DorF
Sweden961 Posts
I'm really tired while writing this so if it doesn't make sense, just ignore it ![]() | ||
Pufftrees
2449 Posts
MMO: EvE Online everything: SC: Broodwar (far above everything else) WoW is a joke, how can people say it has a 'high' skill cap. The hardest part of being in a super elite raiding guild is finding one and scheduling, doesn't take a high skill cap to be the first on server to down content etc, you are kidding yourself if you think so. The Arena has been a joke for almost 2 years now, the reason their seems to be a high skill cap there is because.. well.. people who like high skill cap games are not playing WoW. | ||
Nytefish
United Kingdom4282 Posts
On May 12 2011 08:32 Kenpachi wrote: Show nested quote + On May 12 2011 08:30 Nytefish wrote: On May 12 2011 08:25 shawster wrote: skill is very vague. the skillcap can never be reached in a game that is player vs player because there is always a way to win. there is always a way to one up an opponent if the game is meant to be balanced. i think you should rename this mechanical/technical skill cap, not skillcap. Well you could argue the skillcap in noughts and crosses is incredibly low. That's still player vs player and "balanced". nope. X has more ways and opportunities of winning. On the other hand if either player has half a brain cell neither has any chance of winning. But I'm not going to try argue any more about what constitutes skill or balance. | ||
Yorke
England881 Posts
| ||
Manit0u
Poland17232 Posts
On May 12 2011 08:41 Pufftrees wrote: Fighter: Marvel vs Capcom 2 MMO: EvE Online everything: SC: Broodwar (far above everything else) WoW is a joke, how can people say it has a 'high' skill cap. The hardest part of being in a super elite raiding guild is finding one and scheduling, doesn't take a high skill cap to be the first on server to down content etc, you are kidding yourself if you think so. The Arena has been a joke for almost 2 years now, the reason their seems to be a high skill cap there is because.. well.. people who like high skill cap games are not playing WoW. I believe that ADoM has higher skill cap than WoW. | ||
REDBLUEGREEN
Germany1903 Posts
| ||
Mindflow
Korea (South)320 Posts
| ||
dave333
United States915 Posts
BW for obvious reasons. COD!!! (lolol) | ||
RoseTempest
Canada196 Posts
On May 12 2011 09:24 dave333 wrote: Fighter: SSBM Really technically demanding, just to have basic mobility it requires some technically demanding stuff. Than add in having to actually fight, mindgames, combos, etc. it was really hard. BW for obvious reasons. COD!!! (lolol) Have to agree, as a former low-level pro player that would dominate casuals 1v3 and win local tournaments/have a fairly good knowledge of the metagame etc. I would go to large competitions, meet a big name in the qualifiers or ro64 and get 4stocked repeatedly. It would be at a point where I would be lucky to get them past 40%. Melee has quite a quick learning curve, but the skill ceiling is virtually limitless. | ||
Seide
United States831 Posts
On May 12 2011 09:32 RoseTempest wrote: Show nested quote + On May 12 2011 09:24 dave333 wrote: Fighter: SSBM Really technically demanding, just to have basic mobility it requires some technically demanding stuff. Than add in having to actually fight, mindgames, combos, etc. it was really hard. BW for obvious reasons. COD!!! (lolol) Have to agree, as a former low-level pro player that would dominate casuals 1v3 and win local tournaments/have a fairly good knowledge of the metagame etc. I would go to large competitions, meet a big name in the qualifiers or ro64 and get 4stocked repeatedly. It would be at a point where I would be lucky to get them past 40%. Melee has quite a quick learning curve, but the skill ceiling is virtually limitless. Oh god I forgot about Smash Bros. Yeaaaah that game is so heartbreaking, you practice and practice and think that you are in good shape, then you always meet someone who just rapes you so bad and makes you look like it's your first time playing the game. You just want to crawl into a corner get into fetal position and cry. | ||
Deleted User 3420
24492 Posts
| ||
fadestep
United States605 Posts
I think that the following games require the highest amount of mechanical and mental strength in their respective arenas. Team FPS: CS 1.6 FPS: Quake 3 Team Strategy: Defense of the Ancients Strategy: Starcraft: Broodwar Fighting: Not sure on fighting games. | ||
Zooper31
United States5710 Posts
On May 12 2011 07:41 nymfaw wrote: WoW probably has the lowest skillcap of all games in gaming history.. dont be mad There are so many games out there that it's hard to name certains but i think RTS is #1 I have to agree RTS's have the highest skill cap definitely. But I disagree overwhelmingly that WoW has a low skill cap. I'd have to rate it above any FPS's but right below Starcraft. Anyone who has remotely PvP'd in WoW can tell you theres an unbelieveably huge difference between a lets say bad Rogue and a good Rogue, and that goes for all the classes. Sure some comps in 2v2/3v3/5v5 are easier than others but theres definitely a high skill cap for playing your class to perfection. Edit: Talking about WoW when it was in it's prime. Not the carbear hug fest WotLK was. | ||
Wasteland
United States22 Posts
![]() Watching pro Japanese dudes play 3S is awesome. | ||
peidongyang
Canada2084 Posts
![]() | ||
KudosX
United States69 Posts
On May 12 2011 07:47 sanya wrote: daoc 8v8 at about ~rr10 level without adds if we're talking teamfights broodwar otherwise probably My favorite was being outnumbered crazy amounts and winning when you shouldn't because of teamwork and crowd control. I remember winning 8 vs 40+ fights back in the days of Old Frontiers... I used to run with LARFO, a pretty popular guild back in the day ![]() | ||
mprs
Canada2933 Posts
I'm not going to talk about sports because they are (I think) harder because it is much more competitive ( and skill cap is somehow correlated to amount of competition). In terms of games you can play on a computer, my guess would be BW, but I think if we include stuff like poker and chess, I would say chess over everything. | ||
SafeWord
United States522 Posts
| ||
ArC_man
United States2798 Posts
| ||
Ruscour
5233 Posts
On May 12 2011 07:41 nymfaw wrote: WoW probably has the lowest skillcap of all games in gaming history.. dont be mad There are so many games out there that it's hard to name certains but i think RTS is #1 WoW has a pretty high skill cap at high level PvP, there are a lot of timings, specific positionings and a lot of situations where you have to be gosu clutch. Lower than that when people don't have equal gear, it comes down to who has better gear and is not retarded. In the PvE side of things, there's a skill cap, once you hit it it doesn't really matter. Slight improvements in timings make little difference, the challenge mainly comes down to coordination. Far lower than RTS games, but higher than most people think. I'd say either Brood War or Warcraft 3. I'd say DotA (the original, you LoL fanboys out there) has the highest in any team game. | ||
UniversalSnip
9871 Posts
Of the games I've played, it's either broodwar or a quake game. Definitely not cs... definitely not dota. Don't get me wrong those are very high skill games but I don't really consider them honest picks here. | ||
arthur
United Kingdom488 Posts
On May 12 2011 07:44 Eppa! wrote: Some of the harder games that I know of are: CS 1.6, BW, SSBM, DotA all require huge amount of time to learn the basics of competitive play. Soldier Front has a higher skill ceiling than CS1.6. ![]() Also, I think GunZ is one of the hardest game to learn mechanically... I don't know if its still the same? But like 5-6 years ago it was pretty fucking insane to play at the top level, a lot harder than quakelive or such fast paced shooters. | ||
KCrazy
United States278 Posts
On May 12 2011 09:35 Seide wrote: Show nested quote + On May 12 2011 09:32 RoseTempest wrote: On May 12 2011 09:24 dave333 wrote: Fighter: SSBM Really technically demanding, just to have basic mobility it requires some technically demanding stuff. Than add in having to actually fight, mindgames, combos, etc. it was really hard. BW for obvious reasons. COD!!! (lolol) Have to agree, as a former low-level pro player that would dominate casuals 1v3 and win local tournaments/have a fairly good knowledge of the metagame etc. I would go to large competitions, meet a big name in the qualifiers or ro64 and get 4stocked repeatedly. It would be at a point where I would be lucky to get them past 40%. Melee has quite a quick learning curve, but the skill ceiling is virtually limitless. Oh god I forgot about Smash Bros. Yeaaaah that game is so heartbreaking, you practice and practice and think that you are in good shape, then you always meet someone who just rapes you so bad and makes you look like it's your first time playing the game. You just want to crawl into a corner get into fetal position and cry. I know how you feel, i used to go to school with KDJ T-T scariest thing ive ever seen in a video game | ||
See.Blue
United States2673 Posts
Edit: played KDJ earlier this year while he's out of shape. Repeated 4stocking. Wasn't even fair, dude ![]() | ||
Doomblaze
United States1292 Posts
There are no true combos in melee because the opponent can control what direction they go in to an extent, so every combo is done by reaction, not by memorizing long strings of buttons like in more traditional fighting games. Also, there is no lifebar so people can survive up to 200% if their DI is good enough, even if they get comboed insanely. Edit: Ahaha, i played darkrain a few months ago with my falco when i thought i was playing well and i only took 2 stocks off of him on FD and 0 on every other stage, it was depressing. BW, definitely, of any game ever because it is the hardest game ever. | ||
Vertig0
United States196 Posts
| ||
Tsenister
United Kingdom112 Posts
On May 12 2011 09:55 Zooper31 wrote: Show nested quote + On May 12 2011 07:41 nymfaw wrote: WoW probably has the lowest skillcap of all games in gaming history.. dont be mad There are so many games out there that it's hard to name certains but i think RTS is #1 I have to agree RTS's have the highest skill cap definitely. But I disagree overwhelmingly that WoW has a low skill cap. I'd have to rate it above any FPS's but right below Starcraft. Anyone who has remotely PvP'd in WoW can tell you theres an unbelieveably huge difference between a lets say bad Rogue and a good Rogue, and that goes for all the classes. Sure some comps in 2v2/3v3/5v5 are easier than others but theres definitely a high skill cap for playing your class to perfection. Edit: Talking about WoW when it was in it's prime. Not the carbear hug fest WotLK was. When you say when WoW was in it's prime... What era are you actually thinking? Don't give me WoW PvP has skill. Its PillarVPillar hump all day. Skill difference is measurable in all games when it's between players it's not a reason why it has a high skill cap. | ||
archonOOid
1983 Posts
Broodwar is by far the most difficult RTS because there is always something that you can do = you need speed. This conclusion leads to the fact that time is a resource and you will have to prioritize your actions. | ||
Mazer
Canada1086 Posts
| ||
Demand2k
Norway875 Posts
| ||
Demand2k
Norway875 Posts
On May 12 2011 11:27 Tsenister wrote: Show nested quote + On May 12 2011 09:55 Zooper31 wrote: On May 12 2011 07:41 nymfaw wrote: WoW probably has the lowest skillcap of all games in gaming history.. dont be mad There are so many games out there that it's hard to name certains but i think RTS is #1 I have to agree RTS's have the highest skill cap definitely. But I disagree overwhelmingly that WoW has a low skill cap. I'd have to rate it above any FPS's but right below Starcraft. Anyone who has remotely PvP'd in WoW can tell you theres an unbelieveably huge difference between a lets say bad Rogue and a good Rogue, and that goes for all the classes. Sure some comps in 2v2/3v3/5v5 are easier than others but theres definitely a high skill cap for playing your class to perfection. Edit: Talking about WoW when it was in it's prime. Not the carbear hug fest WotLK was. When you say when WoW was in it's prime... What era are you actually thinking? Don't give me WoW PvP has skill. Its PillarVPillar hump all day. Skill difference is measurable in all games when it's between players it's not a reason why it has a high skill cap. It's nowhere near the well balanced FPS e-sports games, but neither is it lacking a skill requirement. Some people claim it's a nobrainer, but I suppose that's some weird variation of childish bitterness towards commercial success and/or the game that killed their school success ![]() | ||
Talack
Canada2742 Posts
Sure if you want to argue that you can "kill" a boss then w/e that's like saying you can build workers and marines in SC2/BW and know a few build orders. If you want to compete at a high level, you need to bring it and bring it freaking hard. It's not nearly as easy to compete for top positions in the world as you would think. There is far more to it than "raiding 24/7" which is why there is a huge skill-gap between a top 50 guild and a top 20 guild and the top 3 make everyone below them look like newbs. | ||
Pufftrees
2449 Posts
On May 12 2011 12:01 Talack wrote: I'll just saying speaking from experiance in one of the top guilds worldwide that WoW has a HUGE skill-cap in raiding and it will show when you try to compete with other players. There are an insanely high amount of things that you need to do and be good at in order to compete for a top 10 or top 3 worldwide spot on DPS/HPS charts. Being a tank has an incredibly high skill-cap that 99.99% of players just do not understand. There is a huge difference between taking a hit and being a good tank, and I don't mean TPS, that's just standard. It's all scripted boss events, I can kind of see how you could argue pvp would take skill but lets stick to your statement. There are randomness but... its still a pve encounter. There's really not that much skill in dps... mods now a days monitor everything. Know a rotation, dont keyboard turn, have awareness, and monitor internal cds to maximize dps... i mean... what other points is there? As far as broodwar, its not that its luck based, the top player has 70 percent win rate because it is by far the most structured esport of all time. | ||
r.Evo
Germany14080 Posts
The learning curve is insane and the skillcap is very high when you look at coordination and a shitload of metaskills it takes to effectively lead a fleet to victory. I was leading the TL corp on EvE for more than one year and was one of the major FCs in a solid alliance and I have to say... shit gets pretty insane in terms of social skills, quick thinking and correctly calling out orders. Not to mention all the pre-planning needed for successfull ops, all the e-drama, theorycrafting and diplomatics to get you and your guys to roll face. Also the whole "You're leading X amount of people and it's YOUR job to make them win or lose" is a load of pressure. I loved it but it's pretty damn time intensive. (X=from 2 up to 1000+) | ||
nbtnbt5
232 Posts
On May 12 2011 11:37 Demand2k wrote: I'd go with Quake. Broodwar is the RTS with the highest skillcap, but it's still extremely luck based, which is showcased by a DOMINANT player losing nearly 30% of his games. ... what? The reason dominant players lose in BW is not because the game is "extremely luck based". It's just because skill gap between pro players is so small. | ||
cLutZ
United States19573 Posts
Massive amounts of boredom and/or frustration != skill. Skill is about the difference between the best player in the game and a reasonably competent player. The less chance the reasonably competent player has of winning, the more skillful a game is. This is why soccer is more skillful than poker. | ||
![]()
Jibba
United States22883 Posts
As for PvE, it's really not that difficult. There's some teamwork that goes into it, but you can still carry idiots whether it's 40, 25 or 10. A lot of it is preparation, trial and error and time spent, and I don't consider those skills. For the most part, it's just dealing with the pressure of performing at the exact time you need to, but the technical aspects are very, very easy. That's part of why encounters get monumentally easy once you're used to them (besides the gear.) No matter how many times you duel Cooller, he's going to be insane. Not true for Gothik/4HM/Vashj/Kael/etc. I was in Overrated in Vanilla/BC so my credentials are a bunch of US Horde firsts. I played CS in CAL-i, and imo it's definitely behind Q3 for skill. It's hard to grade teamwork because it's extremely easy and happens naturally for some groups, while others have to work at it. But the little intricacies you have to keep in your head for CS don't come close to what you need in Q3/QL. As much as Q3/QL is a fast paced technical action game, it's also a thinking man's game. CS doesn't require quite as much thinking, and while it takes very good aim and awareness, not quite as much as Quake. From what I know of 3S and SSBM and having gotten my ass kicked in both of them, I'd have to say they're high up on the list with BW and Q3. The reaction times for SSBM are absurd. | ||
Trizz
Netherlands1318 Posts
PvP deserves somewhat more credit, but it's not too hard. PvE is just cakewalk if you manage to get atleast gladiator. | ||
drew-chan
Malaysia1517 Posts
Games such as SCBW and Q3 do require the most skill and practice to be gosu at though. | ||
Sm3agol
United States2055 Posts
Watch this video. Can't remember the exact name of the movement mod for some reason,( i called it promod, lol) but it was the most popular Q3 movement system for competitive play. And trust me, it is truly ridiculous how difficult it is to control. This guy makes it look easy, but the first time you play the game, you'll run, then jump forward, and be like, "OMG WTF, why am I moving SOOOO SLOW?" Then you practice for 2 weeks, and you can finally actually gain speed at all while jumping. 6 months later, you can finally hit the incredibly common B2R jump ~99% of the time. 8 years later, and if you've been practicing really hard, you can move like this. Oh, yeah. And then you have to be able to aim/track/predict a target moving at ridiculous speeds, time 3 or more items very precisely, and also read your opponents mind. | ||
icemanzdoinwork
447 Posts
Scbw of course Fps Cs1.6 Sudden attack Solo fps Quake series Moba games are quite fun. There is skill to the games, but not as much as the top rts or fps games. I mean. I can smoke a cigarette while dominating LoL. I can only puff on one when I die in sudden attack. I just waste them when I play sc2 ![]() I had someone argue with me that WoW took more skill then a top tier fps game on my YouTube. His basis was Cod:Bo ![]() | ||
plated.rawr
Norway1676 Posts
On May 12 2011 12:37 cLutZ wrote: Dear people, Massive amounts of boredom and/or frustration != skill. Skill is about the difference between the best player in the game and a reasonably competent player. The less chance the reasonably competent player has of winning, the more skillful a game is. This is why soccer is more skillful than poker. I agreed up untill that point. While soccer of course has skill-based tasks such as tactical reasoning, spatial sense and kicking accuracy, traits such as kicking hard and running fast are not about skill at all, but rather physical conditioning. And that's where I'd put my arbitrary barrier of what's considered "skill" and what isn't - it should be based on cerebral and cognitive abilities rather than physical exercises. The reason I differensiate between physical tasks and mental / cognitive abilities is that while physical performance can "easilly" be drastically improved from the untrained state, mental and cognitive abilities are much harder to improve upon, if doable at all. This means that the best way to improve tasks requiring mental or cognitive "skill" is to improve your technique at that focused task, while any activity relying largely on physical conditioning can be largely improved and affected simply focusing on improving ones body while at the same time paying lesser attention to any learnable aspects of the activity. Also, at extremes, a competitor with vastly superior physical conditioning will win simply because his body is better for that activity, a gap that no matter of technical skill can gap - would you consider the heavyweight boxer beating a featherweight boxer in a slug-fest no-dodge fight a more "skilled" boxer, or simply winning due to his physical supeiority? Anyhow, about ADOM and Dwarf Fortress - these games have horrible documentation, unintuitive graphics and gameplay and complex controls, which makes it hard to learn. That does not make them hard to master, though, and as thus is not a skill-based task at all. Skill is about mastering a task, not about learning the basics, and the basics of these two is the hard part. That said, I love both games <3. | ||
Drium
United States888 Posts
| ||
Candide
456 Posts
It takes very little skill to become a "decent" player, think diamond level. It takes a lot of time/effort/practice to get to masters, and even then you are probably only a really good player in an In House League It is ridiculously hard to become a well known player by a standard of NA/EU not mentioning China. Think top 50 of GM just to be considered a "Top" player in NA/EU scene of DotA which is arguably way behind in skill to China. | ||
dacthehork
United States2000 Posts
END, nothing comes close sorry for everyone that missed this game or never learned to ski. Sadly T2 and the sequels sucked. | ||
Quesa
United States304 Posts
On May 12 2011 12:44 Jibba wrote:I played CS in CAL-i, and imo it's definitely behind Q3 for skill. It's hard to grade teamwork because it's extremely easy and happens naturally for some groups, while others have to work at it. But the little intricacies you have to keep in your head for CS don't come close to what you need in Q3/QL. As much as Q3/QL is a fast paced technical action game, it's also a thinking man's game. CS doesn't require quite as much thinking, and while it takes very good aim and awareness, not quite as much as Quake. That's well said. I was just an O/IM scrub, but I adored CS; I think the main reason it gets mentioned in all of these skill threads is how watered down the thumb jockey-achievement heavy FPS' are and a lot of them cut their teeth on it. The tactical layer in CS is so phenomenal, but the game itself is so much slower than traditional deathmatch fare; really all the positional stuff just allowed unskilled turn-based gamers like me to contribute with well placed flashes and nades and the occasional coordinated sprays. I remember Fatality's short run with iFate when he pulled dkt away from sewing mousepads before he went back to games where his pure skill could net him victory. I'll always treasure this memory though: | ||
dacthehork
United States2000 Posts
On May 12 2011 13:18 Quesa wrote: Show nested quote + On May 12 2011 12:44 Jibba wrote:I played CS in CAL-i, and imo it's definitely behind Q3 for skill. It's hard to grade teamwork because it's extremely easy and happens naturally for some groups, while others have to work at it. But the little intricacies you have to keep in your head for CS don't come close to what you need in Q3/QL. As much as Q3/QL is a fast paced technical action game, it's also a thinking man's game. CS doesn't require quite as much thinking, and while it takes very good aim and awareness, not quite as much as Quake. That's well said. I was just an O/IM scrub, but I adored CS; I think the main reason it gets mentioned in all of these skill threads is how watered down the thumb jockey-achievement heavy FPS' are and a lot of them cut their teeth on it. The tactical layer in CS is so phenomenal, but the game itself is so much slower than traditional deathmatch fare; really all the positional stuff just allowed unskilled turn-based gamers like me to contribute with well placed flashes and nades and the occasional coordinated sprays. I remember Fatality's short run with iFate when he pulled dkt away from sewing mousepads before he went back to games where his pure skill could net him victory. I'll always treasure this memory though: It's kinda sad how many people missed out on the best FPS ever ![]() Way way ahead of it's time and totally unintentional CS vids are so boring in comparison. But I guess it doesn't take months to learn the basics like in tribes. | ||
shawster
Canada2485 Posts
On May 12 2011 13:09 Candide wrote: Only going to touch on DotA because I played it competitively... It takes very little skill to become a "decent" player, think diamond level. It takes a lot of time/effort/practice to get to masters, and even then you are probably only a really good player in an In House League It is ridiculously hard to become a well known player by a standard of NA/EU not mentioning China. Think top 50 of GM just to be considered a "Top" player in NA/EU scene of DotA which is arguably way behind in skill to China. i agree somewhat. i think that natural talent has alot more to do with dota then anything else though. some people have it in them and some don't, that's just what it seems like. i think people should check out ssbm. it's so complicated, it's too complicated. you have defensive techniques like DI crouch canceling etc, amazing movement capabilities with wavelandings/wavedash and there are 100 possibilities out of everything you do. there are pretty much no set combos. you combo as your opponent changes which direction he decides to DI. then theres the ledge game. did i mention how technical it is? it blows my mind that people have played ssbm for 10+ years and they haven't come close to mastering 50% of fox's arsenal and they can only use like 30% of his moves consistently. | ||
Smapz
Norway405 Posts
| ||
Scolgrave
United States27 Posts
Almost, if not, an inf skillcap. | ||
Quesa
United States304 Posts
On May 12 2011 13:21 dacthehork wrote:CS vids are so boring in comparison. That's pretty much how I feel about Tribes videos; I also felt that way about CS videos before I got into it, I remember how boring Frag or Die was when I was playing Action Half-Life. | ||
SirazTV
United States209 Posts
| ||
Warpath
Canada1242 Posts
| ||
xrayEU
Sweden571 Posts
The sponsored PvPers spending as much time as you do playing the game they compete in. As for watching it its as hard as watching a SC2 stream, if you haven't played it you wont understand much of it. Take a look at the WCG 2011 ![]() | ||
ZaplinG
United States3818 Posts
It took me a day to learn how to wave dash, a week to be able to do it in battle, and probably a month before I really felt it was part of my game rather than a gimmick. My main in ssbm was ice climbers and I was a desync pro. Through a glitch in the game, you can issue different actions to both climbers at the same time. Its really hard though because the window to do it is tiny, like 1/2 a second for each command. Tough stuff to do in the heat of battle, much less doing it in a stategic way. Nothing quite like the feeling of smashing your totally unprepared opponent to 90% in a blink of an eye though. | ||
T0fuuu
Australia2275 Posts
Whereas when you look at Quake all the top aimers(killsen, strenx, spartie) have the ability to win tournaments but the more strategic and smart players are currently dominant (cooller rapha cypher). Plus they all have very different playstyles which makes for interesting games when the aimers and the thinkers collide. ie cooller vs strenx | ||
Cofo
United States1388 Posts
| ||
Mormagil
35 Posts
On May 12 2011 08:05 Seide wrote: few things about WoW: really low skill cap, unitll you get into the top .5-1% of raiding, then it is actually quite higher. Thought this skillcap is usually a skillcap on how good your teamwork and reaction skills are, not at how good you are at playing your specific character. Arena was more or less a joke, where playing certain comps and winning is a matter of performing an algorithm based on the comp you are playing. It was hardly based on skills, as there are comps who can dominate and other comps who simply cannot beat certain other comps if said comp plays correctly. This has also been getting worse and worse the more Blizzard has tried to "balance" things. I think lately they have given up and decided if you have half a brain and play the right comps, you are deserving of a top rating. Honestly the closest WoW has ever been to balance in PvP was when they their original 13 rank system in Vanilla. For raiding, it is actually extremely hard to find good people to play with for top guilds. Every single person you have that pays attention, keeps a cool head, and is very good at their class and math is a godsend. Often times, if a top dps left your guild, it could leave that spot vacant for months until you could find a comparable person, especially for guilds outside of the top10, but still in the top25. It's a completely different game when you are in a top guild where you actually have to develop your own strategy to an encounter, not just copy a strategy a top guild did 3 weeks after a world first kill. The only time WoW actually takes skill to play in PvE, is the first month or so of new content, but this only applies to about maybe 300-500 people out of the whole WoW population(and I might be overestimating that as it is only the top10 guilds, and that is 250 main raiders + alternate raiders). Top level WoW PvE is actually pretty interesting, I find it sad that it gets such a bad rep because only about 1000 people who play the game even can really perform at that level, and even less actually get exposed to what top level WoW is. Its like if a persons only impressions of BW is from watching a D/C level player play. Its funny, I have played WoW on and off since release with guilds such as Blood Legion and Gentlemen's Club as an average player/officer in those guilds. Quit after we cleared WotLK content. After 4+ years of WoW I cannot really relate to anyone who played that game apart from old guildmembers and people in a similar positions, because it is like we were playing different games. Yet there are people who are even higher up than me, like GMs and world record dps holders, who feel the same way toward me, for the exact same reasons. The difficulty of the encounters though have been steadily decreasing since Burning Crusade, and as I havent played in some time, I cannot speak for the game in its current state, only from my own personal experiences in Vanilla/BC/WotLK. In the end it though really did come down to how thick skinned you were to be able to handle constant drama(and holy shit man, some of the drama was unbelievable), and how commited you were to doing the math/grinding neccesary to optimize your character. Its hard to place WoW, because of the social aspect to it and the fact that in raiding, you aren't really trying to beat anyone as much as you are trying to create a well oiled machine. On one hand its not too hard to play, on the other theres so much shit you have to deal with outside of playing it. Many times in a 25 man raid group, even though those people raided together, many people actually straight up hated other people in the guild. I know I have played for a lot of time with people I hated, but had to so we could get shit done. Having a successful guild was closer to running a HR/Conflict Resolution department of a successful business than playing an actual game. Apart from BW, I cannot think of many games that have a high individual skill cap. Many get their skillcap from team chemistry. A Note on the people posting Dwarf Fortress: There is a difference between a high learning curve and a high skill cap. Dwarf Fortress has a high learning curve, but a not a high skill cap because there are too many random factors for skill to ever account for. Jeez I ended up writing a lot more than intended, but my fingers just kept flying since it irks me that people who make conclusions about WoW have no idea what goes on at the highest level and seem to judge solely on pvp, which in reality has been a joke in WoW for years. Its like someone judging SC, while only having played Fastest. TLDR: WoW PvP: pretty much a joke WoW PvE: pretty intricate at top level, and it is hard to place it. I played WoW for 5 years, and that is probably the best explanation of high level play I have read in a while. I agree with almost everything you said, except PvP being best balanced in vanilla. I played a rogue in vanilla, and the World of Roguecraft videos were pritty damn accurate. I personally feel Blizzard does a very good job balancing WoW, given what it is. What WoW is is a game with 10 classes, and 10^3 possible comps in 3v3 arena, to say nothing of the 3 talent trees for each of those classes. there will always be several that are just plain better than the others. It's actually impossible to balance WoW PvP. And I think Bliz has finally realized that and is washing their hands of the situation and is moving on to SC2. And more power to them for that. | ||
Seala
Sweden118 Posts
Games I've failed at reaching a high level: Smash bros melee, BW Conclussion: Melee is ridiculously hard, holy shit, no joke. Same goes for broodwar. | ||
LaoShuAiDaMi
United States88 Posts
Dota so skilled | ||
Jayme
United States5866 Posts
On May 12 2011 08:05 Seide wrote: few things about WoW: really low skill cap, unitll you get into the top .5-1% of raiding, then it is actually quite higher. Thought this skillcap is usually a skillcap on how good your teamwork and reaction skills are, not at how good you are at playing your specific character. Arena was more or less a joke, where playing certain comps and winning is a matter of performing an algorithm based on the comp you are playing. It was hardly based on skills, as there are comps who can dominate and other comps who simply cannot beat certain other comps if said comp plays correctly. This has also been getting worse and worse the more Blizzard has tried to "balance" things. I think lately they have given up and decided if you have half a brain and play the right comps, you are deserving of a top rating. Honestly the closest WoW has ever been to balance in PvP was when they their original 13 rank system in Vanilla. For raiding, it is actually extremely hard to find good people to play with for top guilds. Every single person you have that pays attention, keeps a cool head, and is very good at their class and math is a godsend. Often times, if a top dps left your guild, it could leave that spot vacant for months until you could find a comparable person, especially for guilds outside of the top10, but still in the top25. It's a completely different game when you are in a top guild where you actually have to develop your own strategy to an encounter, not just copy a strategy a top guild did 3 weeks after a world first kill. The only time WoW actually takes skill to play in PvE, is the first month or so of new content, but this only applies to about maybe 300-500 people out of the whole WoW population(and I might be overestimating that as it is only the top10 guilds, and that is 250 main raiders + alternate raiders). Top level WoW PvE is actually pretty interesting, I find it sad that it gets such a bad rep because only about 1000 people who play the game even can really perform at that level, and even less actually get exposed to what top level WoW is. Its like if a persons only impressions of BW is from watching a D/C level player play. Its funny, I have played WoW on and off since release with guilds such as Blood Legion and Gentlemen's Club as an average player/officer in those guilds. Quit after we cleared WotLK content. After 4+ years of WoW I cannot really relate to anyone who played that game apart from old guildmembers and people in a similar positions, because it is like we were playing different games. Yet there are people who are even higher up than me, like GMs and world record dps holders, who feel the same way toward me, for the exact same reasons. The difficulty of the encounters though have been steadily decreasing since Burning Crusade, and as I havent played in some time, I cannot speak for the game in its current state, only from my own personal experiences in Vanilla/BC/WotLK. In the end it though really did come down to how thick skinned you were to be able to handle constant drama(and holy shit man, some of the drama was unbelievable), and how commited you were to doing the math/grinding neccesary to optimize your character. Its hard to place WoW, because of the social aspect to it and the fact that in raiding, you aren't really trying to beat anyone as much as you are trying to create a well oiled machine. On one hand its not too hard to play, on the other theres so much shit you have to deal with outside of playing it. Many times in a 25 man raid group, even though those people raided together, many people actually straight up hated other people in the guild. I know I have played for a lot of time with people I hated, but had to so we could get shit done. Having a successful guild was closer to running a HR/Conflict Resolution department of a successful business than playing an actual game. Apart from BW, I cannot think of many games that have a high individual skill cap. Many get their skillcap from team chemistry. A Note on the people posting Dwarf Fortress: There is a difference between a high learning curve and a high skill cap. Dwarf Fortress has a high learning curve, but a not a high skill cap because there are too many random factors for skill to ever account for. Jeez I ended up writing a lot more than intended, but my fingers just kept flying since it irks me that people who make conclusions about WoW have no idea what goes on at the highest level and seem to judge solely on pvp, which in reality has been a joke in WoW for years. Its like someone judging SC, while only having played Fastest. TLDR: WoW PvP: pretty much a joke WoW PvE: pretty intricate at top level, and it is hard to place it. I feel you man. It's hard to explain to people that being cutting edge in WoW PvE was really hard because some of the Aq40, Naxx40, and TBC fights were just plain hard to figure out. I still remember the days when no one could figure out how to get Loatheb to sub 50% and then my guild figured out the proper rotation. The next 4% life show blew the forums up. Good times. The unfortunate thing is that only the Top 10-15 guilds in the WORLD got to experience that sort of difficulty. If only people knew the amount of spreadsheets and time went into figuring out 4hm they would shut up about WoW PvE being ez. Also Dota has a high as shit learning curve and skill cap. I don't get how people can say that type of game is simple. | ||
DannyJ
United States5110 Posts
Anywho, BW skillcap is ridiculous, which is probably the reason why people good at it get payed an extraordinary amount of money. | ||
Jayme
United States5866 Posts
On May 12 2011 16:14 DannyJ wrote: Wow i knew people would bring up the noob fest that is WoW... but i never expected people to also bring up PvE. Really? Anwho, BW skillcap is ridiculous, which is probably the reason why people good at it get payed an extraordinary amount of money. Again, most people did WoW PvE on the backs of guides that the cutting edge groups of people MADE for them. I used to get frustrated at the flagrant disregard people seemed to have for how much work and coordination went into a complex boss fight that NO ONE had done yet. Then I remember that maybe 400-500 people got to experience that in Vanilla out of a couple million and I don't bother anymore. You would be surprised at how much more difficult it is to dodge the fire when you don't know it's coming...or you don't know what triggers it. Took a ton of work to figure out things then. I'm not implying that the skill cap was extraordinarily high or anything but it was not piss easy. BW and Wc3 were much higher skill cap wise obviously. | ||
stafu
Australia1196 Posts
The rest doesn't really come close. | ||
DannyJ
United States5110 Posts
On May 12 2011 16:18 Jayme wrote: Show nested quote + On May 12 2011 16:14 DannyJ wrote: Wow i knew people would bring up the noob fest that is WoW... but i never expected people to also bring up PvE. Really? Anwho, BW skillcap is ridiculous, which is probably the reason why people good at it get payed an extraordinary amount of money. Again, most people did WoW PvE on the backs of guides that the cutting edge groups of people MADE for them. I used to get frustrated at the flagrant disregard people seemed to have for how much work and coordination went into a complex boss fight that NO ONE had done yet. Then I remember that maybe 400-500 people got to experience that in Vanilla out of a couple million and I don't bother anymore. You would be surprised at how much more difficult it is to dodge the fire when you don't know it's coming...or you don't know what triggers it. Took a ton of work to figure out things then. I'm not implying that the skill cap was extraordinarily high or anything but it was not piss easy. BW and Wc3 were much higher skill cap wise obviously. Well yeah, wow wasn't piss easy, but TONS of games aren't. Just because it's not super simple doesn't mean it has any room in a discussion about "highest skillcap" games. | ||
udgnim
United States8024 Posts
in some of these games, certain skill sets have much greater weight. anyways, my vote goes to BW. need micro, macro, crisis management, multitasking, instant minimap reflex to enemy colors, and decision making to keep all of this together otherwise the shit starts hitting the fan HARD. there was no multi building selection, no unlimited control group selection, no automatic worker harvesting you had to internalize all these unit building timings while doing boat loads of other shit and thinking about what your opponent is attempting to do while doing your own thing while further thinking about later timings that might come into play | ||
Zlasher
United States9129 Posts
On May 12 2011 07:42 mute20 wrote: Fighter : Marvel vs capcom 2 Shooter: Quake 1-3 Stratagy: chess/starcraft 1 Absolutely not, at MvC2 for fighting games. GG or SF2 or 3rd strike would take a dump over MvC2. On May 12 2011 07:44 Eppa! wrote: Some of the harder games that I know of are: CS 1.6, BW, SSBM, DotA all require huge amount of time to learn the basics of competitive play. SSBM, no. You can learn basicallye verything there is to the competitive aspects of the game in a day, but its just the execution and footsies of it that take a while to learn, but the execution and footsies of other fighting games absolutely tears SSBM a new hole. ![]() Pretty much accepted by the fighting game community as truth for the current gen of games | ||
Zlasher
United States9129 Posts
Then think of it as a hundred fucking times harder to execute and play on a level at 3rd striek, without smart inputs or shortcuts. And Air doesn't even exlpain frame data in that guide. | ||
kuresuti
1393 Posts
On May 12 2011 14:32 Cofo wrote: Chess/Go are some of the most strategically deep games out there, but a 3 year old has the skills to move the pieces. You have to be more specific in the definition of skillcap; there are many different manifestations of "skill" across games. This. We also have to differ from computers and humans. Pretty much any RTS game out there has a higher skillcap than humans can attain, if we assume skillcap means speed, correct decision making etc. See the muta micro BWAI video on youtube, is that the mutamicro skillcap of BW? Or is Jaedongs 2 group micro the cap? | ||
Kurai Sora
Netherlands9 Posts
| ||
jeparie
United States65 Posts
On May 12 2011 17:19 Kurai Sora wrote: Ever played Halo on top lvl ? Or COD ?. Oh god, please don't try to pretend any CoD game is a high level shooter. CoD is so watered down its almost sickening | ||
StarMoon
Canada682 Posts
DotA has a decent bit of learning curve, but is not that mechanically difficult. It is not as difficult as say... SC2 even, or hell WC3 for that matter. However, as mentioned before, the deal with DotA is decision making. Now this doesn't sound like a big deal, but it IS. Decision/judgement is 80% of DotA, 15% is CS accuracy and landing skills (mechanics) and 5% is items. You could make an argument for like 70/20/10 but the concept stands. Why is this? Whether its early game, or endgame, every SECOND, every step your hero makes, or your opponent makes, or attack, or (good heavens) skill use changes the situation. Every second you must decide how to move, the distance and speed of your attack and how it will impact the creeps, if you can engage, if he can engage, how your allies will respond and where they are, and vice versa. Every, single, step of movement is important. Every attack, every piece of gold spent one way or another; and I mean sometimes its critically important in a close-skill matchup. Half of it is a mindgame, seeing how your opponent is reading the situation and reacting to that and responding to him. Do you take a risk and move 3 steps to the left to get a creep but opening yourself to harras? How is your life/regen or mana/regen compared to his? How much damage can you put out in the time it will take for him and his ally to react to your aggression? It is hard to list and describe the dozens of micro-decisions and calculations you make every second. Trust me, while sc2 may involve a lot more 'macro', it involves FAR less decisions. You make less decisions in pro sc2 in a 30 minute game then you make in a 15 minute DotA game IMO. It was almost impossible to play perfectly both mechanically (there was still a decent skillcap on mechanics) and strategically, the best you could do most of the time is make less mistakes and have your risks pay off more often then your opponents. Imagine if you had to micro... a blink stalker, for 60 minutes, and each and every attack you made, each time you were hit, had a direct and snowballing impact on the game for you. And a bunch of stuff was changing around you all the time. It really might be more comparable to chess honestly. Oh, and it was a 5v5 team game where each decision any teammate made (especially if close enough to impact you) could change your game. It doesn't compete with SSBM or blizzard RTSes, but its worth considering. Also I'll throw out there that LoL, while having some of its own charm and some more depth in some ways, is in general a far lower skillcap game then DotA. | ||
neobowman
Canada3324 Posts
| ||
Zlasher
United States9129 Posts
On May 12 2011 17:25 jeparie wrote: Oh god, please don't try to pretend any CoD game is a high level shooter. CoD is so watered down its almost sickening How can a console FPS have a higher skillcap when you're limited by how fast you can spin around, and precision, also when theres less health management since you can regen shield and armor in those games. That guy says we're ignoring console games well how about ARCADE games. Beatmania 2dx or SF2, 3rd strike, AE, GGXX, etc... | ||
Zlasher
United States9129 Posts
On May 12 2011 17:31 neobowman wrote: Minesweeper Minesweeper is all about coinflip situations at expert ![]() | ||
BouBou.865
Netherlands814 Posts
| ||
Zlasher
United States9129 Posts
On May 12 2011 17:36 BouBou.865 wrote: I played Cod competitvely for 3 years, missed my first 21 shots on Quake. Just, hitting, people on Quake is effing impossible. And to think aim is probably the smallest aspect of quake, when theres stuff like positioning, strafe juumping and movement/keeping up momentum, predictions, and timing 5-7 timers in your head. | ||
Pulimuli
Sweden2766 Posts
| ||
maartendq
Belgium3115 Posts
On May 12 2011 07:42 mute20 wrote: Fighter : Marvel vs capcom 2 Shooter: Quake 1-3 Stratagy: chess/starcraft 1 Chess>SC1 big time.. | ||
Iplaythings
Denmark9110 Posts
On May 12 2011 17:40 maartendq wrote: Show nested quote + On May 12 2011 07:42 mute20 wrote: Fighter : Marvel vs capcom 2 Shooter: Quake 1-3 Stratagy: chess/starcraft 1 Chess>SC1 big time.. mechanics =/= strategic depth.. | ||
maartendq
Belgium3115 Posts
On May 12 2011 17:44 Iplaythings wrote: Show nested quote + On May 12 2011 17:40 maartendq wrote: On May 12 2011 07:42 mute20 wrote: Fighter : Marvel vs capcom 2 Shooter: Quake 1-3 Stratagy: chess/starcraft 1 Chess>SC1 big time.. mechanics =/= strategic depth.. Strategy for me is purely about strategic depth without mechanics holding you back. I prefer TBS over RTS, for that matter. The fact that you are actually given the time to think ahead (sometimes up to 10 moves) gives it the edge. In RTS you can be strategically superior but still lose against a player who just knows how to click stuff faster. | ||
Eppa!
Sweden4641 Posts
On May 12 2011 14:21 T0fuuu wrote: Cs is a weird game to give a skillcap to because of how the game is designed. In between quake and sc2 tourney streams I watch CS and I am still convinced that most pro games are decided by 1 or 2 players carrying the team with godlike aim rather than by a teams superior economy management or "teamwork". Where the game really shines is in 1 vs x situations where you can see the thought that goes into a play or a victory but saving guns or a quick death is what normally happens and that's pretty boring. I think part of the reason why its difficult to give the game a really high skillcap compared to dueling and rts games is because MR15 format and the idea of timed rounds doesn't give the game the depth to be able to capitalise on the pace of the game or time the same way dm and rts games can. Forcing a team to eco doesnt feel as immediate and flowing as controlling pickups because games are limited to rounds. The game feels limited in how the game can be played and mostly dependant on execution. Kind of like clan arena but with bombs to force a round to end. Whereas when you look at Quake all the top aimers(killsen, strenx, spartie) have the ability to win tournaments but the more strategic and smart players are currently dominant (cooller rapha cypher). Plus they all have very different playstyles which makes for interesting games when the aimers and the thinkers collide. ie cooller vs strenx Team generally have someone that is not expected to live through the round and they have clean up. Which is why the game looks like there are MVPs in it. | ||
Iplaythings
Denmark9110 Posts
On May 12 2011 17:50 maartendq wrote: Show nested quote + On May 12 2011 17:44 Iplaythings wrote: On May 12 2011 17:40 maartendq wrote: On May 12 2011 07:42 mute20 wrote: Fighter : Marvel vs capcom 2 Shooter: Quake 1-3 Stratagy: chess/starcraft 1 Chess>SC1 big time.. mechanics =/= strategic depth.. Strategy for me is purely about strategic depth without mechanics holding you back. I prefer TBS over RTS, for that matter. The fact that you are actually given the time to think ahead (sometimes up to 10 moves) gives it the edge. In RTS you can be strategically superior but still lose against a player who just knows how to click stuff faster. "just knows how to click stuff faster" is a basic part of the game, sc2 or bw, no matter which of those games you came here for click stuff faster is condescending considering that with "clicking stuff faster" you can either macro properly or micro properly and you wouldnt be able to put multipronged attacks into action. Chess is ONLY strategy nothing else Starcraft is strategy AND mechanics, you cant compare the two. | ||
Brett
Australia3820 Posts
Probably Guilty Gear for fighters. LOL @ the guy trying to bring console FPS into this discussion... | ||
UniversalSnip
9871 Posts
On May 12 2011 17:36 BouBou.865 wrote: I played Cod competitvely for 3 years, missed my first 21 shots on Quake. Just, hitting, people on Quake is effing impossible. haha god and aim isn't even the beginning ![]() | ||
Ikkuhh
Netherlands9 Posts
| ||
FaCE_1
Canada6163 Posts
| ||
valaki
Hungary2476 Posts
| ||
![]()
TheYango
United States47024 Posts
On May 12 2011 08:18 Seide wrote: Show nested quote + On May 12 2011 08:13 blackone wrote: Skillcap is such a stupid word to use. The "skill cap" in WoW for example is reached by a raid that is able to kill every boss on their very first try. Nobody is or was ever even close to that. BroodWar pros keep getting better, because there is no point where skill is capped, there is always room for improvement in almost every game. I think by skillcap most people really mean the skillcurve. How far ahead is someone who is in the top 1% vs top 10% vs someone who is average/pretty good. The problem with this "definition" of skillcap is that it's skewed toward games that have greater exposure, because a game with more players inevitably gets more "pros" and has its limits pushed. Games like Brood War, CS, and SSBM are sitting on 10+ years of competitive play history. Even if a game came out that was technically just as "hard" as any one of them, the difference between the top 1% and the top 10% in that game would inevitably be less than it is in those 3 games, due to the simple fact that there will have been less good players who played the game and less high-skill elements discovered. It's also worth noting that many defining high-skill features of all 3 games I mentioned were not explicit game features, but rather were discovered by players after their release. | ||
dunc
Netherlands1105 Posts
On May 12 2011 08:05 Seide wrote: few things about WoW: really low skill cap, unitll you get into the top .5-1% of raiding, then it is actually quite higher. Thought this skillcap is usually a skillcap on how good your teamwork and reaction skills are, not at how good you are at playing your specific character. I'm sorry but no, the only thing easier than arena in WoW is the PvE unless you're talking about vanilla. Judging from your post you were just a hardcore PvE player and you're trying to make it seem much harder than it actually is. Every single person in the world could clear tbc/wotlk/cata encounters, at least not every single person could get Gladiator(though I have no clue why). | ||
Traveler
United States451 Posts
RTS: BW Arena: Bloodline Champions | ||
RaLakedaimon
United States1564 Posts
On May 12 2011 07:46 Manit0u wrote: You're wrong... Explanation: ![]() ![]() ![]() If you never tried it, you should. Just to see what "hardcore" really means. I went and download the two diff versions that were on the download page of Dwarf Fortress, I loaded it up, went into adventure mode...and had no clue wtf I was supposed to do and everything looked similar to the matrix screen, just from reading your post and trying out DF for the first time tonight I'd already say DF>BW, atleast the first time I turned on BW I knew to click on stuff to build and make an army of tanks, marines etc but with this I feel like I should go to some college courses first lol. Thanks for this I'm looking forward to learning about it more! | ||
thoradycus
Malaysia3262 Posts
The skill curve however, is horrendous from day 1, in PVP. RNG factors prevents it from being a good PVP game.I The same can be said for PVE imo.Only the very best PVE players can complete the heroic high level content easily.At least for WOW vanilla/BC. at least this is wat i feel | ||
Sneakyz
Sweden2361 Posts
On May 12 2011 20:22 thoradycus wrote: The skill cap in WOW is no different from Brood War, no one can really dodge CC perfectly yet,perfect positioning etc. The skill curve however, is horrendous from day 1, in PVP. The same can be said for PVE imo.Only the very best PVE players can complete the heroic high level content easily.At least for WOW vanilla/BC. The problem in most cases is that unless you're an old-school well known guild, you won't have enough actual "good" players to fill your raid. Atleast this was my case, and one of the reasons i quit since i wanted to play with my 5 friends and none of the better guilds would accept 6 people ![]() Unless you're like, the top guild bashing your head against encounters never tested before (which is not the case anymore hello PTR) you don't really have to be very good, you just have to not be bad. | ||
dunc
Netherlands1105 Posts
On May 12 2011 20:22 thoradycus wrote: The skill cap in WOW is no different from any hard game,no one can really dodge CC perfectly yet,perfect positioning etc. The skill curve however, is horrendous from day 1, in PVP. RNG factors prevents it from being a good PVP game.I The same can be said for PVE imo.Only the very best PVE players can complete the heroic high level content easily.At least for WOW vanilla/BC. at least this is wat i feel ? I've been in the top10 every single season and I can browse TL while playing, WoW is not hard Honestly people shouldn't compare WoW to SC2 and DEFINITELY not to BW. | ||
thoradycus
Malaysia3262 Posts
On May 12 2011 20:44 dunc wrote: Show nested quote + On May 12 2011 20:22 thoradycus wrote: The skill cap in WOW is no different from any hard game,no one can really dodge CC perfectly yet,perfect positioning etc. The skill curve however, is horrendous from day 1, in PVP. RNG factors prevents it from being a good PVP game.I The same can be said for PVE imo.Only the very best PVE players can complete the heroic high level content easily.At least for WOW vanilla/BC. at least this is wat i feel ? I've been in the top10 every single season and I can browse TL while playing, WoW is not hard Honestly people shouldn't compare WoW to SC2 and DEFINITELY not to BW. which is y i said the skill curve is bad? Im just saying noone can yet play perfectly at WoW,lol. Also, there is a big difference from those top100 ladder guys and those who performs consistently at LAN.Alot of times, those top ranked ladder arena teams get wrecked really badly by those LAN performers during competitions. Different BGs have different skill levels as well. | ||
Dattish
Sweden6297 Posts
| ||
ridonkulous
159 Posts
On May 12 2011 17:40 maartendq wrote: Show nested quote + On May 12 2011 07:42 mute20 wrote: Fighter : Marvel vs capcom 2 Shooter: Quake 1-3 Stratagy: chess/starcraft 1 Chess>SC1 big time.. go>chess by far strategy wise | ||
shinarit
Hungary900 Posts
But BW's hardness is mostly about the "metagame" and the mechanics. The units are pretty simple designed, the maps dont have too much terrain mechanics, the supply cap is 200, which is 400 max unit, but thats really a theoretical 400. If we stick to the RTS scene (which is a good idea, because different genres are hardly comparable) I think the most complex (in game mechanics) game i ever played was SupCom. People think theres no micro in the game, which is quite false... you just dont have the apm to micro everything and direct your X (X can be 1 to many) engineers at the same time. But i see the discussion is mostly around WoW, which sounds quite funny, and the other stuff is 'BW ofc'... which is just simply boring. | ||
Skwid1g
United States953 Posts
Not only is the aiming part quite difficult, but there are also the strategy and teamwork aspects which require years to begin to really grasp. Then comes the difficulty of making sure your team can stick together, continue to build chemistry, etc. Doing that within a community as bad as 1.6's is nearly impossible. If it's only individual skill cap I'd go with BW most likely, although there are probably some other games out there that are harder. | ||
Avi-Love
Denmark423 Posts
Bw on the other hand requires lot of hard work and dedication in order to consistently improve and progress as an individual player; you don't get A on iccup after playing the game for a month, no matter how good or talented you are. For reference sake I'm a 4 time gladiator(with 3 different classes) and I've been in 3 different top 100 world pve guilds in WoW. | ||
Hunterai
Thailand842 Posts
| ||
dangots0ul
United States919 Posts
| ||
dangots0ul
United States919 Posts
SC = Computers cant beat me What does this say about possible moves? And what it means for skill cap? HMMMMMM | ||
![]()
Kipsate
Netherlands45349 Posts
Singleplayer tho Fuck this shit. Multiplayer, i'd say Starcraft BW for RTS obviously, Quake, counterstrike for FPS. | ||
![]()
Liquid`Drone
Norway28592 Posts
"how many layers of dominance are there?" like for example bw. prior to the release of sc2, I was very good at bw. yet there were hundreds of koreans who could beat me 10-0. (dominating me) I'm not sure you had any players that could beat me 10-0 that would be beaten 10-0 by anyone else, but I think flash or jd mightve made it fairly close. so you can probably argue that I had two layers of dominance over me, at the very least one and a half layer. below me however, there were a lot more layers. I could beat someone 10-0, he could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0.. and now we're at something like D+ iccup. there are at least 5-6 more layers before you get to "has played a grand total of 50 sc games in his life". WoW doesn't come close here - there aren't 12+ giant steps of skill to overcome separating the best players and a newbie. but some shooters like quake do come close. I was pretty good at quakeworld back in like 97 or whatever. but there you also had like, multiple layers of dominance. I can buy that a game like ssmb is also really high up - the one time I tried to play it I was wayyy out of my element, and street fighter is also pretty high. I can't see any game where there are as many layers of complete dominance as in bw though. | ||
trainRiderJ
United States615 Posts
| ||
vasculaR
Malaysia791 Posts
On May 12 2011 07:44 jtype wrote: I think it's all quite subjective. I mean, you might look at very top level Quake (3/Live) and be completely blown away by the speed, accuracy and spacial awareness of the players. You could watch Starcraft players and get hypnotised by the speed of their hands and their sheer mechanical skill, in combination with their strategic planning and tactical awareness. You could also look at team-based games like DotA/HoN/LoL/CSS/CS1.6 and observe the skill of the players when it comes to skilfully operating as a team; perhaps skilfully communicating information from the game to each other. You can't really overlook any aspect of what it takes to play a particular game, when it comes to discussing this. It's hard enough to decide exactly what 'skill' actually is, in gaming terms, let alone try to find out which game is the hardest or has the highest skill ceiling. Pretty much what I feel as well. EDIT :- I would like to add Moon's amazing control in War3 since I notice no one/not many people mentioned War3. But I was totally jizzing in my pants when watching clutch micros in War3 as a spectator. | ||
iPlaY.NettleS
Australia4329 Posts
in brood war there isn't really any handicap like having better gear or a superior tech tree , the maps are pretty advanced and balanced now so it's just one v one pure skill no BS | ||
BeMannerDuPenner
Germany5638 Posts
few days ago started playing some quake live again. and while i quickly got back into it now that i get "placed" vs the highest tier of player i see HUGE differences within that tier. i stomped the lower tier FFAs/CAs/duels. now i meet evrything from easy players to equal to "WTF BBQ that dude owns me so hard" all just in that top tier. On May 12 2011 22:59 iPlaY.NettleS wrote: impossible to judge skill cap in WoW because gear and tech tree plays such a big role in brood war there isn't really any handicap like having better gear or a superior tech tree , the maps are pretty advanced and balanced now so it's just one v one pure skill no BS i playd arena at around glad cutoff level for a year. and even in mirrors with same spec and equal gear there never was a situation where i thought "uh that guy is damn good! we can never win!". and those matches were usually decided by RNG things like resists,misses,dodges or procs. the hardest part about wow arena is finding decent partners and getting a UI setup that truly works for you. evrything else is very simple. and raiding is pretty much "dont stand in fire" outside of time and endurance. and i raided T6 content in BC. i did yogg and have my black dragon form sartharon(?)+3 10man pre uldaman patch. and the "skill" required for the single person to raid is laughable. playing devilmaycry 3 on hard (not insane) is already way harder then raiding is at anypoint. its just way more frustrating when you do the same shit for hours cause one guy dies from fall dmg and then archimonde blows up the whole raid. | ||
Earll
Norway847 Posts
Only time one can ever reach a skillcap is when there is extremely simple guidelines and 1 optimal way to play (such as Tic Tac Toe.) Take card games for example. Some of them are pretty easy to figure out, Blackjack for example has a skillcap you can reach reasonably easily (assuming card counting is impossible in the environment, as card counting ends up being somewhat of a harder skill to 'cap') Add a variable like betting against other players, such as in poker, and the skilllcap suddenly becomes basically unlimited\unreachable. So what do we/this thread mean by skillcap then, a tough learning curve? Making games like Dwarf Fortress, or some of those modded mario games where you die 123040324 times and just learn 1 level a lot 'harder' than sc:bw, even though you can eventually learn to play this games close to perfect. Or is the skillcap you are refering too how hard it is to reach the top? Which depends a lot more on your competition than on how hard the actual game is. It could mean how much of a difference skill makes, but games like Poker, or sc/sc2 have large "skillcaps" (or are percieved to have it at least) Yet a person in the top 5% will be able to knock out the Flash and the Jaedongs Seeing winrates above 65% in sc is rare, sure there are outlier examples like flash and jaedong, but over small samples and even still its far from 100%. In certain games/forms of competition Top tier players will more or less never lose to players who are 'substantially' worse. Tl:dr : my 2cents to this thread of mental masturbation. | ||
Rawr
Sweden624 Posts
| ||
Armathai
1023 Posts
On May 12 2011 07:35 sebsejr wrote: Alright, so i am very curious to see what u guys think, what is the highest skillcap, mainly looking at SC2 and WoW (games that i've played a lot), but if u want u can consider other games aswell. Also maybe consider stuff like, which game takes the most effort to be pro at? What game do you learn the quickest? Peace ![]() Highest learning curve is probably something like Dwarf Fortress, however highest skillcap would be something like Chess. BW/Quake/CS 1.6 all display a high skillcap mostly limited by humans physical reflexes and handspeed. Games that take effort to be pro at? Chess? BW? Dwarf Fortress? What games do you learn the quickest?, well your OP answered them, WoW and SC2, I guess we could throw Pong and Pacman in there for jokes sake... | ||
CPTslut
Germany98 Posts
On May 12 2011 22:13 dangots0ul wrote: Chess = Computers can beat humans SC = Computers cant beat me What does this say about possible moves? And what it means for skill cap? HMMMMMM Comparing the effort that has been put into the SC/SC2 AI and in Chess computers is fail. | ||
Nesbit
United States13 Posts
Although Guildwars is the best MMO for PVP by far, R14 here. | ||
shinosai
United States1577 Posts
On May 13 2011 00:00 CPTslut wrote: Show nested quote + On May 12 2011 22:13 dangots0ul wrote: Chess = Computers can beat humans SC = Computers cant beat me What does this say about possible moves? And what it means for skill cap? HMMMMMM Comparing the effort that has been put into the SC/SC2 AI and in Chess computers is fail. Indeed... I could actually see an AI in sc2 eventually being developed that could beat top sc2 players. With automaton 2000 micro and a set of strategies for dealing with the standard match up, it could happen. That being said not many have extensively played with the ai. Most of those projects only ended up being done in beta since people couldn't play with other players. | ||
G_Wen
Canada525 Posts
| ||
rawb
United States252 Posts
| ||
ZaaaaaM
Netherlands1828 Posts
On May 13 2011 00:12 G_Wen wrote: Tetris, for the simple reason that you must be playing as fast as you can possibly go. And thus the skill cap ALWAYS lies with you. Disagree, a big part is random and the blocks have a maximum speed and thus capping the skill for a game thats 99% speed. | ||
Adeny
Norway1233 Posts
| ||
Mangemongen
Sweden125 Posts
On May 12 2011 08:25 shawster wrote: skill is very vague. the skillcap can never be reached in a game that is player vs player because there is always a way to win. there is always a way to one up an opponent if the game is meant to be balanced. i think you should rename this mechanical/technical skill cap, not skillcap. This. User was warned for this post | ||
Sm3agol
United States2055 Posts
On May 12 2011 22:43 Liquid`Drone wrote: I think to define skillcap you basically gotta do something like "how many layers of dominance are there?" like for example bw. prior to the release of sc2, I was very good at bw. yet there were hundreds of koreans who could beat me 10-0. (dominating me) I'm not sure you had any players that could beat me 10-0 that would be beaten 10-0 by anyone else, but I think flash or jd mightve made it fairly close. so you can probably argue that I had two layers of dominance over me, at the very least one and a half layer. below me however, there were a lot more layers. I could beat someone 10-0, he could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0.. and now we're at something like D+ iccup. there are at least 5-6 more layers before you get to "has played a grand total of 50 sc games in his life". WoW doesn't come close here - there aren't 12+ giant steps of skill to overcome separating the best players and a newbie. but some shooters like quake do come close. I was pretty good at quakeworld back in like 97 or whatever. but there you also had like, multiple layers of dominance. I can buy that a game like ssmb is also really high up - the one time I tried to play it I was wayyy out of my element, and street fighter is also pretty high. I can't see any game where there are as many layers of complete dominance as in bw though. Great post. As a Quake player, i can definitely see this. And I'd say there were probably ~10 "levels" of player in Quake. I could stomp the average player pretty hard. But I'd get wrecked by guys....who I'd watch get wrecked by guys.... that players like rapha/DaHang would completely trash 20 - -2. So demoralizing, tbh. Just when you think you're good, you see "X" player who just completely trashed you, and you think highly of, play some low tier "pro" like, say, DtK, and get rolled 10 - -1. -_-. | ||
Negative Zero
United States63 Posts
On May 13 2011 00:40 ZaaaaaM wrote: Show nested quote + On May 13 2011 00:12 G_Wen wrote: Tetris, for the simple reason that you must be playing as fast as you can possibly go. And thus the skill cap ALWAYS lies with you. Disagree, a big part is random and the blocks have a maximum speed and thus capping the skill for a game thats 99% speed. Especially when it's possible that the random will just kill you (by dropping enough Z-shaped blocks in a row on a blank start that you lose). | ||
wakefield
United Kingdom114 Posts
| ||
Marimokkori
United States306 Posts
On May 13 2011 01:10 Negative Zero wrote: Show nested quote + On May 13 2011 00:40 ZaaaaaM wrote: On May 13 2011 00:12 G_Wen wrote: Tetris, for the simple reason that you must be playing as fast as you can possibly go. And thus the skill cap ALWAYS lies with you. Disagree, a big part is random and the blocks have a maximum speed and thus capping the skill for a game thats 99% speed. Especially when it's possible that the random will just kill you (by dropping enough Z-shaped blocks in a row on a blank start that you lose). Actually, it's not possible that the random will kill you. Pieces are given in bags of 7, containing each unique piece in a random order. It isn't possible to get the same piece more than twice in a row (unless you count your "Hold" piece, making it 3). Tetris skill comes from speed + planning. It being a relatively simple game, and incredibly easy to learn, I wouldn't put the skill ceiling for it that high compared to other games with more depth such as sc:bw. | ||
HueHang
73 Posts
| ||
LoLAdriankat
United States4307 Posts
Quakeworld is pretty much the toughest of the series due to the armor system, lack of hitscan weapons, and redundant weapons (A nailgun and a super nailgun?). Quake 3 may be more streamlined and simplified but I think it's for a good purpose. | ||
kainzero
United States5211 Posts
On May 13 2011 01:41 Marimokkori wrote: Actually, it's not possible that the random will kill you. Pieces are given in bags of 7, containing each unique piece in a random order. It isn't possible to get the same piece more than twice in a row (unless you count your "Hold" piece, making it 3). Tetris skill comes from speed + planning. It being a relatively simple game, and incredibly easy to learn, I wouldn't put the skill ceiling for it that high compared to other games with more depth such as sc:bw. It depends on the version of Tetris. Gameboy/NES/Tengen Tetris did not have the bag system. Tetris has evolved so much since its original form and there are so many terms for all the different mechanics, but the general public can't really tell the difference. | ||
jw232
United States157 Posts
| ||
Gingerninja
United Kingdom1339 Posts
On May 12 2011 16:40 Zlasher wrote: Oh and for those who don't think fighting games can compete with games like BW or Dota in terms of depth, watch this http://www.youtube.com/watch?v=tcMVI-7cn04 Then think of it as a hundred fucking times harder to execute and play on a level at 3rd striek, without smart inputs or shortcuts. And Air doesn't even exlpain frame data in that guide. Just watched this whole vid... omg I feel so shit at SSF4 now.. gah. Quake/UT obviously have high skill ceilings, theres times I'd go in a public server and would be topping the map easy... and then someone would join and my K/D would just crash through the floor as I couldn't stop the guy.. and that's just some random pub server scrub. CS the same, sometimes you'd play a clan match and think.. you know those pro guys aren't so good, then the next game you'd get wiped without taking a round.. and your vent/ts would be deathly silent. | ||
fishjie
United States1519 Posts
On May 12 2011 10:00 Wasteland wrote: Street Fighter III: Third Strike -- Don't take this as SSF4/SSF4AE hating, or 3S elitism. The parry system, as well as secret arts requires a bit more mechanical skill than setting up a situation where ultras even things up without much thought (a la: Ryu random DP FADC ultra ![]() Watching pro Japanese dudes play 3S is awesome. No its not. 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. | ||
Seide
United States831 Posts
On May 12 2011 19:25 dunc wrote: Show nested quote + On May 12 2011 08:05 Seide wrote: few things about WoW: really low skill cap, unitll you get into the top .5-1% of raiding, then it is actually quite higher. Thought this skillcap is usually a skillcap on how good your teamwork and reaction skills are, not at how good you are at playing your specific character. I'm sorry but no, the only thing easier than arena in WoW is the PvE unless you're talking about vanilla. Judging from your post you were just a hardcore PvE player and you're trying to make it seem much harder than it actually is. Every single person in the world could clear tbc/wotlk/cata encounters, at least not every single person could get Gladiator(though I have no clue why). Actually I was a gladiator for season 1, 2 and 4 as well as Warlord in Vanilla and only pvped casually afterwards. While PvE did interest me more (especially once Arena turned for the worse), I wasn't exactly a slouch at PvP. Not nearly every person could clear a lot of the hardmodes, hell not every single person can even clear the non hardmodes, just look at the statistics on wowprogress if you want to deny that. While yes it does not take a lot of skill clear the nonhardmode encounters, especially months after the content comes out and the encounter is already a non factor to high level guilds, that is akin to only playing Fastest Map ever and never laddering. Blizzard implemented the hardmode system for a reason. That reason being that before hardmodes, few players got to experience the end game fights. The previous solution to this was to made those fights easier through design(read: nerfs) the longer the content is out (SSC/TK/BT boss nerfs in late TBC are an excellent example of this). Now with the hardmode system they can let the more casual players see the content, while still giving higher end players a challenge. Are you really trying to tell me that everyone in the world could clear pre nerf Yogg+0 when it was the highest content available? Because if so, I will have to laugh in your face my good sir. If you actually read my whole post I do mention that PvE difficulty has been steadily decreasing since TBC. As well as point out that it is hard to place because of outside factors that are not directly game skill related. WoW content in high level guilds goes through cycles. When content first comes out there is a period of progression, where that progression actually requires work developing strategy, gear is still an issue, there are not easily availbable guides on how to clear every encounter etc etc. After that period ends it goes into the farm phase, where you pretty much brainlessly clear content. We would often go from raiding 4-5 days a week for as long as people could focus during progression, to raiding 1-2 nights a week for 3-4 hours tops to clear all content during farm with a mix of mains and alts. Progression takes of skill, farm takes almost none. 99% of the WoW population never really does progression in its truest sense. I have to mention that most of them probably wouldn't want to either. Let me put it in SC Terms: In SC, players who sit at the top of the top have to initially develop their own builds, as well as adjust existing builds with every patch and metagame change. A player can still be good(even on the level of competing with a pro) just by copying known builds that work, but those players are still nowhere near the level of skill of a top player who sits on the bleeding edge. Also theres a simple reason not every person could get gladiator: because of the way gladiator is awarded. So not only are you replying to a post you didn't read all the way, you also have no clue what you are talking about. I mean WoW doesn't take even close to the skill of most FPS/RTS, but it is hardly easy mode. | ||
Coriolis
United States1152 Posts
| ||
Boblion
France8043 Posts
On May 13 2011 03:00 fishjie wrote: Show nested quote + On May 12 2011 10:00 Wasteland wrote: Street Fighter III: Third Strike -- Don't take this as SSF4/SSF4AE hating, or 3S elitism. The parry system, as well as secret arts requires a bit more mechanical skill than setting up a situation where ultras even things up without much thought (a la: Ryu random DP FADC ultra ![]() Watching pro Japanese dudes play 3S is awesome. No its not. 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. Boring snoozefest ? | ||
Morale
Sweden1010 Posts
| ||
WhiteReaper
United States27 Posts
| ||
LoLAdriankat
United States4307 Posts
| ||
Zlasher
United States9129 Posts
| ||
son1dow
Lithuania322 Posts
On May 13 2011 04:09 Zlasher wrote: I think the unique thing is that BW is something that can be grinded and trained for to get good at but there are games, like fighting games and shooters, that require reactions that can only be trained to a certain limit (even the best 100m dashers in the world only have .185 second reactions.) Check out a defrag vid. It's a racing game made from quake 3... that's harder than any other racing game out there. ![]() | ||
Tweleve
United States644 Posts
On May 13 2011 03:00 fishjie wrote: Show nested quote + On May 12 2011 10:00 Wasteland wrote: Street Fighter III: Third Strike -- Don't take this as SSF4/SSF4AE hating, or 3S elitism. The parry system, as well as secret arts requires a bit more mechanical skill than setting up a situation where ultras even things up without much thought (a la: Ryu random DP FADC ultra ![]() Watching pro Japanese dudes play 3S is awesome. No its not. 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. What a fucking cookie cutter SRK post, it's like Viscant laid out the template for everyone there who sucks at 3s - Tweleve | ||
Atticus.axl
United States456 Posts
| ||
j3i
United States357 Posts
On May 12 2011 16:37 Zlasher wrote: Show nested quote + On May 12 2011 07:42 mute20 wrote: Fighter : Marvel vs capcom 2 Shooter: Quake 1-3 Stratagy: chess/starcraft 1 Absolutely not, at MvC2 for fighting games. GG or SF2 or 3rd strike would take a dump over MvC2. Show nested quote + On May 12 2011 07:44 Eppa! wrote: Some of the harder games that I know of are: CS 1.6, BW, SSBM, DotA all require huge amount of time to learn the basics of competitive play. SSBM, no. You can learn basicallye verything there is to the competitive aspects of the game in a day, but its just the execution and footsies of it that take a while to learn, but the execution and footsies of other fighting games absolutely tears SSBM a new hole. ![]() Pretty much accepted by the fighting game community as truth for the current gen of games I can pretty much agree with this, but for a more specific top-right-area I'd put GG over BB since it's faster, has more matchups, and harsher timings (FRC's, slashbacks, etc.). Don't know enough about the other games to comment on them. | ||
Zlasher
United States9129 Posts
| ||
cLutZ
United States19573 Posts
On May 12 2011 12:59 plated.rawr wrote: Show nested quote + On May 12 2011 12:37 cLutZ wrote: Dear people, Massive amounts of boredom and/or frustration != skill. Skill is about the difference between the best player in the game and a reasonably competent player. The less chance the reasonably competent player has of winning, the more skillful a game is. This is why soccer is more skillful than poker. I agreed up untill that point. While soccer of course has skill-based tasks such as tactical reasoning, spatial sense and kicking accuracy, traits such as kicking hard and running fast are not about skill at all, but rather physical conditioning. And that's where I'd put my arbitrary barrier of what's considered "skill" and what isn't - it should be based on cerebral and cognitive abilities rather than physical exercises. The reason I differensiate between physical tasks and mental / cognitive abilities is that while physical performance can "easilly" be drastically improved from the untrained state, mental and cognitive abilities are much harder to improve upon, if doable at all. This means that the best way to improve tasks requiring mental or cognitive "skill" is to improve your technique at that focused task, while any activity relying largely on physical conditioning can be largely improved and affected simply focusing on improving ones body while at the same time paying lesser attention to any learnable aspects of the activity. Also, at extremes, a competitor with vastly superior physical conditioning will win simply because his body is better for that activity, a gap that no matter of technical skill can gap - would you consider the heavyweight boxer beating a featherweight boxer in a slug-fest no-dodge fight a more "skilled" boxer, or simply winning due to his physical supeiority? Anyhow, about ADOM and Dwarf Fortress - these games have horrible documentation, unintuitive graphics and gameplay and complex controls, which makes it hard to learn. That does not make them hard to master, though, and as thus is not a skill-based task at all. Skill is about mastering a task, not about learning the basics, and the basics of these two is the hard part. That said, I love both games <3. Being in physical shape is just a prerequisite for being good at soccer, just like being able to move you hands fast is a prereq for being good at SCII. | ||
Skwid1g
United States953 Posts
On May 12 2011 12:44 Jibba wrote: I played CS in CAL-i, and imo it's definitely behind Q3 for skill. I'd like a steamID because I honestly don't believe this in the slightest. With that being said, being CAL-i is like being a master league player in sc2 or a semi-pro foreigner in BW. You would still be getting stomped 16-0 by any halfway decent team. I've played Q3 for quite a while and most of the thinking is very, very simple, which isn't the case for CS. The aiming portion is quite true though, although recoil control becomes a factor. On topic, IIDX is extremely difficult, as is ITG/Stepmania (on pad), although I guess both of those are inherently more "computer vs. person" than pvp. | ||
sung_moon
United States10110 Posts
clearly puzzle fighter dan mirrors honestly i pretty much only know BW and fighters so BW and GG/mvc2/melee for fighters. i hardly even play smash but once u get past the "its a kids party game", its a pretty deep game. i just hate the smash community from my area in tournaments :/ On May 13 2011 04:27 Zlasher wrote: Yeah I'd have put BB a little further right as well, those anime fighters actually require ridiculous execution. its not as quite high as u'd imagine. i can teach u some braindead 400-500k pretty easily. haven't tried CS2 yet though On May 13 2011 03:00 fishjie wrote: 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. lol i bet it was the fun fun fun nuki/justin chun mirrors. lemme just say don't judge an entire game on a mirror match (which happens to be really fuckin boring) | ||
trancey
United States430 Posts
Short introduction: I've been involved in eSports and competitive gaming since Brood War and transitioned semi-competitively in every genre. I participated in Kali/Cloud Ladder in vanilla SC (a ladder created by [i'm]ClouD, Nazgul's former clan leader) and WGTour in BW (at a above-average level with a clan called [e]lement on USEast). Left Brood War and did decent in CS (CAL-M and CAL-I with a team called -si- or suck it). Picked up WC3 right when it came out and broke top 50 in ladder at the launch (when IN-TillerMaN was a big deal). Took a break from gaming until WoW started. In WoW, I created a guild called Eminence on Blackrock. By the end of Vanilla, we had the #4US/#10World on KT in Naxx40. I was also involved in creating all the BG9 hype with the first WSG league in back then. By TBC and arena starting, I was on the 2nd team ever sponsored in WoW by CheckSix Gaming (there's an article written by Jp McDaniel on GotFrag, he's been a great friend over the years). After playing competitive arena for awhile, I transitioned to helping run the scene. When MLG picked up WoW for it's PC circuit, I was one of the first people hired to run their WoW tournaments and I've been running tournaments for MLG ever since (started in 2008, still helping run the SC2 tournaments today). Currently, I'm in position for Glad, 11/13 in Hmodes, and I was in Master's League last season in SC2 (only in Diamond this season though). ---- Sorry to bore you with my introduction, but here's my take on skill caps with the above games from various pro-gamers I've met over the years. It's fairly easy to break into a semi-competitive level in any game if you're an intelligent and mechanically talented individual. The two skill sets needed to be good at most games is, first, having a mechanical understand on how to improve and, second, knowing how to analyze your decisions/mistakes in any situation then remembering to not repeat them. Becoming "pro" at any game takes a high level of work ethic and the ability to "increase" your skillcap. When you think you've reached your given skillcap at any game, you're not trying hard enough. You can always improve your situational awareness and handspeed, it's just takes practice. Hand speed is the only skill-set that has somewhat of a "cap". SC2 has broken boundaries in the amount of APM needed to succeed at a high level, but it's obvious to everyone that plays StarCraft that some Koreans and other special individuals are given faster hands in their genes. That's an accepted fact. Now, speaking on other games, I've been blessed to have watched many #1 players from CS, WoW, and other games perform fairly well in SC2 but completely slip under the radar for various reasons. Rambo of Team 3D fame in CS was at one point a very high rated SC2 player, he even managed to play some games at MLG Dallas (2010). He was removed from the tournament after winning his first couple matches though because of a conflict of interest (he was a contractor working for Astro at the time). It was notable that his decision making and strategies were great, but his hand speed was ridiculously low (I think he was around 40-60 APM). I talked to him in length later about CS strategy, he basically gave me a crash course on how different hand-positions while holding the mouse and variously sensitivities optimized your aim/effectiveness with certain weapons. It's pretty awesome to learn the trade secrets of the pros later on that made them so great. My favorite example of a superstar gamer is Nadagast from WoW/SC2 MLG fame. If you've paid attention to MLG events during out first season, you may have noticed the superstar warlock placed top 16 in almost every event he's played at MLG (even defeating iNcontrol, KawaiiRice, and other notables along the way each time). At MLG Raleigh, he placed 12th overall and 3rd in the WoW competition. He was also the highest ranked player in the World in arena per AJ rankings at this time too. PainUser always speaks very highly of Nadagast and has said that Nadagast was the person that taught him how to analyze his mistakes and gameplay. SycknesS of LG, Nadagast's brother and PainUser's best friend, is also a former pro TF2 player for Pandemic Gaming (the #1 team in the US at the time). Pro-gaming talent just runs in their family's genes. Basically, GOOD GAMERS WILL BE GOOD AT GAMES So, here's my ranks for skillcaps: Highest Overall Skill-Cap: Brood War (strategic knowledge and handspeed utilized is almost infinite). Lowest Skill-Cap: Gears of War (I refereed one tournament for this game... it was all about camping an area and auto-aim.) The Genre with the Most Transitional Skill-Sets: Fighting Games (SF4, MvC3, MK) -- Once you build your feel for fighting games, you can pretty much jump into any game and learn how to master one character. Justin Wong of Team EG managed to win all 3 tournaments for SF4, MvC3, and MK at the same event recently. Hardest Pro-Gaming Scene to Break Into: WoW Arena -- After watching over the scene for nearly 5 years, there are some players that have their class and mechanical game understanding down to a science to the point where it's muscle memory of years of play. It also does take somewhat of a bit of social-networking/meta-game play, where you need to know what composition is the strongest and find players of top-level caliber to run it. That's probably the hardest part is finding teammates talented enough to compete at the highest level in the top tier comps. It's also worthy to note that players like Reckul (Rogue), Orangemarmalade (KR Mage), Hoodrych (Warrior), Hydra (Priest), etc... have been playing the game so long and with such an in-depth understanding of how the game works that the only way to pass them in knowledge is to hope they quit so you can catch up (and if they keep playing, you'll never catch up). The Game with the Most Maintenance Needed: StarCraft II -- I had a longtalk with some old school WC3 pros, that went pro in WoW, but decided to not get into SC2. SC2 has such a deep competitive field, you literally need to practice your balls off for each tournament. If you invent new strategies and tactics, you also need to attempt to keep them secret from the rest of the competition until you use them in the given tournament of your choice. The field is just too broad, it's not easy for a talented gamer to step in and expect to be pro right away. If you've read my rant, thanks for reading. | ||
the p00n
Netherlands615 Posts
If anyone wants to take me on, let me know :D | ||
ragingfungus
United States271 Posts
On May 12 2011 19:25 dunc wrote: Show nested quote + On May 12 2011 08:05 Seide wrote: few things about WoW: really low skill cap, unitll you get into the top .5-1% of raiding, then it is actually quite higher. Thought this skillcap is usually a skillcap on how good your teamwork and reaction skills are, not at how good you are at playing your specific character. Every single person in the world could clear tbc/wotlk/cata encounters I'm not trying by any means to say that WoW has a really high skill cap, but this statement is just wrong. At any point in time the amount of raiders that have cleared the top end hard mode encounters is something like .5-2% possibly even less. Finding people good enough to do these encounters is very difficult. | ||
trancey
United States430 Posts
In regards to PvE progression... The biggest factors to making a top raiding team is: 1) having good leadership and 2) attendance and progression time. I'm actually in guild that's 13/13 (Insomnia on Tichondrius, various NrG members are in our guild as well). I raided with the 10man team thats 13/13 and I couldn't keep up because I didn't want to raid 4-5 days a week for 4+ hours.... Too much fucking time man. Our 10 man was also the 4th team to kill Sinesta in the world, btw. It's also a known fact among hardcore old schoolers that top arena players make great raiders if they want to put the time into it. Mostly because it takes a ton of time to become a great arena player and master the fundamentals, if you transition those skills that make you a good player into a raider -- it just comes down to learning the script of the encounter. | ||
Zlasher
United States9129 Posts
On May 13 2011 04:53 sung_moon wrote: http://www.youtube.com/watch?v=FgbRRf5sOSA&feature=fl_lolz&playnext=1&list=FLZvxwz2xOJzo clearly puzzle fighter dan mirrors honestly i pretty much only know BW and fighters so BW and GG/mvc2/melee for fighters. i hardly even play smash but once u get past the "its a kids party game", its a pretty deep game. i just hate the smash community from my area in tournaments :/ Show nested quote + On May 13 2011 04:27 Zlasher wrote: Yeah I'd have put BB a little further right as well, those anime fighters actually require ridiculous execution. its not as quite high as u'd imagine. i can teach u some braindead 400-500k pretty easily. haven't tried CS2 yet though Show nested quote + On May 13 2011 03:00 fishjie wrote: 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. lol i bet it was the fun fun fun nuki/justin chun mirrors. lemme just say don't judge an entire game on a mirror match (which happens to be really fuckin boring) But in the end Melee had very little depth for a fighting game. It was all about SHFL'ing and wave dashing along with timing nair/dair/spiking. Thats not really depth thats just uses of very precise timings on frame links but its nowhere on the level of standard fighters. | ||
dave333
United States915 Posts
On May 12 2011 16:37 Zlasher wrote: Show nested quote + On May 12 2011 07:42 mute20 wrote: Fighter : Marvel vs capcom 2 Shooter: Quake 1-3 Stratagy: chess/starcraft 1 Absolutely not, at MvC2 for fighting games. GG or SF2 or 3rd strike would take a dump over MvC2. Show nested quote + On May 12 2011 07:44 Eppa! wrote: Some of the harder games that I know of are: CS 1.6, BW, SSBM, DotA all require huge amount of time to learn the basics of competitive play. SSBM, no. You can learn basicallye verything there is to the competitive aspects of the game in a day, but its just the execution and footsies of it that take a while to learn, but the execution and footsies of other fighting games absolutely tears SSBM a new hole. ![]() Pretty much accepted by the fighting game community as truth for the current gen of games Where is SSBM for this? Obviously SSBB is there, but Melee is completely different and way more challenging. I really don't think that the footsies and execution of MvC3 can compare to SSBM. MvC3 is easy mode. MvC2 is a better thing to compare to. | ||
Samhax
1054 Posts
On May 13 2011 03:00 fishjie wrote: Show nested quote + On May 12 2011 10:00 Wasteland wrote: Street Fighter III: Third Strike -- Don't take this as SSF4/SSF4AE hating, or 3S elitism. The parry system, as well as secret arts requires a bit more mechanical skill than setting up a situation where ultras even things up without much thought (a la: Ryu random DP FADC ultra ![]() Watching pro Japanese dudes play 3S is awesome. No its not. 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. Third strike a horrible game, every time i will see a post from you i will ignore it lol. back to the topic : video game -KOF 2002 UM -sc bw strategy game Go | ||
sung_moon
United States10110 Posts
On May 13 2011 05:15 Zlasher wrote: Show nested quote + On May 13 2011 04:53 sung_moon wrote: + Show Spoiler + http://www.youtube.com/watch?v=FgbRRf5sOSA&feature=fl_lolz&playnext=1&list=FLZvxwz2xOJzo clearly puzzle fighter dan mirrors honestly i pretty much only know BW and fighters so BW and GG/mvc2/melee for fighters. i hardly even play smash but once u get past the "its a kids party game", its a pretty deep game. i just hate the smash community from my area in tournaments :/ On May 13 2011 04:27 Zlasher wrote: Yeah I'd have put BB a little further right as well, those anime fighters actually require ridiculous execution. its not as quite high as u'd imagine. i can teach u some braindead 400-500k pretty easily. haven't tried CS2 yet though On May 13 2011 03:00 fishjie wrote: 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. lol i bet it was the fun fun fun nuki/justin chun mirrors. lemme just say don't judge an entire game on a mirror match (which happens to be really fuckin boring) But in the end Melee had very little depth for a fighting game. It was all about SHFL'ing and wave dashing along with timing nair/dair/spiking. Thats not really depth thats just uses of very precise timings on frame links but its nowhere on the level of standard fighters. you're forgetting a whole lot more stuff in Melee. i'm no melee expert, but what about shit like DI'ing and whatnot (akin to oki'ing or AA'ing in traditional fighters). and do u really want to stack it up against the "standard" of fighters today? today's new generation of fighters are all watered down mechanics/execution. compare landing an mvc3 solo HG loop/dhc glitch and then mvc2 solo rom consistently. yea the top players are still top players and still win but new games now aren't the same :/ edit: i think i can see why melee ppl are so adamant/defensive when ppl don't call melee a deep game. | ||
Nadagast
United States245 Posts
On May 12 2011 08:05 Seide wrote: TLDR: WoW PvP: pretty much a joke WoW PvE: pretty intricate at top level, and it is hard to place it. This is hilariously backwards. ![]() On topic: Obviously Brood War is the game played at the highest level. For other genres, I like CPMA, Warsow, and Natural Selection (HL1 mod, awesome game) for FPS and obviously WoW for RPG ![]() Skill caps are so insanely high for almost any competitive video game that it's not really even worth talking about. Nobody is skill capped in any competitive video game. All you can really talk about I think is the level the game is played at and maybe the marginal skill increase on time invested at the highest level. Both of which are quite affected by how popular a game is. | ||
borlee
Liechtenstein246 Posts
On May 12 2011 12:51 Sm3agol wrote: http://www.youtube.com/watch?v=iPfaQJuWGvU&feature=related Watch this video. Can't remember the exact name of the movement mod for some reason,( i called it promod, lol) but it was the most popular Q3 movement system for competitive play. And trust me, it is truly ridiculous how difficult it is to control. This guy makes it look easy, but the first time you play the game, you'll run, then jump forward, and be like, "OMG WTF, why am I moving SOOOO SLOW?" Then you practice for 2 weeks, and you can finally actually gain speed at all while jumping. 6 months later, you can finally hit the incredibly common B2R jump ~99% of the time. 8 years later, and if you've been practicing really hard, you can move like this. Oh, yeah. And then you have to be able to aim/track/predict a target moving at ridiculous speeds, time 3 or more items very precisely, and also read your opponents mind. in CPMA(promode) its actually way easier to move than in the original quake3 or OSP... CPMA is just faster but the movement is easier | ||
Giwoon
Korea (South)431 Posts
On May 12 2011 07:44 synapse wrote: I'd say the most mechanically demanding game would be GunZ. fuck... gunz almost made my hands hurt ![]() i remember i was forced to take a break cuz i could barely move my hands from the pain LOL | ||
cLutZ
United States19573 Posts
On May 13 2011 05:11 trancey wrote: @Seide In regards to PvE progression... The biggest factors to making a top raiding team is: 1) having good leadership and 2) attendance and progression time. I'm actually in guild that's 13/13 (Insomnia on Tichondrius, various NrG members are in our guild as well). I raided with the 10man team thats 13/13 and I couldn't keep up because I didn't want to raid 4-5 days a week for 4+ hours.... Too much fucking time man. Our 10 man was also the 4th team to kill Sinesta in the world, btw. It's also a known fact among hardcore old schoolers that top arena players make great raiders if they want to put the time into it. Mostly because it takes a ton of time to become a great arena player and master the fundamentals, if you transition those skills that make you a good player into a raider -- it just comes down to learning the script of the encounter. False, just simply false. Over 90% of the community in no form, no matter the amount of practice could kill The Original Kael/Muru/Firefighter at the appropriate progression gear levels. People always hate on PvE events because they killed them 3 weeks later than the "elite" players. Well 3 weeks is an absurd amount of gear, and the progression (at least back when I played) was tuned so tightly that an extra 2-3 4 piece bonuses changes it from the skin of your teeth to a walk in the park for a good guild. The actual skill involved in WoW progression is obviously evident in the fact that Guilds like SK, Nihilum, etc were able to stay at the top so long. Obviously the ability to dedicate hours figuring out encounters also is a factor, but if you put everyone on a clock, those guilds still come out ahead. That being said I still agree with your points, just to a smaller degree. | ||
shawster
Canada2485 Posts
On May 13 2011 05:15 Zlasher wrote: Show nested quote + On May 13 2011 04:53 sung_moon wrote: http://www.youtube.com/watch?v=FgbRRf5sOSA&feature=fl_lolz&playnext=1&list=FLZvxwz2xOJzo clearly puzzle fighter dan mirrors honestly i pretty much only know BW and fighters so BW and GG/mvc2/melee for fighters. i hardly even play smash but once u get past the "its a kids party game", its a pretty deep game. i just hate the smash community from my area in tournaments :/ On May 13 2011 04:27 Zlasher wrote: Yeah I'd have put BB a little further right as well, those anime fighters actually require ridiculous execution. its not as quite high as u'd imagine. i can teach u some braindead 400-500k pretty easily. haven't tried CS2 yet though On May 13 2011 03:00 fishjie wrote: 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. lol i bet it was the fun fun fun nuki/justin chun mirrors. lemme just say don't judge an entire game on a mirror match (which happens to be really fuckin boring) But in the end Melee had very little depth for a fighting game. It was all about SHFL'ing and wave dashing along with timing nair/dair/spiking. Thats not really depth thats just uses of very precise timings on frame links but its nowhere on the level of standard fighters. i disagree with the very little depth part. i'm not fighting games expert and this is just my 2cents but when you take in how controllable your character is with fast falling/wavedashing/wavelanding and defensive skills like DI and powershield i don't think it's shallow. ledge game is pretty complex. ways to edgeguard, ways to recover, there are players that are known to be amazing at recovering or edgeguarding. i think what it boils down to is that melee can be so complex, but the game was made for casuals in mind. so what happens is that a lot of depth is cut out because of how hard some things are to do and how easy and effective some things are. you can win a game as marth by just spacing and fsmashing/chain grabbing against a fox, you don't really even need to wavedash. skills don't yield immediate results which can be deceiving, and the game community is much too small/has no online play so the game progresses at a slow rate while at the same time has infinite amounts of complexion. people haven't even explored tilts that much yet, there are still some technical things that people haven't been able to do yet. also stuff like tech-chasing. combos are not set, so they are based on di/percentage. then theres tech-chasing which is another layer. another notable skill is shield-pressure. but the term skill is much too vague, and there will never be a cap. so i guess we're discussing games that haven't been explored to the max yet and have much potential to grow for players, and the players still have a long way to master the game. edit: nadagast posted in this thread, he's a top tier wow player for those who don't know. | ||
viii
United States266 Posts
| ||
HeavOnEarth
United States7087 Posts
HENCE HYPE FOR GUNZ II ! | ||
Shiragaku
Hong Kong4308 Posts
| ||
Aetir
Canada21 Posts
On May 13 2011 10:35 cLutZ wrote: + Show Spoiler + On May 13 2011 05:11 trancey wrote: @Seide In regards to PvE progression... The biggest factors to making a top raiding team is: 1) having good leadership and 2) attendance and progression time. I'm actually in guild that's 13/13 (Insomnia on Tichondrius, various NrG members are in our guild as well). I raided with the 10man team thats 13/13 and I couldn't keep up because I didn't want to raid 4-5 days a week for 4+ hours.... Too much fucking time man. Our 10 man was also the 4th team to kill Sinesta in the world, btw. It's also a known fact among hardcore old schoolers that top arena players make great raiders if they want to put the time into it. Mostly because it takes a ton of time to become a great arena player and master the fundamentals, if you transition those skills that make you a good player into a raider -- it just comes down to learning the script of the encounter. False, just simply false. Over 90% of the community in no form, no matter the amount of practice could kill The Original Kael/Muru/Firefighter at the appropriate progression gear levels. Obviously the ability to dedicate hours figuring out encounters also is a factor, but if you put everyone on a clock, those guilds still come out ahead. That being said I still agree with your points, just to a smaller degree. Agreed, the gap in skill between a top 25 guild and a top 50 is astounding. I remember watching Cuties right after Cata dropped and being astounded at the things their tank, Mtlol, was able to do in gear that was no better than mine. Try and find some of their early kills on youtube, and you'll see what I'm talking about. OG Kael/Muru/Mimi were similar, not only were the top guilds making up their own strats on the fly, they were doing so in marginally worse gear and being successful. Another point I want to touch on is watching highly skilled raiders taking on first runs through new raids. The amount of time needed to down a new boss is so much less than any other guilds, raiders are improvising and for the most part just winging fights very few people have seen. The individual skill and decision making required to do that is pretty impressive. Agreed | ||
Zlasher
United States9129 Posts
On May 13 2011 05:30 sung_moon wrote: Show nested quote + On May 13 2011 05:15 Zlasher wrote: On May 13 2011 04:53 sung_moon wrote: + Show Spoiler + http://www.youtube.com/watch?v=FgbRRf5sOSA&feature=fl_lolz&playnext=1&list=FLZvxwz2xOJzo clearly puzzle fighter dan mirrors honestly i pretty much only know BW and fighters so BW and GG/mvc2/melee for fighters. i hardly even play smash but once u get past the "its a kids party game", its a pretty deep game. i just hate the smash community from my area in tournaments :/ On May 13 2011 04:27 Zlasher wrote: Yeah I'd have put BB a little further right as well, those anime fighters actually require ridiculous execution. its not as quite high as u'd imagine. i can teach u some braindead 400-500k pretty easily. haven't tried CS2 yet though On May 13 2011 03:00 fishjie wrote: 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. lol i bet it was the fun fun fun nuki/justin chun mirrors. lemme just say don't judge an entire game on a mirror match (which happens to be really fuckin boring) But in the end Melee had very little depth for a fighting game. It was all about SHFL'ing and wave dashing along with timing nair/dair/spiking. Thats not really depth thats just uses of very precise timings on frame links but its nowhere on the level of standard fighters. you're forgetting a whole lot more stuff in Melee. i'm no melee expert, but what about shit like DI'ing and whatnot (akin to oki'ing or AA'ing in traditional fighters). and do u really want to stack it up against the "standard" of fighters today? today's new generation of fighters are all watered down mechanics/execution. compare landing an mvc3 solo HG loop/dhc glitch and then mvc2 solo rom consistently. yea the top players are still top players and still win but new games now aren't the same :/ edit: i think i can see why melee ppl are so adamant/defensive when ppl don't call melee a deep game. DI'ing becomes a reaction thing though since you always try to float yourself towards the middle of the screen so any time you get smashed or go flying you just move the sticks that way, it happens for everyone, thats why it was figured out. I'd still say that the footsies and baiting involved in a game like AE still trumps melee since melee ended up being a run towards yoru opponent and hit a high priority move with fox, falco, puff, and the occasional marth (well, only ken). | ||
cLutZ
United States19573 Posts
On May 13 2011 11:58 Zlasher wrote: Show nested quote + On May 13 2011 05:30 sung_moon wrote: On May 13 2011 05:15 Zlasher wrote: On May 13 2011 04:53 sung_moon wrote: + Show Spoiler + http://www.youtube.com/watch?v=FgbRRf5sOSA&feature=fl_lolz&playnext=1&list=FLZvxwz2xOJzo clearly puzzle fighter dan mirrors honestly i pretty much only know BW and fighters so BW and GG/mvc2/melee for fighters. i hardly even play smash but once u get past the "its a kids party game", its a pretty deep game. i just hate the smash community from my area in tournaments :/ On May 13 2011 04:27 Zlasher wrote: Yeah I'd have put BB a little further right as well, those anime fighters actually require ridiculous execution. its not as quite high as u'd imagine. i can teach u some braindead 400-500k pretty easily. haven't tried CS2 yet though On May 13 2011 03:00 fishjie wrote: 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. lol i bet it was the fun fun fun nuki/justin chun mirrors. lemme just say don't judge an entire game on a mirror match (which happens to be really fuckin boring) But in the end Melee had very little depth for a fighting game. It was all about SHFL'ing and wave dashing along with timing nair/dair/spiking. Thats not really depth thats just uses of very precise timings on frame links but its nowhere on the level of standard fighters. you're forgetting a whole lot more stuff in Melee. i'm no melee expert, but what about shit like DI'ing and whatnot (akin to oki'ing or AA'ing in traditional fighters). and do u really want to stack it up against the "standard" of fighters today? today's new generation of fighters are all watered down mechanics/execution. compare landing an mvc3 solo HG loop/dhc glitch and then mvc2 solo rom consistently. yea the top players are still top players and still win but new games now aren't the same :/ edit: i think i can see why melee ppl are so adamant/defensive when ppl don't call melee a deep game. DI'ing becomes a reaction thing though since you always try to float yourself towards the middle of the screen so any time you get smashed or go flying you just move the sticks that way, it happens for everyone, thats why it was figured out. I'd still say that the footsies and baiting involved in a game like AE still trumps melee since melee ended up being a run towards yoru opponent and hit a high priority move with fox, falco, puff, and the occasional marth (well, only ken). One thing I will say for melle is that the best player almost always won. That counts for a lot in my book. | ||
shawster
Canada2485 Posts
On May 13 2011 11:58 Zlasher wrote: Show nested quote + On May 13 2011 05:30 sung_moon wrote: On May 13 2011 05:15 Zlasher wrote: On May 13 2011 04:53 sung_moon wrote: + Show Spoiler + http://www.youtube.com/watch?v=FgbRRf5sOSA&feature=fl_lolz&playnext=1&list=FLZvxwz2xOJzo clearly puzzle fighter dan mirrors honestly i pretty much only know BW and fighters so BW and GG/mvc2/melee for fighters. i hardly even play smash but once u get past the "its a kids party game", its a pretty deep game. i just hate the smash community from my area in tournaments :/ On May 13 2011 04:27 Zlasher wrote: Yeah I'd have put BB a little further right as well, those anime fighters actually require ridiculous execution. its not as quite high as u'd imagine. i can teach u some braindead 400-500k pretty easily. haven't tried CS2 yet though On May 13 2011 03:00 fishjie wrote: 3rd strike is a horrible game. I was unfortunate enough to watch the 3rd strike finals at Evo once. The final match was basically two chun players walking back and forth, and crouching a bunch. Neither player of course wanting to commit to an attack because a parry would mean death. Throw parry attack is a terrible rock paper scissor mechanic. And then I watched the Super Turbo finals which was night and day difference. And of course Marvel was awesome as usual. If you like pros from Japan playing 3s, you would really enjoy watching them play Super Turbo which requires perfect execution, with none of the boring snoozefest of 3s. lol i bet it was the fun fun fun nuki/justin chun mirrors. lemme just say don't judge an entire game on a mirror match (which happens to be really fuckin boring) But in the end Melee had very little depth for a fighting game. It was all about SHFL'ing and wave dashing along with timing nair/dair/spiking. Thats not really depth thats just uses of very precise timings on frame links but its nowhere on the level of standard fighters. you're forgetting a whole lot more stuff in Melee. i'm no melee expert, but what about shit like DI'ing and whatnot (akin to oki'ing or AA'ing in traditional fighters). and do u really want to stack it up against the "standard" of fighters today? today's new generation of fighters are all watered down mechanics/execution. compare landing an mvc3 solo HG loop/dhc glitch and then mvc2 solo rom consistently. yea the top players are still top players and still win but new games now aren't the same :/ edit: i think i can see why melee ppl are so adamant/defensive when ppl don't call melee a deep game. DI'ing becomes a reaction thing though since you always try to float yourself towards the middle of the screen so any time you get smashed or go flying you just move the sticks that way, it happens for everyone, thats why it was figured out. I'd still say that the footsies and baiting involved in a game like AE still trumps melee since melee ended up being a run towards yoru opponent and hit a high priority move with fox, falco, puff, and the occasional marth (well, only ken). it's so much more complicated than that lol. run towards opponent and attack, you can get shieldgrabed , wavedash to create space then punish, etc etc. the baiting and footsies are mostly mind games. is that depth? because every single game has mind games. di is reactionary with regards to survival, but di'ing to stop combos is a major key element. someone made a guide specifically on how to di away from captain falcon combos, listening the angles and showing the hitboxes. | ||
br3ak.g0d
43 Posts
| ||
T0fuuu
Australia2275 Posts
Old video of an old version of the game but the movement in that game was soooo much fun.. Its a shame its still a niche game and never got to the same levels of popularity as quake. Still doing better than ut though.... | ||
Holy_Check
United States5 Posts
Hardest game ive ever played | ||
Terranist
United States2496 Posts
| ||
G_Wen
Canada525 Posts
On May 13 2011 02:17 kainzero wrote: Show nested quote + On May 13 2011 01:41 Marimokkori wrote: Actually, it's not possible that the random will kill you. Pieces are given in bags of 7, containing each unique piece in a random order. It isn't possible to get the same piece more than twice in a row (unless you count your "Hold" piece, making it 3). Tetris skill comes from speed + planning. It being a relatively simple game, and incredibly easy to learn, I wouldn't put the skill ceiling for it that high compared to other games with more depth such as sc:bw. It depends on the version of Tetris. Gameboy/NES/Tengen Tetris did not have the bag system. Tetris has evolved so much since its original form and there are so many terms for all the different mechanics, but the general public can't really tell the difference. Tetris absolutely has a skill ceiling as high as starcraft. The newer tetris games have some very strange mechanics that have to deal with wall kicks ect. The most difficult ones require a deep knowledge of the order that kicks occur such as Mihara's Conspiracy. http://harddrop.com/wiki/TGM_Rotation#Mihara.27s_conspiracy Tetris games are also affected by the RNG some games use 7 bag, some use pure random while other use more obscure systems. Cultris for example intentionally generates droughts. In addition to the RNG used players also have to take into account the ARE (entry delay), IRT (initial rotation system), combo system, and lines sent per block. In addition to the RNG these factors act similar to the map system of starcraft. There are actually certain styles to play tetris. For example cultris 2 has been trying to move towards a 2 wide combo system which encourages offensive play and discourages downstacking (defensive play). There are examples of other strategies such as a 4 space strategy: http://harddrop.com/forums/index.php?showtopic=2163 Triple Double and Fiddlesworth attacks are used for efficiency (more garbage sent with fewer line clears): http://harddrop.com/wiki/Triple_Double_Attack_Setups http://harddrop.com/wiki/Fiddlesworth In addition strategies are still being developed. The special triple triple is an example of this. Also one of the most advanced and difficult tactics to pull off: http://harddrop.com/wiki/Special_Triple_Triple_(TT1) ![]() There are even major variants of tetris (one of the most successful ones being cascade mode): http://harddrop.com/wiki/S_and_Z_cascade ![]() Even singleplayer has well developed strategies such as playing forever: http://harddrop.com/wiki/Playing_forever ![]() But the general conclusion I want to make is for any game which requires "sufficient skill" being extremely good at it is equally impressive. For example which is more impressive? Being the fastest runner on earth or being the fastest swimmer? Also rotation system affects all of the above because I forgot about that. | ||
Antisocialmunky
United States5912 Posts
Also, the Turbo Tunnel with 2 Players. | ||
iinsom
Australia339 Posts
| ||
cozzE
Australia357 Posts
Jokes aside, the hardest games are by far are: FPS: CS 1.6 (Q3 a close second imho) RTS: SC:BW | ||
fatfail
United States386 Posts
| ||
![]()
Jibba
United States22883 Posts
On May 13 2011 04:41 Skwid1g wrote: Show nested quote + On May 12 2011 12:44 Jibba wrote: I played CS in CAL-i, and imo it's definitely behind Q3 for skill. I'd like a steamID because I honestly don't believe this in the slightest. With that being said, being CAL-i is like being a master league player in sc2 or a semi-pro foreigner in BW. You would still be getting stomped 16-0 by any halfway decent team. I've played Q3 for quite a while and most of the thinking is very, very simple, which isn't the case for CS. The aiming portion is quite true though, although recoil control becomes a factor. There's more volatility to playing CS than you think, usually depending on ping and confidence levels. Some teams could regularly smash us in scrims like Rival because they were on a different level of aim and reaction times and they knew it, but when we played well we could still keep it close and occasionally beat 3D/u5/etc. Not at their best, though. The GM/Masters comparison is probably true though, if you dropped the size of GM to 5-10~ teams for NA. At their best those were the only ones who could compete abroad, but at their average the distance wasn't always that large. The thinking in Q3 is different, but I don't know that being simple makes it easy. You have a constant clock of every item and you're predicting where your opponent can be based on those, past sighting and the amount of time passed. CS has a similar situation but it's only for one person at the beginning of a round. Money management is easy and for most people in round changes are happening by sense rather than conscious thought. The same goes for things like how to approach and angle yourself at a corner. Strats and setups are of course somethings that don't exist the same way in Q3, but I find myself commending Quake players' presence of mind more than I do CS players'. And real recoil control was replaced by random bullet placement. The average skill level for aim is definitely higher now than when I played, though. On May 13 2011 10:35 cLutZ wrote: This might draw some flack, but I think it's also contingent on having a government to support you playing full time. Those groups have a lot of teamwork and experience together and a bunch of regulars who can field almost any composition they need at any given time but again, the actual execution in WoW is fairly simple for PvE. You just need 10/25 people chain performing their simple task to make it work. It can be hard to practice for, because each mistake makes it subsequently harder for the next person performing their task but when you isolate each part it's very easy. And if you're not worrying about paying rent or wearing yourself out in the day time, it's also much easier to put in heavy raid hours.The actual skill involved in WoW progression is obviously evident in the fact that Guilds like SK, Nihilum, etc were able to stay at the top so long. Obviously the ability to dedicate hours figuring out encounters also is a factor, but if you put everyone on a clock, those guilds still come out ahead. | ||
Zlasher
United States9129 Posts
On May 13 2011 13:44 cozzE wrote: Lol at WoW being involved with the word 'skill ceiling'. I certainly hope that isn't a troll. Jokes aside, the hardest games are by far are: FPS: CS 1.6 (Q3 a close second imho) RTS: SC:BW In terms of skill cap though I wouldn't say CS is ahead of Quake. CS is hard but the skill ceiling isn't as high as other games, Quake takes much more multitask and depth. | ||
thoradycus
Malaysia3262 Posts
On May 13 2011 13:37 iinsom wrote: Trancey = Trance the priest from Emi? yes | ||
Azuzu
United States340 Posts
On May 13 2011 05:11 trancey wrote: It's also a known fact among hardcore old schoolers that top arena players make great raiders if they want to put the time into it. Mostly because it takes a ton of time to become a great arena player and master the fundamentals, if you transition those skills that make you a good player into a raider -- it just comes down to learning the script of the encounter. Actually, I've seen very little correlation over the years. I think the set of skills you need to be good at pvp and pve are almost entirely exclusive to each other. More specifically, PvE is like solving a puzzle whereas PvP is about adaptation. Even if they required the same mechanic/mental skills, which they really don't, most PvPers aren't interested enough for the long haul of PvE and vice versa. More on topic, I think WoW has a much higher difficulty at the top than a lot of people give it credit for. It requires a large time investment, yes. But do you know how many people play 6 hours a day and are terrible? A lot more than play 6 hours a day and are any good, I'll tell you that much. Once you get into the top few spots, simply getting into a guild is very competitive. You have to have top 100~ experience AT LEAST, and most guilds have rigorous trials that weed out half of the recruits that are already cream of the crop(half could be on the low side as well). If you want to look at "layers", WoW PvE probably has as many as any other game out there. I don't think the "layers" model actually works very well, but I don't want to ramble too much. To be clear, WoW probably doesn't have the highest skillcap, but if you think you can reach the top just by throwing time at it, you're dead wrong and have no idea what you're talking about. You could ask the same thing for real sports. Which has a higher skill cap, hockey or baseball? What side you take probably correlates to which sport you like. | ||
![]()
Jibba
United States22883 Posts
| ||
rickybobby
United States405 Posts
| ||
Daray
6006 Posts
| ||
thoradycus
Malaysia3262 Posts
On May 13 2011 14:42 Jibba wrote: I've seen a lot of correlation from PvP->PvE, but I don't know if it's causation. Obviously it's not the other way around though. Guilds like DnT couldn't PvP worth a shit, but they consistently pulled US firsts, despite carrying known idiots. Most of the stuff you're talking about happens outside of the game. Getting into a top guild and raiding at that level can be difficult because there's so much competition and networking, but picking up a character and playing it to its absolute potential in PvE is quite easy. I don't know why so many people invest so many hours and are still terrible at the game. It's kind of mindblowing. I have noticed that as well,for some reason. hardcore PVEers generally suck at arena, while the good PVPers somehow holds their own in a PVE setting (I'm mainly a PVPer) | ||
goldemerald
United States39 Posts
This is the hardest game I have ever played in my entire life. | ||
eviltomahawk
United States11133 Posts
On May 13 2011 15:48 goldemerald wrote: http://spongebob.nick.com/games/spongebob-squarepants-boat-o-cross.html This is the hardest game I have ever played in my entire life. You should try QWOP, then. Crazy stuff right there. | ||
goldemerald
United States39 Posts
On May 13 2011 15:51 eviltomahawk wrote: Show nested quote + On May 13 2011 15:48 goldemerald wrote: http://spongebob.nick.com/games/spongebob-squarepants-boat-o-cross.html This is the hardest game I have ever played in my entire life. You should try QWOP, then. Crazy stuff right there. I have beaten qwop, that game is like tick-tac-toe compared to spongebob boat o cross | ||
Azuzu
United States340 Posts
On May 13 2011 14:42 Jibba wrote: I've seen a lot of correlation from PvP->PvE, but I don't know if it's causation. Obviously it's not the other way around though. Guilds like DnT couldn't PvP worth a shit, but they consistently pulled US firsts, despite carrying known idiots. Most of the stuff you're talking about happens outside of the game. Getting into a top guild and raiding at that level can be difficult because there's so much competition and networking, but picking up a character and playing it to its absolute potential in PvE is quite easy. I don't know why so many people invest so many hours and are still terrible at the game. It's kind of mindblowing. I really can't agree on the playing to absolute potential part. For starters, just try defining what the absolute potential in PvE is.... or for any meaningful competitive game for that matter. It's pretty easy to see that it's unreachable. Would it be not getting hit in street fighter, or performing techs in SSBM that people assumed could only be done in an emulator with frame by frame input? You could go on to say every worthwhile competitive game has no skill cap and that debating which game has the highest is pointless. Not trying to nitpick that phrase, it's just "impossible to master" applies to WoW as well. If I take absolute potential to mean, for instance, the top 10-20 guilds performance... I still disagree! The heart of the game at the top is that you don't know what the bosses do when you first fight them, or if you do have some idea what they do, you don't know what strategy to use to beat it. This is what separates the top 10-20 or so from the rest. Everyone below that, has a template to use or fall back on if they get stuck. When you start the raid for the night, every attempt counts. If you mess up 1 or 2 times in a night, that's 1-2 wipes because of you. Now multiply that by everyone else in the raid. Every mistake you make adds up incredibly quickly. This is a race, after all. You LOSE if you mess up too many times and the other guild kills it first. That's really just the progression though, and doesn't even look at the weight of officer decisions on class comps/ strategies. One bad call can easily waste ten of hours of time that other guilds can get ahead of you. After progression, then you're worried about parses. Who can kill the boss the fastest/ can I get a record on x boss for my class? Then you can apply the nature of speed runs, which also take huge amounts of skill. I hope I can get my point across without too much rambling, I just feel like the amount of skill in WoW at the top has suffered the same hearsay flogging Windows Vista does . It also aches me that a lot of players really into fighters don't respect SSBM as an equally deep game simply because it's mechanics are slightly different. That's a different post though. | ||
Xeteh
United States589 Posts
I'm not saying its an easy ass game that anyone can excel in... but its close. PVP (arena) comes down to team composition. PVP (rated BGs) are a bit more balanced but not by much. The hardest part about a hardcore raiding guild (this was what I did mostly) is getting 25 people that aren't retarded to show up 3-5 times a week consistently. Raiding isn't hard, its a "don't stand in shit, dps when you need to and hold off when appropriate" deal. There is very little where you need to think on your feet and adapt, generally if you can follow a plan you can do it. It literally comes down to having to do a 25m raid where 10 people are talented and 15 are just there to ride coattails until they can get their loot. I can't tell you how long I raided where we had to wipe to a boss over and over until some moron learned that standing in/not moving out of something would wipe the entire raid. People are what makes WoW raids difficult not the content. | ||
Earll
Norway847 Posts
On May 12 2011 22:43 Liquid`Drone wrote: I think to define skillcap you basically gotta do something like "how many layers of dominance are there?" like for example bw. prior to the release of sc2, I was very good at bw. yet there were hundreds of koreans who could beat me 10-0. (dominating me) I'm not sure you had any players that could beat me 10-0 that would be beaten 10-0 by anyone else, but I think flash or jd mightve made it fairly close. so you can probably argue that I had two layers of dominance over me, at the very least one and a half layer. below me however, there were a lot more layers. I could beat someone 10-0, he could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0.. and now we're at something like D+ iccup. there are at least 5-6 more layers before you get to "has played a grand total of 50 sc games in his life". WoW doesn't come close here - there aren't 12+ giant steps of skill to overcome separating the best players and a newbie. but some shooters like quake do come close. I was pretty good at quakeworld back in like 97 or whatever. but there you also had like, multiple layers of dominance. I can buy that a game like ssmb is also really high up - the one time I tried to play it I was wayyy out of my element, and street fighter is also pretty high. I can't see any game where there are as many layers of complete dominance as in bw though. Although an interesting way to put it, it is still a very flawed way of looking at a games 'skillcap'. The reason why a game like wow you would not win 10-0 in a row, is because of the 'huge' luckfactor in the game (For the sake of this post lets just assume we are talking about some sort of mirror matchup where all other things are the same.) If they removed the luck in wow, then a person who was slightly better, would be able to win close to 10-0 of the time, as he would be able to remove all the straight up unlucky\lucky losses and the better player would come out ahead a lot more of the time. So removing the luck mechanics in wow would increase the layers of dominance. That being said, removing the 'luck factor' in wow, would not at increase the "skill cap". if anything it would make the game a lot 'easier' because one of the 'hard' things in wow is being able to handle the unpredictability that comes from sometimes being crit\sometimes missing etc. The layers of dominance comes down to how much luck there is in a game to be honest. There is a lot of luck even in a game like BW, when you get into positions where you 'randomly' counter his build because you thought he might be going what he was going, whereas other times you might have been wrong and ended up being countered yourself. Also stuff like 'randomly' scouting a dropship or a proxy or something. Obviously the better you are, the better you are at starsensing out these things, and also the better you are at still winning even when you get 'unlucky'. But there is still a big luck factor in games like BW. Ignoring the fact that nobody plays at the top of their game all the time, there will be games with absolutely no random factor, where there will be A lot more levels of "dominance" than sc:bw, as a person who is 1% better than you would dominate you (assuming you both played as well as you could) if no luck was involved. As I mentioned before, Poker is a game where there is basically no dominance, The best player in the world can often have a pretty large losing streak against a pretty bad player, yet there is still a tremendous amount of 'skill' in poker and it does not have a 'low skillcap'. And also as mentioned before, the theoretic levels of dominance is also directly related to the amount of people playing and competing in a game, not just the game itself. | ||
Sinensis
United States2513 Posts
On May 13 2011 15:48 goldemerald wrote: http://spongebob.nick.com/games/spongebob-squarepants-boat-o-cross.html This is the hardest game I have ever played in my entire life. WHAT?! I beat the first level after like 10 tries and thought it was done. Then I realized there were levels. TT | ||
TWIX_Heaven
Denmark169 Posts
but yeah, SF2T and SCBW 4 life. | ||
Existential
Australia2107 Posts
| ||
brum
Hungary187 Posts
quakeworld roping in worms armageddon company of heroes multiplayer rise of nations style games jedi outcast multiplayer duels! serious stuff. | ||
Eppa!
Sweden4641 Posts
On May 13 2011 14:52 rickybobby wrote: the brood war skillcap is basically infinity because 12 years in people with better mechanics and better strategies are still appearing... no other game can say that, especially since the commitment of time and energy from brood war pros is matched by few if any. This is true for SSBM too, people have never been as good at as they are now sure it is only 10 years but it still pretty amazing to have a fighter develop so much. | ||
![]()
Liquid`Drone
Norway28592 Posts
On May 13 2011 17:51 Earll wrote: Show nested quote + On May 12 2011 22:43 Liquid`Drone wrote: I think to define skillcap you basically gotta do something like "how many layers of dominance are there?" like for example bw. prior to the release of sc2, I was very good at bw. yet there were hundreds of koreans who could beat me 10-0. (dominating me) I'm not sure you had any players that could beat me 10-0 that would be beaten 10-0 by anyone else, but I think flash or jd mightve made it fairly close. so you can probably argue that I had two layers of dominance over me, at the very least one and a half layer. below me however, there were a lot more layers. I could beat someone 10-0, he could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0.. and now we're at something like D+ iccup. there are at least 5-6 more layers before you get to "has played a grand total of 50 sc games in his life". WoW doesn't come close here - there aren't 12+ giant steps of skill to overcome separating the best players and a newbie. but some shooters like quake do come close. I was pretty good at quakeworld back in like 97 or whatever. but there you also had like, multiple layers of dominance. I can buy that a game like ssmb is also really high up - the one time I tried to play it I was wayyy out of my element, and street fighter is also pretty high. I can't see any game where there are as many layers of complete dominance as in bw though. Although an interesting way to put it, it is still a very flawed way of looking at a games 'skillcap'. The reason why a game like wow you would not win 10-0 in a row, is because of the 'huge' luckfactor in the game (For the sake of this post lets just assume we are talking about some sort of mirror matchup where all other things are the same.) If they removed the luck in wow, then a person who was slightly better, would be able to win close to 10-0 of the time, as he would be able to remove all the straight up unlucky\lucky losses and the better player would come out ahead a lot more of the time. So removing the luck mechanics in wow would increase the layers of dominance. That being said, removing the 'luck factor' in wow, would not at increase the "skill cap". if anything it would make the game a lot 'easier' because one of the 'hard' things in wow is being able to handle the unpredictability that comes from sometimes being crit\sometimes missing etc. The layers of dominance comes down to how much luck there is in a game to be honest. There is a lot of luck even in a game like BW, when you get into positions where you 'randomly' counter his build because you thought he might be going what he was going, whereas other times you might have been wrong and ended up being countered yourself. Also stuff like 'randomly' scouting a dropship or a proxy or something. Obviously the better you are, the better you are at starsensing out these things, and also the better you are at still winning even when you get 'unlucky'. But there is still a big luck factor in games like BW. Ignoring the fact that nobody plays at the top of their game all the time, there will be games with absolutely no random factor, where there will be A lot more levels of "dominance" than sc:bw, as a person who is 1% better than you would dominate you (assuming you both played as well as you could) if no luck was involved. As I mentioned before, Poker is a game where there is basically no dominance, The best player in the world can often have a pretty large losing streak against a pretty bad player, yet there is still a tremendous amount of 'skill' in poker and it does not have a 'low skillcap'. And also as mentioned before, the theoretic levels of dominance is also directly related to the amount of people playing and competing in a game, not just the game itself. bw does have a lot of luck in it, but that only makes it more amazing that there are so many layers of dominance. as for poker though, skill in poker is not measured in individual hands or even individual tournaments, it's measured in long, long stretches of hands and it's still very possible to come out dominant. the "10-0" as a sort of arbitrary way of distinctioning "dominance" from "non-dominance" is supposed to be strictly applicable to bw - winning 10 hands of poker in a row is impossible unless you are lucky. you are right about luck being a factor I overlooked when making my initial post, and that lack of luck would greatly increase the frequency of someone being able to win 10-0, thus indicating dominance based on my "brood war dominance determiner". but a 10-0 victory by itself wouldn't necessarily constitute dominance if every win was a really narrow win and there was no luck involved, it'd mean "consistently slightly better" instead. in bw, a 10-0 victory implies dominance precisely because of the inherent luck in the game, as luck being present means you have to win by a lot, if you want to win every time. | ||
son1dow
Lithuania322 Posts
"Free throw in basketball competition" skills, in regards of how hard they are to master, more = harder: Nerves: [---------------------------------|----] Aim: [---------------------------------|----] Endurance: [--|-----------------------------------] Ability not to fall asleep: [---------------------------------|----] Basketball: Nerves: [---------------------------------|----] Aim: [---------------------------------|----] Endurance: [--------------------------------|-----] X: [-----------------------------|--------] Y: [-----------------------------------|--] Z: [-----------------|--------------------] A: [-----------------------------|--------] B: [-----------------------------------|--] C: [-----------------|--------------------] ... It is very hard to win a penalty shot competition. It may be even more consistent than basketball, especially if you give every competitor a 100 shots. In fact, it even might be more up to talent who wins this kind of a competition, as there is only so much one can do to get better. However, a baskteball player must be decent at all of the skills present in the game. He must know what he's good at. He must know what his opponent (in fact, 5 of them) is capable of. He must be able to make quick decisions.. I could go on and go on. He will need more "overall" sports talent to be a good basketball player than to be a free thrower. Also, he will also have more freedom in what he can be good at - he can be a better player by doing any number of skills better, and if he's better at all of them, marginally, then he's not just a "2.5% better aimer" - he's faster, more technical, a better dribbler.. You get the point. Now with games, a similar thing happens. Mobile phone games are absolute crap when it comes to competition. Single player games, including Guitar Hero, trackmania and other "esports" are, in essence, shallow - again, some of them may be more up to talent than the best esports, if we go by %.. But what good is that? Your game that you love dearly, that is consistent and that you think developed a lot during the few years it's out.. is most likely crap. Why? 1)Because most games do not have a good community. By good, I mean something like "Top competition for at least a few years, for hefty sums of money".. or something like what starcraft has. 2) It, even if it is a popular "esport", and has a good community, most likely has not the same number of "un-capped" skills that starcraft or quake have. If we compare starcraft to a random mobile phone game, it's obvious. However, if we compare starcraft to warcraft 3, or quake to halo, or to counter strike, most people seem to think they're no different and call anybody who argues about that a fanboy or something. Why should you care? 1) Players can express their skills better in more difficult games, and this brings a whole new, harder learning curve into the game. 2) Viewers get to see not only that, but also a higher variety as players can exel at more different skills. 3) These two points make a game into a much better sport (or, more like real sports) and in turn make professional gaming a more respectable career path. This, in my opinion, is the #1 reason we don't have anything like what South Korea has. My opinion is obviously very elitist, and most people that made it big in esports have a very different view on things. It is my opinion that they're mostly full of shit, PR-oriented or just don't care. I have to point out that I don't disrespect any of the people in these "lesser" games - they have fun, they make money.. There's nothing bad about it. I, the ignorant hater of shitty esports, have had lots of fun playing TF2, dota and many other "lesser" esports. However, if we want esports to grow, I think we should nurture people about what makes a true esport, point out what we think is wrong and respect the players that play these hardcore games. PS. Play/watch more quakelive. Most underappreciated esport ever. Probably most viewer friendly too ![]() | ||
Noyect
Sweden129 Posts
A practice session of GunZ korean style, as it was called, would actually make me sweat and I can't recall any other game that managed to do that. The key combos you had to pull off was just so unbelievably intense. I still believe that if some western company would pick this game up and give it some new graphics and better spectating, it could very well become the #1 fps esport title in the world. | ||
bigjenk
United States1543 Posts
On May 12 2011 08:05 Seide wrote: few things about WoW: really low skill cap, unitll you get into the top .5-1% of raiding, then it is actually quite higher. Thought this skillcap is usually a skillcap on how good your teamwork and reaction skills are, not at how good you are at playing your specific character. Arena was more or less a joke, where playing certain comps and winning is a matter of performing an algorithm based on the comp you are playing. It was hardly based on skills, as there are comps who can dominate and other comps who simply cannot beat certain other comps if said comp plays correctly. This has also been getting worse and worse the more Blizzard has tried to "balance" things. I think lately they have given up and decided if you have half a brain and play the right comps, you are deserving of a top rating. Honestly the closest WoW has ever been to balance in PvP was when they their original 13 rank system in Vanilla. For raiding, it is actually extremely hard to find good people to play with for top guilds. Every single person you have that pays attention, keeps a cool head, and is very good at their class and math is a godsend. Often times, if a top dps left your guild, it could leave that spot vacant for months until you could find a comparable person, especially for guilds outside of the top10, but still in the top25. It's a completely different game when you are in a top guild where you actually have to develop your own strategy to an encounter, not just copy a strategy a top guild did 3 weeks after a world first kill. The only time WoW actually takes skill to play in PvE, is the first month or so of new content, but this only applies to about maybe 300-500 people out of the whole WoW population(and I might be overestimating that as it is only the top10 guilds, and that is 250 main raiders + alternate raiders). Top level WoW PvE is actually pretty interesting, I find it sad that it gets such a bad rep because only about 1000 people who play the game even can really perform at that level, and even less actually get exposed to what top level WoW is. Its like if a persons only impressions of BW is from watching a D/C level player play. Its funny, I have played WoW on and off since release with guilds such as Blood Legion and Gentlemen's Club as an average player/officer in those guilds. Quit after we cleared WotLK content. After 4+ years of WoW I cannot really relate to anyone who played that game apart from old guildmembers and people in a similar positions, because it is like we were playing different games. Yet there are people who are even higher up than me, like GMs and world record dps holders, who feel the same way toward me, for the exact same reasons. The difficulty of the encounters though have been steadily decreasing since Burning Crusade, and as I havent played in some time, I cannot speak for the game in its current state, only from my own personal experiences in Vanilla/BC/WotLK. In the end it though really did come down to how thick skinned you were to be able to handle constant drama(and holy shit man, some of the drama was unbelievable), and how commited you were to doing the math/grinding neccesary to optimize your character. Its hard to place WoW, because of the social aspect to it and the fact that in raiding, you aren't really trying to beat anyone as much as you are trying to create a well oiled machine. On one hand its not too hard to play, on the other theres so much shit you have to deal with outside of playing it. Many times in a 25 man raid group, even though those people raided together, many people actually straight up hated other people in the guild. I know I have played for a lot of time with people I hated, but had to so we could get shit done. Having a successful guild was closer to running a HR/Conflict Resolution department of a successful business than playing an actual game. Apart from BW, I cannot think of many games that have a high individual skill cap. Many get their skillcap from team chemistry. A Note on the people posting Dwarf Fortress: There is a difference between a high learning curve and a high skill cap. Dwarf Fortress has a high learning curve, but a not a high skill cap because there are too many random factors for skill to ever account for. Jeez I ended up writing a lot more than intended, but my fingers just kept flying since it irks me that people who make conclusions about WoW have no idea what goes on at the highest level and seem to judge solely on pvp, which in reality has been a joke in WoW for years. Its like someone judging SC, while only having played Fastest. TLDR: WoW PvP: pretty much a joke WoW PvE: pretty intricate at top level, and it is hard to place it. It's the exact same argument with pvp. It's not skill intensive until the top 1 percent or so. It seems like comp is so important until you realize a fair amount of people that are consistently top 5 teams on bg9 play sup standard comps. | ||
bigjenk
United States1543 Posts
On May 13 2011 22:59 Liquid`Drone wrote: Show nested quote + On May 13 2011 17:51 Earll wrote: On May 12 2011 22:43 Liquid`Drone wrote: I think to define skillcap you basically gotta do something like "how many layers of dominance are there?" like for example bw. prior to the release of sc2, I was very good at bw. yet there were hundreds of koreans who could beat me 10-0. (dominating me) I'm not sure you had any players that could beat me 10-0 that would be beaten 10-0 by anyone else, but I think flash or jd mightve made it fairly close. so you can probably argue that I had two layers of dominance over me, at the very least one and a half layer. below me however, there were a lot more layers. I could beat someone 10-0, he could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0.. and now we're at something like D+ iccup. there are at least 5-6 more layers before you get to "has played a grand total of 50 sc games in his life". WoW doesn't come close here - there aren't 12+ giant steps of skill to overcome separating the best players and a newbie. but some shooters like quake do come close. I was pretty good at quakeworld back in like 97 or whatever. but there you also had like, multiple layers of dominance. I can buy that a game like ssmb is also really high up - the one time I tried to play it I was wayyy out of my element, and street fighter is also pretty high. I can't see any game where there are as many layers of complete dominance as in bw though. Although an interesting way to put it, it is still a very flawed way of looking at a games 'skillcap'. The reason why a game like wow you would not win 10-0 in a row, is because of the 'huge' luckfactor in the game (For the sake of this post lets just assume we are talking about some sort of mirror matchup where all other things are the same.) If they removed the luck in wow, then a person who was slightly better, would be able to win close to 10-0 of the time, as he would be able to remove all the straight up unlucky\lucky losses and the better player would come out ahead a lot more of the time. So removing the luck mechanics in wow would increase the layers of dominance. That being said, removing the 'luck factor' in wow, would not at increase the "skill cap". if anything it would make the game a lot 'easier' because one of the 'hard' things in wow is being able to handle the unpredictability that comes from sometimes being crit\sometimes missing etc. The layers of dominance comes down to how much luck there is in a game to be honest. There is a lot of luck even in a game like BW, when you get into positions where you 'randomly' counter his build because you thought he might be going what he was going, whereas other times you might have been wrong and ended up being countered yourself. Also stuff like 'randomly' scouting a dropship or a proxy or something. Obviously the better you are, the better you are at starsensing out these things, and also the better you are at still winning even when you get 'unlucky'. But there is still a big luck factor in games like BW. Ignoring the fact that nobody plays at the top of their game all the time, there will be games with absolutely no random factor, where there will be A lot more levels of "dominance" than sc:bw, as a person who is 1% better than you would dominate you (assuming you both played as well as you could) if no luck was involved. As I mentioned before, Poker is a game where there is basically no dominance, The best player in the world can often have a pretty large losing streak against a pretty bad player, yet there is still a tremendous amount of 'skill' in poker and it does not have a 'low skillcap'. And also as mentioned before, the theoretic levels of dominance is also directly related to the amount of people playing and competing in a game, not just the game itself. bw does have a lot of luck in it, but that only makes it more amazing that there are so many layers of dominance. as for poker though, skill in poker is not measured in individual hands or even individual tournaments, it's measured in long, long stretches of hands and it's still very possible to come out dominant. the "10-0" as a sort of arbitrary way of distinctioning "dominance" from "non-dominance" is supposed to be strictly applicable to bw - winning 10 hands of poker in a row is impossible unless you are lucky. you are right about luck being a factor I overlooked when making my initial post, and that lack of luck would greatly increase the frequency of someone being able to win 10-0, thus indicating dominance based on my "brood war dominance determiner". but a 10-0 victory by itself wouldn't necessarily constitute dominance if every win was a really narrow win and there was no luck involved, it'd mean "consistently slightly better" instead. in bw, a 10-0 victory implies dominance precisely because of the inherent luck in the game, as luck being present means you have to win by a lot, if you want to win every time. You realize that there are teams that win 95+ percent of their games with mm system which is far more than bw players. Bw clearly more skill intensive just saying. | ||
Derrida
2885 Posts
I laugh at people who try to argue that WoW takes skill in either PvP or PvE. | ||
men1kmati
United States165 Posts
| ||
e4e5nf3
Canada599 Posts
Oh wait... there's redstone circuitry. Some of the devices I've seen people come up with are borderline genius (ok, I'm exaggerating, but it looks really brilliant to me). | ||
Snuggles
United States1865 Posts
| ||
Novalisk
Israel1818 Posts
| ||
qdenser
Canada133 Posts
edit: to answer the question of the topic we must first define skill cap | ||
Snuggles
United States1865 Posts
On May 14 2011 18:57 ypolt wrote: Out of all the games I've played, I think I have to say GunZ is the one with the highest achievable "skill cap". A practice session of GunZ korean style, as it was called, would actually make me sweat and I can't recall any other game that managed to do that. The key combos you had to pull off was just so unbelievably intense. I still believe that if some western company would pick this game up and give it some new graphics and better spectating, it could very well become the #1 fps esport title in the world. Just noticed this post. I'm a long time Gunz player as well. Mechanically, Gunz is THE most demanding game in that respect. It is not mindless button mashing as people would tend to think, players are actually consciously doing an assortment of key inputs at 300 - 600 APM (300 just moving around in a normal fashion, 600+ when things get intense) in order to perform their moves. Sometimes I feel like the game is a mix between a fighting game and a shooter, but obviously the shooting part becomes more apparent at higher levels of play where players rarely miss a shot. At the highest levels of play, team play becomes extremely important as it actually requires a good bit of intelligence to figure out a variety of different tactics in order to keep yourself alive as well as land some precious potshots on your opponent. At some point it becomes a slow game to see which team can whittle down the others teams health to nothing first, where any one mis step could knock out you or a teammate in an instant. I believe that the main reason Gunz deteriorated and garnered such a bad reputation was due to the horrible netcode issues it has. Basically it had a peer-to-peer type of connection in the game so whenever you ran into a player living even just a couple hundreds miles away, you would not be able to hit the character on target, or in other words hit boxes would be irrelevant and you would have to make an estimate of where the player would be in the next "x" seconds and shoot in that area in relation to the ping. More recently there have been private servers that have popped up with some brilliant programmers who solved the issues by themselves and I have to tell you, Gunz would have been one of the "go to" competitive games for players looking for a free online shooter that required skill. The game is a blast when you don't have to deal with poor netcode. More importantly with the game on a server based connection, players who have perfected their aim and movement are greatly rewarded. Due to a bit of imbalance in the weapons it won't be as rewarding to play at a high-level in Gunz than it is in Quake. But you will still roflstomp newbies on various layers of skill ![]() Gunz 2 is coming out in a year or 2.. or 3... but when it does come out it will be a lot less mechanically challenging but it will still hold the same concepts as the original Gunz. So that means us old school players will still have the competitive edge, very similar to how BW players are doing well in SC2. | ||
Snuggles
United States1865 Posts
| ||
BrTarolg
United Kingdom3574 Posts
As a player of SSBM, that game is pretty sick. I dont understand how like, so many years the line people are still getting better.. Ppl are doing stuff now that 2 years ago was thought only possible by computers and stuff lol Played recently and my friend was showing me how everyone has learned how to consistently powershield lasers so its not as much of a mindfuck vs falco and how to double/tripleshine pressure lol | ||
Lrkr85
Philippines53 Posts
Last couple of posts makes me miss GunZ so much. The very basic korean style movement required like, 5-6 fast inputs from keyboard/mouse and to even be able to begin playing at a high level, the player had to constantly do this, with good control and while maintaining aim (not to mention the more advanced moves that had 10+ inputs). I started at international beta, learned kstyle then took a break. When I came back the game had developed even further to include reload shots into the various k-style movements. At that point my fingers could only barely keep up with what is necessary to kill a half decent player. It certainly is high up there as far as mechanical skill is concerned. Of course, skill cap is not all about the mechanical skills. From my experience though, a bit of difficulty in execution adds more fun in trying to learn a videogame (eg. Tekken wavedash/bdc, Mvc combos, etc). It also enchances the experience when spectating, as when I know how difficult moves are to execute, I tend to enjoy watching matches more. | ||
JohannesH
Finland1364 Posts
So it's mostly just dependent on the playerbase, not on the game itself. | ||
Figgy
Canada1788 Posts
On May 12 2011 07:41 nymfaw wrote: WoW probably has the lowest skillcap of all games in gaming history.. dont be mad There are so many games out there that it's hard to name certains but i think RTS is #1 <_< Someone hasn't done a single bit of hardcore pvp or raiding. | ||
Fasterfood
Canada166 Posts
http://www.foddy.net/Athletics.html | ||
Darksteel
Finland319 Posts
On May 13 2011 22:59 Liquid`Drone wrote: + Show Spoiler + On May 13 2011 17:51 Earll wrote: Show nested quote + On May 12 2011 22:43 Liquid`Drone wrote: I think to define skillcap you basically gotta do something like "how many layers of dominance are there?" like for example bw. prior to the release of sc2, I was very good at bw. yet there were hundreds of koreans who could beat me 10-0. (dominating me) I'm not sure you had any players that could beat me 10-0 that would be beaten 10-0 by anyone else, but I think flash or jd mightve made it fairly close. so you can probably argue that I had two layers of dominance over me, at the very least one and a half layer. below me however, there were a lot more layers. I could beat someone 10-0, he could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0, that one could beat someone 10-0.. and now we're at something like D+ iccup. there are at least 5-6 more layers before you get to "has played a grand total of 50 sc games in his life". WoW doesn't come close here - there aren't 12+ giant steps of skill to overcome separating the best players and a newbie. but some shooters like quake do come close. I was pretty good at quakeworld back in like 97 or whatever. but there you also had like, multiple layers of dominance. I can buy that a game like ssmb is also really high up - the one time I tried to play it I was wayyy out of my element, and street fighter is also pretty high. I can't see any game where there are as many layers of complete dominance as in bw though. Although an interesting way to put it, it is still a very flawed way of looking at a games 'skillcap'. The reason why a game like wow you would not win 10-0 in a row, is because of the 'huge' luckfactor in the game (For the sake of this post lets just assume we are talking about some sort of mirror matchup where all other things are the same.) If they removed the luck in wow, then a person who was slightly better, would be able to win close to 10-0 of the time, as he would be able to remove all the straight up unlucky\lucky losses and the better player would come out ahead a lot more of the time. So removing the luck mechanics in wow would increase the layers of dominance. That being said, removing the 'luck factor' in wow, would not at increase the "skill cap". if anything it would make the game a lot 'easier' because one of the 'hard' things in wow is being able to handle the unpredictability that comes from sometimes being crit\sometimes missing etc. The layers of dominance comes down to how much luck there is in a game to be honest. There is a lot of luck even in a game like BW, when you get into positions where you 'randomly' counter his build because you thought he might be going what he was going, whereas other times you might have been wrong and ended up being countered yourself. Also stuff like 'randomly' scouting a dropship or a proxy or something. Obviously the better you are, the better you are at starsensing out these things, and also the better you are at still winning even when you get 'unlucky'. But there is still a big luck factor in games like BW. Ignoring the fact that nobody plays at the top of their game all the time, there will be games with absolutely no random factor, where there will be A lot more levels of "dominance" than sc:bw, as a person who is 1% better than you would dominate you (assuming you both played as well as you could) if no luck was involved. As I mentioned before, Poker is a game where there is basically no dominance, The best player in the world can often have a pretty large losing streak against a pretty bad player, yet there is still a tremendous amount of 'skill' in poker and it does not have a 'low skillcap'. And also as mentioned before, the theoretic levels of dominance is also directly related to the amount of people playing and competing in a game, not just the game itself. bw does have a lot of luck in it, but that only makes it more amazing that there are so many layers of dominance. as for poker though, skill in poker is not measured in individual hands or even individual tournaments, it's measured in long, long stretches of hands and it's still very possible to come out dominant. the "10-0" as a sort of arbitrary way of distinctioning "dominance" from "non-dominance" is supposed to be strictly applicable to bw - winning 10 hands of poker in a row is impossible unless you are lucky. you are right about luck being a factor I overlooked when making my initial post, and that lack of luck would greatly increase the frequency of someone being able to win 10-0, thus indicating dominance based on my "brood war dominance determiner". but a 10-0 victory by itself wouldn't necessarily constitute dominance if every win was a really narrow win and there was no luck involved, it'd mean "consistently slightly better" instead. in bw, a 10-0 victory implies dominance precisely because of the inherent luck in the game, as luck being present means you have to win by a lot, if you want to win every time. I agree with LiquidDrone about the "definition" of skill cap. My way to put it would be something like: The difference in skill between an average competative player(pro gamer doing it for money) and the best player in the world is something I would call skill cap. The bigger the difference the higher the skill cap. This implies that of all the gaming scenes I'm familiar with, SC:BW is definately the one with the highest skillcap. Sure in other games there are a group of people who win everything, but if the group on top consists of 20 people winning at times, it more or less means that its not possible for anyone to become significantly better than the other players. This leads us to the conclusion that the skillcap in that game is not that high. Things like luck factor into this also and I would argue that any games that have significant focus on luck can't have as high of a skill cap than games with less emphasis on luck. Another thing that affects the theoretical skill cap in my opinion is the volatility of the game. Meaning that if the game contains a possibility for a single isolated event to dictate the winner and loser, there will be times that even the best fall. For example in my eyes RTS games don't have such events, because every situation you end in after the beginning are direct result of your previous decisions, and if those decisions are good you rarely if ever end up in a situation where decision made in under 0.5 seconds decide if you lose or not. TL/DR: Basically, the more correct decisions you can make in one game to be better than your opponent, the higher the skill cap. In my eyes reaction speed in one event is not as demanding as doing the right stuff for a long period of time (with high APM requirement). | ||
Korinai
Canada413 Posts
| ||
Waderade
Canada29 Posts
| ||
Rybka
United States836 Posts
It really is the game to end all games imo ![]() | ||
snpnx
Germany454 Posts
On May 15 2011 00:36 Rybka wrote: I'm surprised more people haven't said Chess. The rich history, the plethora of books and DVDs, the millions upon millions of games that have been preserved through time... hell, my personal database has over 4 million high-level games in it. And, there are so many layers of dominance that it's really become a continuum at this point. You also have blitz and standard games, which offer totally different experiences. It really is the game to end all games imo ![]() The problem is probably that most people are thinking PC-games here. The question itself can't be answered for the simple fact that there are a lot of different games which are in a need of totally different skills to be the best at, so there can't be 'the one hardest' game. For example take Flash or Jaedong, masters of Starcraft, and put them into chess. I am quite sure that (almost) no amount of learning would put them at the top in chess, because both games demand something very different. While chess needs only tactics and forward thinking, Starcraft needs MUCH less of that (it still needs a lot, but you can't compare it with chess) but it adds another layer which chess doesn't even have, the mechanics. In both games, you need to learn a lot (openers etc.) but even though being so similiar, there's a totally different way of playing them. So if you take RTS games, Starcraft would probably be the one that needs the most skill. This is also due to it being the most popular. I'm sure other games would have the same potential like Starcraft had, but they just didn't/don't get picked up. If you're going for sole strategy games, it would probably not even be Chess but Go that takes the first place there. You can go on and on about that, but you need to specify exactly which genre you want. You can't really compare starcraft and WoW or DotA for example, as they need different ways to measure skill. | ||
xarthaz
1704 Posts
Dont believe me? Get QuakeWorld, join the most active pub server, and prepare to get you ass kicked with 5-100 stats for months, its that brutal. even CPMA which aimed to be pro oriented with advanced acrobatics and weapon style of QW doesnt come close. | ||
TooL
Canada275 Posts
Team FPS: Tribes 1 RTS: BW WoW does not come close to these games, and many other games, in terms of "skill cap". WoW has a level of situational awareness required that is respectable but the actual mechanical skill in executing in game is not very hard. | ||
Jitensha
Sweden68 Posts
For fighters I'd toss in the Guilty Gear series. Mechanically more difficult with more options than the SF series (at least 3S and after) and much faster. Can't really compare it to MvC2 or SSMB myself since they were never big in the scene I used to watch. | ||
zoN-
Sweden46 Posts
| ||
ArhK
France287 Posts
FPS : Quake 3 with whatever current pro mod Lol @ those thinking WoW is one of the with such a huge skillcap. Yes the 0.2 % of the team experience "high level" pve play, but let's be sincere here, 98% of those team players can't have a job and farm mindlessly to prepare the raid night. It requires a lot of team sync' and situationnal awareness, but we are nowhere near the amount of skill required to be a tip top BW or Quake player... On an unrelated matter, some top french teams (I have a friend in one of those) buy gold from chineses to stay on top, paid by sponsors.... I wonder if it is "normal" at this kind of level to ""cheat"" the game using RL money to buy stuff in game like that. Doesn't sound very sane tbh ^^ | ||
deji
Estonia46 Posts
Strategy game: BW Shooter game: QuakeLive/QuakeWorld Fighting game: Virtua Fighter (4/5) etc. Different games require different things, FPS players have the best mouse control of anyone, fighting game players have the best reactions of anyone and BW players have the best strategy of anyone. Apples to oranges, basically. Oh, and someone earlier said that BW bar none because it has 13 years of history. Well guess what, other games have history too, QuakeWorld is basically 15 years old, and there are loads of top players still around that have been playing Quake for a decade. (I am unable to comment on fighting games as I don't know the history that well) | ||
thirnaz
Sweden876 Posts
On May 14 2011 23:53 Figgy wrote: Show nested quote + On May 12 2011 07:41 nymfaw wrote: WoW probably has the lowest skillcap of all games in gaming history.. dont be mad There are so many games out there that it's hard to name certains but i think RTS is #1 <_< Someone hasn't done a single bit of hardcore pvp or raiding. You believe WoW is hard compared to SC2? And then SC2 is 10x easier than BW according to the BW players... WoW is so easy once you figure tactics out and raiding has to be one of the easiest things ever, even LK HC 25 was easy after a few patches and people like Ensidia only downs them early because they have 25 people dedicating their lives to that game and raids 8hrs /day for 7 days per week. This is coming from a former multi-glad 3v3 player and a hardcore PvEr (quit in January) | ||
Johnnybb
Denmark486 Posts
| ||
Parodoxx
United States549 Posts
On May 12 2011 10:11 madmandrit wrote: Go > all This man knows. BW was demanding as was ssbm but Go has more mental depth then everygame I can think of combined and this includes chess. In response to the WOW argument lets be honest guys its not hard. PVE being difficult? Imagine your playing a game of starcraft where your opponent ALWAYS DOES the same thing at the same time. He beats you once maybe even twice but then your realize how to win and that never beats you again. This is the grind of wow pve. Beat a boss learn the next one rinse and repeat. | ||
cellblock
Sweden206 Posts
On May 13 2011 20:13 brum wrote: bw quakeworld roping in worms armageddon http://www.youtube.com/watch?v=0uaioIyZVh0 company of heroes multiplayer rise of nations style games jedi outcast multiplayer duels! serious stuff. Lol, nice to see a fellow Wormer ![]() | ||
LittleShrimp
Sweden6 Posts
I have not read the the whole thread but what I have seen there is only fan boys all over the place. I think that you can't compare from game to game what game it is hardest to be a pro at, simply because you got to be good at different things. Many people says that World of Warcraft is the easiest game to be a pro at, maybe it is easy to be decent at the game but i still think the top tier players have worked very hard to be where they are now. I have not play World of Warcraft all that much, i have played it for about 3 months total so i don't know it that well. Many people in the thread says that Starcraft: Broodwar is the hardest game to be a pro at and some says Counter-Strike 1.6, we can compare those games. Counter-Strike 1.6 is a team game that you got to have an unbelievable team play along with some good players to be a pro. You do not necessary need to have the best players to be the best at CS because if you have that great team play it will compensate for the lack of the top tier control handling someone in your team might have. Do not get me wrong, I do not say that you can be awful at the game as long as you have great team play, you got to have really god players in your team but the most important i would say is the team play. Starcraft: Broodwar is a different thing, you got to have almost perfect control and you have not a team to fall back to if you having a bad day. I do not know how to develop my thoughts of SC:BW more than it is the complete opposite of what i wrote of CS. Maybe the easiest game to be a pro at is the game who has most pros compared to the amount of players playing the game. | ||
Andorra
Andorra64 Posts
![]() | ||
![]()
Antoine
United States7481 Posts
"oh, it's not hard except at the top 0.5%" this is not a valid argument, since in the skillcap thread we are talking about the top end "oh, it's just a timesink - most people don't have the time to do it" playing wow at the high end requires may less time than top players of other games, and those complaining about hours of farming before raids are complaining about something that literally has not been a problem for 4 years (minus a couple days) "anybody could be a top end wow player" there is nothing preventing the legions of awful wow players from being good except a lack of something on their part, so this clearly isn't true now, i won't comment on pvp since i played about 50 arena games total and there are others here are much more qualified to speak on the subject like trancey or nadagast (not sure if zyz has hit the thread) but with multiple world firsts in my pocket, i think i'm pretty qualified to talk about pve. and while wow does require some skill at the top end, as many bad players i've met have attested to, I think the bigger factor is commitment. not time commitment, but simply commitment to play the correct way. it's SO EASY to play lazily, and expect others to pick up the slack. 99.9999% of people in wow would rather play like they want to instead of the correct way, and these selfish players are in fact only holding themselves back. frankly i don't think any discussion that's not person against person belongs in this type of thread. not that a game like wow pve or any of the bullet hell games or what have you don't require skill, it's just that it's too different from the person vs person game to really compare adequately. | ||
JeeJee
Canada5652 Posts
compare this to ssbm which not only has the mashing aspect of gunz, but a HUGE emphasis on timing, where if you do something too slow (just like gunz) it wont work, but also if you do something too fast, it won't work either (like teching too early, attempting to ff too early, attempting to Lcancel too early and on and on) i dunno, i could never really get the hang of ssbm the way i did gunz, and i suspect that is primarily why. much <3 to ssbm, in terms of technical skill i'm quite certain it's up there among the best. | ||
jstar
Canada568 Posts
On May 17 2011 04:32 DaBoxX wrote: I think playing Arena at highest lvl in WoW is the same as grandmaster in SC2. No, just no. While the above post provides good insight about end game PvE, I'll talk about PvP here. I have multiple rank 1's so I am definitely entitled to talk about this. Not Gladiator mind you. Gladiator is the top 0.5% and I can assure you, that is infinitely times easier than Master in SC2 ( top 2%). Simply put, anyone that isn't medically retarded can get Gladiator if they want to. WoW pvp, high end or not, is a joke and can never be taken seriously. You might think PvP might bring some form of randomness, but it's not. That's why it's called "scripted pvp", just like how raid bosses are scripted. The entire high end PvP core is based on 4 things. 1. Exchanging cooldowns (very little skill) 2. Counter comping (no skill) 3. Queue dodging (no skill) 4. Win trading (no skill) WoW has absolutely one of the lowest skill caps in the world, and 99.99% of the people playing are very, very stupid. That is why top 0.5% means absolutely nothing at all. | ||
Hoon
Brazil891 Posts
On May 17 2011 15:30 jstar wrote: Show nested quote + On May 17 2011 04:32 DaBoxX wrote: I think playing Arena at highest lvl in WoW is the same as grandmaster in SC2. No, just no. While the above post provides good insight about end game PvE, I'll talk about PvP here. I have multiple rank 1's so I am definitely entitled to talk about this. Not Gladiator mind you. Gladiator is the top 0.5% and I can assure you, that is infinitely times easier than Master in SC2 ( top 2%). Simply put, anyone that isn't medically retarded can get Gladiator if they want to. WoW pvp, high end or not, is a joke and can never be taken seriously. You might think PvP might bring some form of randomness, but it's not. That's why it's called "scripted pvp", just like how raid bosses are scripted. The entire high end PvP core is based on 4 things. 1. Exchanging cooldowns (very little skill) 2. Counter comping (no skill) 3. Queue dodging (no skill) 4. Win trading (no skill) WoW has absolutely one of the lowest skill caps in the world, and 99.99% of the people playing are very, very stupid. That is why top 0.5% means absolutely nothing at all. Do you realize that only the 0.5% top SC2 players make it entertaining? I agree that WoW has a very small skill cap, but you can't just throw random facts, specially the 4th one. A lot of people win trade in SC2 but no one talks about it, because it's not the main frame. You have to compare MLG WoW Arenas to GSL. And yes, I agree that GSL requires MUCH more skill, but WoW STILL requires skill. Read "Exchange Cooldowns" as a "Blink Stalker v Blink Stalker micro". | ||
Monokeros
United States2493 Posts
| ||
mastergriggy
United States1312 Posts
| ||
jstar
Canada568 Posts
On May 17 2011 15:37 Hoon wrote: Show nested quote + On May 17 2011 15:30 jstar wrote: On May 17 2011 04:32 DaBoxX wrote: I think playing Arena at highest lvl in WoW is the same as grandmaster in SC2. No, just no. While the above post provides good insight about end game PvE, I'll talk about PvP here. I have multiple rank 1's so I am definitely entitled to talk about this. Not Gladiator mind you. Gladiator is the top 0.5% and I can assure you, that is infinitely times easier than Master in SC2 ( top 2%). Simply put, anyone that isn't medically retarded can get Gladiator if they want to. WoW pvp, high end or not, is a joke and can never be taken seriously. You might think PvP might bring some form of randomness, but it's not. That's why it's called "scripted pvp", just like how raid bosses are scripted. The entire high end PvP core is based on 4 things. 1. Exchanging cooldowns (very little skill) 2. Counter comping (no skill) 3. Queue dodging (no skill) 4. Win trading (no skill) WoW has absolutely one of the lowest skill caps in the world, and 99.99% of the people playing are very, very stupid. That is why top 0.5% means absolutely nothing at all. Do you realize that only the 0.5% top SC2 players make it entertaining? I agree that WoW has a very small skill cap, but you can't just throw random facts, specially the 4th one. A lot of people win trade in SC2 but no one talks about it, because it's not the main frame. You have to compare MLG WoW Arenas to GSL. And yes, I agree that GSL requires MUCH more skill, but WoW STILL requires skill. Read "Exchange Cooldowns" as a "Blink Stalker v Blink Stalker micro". I suppose "forcing" cooldowns is a better word. When played at the highest level, whichever team that runs out of cooldowns first loses, and often times it is luck or RNG that determines that, not skill that can be practiced for hours. Win trading is also blatantly more common and accepted in WoW arenas than in SC2. | ||
Amui
Canada10567 Posts
Skillwise, WoW does not compare to starcraft simply because you are responding to preset happenings(PvE, I never really got into PvP). Especially with the myriad addons available to show points at which you should pop CD's to maximize damage, I'd have to say the only positions in WoW PvE that required skill were 1. Raid leading - insane social skills/not sucking/organization required 2. Main tanking, sometimes offtank - Needs to maintain full awareness of himself, and where he is positioning the dps along with some other stuff. 3. Healing - heroic anub'arak and possibly heroic saurfang. Anuba'rak was a heart attack waiting to happen for a healer - 90% of the raid flashing red on my grid X.x Saurfang was just praying the boss died before a guy got gibbed between heals. | ||
shabinka
United States469 Posts
On May 17 2011 16:54 Amui wrote: Broodwar IMO is one of the highest skill caps. Skillwise, WoW does not compare to starcraft simply because you are responding to preset happenings(PvE, I never really got into PvP). Especially with the myriad addons available to show points at which you should pop CD's to maximize damage, I'd have to say the only positions in WoW PvE that required skill were 1. Raid leading - insane social skills/not sucking/organization required 2. Main tanking, sometimes offtank - Needs to maintain full awareness of himself, and where he is positioning the dps along with some other stuff. 3. Healing - heroic anub'arak and possibly heroic saurfang. Anuba'rak was a heart attack waiting to happen for a healer - 90% of the raid flashing red on my grid X.x Saurfang was just praying the boss died before a guy got gibbed between heals. Just a quick comment on the healing - I had a holy pally during WotLK. And I must say, it wasn't that difficult. | ||
Tachyon
Denmark146 Posts
| ||
hummir
Sweden8 Posts
Starcraft: Brood War Quake | ||
lozarian
United Kingdom1043 Posts
It's all about the teamwork and understanding of intent in dota - the whole team needs to work as one, to intrinsically understand what everyone is going to be doing at any point, to see the same opportunities and weaknesses, which are often only open for less than a second, and take them. There's still obviously mechanical skill differences, but it is, as someone said early, absolutely about decision making and reading the game that makes a difference. Understanding how the game's going to flow, where and when people are likely to be and what they're doing is huge. | ||
archonOOid
1983 Posts
youtube link: elastomania btw: can someone explain how to use the embedded link? | ||
starcraft911
Korea (South)1263 Posts
On May 12 2011 08:25 shawster wrote: skill is very vague. the skillcap can never be reached in a game that is player vs player because there is always a way to win. there is always a way to one up an opponent if the game is meant to be balanced. i think you should rename this mechanical/technical skill cap, not skillcap. Well said. Another thing that deserves mention is that the more people playing the more games will be played therefore the better the skill level will be. For instance I was the #1 player in one of the AOE games and a couple C&C games. I think i was something like 400-10, but it was due to lack of competition. It had nothing to do with me being amazing, there just wasn't very many good players playing. This population skillcap is one of the reasons getting merc gladiator in wow is difficult despite people claiming it's "easy". The fact is wow is very difficult because so many people play it and 99.999% of the people saying getting merc glad is easy haven't even gotten regular glad. I love BW and sc2 :D | ||
thoradycus
Malaysia3262 Posts
On May 17 2011 17:04 shabinka wrote: Show nested quote + On May 17 2011 16:54 Amui wrote: Broodwar IMO is one of the highest skill caps. Skillwise, WoW does not compare to starcraft simply because you are responding to preset happenings(PvE, I never really got into PvP). Especially with the myriad addons available to show points at which you should pop CD's to maximize damage, I'd have to say the only positions in WoW PvE that required skill were 1. Raid leading - insane social skills/not sucking/organization required 2. Main tanking, sometimes offtank - Needs to maintain full awareness of himself, and where he is positioning the dps along with some other stuff. 3. Healing - heroic anub'arak and possibly heroic saurfang. Anuba'rak was a heart attack waiting to happen for a healer - 90% of the raid flashing red on my grid X.x Saurfang was just praying the boss died before a guy got gibbed between heals. Just a quick comment on the healing - I had a holy pally during WotLK. And I must say, it wasn't that difficult. i dont know but watching my bro PVEer main tank during WOTLK, it seemed kinda easy,lol.(he did ICC ,Ulduar, Tourny etc) And he was kind of a noob. He clicked some spells,despite me advising him to use better keybind, Ya, he gets the job done most of the time (Most of the time, the wipes happen cos of terribad raiders) | ||
iPlaY.NettleS
Australia4329 Posts
On May 17 2011 16:03 mastergriggy wrote: My vote goes to chess personally. Having played for over 10 years and barely making it over 2000 Fide, it was an extremely fun and complex game. I'm sure as far as video games go, Broodwar takes the cake. I think something to be noted is what sort of effects do patches have on video games in terms of skill ceilings? Patches generally lower skill ceilings. Broodwar example : protoss being able to queue interceptors or scarabs from a group of carriers or reavers instead of having to do each one seperately.Came in very early on , 1.03 or 4.Mindless clicking but the extra mechanics make it "higher cap" SC2 example : numerous , but what about requiring supply depot before barracks thus removing T openings.Same with removing void speed and khaydarin amulet , overenthusiastic reaper nerf etc etc all reduces potential strategies.Like i say too many to mention.Still , the new units coming out in the expansions could boost the skill cap a little , we will see. | ||
xarthaz
1704 Posts
On May 17 2011 21:22 iPlaY.NettleS wrote: Show nested quote + On May 17 2011 16:03 mastergriggy wrote: My vote goes to chess personally. Having played for over 10 years and barely making it over 2000 Fide, it was an extremely fun and complex game. I'm sure as far as video games go, Broodwar takes the cake. I think something to be noted is what sort of effects do patches have on video games in terms of skill ceilings? Patches generally lower skill ceilings. Broodwar example : protoss being able to queue interceptors or scarabs from a group of carriers or reavers instead of having to do each one seperately.Came in very early on , 1.03 or 4.Mindless clicking but the extra mechanics make it "higher cap" SC2 example : numerous , but what about requiring supply depot before barracks thus removing T openings.Same with removing void speed and khaydarin amulet , overenthusiastic reaper nerf etc etc all reduces potential strategies.Like i say too many to mention.Still , the new units coming out in the expansions could boost the skill cap a little , we will see. Yeah. And controlling a high macro game in warcraft 2? Maximum 8 units in group, no control groups, no rally points or production que in buildings. Sometimes i become nostalgic to these things and think, BroodWar wouldve been a better game if they had ramped up the macro difficulty a little. That Warcraft 2 vibe is really something. Guys like BeSt seem amazing with their macro in BW, think how incredible they would be if macro was as hard as it is in WC2. And terran would require 500 apm to control, lol :p | ||
Shikyo
Finland33997 Posts
| ||
Manit0u
Poland17232 Posts
On May 17 2011 15:06 JeeJee wrote: i'm surprised for so many mentions of gunz.. yeah there was some mashing involved but it doesn't even dominate in that aspect of skill imho, not when you compare it to, say, ssbm. the main difference in gunz is that the key sequences were quite loose on timing as long as the order was correct (in other words generally the faster you do it, the better), and there's basically no punishment for doing something too fast (some exceptions but not really relevant in actual gameplay) compare this to ssbm which not only has the mashing aspect of gunz, but a HUGE emphasis on timing, where if you do something too slow (just like gunz) it wont work, but also if you do something too fast, it won't work either (like teching too early, attempting to ff too early, attempting to Lcancel too early and on and on) i dunno, i could never really get the hang of ssbm the way i did gunz, and i suspect that is primarily why. much <3 to ssbm, in terms of technical skill i'm quite certain it's up there among the best. I'm surprised people mention SSBM and no one mentions Virtua Fighter series... It's all about timing and positioning and some of the moves are ridiculously hard (release block after 1/60 second to launch a quick elbow). On top of that it's in 3D, different characters have different mass, which makes some of them more or less prone to juggling etc. I mean, look at the player's input in this training session. How much you need to mash and time your stuff to get even a 3 hit combo... | ||
EerieNewb
Poland73 Posts
On May 17 2011 20:58 archonOOid wrote: Elastomania (previosly Action Supercross) has a great skill cap. The top players have such timings, control and reactions that it's ridiculous! I played the game for a while quite serious and was never ever able to execute some of the "pro players" times or moves. To break a record you have to play perfect and every key stroke matters. youtube link: elastomania btw: can someone explain how to use the embedded link? Yeah, I totally agree, everyone should play Elastomania for a few hours(break single player), then review a replaypack from http://www.moposite.com of those same levels smashed by pros. Mind-boggling. | ||
Shikyo
Finland33997 Posts
On May 17 2011 23:18 EerieNewb wrote: Show nested quote + On May 17 2011 20:58 archonOOid wrote: Elastomania (previosly Action Supercross) has a great skill cap. The top players have such timings, control and reactions that it's ridiculous! I played the game for a while quite serious and was never ever able to execute some of the "pro players" times or moves. To break a record you have to play perfect and every key stroke matters. youtube link: elastomania btw: can someone explain how to use the embedded link? Yeah, I totally agree, everyone should play Elastomania for a few hours(break single player), then review a replaypack from http://www.moposite.com of those same levels smashed by pros. Mind-boggling. I played it for a while and it wasn't that difficult. After like a week of practice I was able to do WR strats, although slightly less perfected. Still, I wouldn't say it's anywhere near some of the most difficult games. | ||
Sqq
Norway2023 Posts
Elstomania, holy shit that as a skilled game was totally new on me :D | ||
Eppa!
Sweden4641 Posts
On May 17 2011 23:13 Manit0u wrote: Show nested quote + On May 17 2011 15:06 JeeJee wrote: i'm surprised for so many mentions of gunz.. yeah there was some mashing involved but it doesn't even dominate in that aspect of skill imho, not when you compare it to, say, ssbm. the main difference in gunz is that the key sequences were quite loose on timing as long as the order was correct (in other words generally the faster you do it, the better), and there's basically no punishment for doing something too fast (some exceptions but not really relevant in actual gameplay) compare this to ssbm which not only has the mashing aspect of gunz, but a HUGE emphasis on timing, where if you do something too slow (just like gunz) it wont work, but also if you do something too fast, it won't work either (like teching too early, attempting to ff too early, attempting to Lcancel too early and on and on) i dunno, i could never really get the hang of ssbm the way i did gunz, and i suspect that is primarily why. much <3 to ssbm, in terms of technical skill i'm quite certain it's up there among the best. I'm surprised people mention SSBM and no one mentions Virtua Fighter series... It's all about timing and positioning and some of the moves are ridiculously hard (release block after 1/60 second to launch a quick elbow). On top of that it's in 3D, different characters have different mass, which makes some of them more or less prone to juggling etc. I mean, look at the player's input in this training session. How much you need to mash and time your stuff to get even a 3 hit combo... http://www.youtube.com/watch?v=lJ24r3LumjM What really sets apart ssbm from other fighters is DI or Directional Influence , having stuff like waveshine and shine bair having minimal timing windows is not what makes ssbm have a high skill cap, it is that each combo is more or less unique because the player getting hit can control what happens so each combo is different and you need to abuse the stage. | ||
nymfaw
Norway430 Posts
PvE is EASY. its just pure routine. if you think the learning process of a new boss is the hard thing its still the same every time.. you play against a computer and the hardest thing you have to do is counting debuff stacks or move out of massive lazer beams. PvP is obviously more about skill but it still has alot of random factors which means game cant be compared to alot of other games cy@ | ||
archonOOid
1983 Posts
I played it for a while and it wasn't that difficult. After like a week of practice I was able to do WR strats, although slightly less perfected. Still, I wouldn't say it's anywhere near some of the most difficult games. - about elastomaniawell you are a natural or you tried 1 easy map. But the fact that new records are being set 11 years after it was released and during that time it has been played seriously by a hardcore group of players suggest a very high skill cap. | ||
elmizzt
United States3309 Posts
On May 18 2011 00:22 nymfaw wrote: guys you gotta be huge wow nerds to defend wow PvE is EASY. its just pure routine. if you think the learning process of a new boss is the hard thing its still the same every time.. you play against a computer and the hardest thing you have to do is counting debuff stacks or move out of massive lazer beams. PvP is obviously more about skill but it still has alot of random factors which means game cant be compared to alot of other games cy@ WoW PvE is a joke if you're a heroic champion. It's a far stretch to claim that all you have to do is count debuffs and move out of fire if you include end game heroic raid content, though. | ||
Anomandaris
Afghanistan440 Posts
"It has been claimed that Go is the most complex game in the world due to its vast number of variations in individual games. Its large board and lack of restrictions allow great scope in strategy and expression of players' individuality. Decisions in one part of the board may be influenced by an apparently unrelated situation in a distant part of the board. Plays made early in the game can shape the nature of conflict a hundred moves later. The game complexity of Go is such that describing even elementary strategy fills many introductory books. In fact, numerical estimates show that the number of possible games of Go far exceeds the number of atoms in the known universe." (frow wiki) To comment on liquiddrone's power layer: I am 4 kyu. I would defeat a 5 kyu like 80% of the time and a 6 kyu close too 100%. On the other side I have never dreamed of defeating a 2 kyu. For every two rank difference there is a new power layer. There a 30 levels of kyu, 7 of dan, and 9 of professional dan. That makes approximately 20 layers. | ||
Doctorbeat
Netherlands13241 Posts
| ||
Matuka
United Kingdom74 Posts
| ||
nymfaw
Norway430 Posts
On May 18 2011 00:44 elmizzt wrote: Show nested quote + On May 18 2011 00:22 nymfaw wrote: guys you gotta be huge wow nerds to defend wow PvE is EASY. its just pure routine. if you think the learning process of a new boss is the hard thing its still the same every time.. you play against a computer and the hardest thing you have to do is counting debuff stacks or move out of massive lazer beams. PvP is obviously more about skill but it still has alot of random factors which means game cant be compared to alot of other games cy@ WoW PvE is a joke if you're a heroic champion. It's a far stretch to claim that all you have to do is count debuffs and move out of fire if you include end game heroic raid content, though. Stop defending WoW. I played it for a long time. It has no place in this thread. | ||
Millitron
United States2611 Posts
No A-move No production queuing All unit AI is terrible, meaning micro is essential | ||
![]()
Antoine
United States7481 Posts
On May 18 2011 02:08 nymfaw wrote: Show nested quote + On May 18 2011 00:44 elmizzt wrote: On May 18 2011 00:22 nymfaw wrote: guys you gotta be huge wow nerds to defend wow PvE is EASY. its just pure routine. if you think the learning process of a new boss is the hard thing its still the same every time.. you play against a computer and the hardest thing you have to do is counting debuff stacks or move out of massive lazer beams. PvP is obviously more about skill but it still has alot of random factors which means game cant be compared to alot of other games cy@ WoW PvE is a joke if you're a heroic champion. It's a far stretch to claim that all you have to do is count debuffs and move out of fire if you include end game heroic raid content, though. Stop defending WoW. I played it for a long time. It has no place in this thread. it has no place for the same reason that any player vs computer game has no place. that motorcycle game, break the targets, whatever. sure new records are being set but it's simply a different element than the player vs player games, as i've already said. | ||
eoLithic
Norway221 Posts
| ||
Azuzu
United States340 Posts
On May 18 2011 02:31 Antoine wrote: Show nested quote + On May 18 2011 02:08 nymfaw wrote: On May 18 2011 00:44 elmizzt wrote: On May 18 2011 00:22 nymfaw wrote: guys you gotta be huge wow nerds to defend wow PvE is EASY. its just pure routine. if you think the learning process of a new boss is the hard thing its still the same every time.. you play against a computer and the hardest thing you have to do is counting debuff stacks or move out of massive lazer beams. PvP is obviously more about skill but it still has alot of random factors which means game cant be compared to alot of other games cy@ WoW PvE is a joke if you're a heroic champion. It's a far stretch to claim that all you have to do is count debuffs and move out of fire if you include end game heroic raid content, though. Stop defending WoW. I played it for a long time. It has no place in this thread. it has no place for the same reason that any player vs computer game has no place. that motorcycle game, break the targets, whatever. sure new records are being set but it's simply a different element than the player vs player games, as i've already said. If you're racing to beat the computer against other players, is it really still player vs the computer or player vs the other plavers? If I'm in a foot race is it about running fast, or running faster than my opponents? I wouldn't say this has exactly the same elements as a strictly pvp game, but it has many of them and definitely wouldn't exclude it from having a high skill cap. | ||
![]()
Antoine
United States7481 Posts
On May 18 2011 03:06 Azuzu wrote: Show nested quote + On May 18 2011 02:31 Antoine wrote: On May 18 2011 02:08 nymfaw wrote: On May 18 2011 00:44 elmizzt wrote: On May 18 2011 00:22 nymfaw wrote: guys you gotta be huge wow nerds to defend wow PvE is EASY. its just pure routine. if you think the learning process of a new boss is the hard thing its still the same every time.. you play against a computer and the hardest thing you have to do is counting debuff stacks or move out of massive lazer beams. PvP is obviously more about skill but it still has alot of random factors which means game cant be compared to alot of other games cy@ WoW PvE is a joke if you're a heroic champion. It's a far stretch to claim that all you have to do is count debuffs and move out of fire if you include end game heroic raid content, though. Stop defending WoW. I played it for a long time. It has no place in this thread. it has no place for the same reason that any player vs computer game has no place. that motorcycle game, break the targets, whatever. sure new records are being set but it's simply a different element than the player vs player games, as i've already said. If you're racing to beat the computer against other players, is it really still player vs the computer or player vs the other plavers? If I'm in a foot race is it about running fast, or running faster than my opponents? I wouldn't say this has exactly the same elements as a strictly pvp game, but it has many of them and definitely wouldn't exclude it from having a high skill cap. yes, i would argue that things like track & field events are different from events that have 1 competitor directly opposed to another. | ||
elmizzt
United States3309 Posts
On May 18 2011 02:08 nymfaw wrote: Show nested quote + On May 18 2011 00:44 elmizzt wrote: On May 18 2011 00:22 nymfaw wrote: guys you gotta be huge wow nerds to defend wow PvE is EASY. its just pure routine. if you think the learning process of a new boss is the hard thing its still the same every time.. you play against a computer and the hardest thing you have to do is counting debuff stacks or move out of massive lazer beams. PvP is obviously more about skill but it still has alot of random factors which means game cant be compared to alot of other games cy@ WoW PvE is a joke if you're a heroic champion. It's a far stretch to claim that all you have to do is count debuffs and move out of fire if you include end game heroic raid content, though. Stop defending WoW. I played it for a long time. It has no place in this thread. "played it for a long time" is your qualification for determining the difficulty of WoW at it's extremes? | ||
ahx
Canada132 Posts
cs 1.6 scBW /thread | ||
cellblock
Sweden206 Posts
Being a multiple Gladiator requires alot skill, no doubt, like 0,05% players of a couple millions has it. Its just ex-scrubs that denies skill being involved in arena. But the skillcap of WoW is lower than in CS, Quake, SC2 or BW obviously. | ||
Azuzu
United States340 Posts
On May 18 2011 07:03 Antoine wrote: Show nested quote + On May 18 2011 03:06 Azuzu wrote: On May 18 2011 02:31 Antoine wrote: On May 18 2011 02:08 nymfaw wrote: On May 18 2011 00:44 elmizzt wrote: On May 18 2011 00:22 nymfaw wrote: guys you gotta be huge wow nerds to defend wow PvE is EASY. its just pure routine. if you think the learning process of a new boss is the hard thing its still the same every time.. you play against a computer and the hardest thing you have to do is counting debuff stacks or move out of massive lazer beams. PvP is obviously more about skill but it still has alot of random factors which means game cant be compared to alot of other games cy@ WoW PvE is a joke if you're a heroic champion. It's a far stretch to claim that all you have to do is count debuffs and move out of fire if you include end game heroic raid content, though. Stop defending WoW. I played it for a long time. It has no place in this thread. it has no place for the same reason that any player vs computer game has no place. that motorcycle game, break the targets, whatever. sure new records are being set but it's simply a different element than the player vs player games, as i've already said. If you're racing to beat the computer against other players, is it really still player vs the computer or player vs the other plavers? If I'm in a foot race is it about running fast, or running faster than my opponents? I wouldn't say this has exactly the same elements as a strictly pvp game, but it has many of them and definitely wouldn't exclude it from having a high skill cap. yes, i would argue that things like track & field events are different from events that have 1 competitor directly opposed to another. I would argue the differences between them is blurry at best. They may have slight differences, but they still have extremely high "skillcaps" while remaining competitive(someone wins, everyone else loses). In my mind, as I've said before, any worthwhile competitive game is unlikely to have a true skillcap or it would be trivial by nature. | ||
xarthaz
1704 Posts
On May 18 2011 07:27 ahx wrote: So many misinformed people in this thread. cs 1.6 scBW /thread How in the HELL can a game that has essentially NO acrobatics, NO movement, purely twitch based aiming, NO powerup control, only hitscan weapons have the highest skill cap of its genre? | ||
forgotten0ne
United States951 Posts
In all seriousness though, Tribes 1 pros were some of the most elite gamers around, able to peg people out of the sky with projectile weapons, while both them and their target are flying at 1000000 mph in somewhat unpredictable fashions, takes the skill of a god to do consistently. Add on the control to fly at those speeds, and you have a game that has a ridiculous skill ceiling. All you CS, CoD, and Halo die-hards have NOTHING on Tribes. | ||
scorch-
United States816 Posts
On May 18 2011 08:45 xarthaz wrote: Show nested quote + On May 18 2011 07:27 ahx wrote: So many misinformed people in this thread. cs 1.6 scBW /thread And what FPS games have you played exactly, to come to this conclusion? ![]() Agreed. CS1.6 has a few styles of aiming, and very limited dodging capability. The skill required to effectively kill someone in quake/UT-style games is nearly limitless. I remember reading about top quake duelers having dodging strategies/gameplans for their matches and analyzing their opponent's dodging strategy during their match... and that's a tiny part of everything they're going to do in that match. You have to fit all of your game plan into your knowledge of important positions, items, movement paths, and in real-time assess what your opponent thinks he can do and how he thinks the best way to do that will be. CS had a lot of room for team-based coordination that took a lot of skill and practice. However, the actual fragging part of the game was such a low skill level (relatively speaking) that fatal1ty (who wasn't even a top quake player at the time) could play the game for a month and headshot high-level teams into the ground. | ||
xarthaz
1704 Posts
On May 18 2011 08:52 forgotten0ne wrote: Looking at the Tribes 1 videos posted here, there is no air control in the game. That is, no(or very limited anyway, compared to CPMA or QuakeWorld) radial acceleration. So while unique, that massively limits the acrobatics possible to employ and simplifies airshot prediction, making it more perhaps into the "hard" tier of games like vanilla Quake 3, Quake 2, but not quite the "insane" tier like QuakeWorld or CPMA.Sadly, you're all wrong. The right answer is Tribes. Thanks for playing. In all seriousness though, Tribes 1 pros were some of the most elite gamers around, able to peg people out of the sky with projectile weapons, while both them and their target are flying at 1000000 mph in somewhat unpredictable fashions, takes the skill of a god to do consistently. Add on the control to fly at those speeds, and you have a game that has a ridiculous skill ceiling. All you CS, CoD, and Halo die-hards have NOTHING on Tribes. Also funny thing about CS is that the version that everyone seems to hold so dearly(1.6) is in fact massively dumbed down compared to what the game was like during the beta versions and early retail versions, where guns were semi-accurate while moving, quake-style bunnyhopping was possible, and acceleration was higher, making for much more faster paced gameplay and less of a campfest where anyone who dares to run for even a bit gets punished with completely unusable weapons. | ||
aimaimaim
Philippines2167 Posts
| ||
Sm3agol
United States2055 Posts
On May 18 2011 08:45 xarthaz wrote: Show nested quote + On May 18 2011 07:27 ahx wrote: So many misinformed people in this thread. cs 1.6 scBW /thread How in the HELL can a game that has essentially NO acrobatics, NO movement, purely twitch based aiming, NO powerup control, only hitscan weapons have the highest skill cap of its genre? I am a big quake junkie, and while it is definitely more "skillful" than CS1.6, some of the stuff you put on there just shows your ignorance. Acrobatics is actually a big part of 1.6, with things like crouch peeking, bunny hopping, quick scoping, and quite a few hard map specific jumps being major parts of the game that are definitely not newbie friendly. And if you think it's a twitch based shooter, you clearly have no clue. Sure, twitch shots looks great on frag videos, and it can be a big frag getter for a really good shot, but it's the steady hands that get the consistent kills in 1.6/Source. And powerup control.....I would definitely put bomb down situations up there with powerup control as really tense, high skillcap situations that need to be carefully timed and manipulated. | ||
xarthaz
1704 Posts
On May 18 2011 09:14 Sm3agol wrote: Show nested quote + On May 18 2011 08:45 xarthaz wrote: On May 18 2011 07:27 ahx wrote: So many misinformed people in this thread. cs 1.6 scBW /thread How in the HELL can a game that has essentially NO acrobatics, NO movement, purely twitch based aiming, NO powerup control, only hitscan weapons have the highest skill cap of its genre? I am a big quake junkie, and while it is definitely more "skillful" than CS1.6, some of the stuff you put on there just shows your ignorance. Acrobatics is actually a big part of 1.6, with things like crouch peeking, bunny hopping, quick scoping, and quite a few hard map specific jumps being major parts of the game that are definitely not newbie friendly. And if you think it's a twitch based shooter, you clearly have no clue. Sure, twitch shots looks great on frag videos, and it can be a big frag getter for a really good shot, but it's the steady hands that get the consistent kills in 1.6/Source. And powerup control.....I would definitely put bomb down situations up there with powerup control as really tense, high skillcap situations that need to be carefully timed and manipulated. What steady hands. What is steady aiming used for in CS? The targets are always standing still anyway. All that is necessary after initial twitch is slight crosshair adjustment according to recoil. Bunnyhopping... well it has VERY limited utility due to the harsh speedcap, despite having the more proficient air control as a legacy of being based on QuakeWorld engine. The jumps.. i assume you mean stuff like the Nuke platform jump. Thats not even as hard as Bridge2Rail on Q3, never mind advanced bunnyhopping patterns of QuakeWorld. The tactical depth of bomb plants and map control in CS is massively limited by speed. Because of there existing only two map objects that are tactical "end-goals", which furthermore are near-identical in utility, and players are so heavily penalized for movement (running makes sound, bunnyhopping virtually doesnt increase speed, weapons inaccruate adding massive risk) as well as maps being very stretched out compared to fast shooters(this can also be used as criticism of Tribes) there is a low cap on the possibilities of tactical movement and manipulation of map objects. | ||
Lamppost
Canada317 Posts
On May 12 2011 08:05 Seide wrote: few things about WoW: really low skill cap, unitll you get into the top .5-1% of raiding, then it is actually quite higher. Thought this skillcap is usually a skillcap on how good your teamwork and reaction skills are, not at how good you are at playing your specific character. Arena was more or less a joke, where playing certain comps and winning is a matter of performing an algorithm based on the comp you are playing. It was hardly based on skills, as there are comps who can dominate and other comps who simply cannot beat certain other comps if said comp plays correctly. This has also been getting worse and worse the more Blizzard has tried to "balance" things. I think lately they have given up and decided if you have half a brain and play the right comps, you are deserving of a top rating. Honestly the closest WoW has ever been to balance in PvP was when they their original 13 rank system in Vanilla. For raiding, it is actually extremely hard to find good people to play with for top guilds. Every single person you have that pays attention, keeps a cool head, and is very good at their class and math is a godsend. Often times, if a top dps left your guild, it could leave that spot vacant for months until you could find a comparable person, especially for guilds outside of the top10, but still in the top25. It's a completely different game when you are in a top guild where you actually have to develop your own strategy to an encounter, not just copy a strategy a top guild did 3 weeks after a world first kill. The only time WoW actually takes skill to play in PvE, is the first month or so of new content, but this only applies to about maybe 300-500 people out of the whole WoW population(and I might be overestimating that as it is only the top10 guilds, and that is 250 main raiders + alternate raiders). Top level WoW PvE is actually pretty interesting, I find it sad that it gets such a bad rep because only about 1000 people who play the game even can really perform at that level, and even less actually get exposed to what top level WoW is. Its like if a persons only impressions of BW is from watching a D/C level player play. Its funny, I have played WoW on and off since release with guilds such as Blood Legion and Gentlemen's Club as an average player/officer in those guilds. Quit after we cleared WotLK content. After 4+ years of WoW I cannot really relate to anyone who played that game apart from old guildmembers and people in a similar positions, because it is like we were playing different games. Yet there are people who are even higher up than me, like GMs and world record dps holders, who feel the same way toward me, for the exact same reasons. The difficulty of the encounters though have been steadily decreasing since Burning Crusade, and as I havent played in some time, I cannot speak for the game in its current state, only from my own personal experiences in Vanilla/BC/WotLK. In the end it though really did come down to how thick skinned you were to be able to handle constant drama(and holy shit man, some of the drama was unbelievable), and how commited you were to doing the math/grinding neccesary to optimize your character. Its hard to place WoW, because of the social aspect to it and the fact that in raiding, you aren't really trying to beat anyone as much as you are trying to create a well oiled machine. On one hand its not too hard to play, on the other theres so much shit you have to deal with outside of playing it. Many times in a 25 man raid group, even though those people raided together, many people actually straight up hated other people in the guild. I know I have played for a lot of time with people I hated, but had to so we could get shit done. Having a successful guild was closer to running a HR/Conflict Resolution department of a successful business than playing an actual game. Apart from BW, I cannot think of many games that have a high individual skill cap. Many get their skillcap from team chemistry. A Note on the people posting Dwarf Fortress: There is a difference between a high learning curve and a high skill cap. Dwarf Fortress has a high learning curve, but a not a high skill cap because there are too many random factors for skill to ever account for. Jeez I ended up writing a lot more than intended, but my fingers just kept flying since it irks me that people who make conclusions about WoW have no idea what goes on at the highest level and seem to judge solely on pvp, which in reality has been a joke in WoW for years. Its like someone judging SC, while only having played Fastest. TLDR: WoW PvP: pretty much a joke WoW PvE: pretty intricate at top level, and it is hard to place it. I could not bring myself to agree with anything you typed. I'm hoping your hand were sweaty and just happened to hit all the wrong keys. Your point about PVP in wow is mostly wrong. First of all, vanilla wow was the worst example for balance to use in a balance discussion and wow pvp is one of the game with the highest skillcap you can play other than SC itself. You only talked about the balance in WOW and never got into the fact that WOW has some of the best positioning tactics in any game. Yes, wow had some dominating comp, but I honestly do not believe that WOW was as bad as some of the wannabe pro-players would make it out to be. I'm going to spoiler the part where you talk about WOW PvE because again you don't talk about skillcap itself. + Show Spoiler + Let me start off by saying that I do not believe you actually been in any top guild or even experienced high level raiding because your example of drama sounds like something you encounter in the lower tier guilds. As far as the skillcap in PvE. WOW is an rpg and doesn't require skill, it's all about repetition way more than actual skill in the form of reacting and adjusting Edit: After reading what I posted I do believe that I failed to mention that I do believe that pve has some skill in it, but not in the traditional sense of the word. | ||
dacthehork
United States2000 Posts
On May 18 2011 09:03 xarthaz wrote: Show nested quote + Looking at the Tribes 1 videos posted here, there is no air control in the game. That is, no(or very limited anyway, compared to CPMA or QuakeWorld) radial acceleration. So while unique, that massively limits the acrobatics possible to employ and simplifies airshot prediction, making it more perhaps into the "hard" tier of games like vanilla Quake 3, Quake 2, but not quite the "insane" tier like QuakeWorld or CPMA.On May 18 2011 08:52 forgotten0ne wrote: Sadly, you're all wrong. The right answer is Tribes. Thanks for playing. In all seriousness though, Tribes 1 pros were some of the most elite gamers around, able to peg people out of the sky with projectile weapons, while both them and their target are flying at 1000000 mph in somewhat unpredictable fashions, takes the skill of a god to do consistently. Add on the control to fly at those speeds, and you have a game that has a ridiculous skill ceiling. All you CS, CoD, and Halo die-hards have NOTHING on Tribes. Also funny thing about CS is that the version that everyone seems to hold so dearly(1.6) is in fact massively dumbed down compared to what the game was like during the beta versions and early retail versions, where guns were semi-accurate while moving, quake-style bunnyhopping was possible, and acceleration was higher, making for much more faster paced gameplay and less of a campfest where anyone who dares to run for even a bit gets punished with completely unusable weapons. not true at all. There is air control in all directions. The thing is there is normal physics, aka if you are going 100 mph one direction, it's gonna take a while to change, but if at a lower speed you can change rapidly, and terrain itself affects where you end up. etc The skill comes in predicting that path and shooting them with your own slow moving projectile, while also moving yourself. so you have to take into account where you as the player are moving (it affects your pojectiles direction/velocity), where your target is moving and his "path" in the air, which he can effect. A lot of the shots are also timing based, and terrain based. AKA enemy is running low on energy (for jetpack), and I am too, where will I land to avoid being shot and to hit him on landing. AKA I want to land higher, or save jets to dodge etc etc etc. The time delay on the weapons like grenade launcher (parabolic arc and time delayed fuse) and how slow the spinfuser projectile moves, means you have to calculate a lot of things to even come close to hitting. Then take into account the extreme distances in Tribes, extreme speeds, effect of terrain on movement (because there is very low friction skiing, meaning you basically "skii" on the ground instead of it being a simple thing to stand on). Basically Tribes is about the most complex any FPS can get. Then it's not even dueling, it's capture the flag with 10 v 10 sized teams with multiple armor types, weapon loadouts, etc. Say for "chasing" or "flag defense" in a light armor, you actually have to plot a course on the map (knowing terrain and how to use every little hill to advantage, skiing takes a LONG time to master) since you basically want to move in U shapes, aka touching down on top of a hill sloping downards and skiing along it and up an upward ramp, then using jetpacks to carry that momentum to the next. So basically say I am chasing, I also have to decide which angle to take towards his base to cut him off, which incoming routes to cover, whether I should disk jump (take damage for a burst of speed), or not. etc I mean the coordination on capping is pretty high, you can actually develop "plays" for capturing a flag, where some players on your team set up distractions / clear the flag so you can get your route off without being mine disced in the face as you come in. The multitude of skills in Tribes and depth of gameplay isn't simply "easy to predict". Calculate your velocity (including direction), add that to the projectiles you fire, calculate where you opponent will be or will land, all the while plotting a specific path through the terrain ( or else he just gets away because you are stuck on a rock or got slowed down a bit) It combines and uses more skill than any other FPS ever. It was also the best FPS ever. It just took too long to learn how to even play a basic game of it. Tribes 2 and other versions are actually A LOT easier than T1, and a lot less skilled so dont use examples from that. It's not as simple as "insane aim, twitch" or anything like that too. You cant get anywhere with just aim, you need to be able to actually skii before you can even survive or do anything. get a clue man I've played SC:BW a lot, and even that game has a lower skill cap than tribes | ||
udgnim
United States8024 Posts
| ||
dacthehork
United States2000 Posts
On May 18 2011 11:19 udgnim wrote: that Tribes video just looks like a whole lot of long range air rockets. if that was the pinnacle of Tribes skill, I have no idea why you think Tribes skill cap is higher than BW's. http://www.youtube.com/watch?v=mHo4l-qmGHI&#t=0m26s I don't think you understand all of those shots are considered sure shots in Tribes, read my post about how the projectiles in Tribes actually inherit the players velocity and there is much more prediction needed. Imagine that target is actually 50x farther away, and you have to lead it by 8 seconds, and calculate how your movement will effect the "rocket projectile"'s path. Also the terrain is never flat, and wherever you land will determine where you go next if you want to keep your speed. so you aren't just "shooting" someone, you also have to chase them and keep up to speed. While trying to land shots that take years of practice to even begin to hit sometimes. etc There was actually a T2 player that got into the quake pro scene (painkiller at the time?) and was making good money on some big money tournament series. | ||
See.Blue
United States2673 Posts
On May 17 2011 23:13 Manit0u wrote: Show nested quote + On May 17 2011 15:06 JeeJee wrote: i'm surprised for so many mentions of gunz.. yeah there was some mashing involved but it doesn't even dominate in that aspect of skill imho, not when you compare it to, say, ssbm. the main difference in gunz is that the key sequences were quite loose on timing as long as the order was correct (in other words generally the faster you do it, the better), and there's basically no punishment for doing something too fast (some exceptions but not really relevant in actual gameplay) compare this to ssbm which not only has the mashing aspect of gunz, but a HUGE emphasis on timing, where if you do something too slow (just like gunz) it wont work, but also if you do something too fast, it won't work either (like teching too early, attempting to ff too early, attempting to Lcancel too early and on and on) i dunno, i could never really get the hang of ssbm the way i did gunz, and i suspect that is primarily why. much <3 to ssbm, in terms of technical skill i'm quite certain it's up there among the best. I'm surprised people mention SSBM and no one mentions Virtua Fighter series... It's all about timing and positioning and some of the moves are ridiculously hard (release block after 1/60 second to launch a quick elbow). On top of that it's in 3D, different characters have different mass, which makes some of them more or less prone to juggling etc. I mean, look at the player's input in this training session. How much you need to mash and time your stuff to get even a 3 hit combo... http://www.youtube.com/watch?v=lJ24r3LumjM VF is so hard... Like was mentioned earlier though, melee i think ranks higher (as someone with at least some familiarity with both games) just because of the insane timing windows (something as fundamental as shuffling, for example, forget pillar combos or superwavedashing or anything) but also the simple number of degrees of freedom involved in combos is crazy (DI, opponent character weight, which part of the hitbox connected, opponent character damage, stage specifics like wind on dreamland 64, ability to use terrain to continue combos with wavelands etc, and opponent teching). its just rediculous when you get down to it | ||
forgotten0ne
United States951 Posts
On May 18 2011 11:26 dacthehork wrote: Show nested quote + On May 18 2011 11:19 udgnim wrote: that Tribes video just looks like a whole lot of long range air rockets. if that was the pinnacle of Tribes skill, I have no idea why you think Tribes skill cap is higher than BW's. http://www.youtube.com/watch?v=mHo4l-qmGHI&#t=0m26s I don't think you understand all of those shots are considered sure shots in Tribes, read my post about how the projectiles in Tribes actually inherit the players velocity and there is much more prediction needed. Imagine that target is actually 50x farther away, and you have to lead it by 8 seconds, and calculate how your movement will effect the "rocket projectile"'s path. Also the terrain is never flat, and wherever you land will determine where you go next if you want to keep your speed. so you aren't just "shooting" someone, you also have to chase them and keep up to speed. While trying to land shots that take years of practice to even begin to hit sometimes. etc There was actually a T2 player that got into the quake pro scene (painkiller at the time?) and was making good money on some big money tournament series. It's ok dac; they won't understand unless they actually play Tribes. Just let them be ignorant. | ||
JeeJee
Canada5652 Posts
On May 18 2011 11:36 See.Blue wrote: Show nested quote + On May 17 2011 23:13 Manit0u wrote: On May 17 2011 15:06 JeeJee wrote: i'm surprised for so many mentions of gunz.. yeah there was some mashing involved but it doesn't even dominate in that aspect of skill imho, not when you compare it to, say, ssbm. the main difference in gunz is that the key sequences were quite loose on timing as long as the order was correct (in other words generally the faster you do it, the better), and there's basically no punishment for doing something too fast (some exceptions but not really relevant in actual gameplay) compare this to ssbm which not only has the mashing aspect of gunz, but a HUGE emphasis on timing, where if you do something too slow (just like gunz) it wont work, but also if you do something too fast, it won't work either (like teching too early, attempting to ff too early, attempting to Lcancel too early and on and on) i dunno, i could never really get the hang of ssbm the way i did gunz, and i suspect that is primarily why. much <3 to ssbm, in terms of technical skill i'm quite certain it's up there among the best. I'm surprised people mention SSBM and no one mentions Virtua Fighter series... It's all about timing and positioning and some of the moves are ridiculously hard (release block after 1/60 second to launch a quick elbow). On top of that it's in 3D, different characters have different mass, which makes some of them more or less prone to juggling etc. I mean, look at the player's input in this training session. How much you need to mash and time your stuff to get even a 3 hit combo... http://www.youtube.com/watch?v=lJ24r3LumjM VF is so hard... Like was mentioned earlier though, melee i think ranks higher (as someone with at least some familiarity with both games) just because of the insane timing windows (something as fundamental as shuffling, for example, forget pillar combos or superwavedashing or anything) but also the simple number of degrees of freedom involved in combos is crazy (DI, opponent character weight, which part of the hitbox connected, opponent character damage, stage specifics like wind on dreamland 64, ability to use terrain to continue combos with wavelands etc, and opponent teching). its just rediculous when you get down to it Yeah, I suppose another thing that has to do with it is the difference in popularity of the games (more people playing ssbm naturally leads to more people mentioning the game) Personally I have never played the VF series so I can't comment from experience, but if it follows the combo system of other fighters like street fighter, then the combos are essentially hard-coded once the first hit connects. What amazes me most about ssbm in general (apart from a vast technical skill requirement, which may very well be beaten by other games such as VF) is that the combos are, for a lack of a better word, improvised on the spot. That's not entirely true of course, but when you consider how the same attack can result in vastly different outcomes (as mentioned earlier, due to % accumulated on the other player, their DI/SDI, staleness of the move, and on and on), it just makes it quite wonderful to watch imho and appreciate the fluidity despite all that. | ||
Makura
United States317 Posts
On May 18 2011 13:39 JeeJee wrote: Show nested quote + On May 18 2011 11:36 See.Blue wrote: On May 17 2011 23:13 Manit0u wrote: On May 17 2011 15:06 JeeJee wrote: i'm surprised for so many mentions of gunz.. yeah there was some mashing involved but it doesn't even dominate in that aspect of skill imho, not when you compare it to, say, ssbm. the main difference in gunz is that the key sequences were quite loose on timing as long as the order was correct (in other words generally the faster you do it, the better), and there's basically no punishment for doing something too fast (some exceptions but not really relevant in actual gameplay) compare this to ssbm which not only has the mashing aspect of gunz, but a HUGE emphasis on timing, where if you do something too slow (just like gunz) it wont work, but also if you do something too fast, it won't work either (like teching too early, attempting to ff too early, attempting to Lcancel too early and on and on) i dunno, i could never really get the hang of ssbm the way i did gunz, and i suspect that is primarily why. much <3 to ssbm, in terms of technical skill i'm quite certain it's up there among the best. I'm surprised people mention SSBM and no one mentions Virtua Fighter series... It's all about timing and positioning and some of the moves are ridiculously hard (release block after 1/60 second to launch a quick elbow). On top of that it's in 3D, different characters have different mass, which makes some of them more or less prone to juggling etc. I mean, look at the player's input in this training session. How much you need to mash and time your stuff to get even a 3 hit combo... http://www.youtube.com/watch?v=lJ24r3LumjM VF is so hard... Like was mentioned earlier though, melee i think ranks higher (as someone with at least some familiarity with both games) just because of the insane timing windows (something as fundamental as shuffling, for example, forget pillar combos or superwavedashing or anything) but also the simple number of degrees of freedom involved in combos is crazy (DI, opponent character weight, which part of the hitbox connected, opponent character damage, stage specifics like wind on dreamland 64, ability to use terrain to continue combos with wavelands etc, and opponent teching). its just rediculous when you get down to it Yeah, I suppose another thing that has to do with it is the difference in popularity of the games (more people playing ssbm naturally leads to more people mentioning the game) Personally I have never played the VF series so I can't comment from experience, but if it follows the combo system of other fighters like street fighter, then the combos are essentially hard-coded once the first hit connects. What amazes me most about ssbm in general (apart from a vast technical skill requirement, which may very well be beaten by other games such as VF) is that the combos are, for a lack of a better word, improvised on the spot. That's not entirely true of course, but when you consider how the same attack can result in vastly different outcomes (as mentioned earlier, due to % accumulated on the other player, their DI/SDI, staleness of the move, and on and on), it just makes it quite wonderful to watch imho and appreciate the fluidity despite all that. I agree fully with the ssbm comment, in terms of precision and speed, its fully debatable between games in terms of frame precision (such as multi shining frame precision putting most other frame precision to shame) but because the game incorporated so many defensive mechanics (wall techs, DI, etc) upon being hit, in order for a combo to be executed it has to be completely reaction-based not a prememorized combo which alot of games (although some of those are fairly difficult) | ||
antelope591
Canada820 Posts
Now obviously not everyone can make it in a top guild cause there are plenty of brain dead idiots especially in wow who cant even manage basic raid mechanics. But even mentioning in a sentence with other games as far as top level skill goes makes u look like an idiot. | ||
JaxDaniels
United States29 Posts
| ||
L3g3nd_
New Zealand10461 Posts
On May 18 2011 15:46 JaxDaniels wrote: I don't think there's a skill cap. There will always be things to get better at like medivac micro to make sure they're always healing and nobody has perfect precision in WoW. especially with multi tasking, we physically cant do 2 things at once, and so we have to do one thing after the other asap, and you can always shave off milliseconds and what not, and over the course of a game being 5milliseconds faster at everything could be the difference between winning and losing | ||
malady
United States600 Posts
but have you seriously played broodwar on a real server? (not battlenet) well in case you haven't...shit is hard! the micro, macro, multitasking elements needed in brood war to this day memorize me which is why i still to this day watch brood war and genuinely enjoy it from a viewers perspective I see what those pro gamers do and i can truly appreciate there skills because when you play broodwar try to see if you can replicate a certain build or matchup i doubt 99% us here will ever be half as capable as some of broodwar dragons right now | ||
dacthehork
United States2000 Posts
On May 18 2011 16:21 malady wrote: I'm not disagreeing tribes is hard to play but have you seriously played broodwar on a real server? (not battlenet) well in case you haven't...shit is hard! the micro, macro, multitasking elements needed in brood war to this day memorize me which is why i still to this day watch brood war and genuinely enjoy it from a viewers perspective I see what those pro gamers do and i can truly appreciate there skills because when you play broodwar try to see if you can replicate a certain build or matchup i doubt 99% us here will ever be half as capable as some of broodwar dragons right now It's an extremely refined game in terms of players and yes I have played iccup. Tribes had a decent user base and even competitive scene but nothing like broodwar in korea. In terms of actual refined pro players, obviously broodwar has the best. At the same time in terms of FPS you really can't compare to the skill of Tribes. It has every aspect of every other FPS, and then about 2x more after that. The sequels have all been terrible but it still has another one coming. | ||
Manit0u
Poland17232 Posts
On May 18 2011 15:08 Makura wrote: Show nested quote + On May 18 2011 13:39 JeeJee wrote: On May 18 2011 11:36 See.Blue wrote: On May 17 2011 23:13 Manit0u wrote: On May 17 2011 15:06 JeeJee wrote: i'm surprised for so many mentions of gunz.. yeah there was some mashing involved but it doesn't even dominate in that aspect of skill imho, not when you compare it to, say, ssbm. the main difference in gunz is that the key sequences were quite loose on timing as long as the order was correct (in other words generally the faster you do it, the better), and there's basically no punishment for doing something too fast (some exceptions but not really relevant in actual gameplay) compare this to ssbm which not only has the mashing aspect of gunz, but a HUGE emphasis on timing, where if you do something too slow (just like gunz) it wont work, but also if you do something too fast, it won't work either (like teching too early, attempting to ff too early, attempting to Lcancel too early and on and on) i dunno, i could never really get the hang of ssbm the way i did gunz, and i suspect that is primarily why. much <3 to ssbm, in terms of technical skill i'm quite certain it's up there among the best. I'm surprised people mention SSBM and no one mentions Virtua Fighter series... It's all about timing and positioning and some of the moves are ridiculously hard (release block after 1/60 second to launch a quick elbow). On top of that it's in 3D, different characters have different mass, which makes some of them more or less prone to juggling etc. I mean, look at the player's input in this training session. How much you need to mash and time your stuff to get even a 3 hit combo... http://www.youtube.com/watch?v=lJ24r3LumjM VF is so hard... Like was mentioned earlier though, melee i think ranks higher (as someone with at least some familiarity with both games) just because of the insane timing windows (something as fundamental as shuffling, for example, forget pillar combos or superwavedashing or anything) but also the simple number of degrees of freedom involved in combos is crazy (DI, opponent character weight, which part of the hitbox connected, opponent character damage, stage specifics like wind on dreamland 64, ability to use terrain to continue combos with wavelands etc, and opponent teching). its just rediculous when you get down to it Yeah, I suppose another thing that has to do with it is the difference in popularity of the games (more people playing ssbm naturally leads to more people mentioning the game) Personally I have never played the VF series so I can't comment from experience, but if it follows the combo system of other fighters like street fighter, then the combos are essentially hard-coded once the first hit connects. What amazes me most about ssbm in general (apart from a vast technical skill requirement, which may very well be beaten by other games such as VF) is that the combos are, for a lack of a better word, improvised on the spot. That's not entirely true of course, but when you consider how the same attack can result in vastly different outcomes (as mentioned earlier, due to % accumulated on the other player, their DI/SDI, staleness of the move, and on and on), it just makes it quite wonderful to watch imho and appreciate the fluidity despite all that. I agree fully with the ssbm comment, in terms of precision and speed, its fully debatable between games in terms of frame precision (such as multi shining frame precision putting most other frame precision to shame) but because the game incorporated so many defensive mechanics (wall techs, DI, etc) upon being hit, in order for a combo to be executed it has to be completely reaction-based not a prememorized combo which alot of games (although some of those are fairly difficult) I see that you haven't got much experience with VF. Combos aren't really hard-coded there, there are some basic combos but most of the really important stuff was discovered by people (ie: you won't see it in practice mode, which after quite a lot of playing I am still unable to complete for some characters). There are very few combos that are guaranteed to go through if the first hit connects (there are several ways to break someone's combo) and even then, they usually have some very specific requirements (if your hit connected on a counter, your enemy has fallen head towards you and didn't tech-roll for example, that's 3 things that can make your combo not hit). To add the difficulty you have 3 heights to block (high, mid, low) and protect from throws and side attacks. To escape a throw you must hit throw yourself and the last direction entered before enemy's throw landed (so you basically need to know and recognize all the throws in the game, of which some characters have well over 20-30 and react to it instantly). Then there's the after-blow effect, ie: you can block a blow and still be behind framewise, not leaving you an opportunity to counter and of course staggers, wall-hits, ring-outs, wall attacks and so on. All this without the pretty hit effects to cover for blows not actually landing but being "close enough". | ||
Sh0guni
Finland126 Posts
Also how the hell can they tech air throws by reaction in mvc3? I don't get it. I don't think DotA had the highest learning curve, but boy was that game hard to get good at. Fail a mid and get flamed for the rest of your life jesus. | ||
xarthaz
1704 Posts
On May 18 2011 11:26 dacthehork wrote: Show nested quote + On May 18 2011 11:19 udgnim wrote: that Tribes video just looks like a whole lot of long range air rockets. if that was the pinnacle of Tribes skill, I have no idea why you think Tribes skill cap is higher than BW's. http://www.youtube.com/watch?v=mHo4l-qmGHI&#t=0m26s I don't think you understand all of those shots are considered sure shots in Tribes, read my post about how the projectiles in Tribes actually inherit the players velocity and there is much more prediction needed. Imagine that target is actually 50x farther away, and you have to lead it by 8 seconds, and calculate how your movement will effect the "rocket projectile"'s path. Also the terrain is never flat, and wherever you land will determine where you go next if you want to keep your speed. so you aren't just "shooting" someone, you also have to chase them and keep up to speed. While trying to land shots that take years of practice to even begin to hit sometimes. etc There was actually a T2 player that got into the quake pro scene (painkiller at the time?) and was making good money on some big money tournament series. Look, i appreciate the gameplay of Tribes. However in the grand scheme of things, its a slow game. Look at the QuakeWorld video i posted, there is no comparison in the speed of aiming, speed of acrobatics, speed of alteration of map control mechanics. Therefore, while there are concepts that perhaps make air rockets hard like galilean speed addition, it is lacking in other departments. See the criticism of CS in regard of tactics. Due to the landscape of Tribes the same argument applies. The fact of the matter is, people coming from other first person shooters cant keep up when they try QuakeWorld. Its way too fast. The speed amplifies every aspect of the game, it needs gamers to turbocharge themselves. http://www.youtube.com/watch?v=rxpIyAFv6Lo Now about the air mechanics of Tribes. You could compare that to perhaps the concing of TeamFortress and TeamFortressClassic. A difficult and developed art in itself, reliant on percise timings. However the gameplay remains slow despite those things. | ||
Irratonalys
Germany902 Posts
![]() on insane , all the dots kill you , and they move in a complex series of changing patterns you have to remember and control perfectly to survive. this is a video of a bossfight. remember , everything kills you: final card touhou 8 | ||
vyyye
Sweden3917 Posts
On May 18 2011 19:07 Irratonalys wrote: without a damn question , Touhou. your all just too young to have played it. on insane , all the dots kill you , and they move in a complex series of changing patterns you have to remember and control perfectly to survive. this is a video of a bossfight. remember , everything kills you: Really, a shmup? When you've managed to clear the hardest levels, what's left to do? Without a damn question a shmup does not have the highest skill cap out of any game, however hard they might be. | ||
Irratonalys
Germany902 Posts
Really, a shmup? When you've managed to clear the hardest levels, what's left to do? Without a damn question a shmup does not have the highest skill cap out of any game, however hard they might be. then go and try beating the highscores ![]() your looking at years of practice to maybe get in the top thousand (non asian worldwide) | ||
vyyye
Sweden3917 Posts
On May 18 2011 19:22 Irratonalys wrote: Show nested quote + Really, a shmup? When you've managed to clear the hardest levels, what's left to do? Without a damn question a shmup does not have the highest skill cap out of any game, however hard they might be. then go and try beating the highscores ![]() your looking at years of practice to maybe get in the top thousand (non asian worldwide) Well, sure. But using that as a basis pretty much any arcade game ever can be called the game with the "highest skillcap". I'm not denying you need skill to clear them (I know how well I'd do..), just can't see how the skillcap is higher in a shmup which relies highly on trial & error and learning what X and Y does in pattern Z can compare to something like BW or Quake. All this based on minimal experience with Touhou, but from what I've gathered it's just a shmup that's infinitely harder than other shmups? | ||
obesechicken13
United States10467 Posts
![]() Managing your economy necessitated handling dozens of planets, each providing different raw resources, which would go to different factories to be produced into intermediate materals, which would then go to different planets and factories to be built into useable things for the construction of your fleets. If we're going to go by difficulty of winning, well then Touhou is pretty hard, as would chess against a really good AI. If you're going to go by pure mechanics then games like multitask 2 (flash game) are almost impossible to do well in because there's a limit to how many hands and how much attention one can divide up into different tasks. There are games that are just difficult to understand. As with any multiplayer game, it's been said that it's always possible to improve and to get better so no multiplayer game really has a skillcap, but I think more complex games have more to learn that can let good players continue to improve their skill levels a lot even after investing a hundred hours into the game. http://www.cracked.com/video_18218_if-starcraft-was-even-more-complicated.html | ||
ATLzac
United States51 Posts
id say melee's execution and spacing exceed VF, but VF mixups and mindgames are superior. TTT movement and execution is on another level depending on the team. In general, most of the older fighters require more skill to be a top player than their newer iterations. I see that a lot of folks brought up WOW. I got glad in season 2, but never raided very much. WOW arena was a joke compared to most of these other games. It was fun, but I couldn't confidently say it took a lot of talent. | ||
CatchAFish
Finland13 Posts
#1 Polo #2 Golf #3 SC:BW | ||
BAMK
United States117 Posts
On May 18 2011 18:35 Sh0guni wrote: I gotta say that after getting into fighting games I realized what kind of practice it takes to be in the top level. I'm not even near that level myself but every time I see a pro do a sick 1-frame link, let alone 3 of them (Uryo sakura anyone??) in a grand final it just amazes me. Also how the hell can they tech air throws by reaction in mvc3? I don't get it. I don't think DotA had the highest learning curve, but boy was that game hard to get good at. Fail a mid and get flamed for the rest of your life jesus. Almost no one techs throws by reaction in super4 or mvc3 (can't speak to other games). The window is something like 10 frames = 1/6 of a second. Most of the time, it's an option select (hit throw + punch, it will tech if opp tries to throw you and punch if they don't) or it's a situation where you expect a throw (opp jumps in, you block, opp will punch 0-2 times to continue block string and then throw you, you have to block the hits and tech the throw, trying to tech early will get you punched, trying to tech late will get you thrown). It's highly read-based, you just try to input at at timing that will cover the most bases. 1-frame links can become 2-frame links in certain games with good button technique. In super4, for example, if you hit LP and MP at almost the same time, you'll get MP and LPMP 1 frame apart, and MP takes priority over LP so essentially you've inputted MP in 2 consecutive frames (this is called plinking). But yeah, practice. I like fighters because there's a lot of variety in play style and creativity (especially in the spur of the moment) since it's more about beating your opponent (reading, tricking, confusing, etc) than about executing perfectly against a range of possibilities from your opponent (for example, in starcraft games where having a good BO is essential and most players aren't too distinct because everyone goes 1rax FE --> rax --> tanks/medivac or something). | ||
zyglrox
United States1168 Posts
ut mod called tactical ops...nobody probably has played it haha...been playing that for 10+ years. sc ofc quake ofc | ||
ATLzac
United States51 Posts
The game is fun as hell but there's no reason to play it over 2 imo. | ||
MyLastSerenade
Germany710 Posts
On May 12 2011 07:47 sanya wrote: daoc 8v8 at about ~rr10 level without adds if we're talking teamfights broodwar otherwise probably qft for teamgames bw for solo Go for RL " sports " | ||
LordWeird
United States3411 Posts
On May 18 2011 19:15 vyyye wrote: Show nested quote + On May 18 2011 19:07 Irratonalys wrote: without a damn question , Touhou. your all just too young to have played it. on insane , all the dots kill you , and they move in a complex series of changing patterns you have to remember and control perfectly to survive. this is a video of a bossfight. remember , everything kills you: http://www.youtube.com/watch?v=zmKjkDsEeUA&feature=related Really, a shmup? When you've managed to clear the hardest levels, what's left to do? Without a damn question a shmup does not have the highest skill cap out of any game, however hard they might be. Inclined to agree. Sure it takes a steady hand but with enough memorization you can beat the whole thing (not saying I could or I have). Any game that could qualify for "highest skill cap" would definitely have to be multiplayer simply because of the sheer number of situations you will be presented which will require skill to come out on top. Brood War is definitely up there in terms of skill cap. You could practice for months and months non stop and still be the bottom of the barrel skill-wise. If not BW than probably Bloodline Champions. That game is just silly with the amount of skill required. | ||
Carnagath
230 Posts
| ||
Manit0u
Poland17232 Posts
| ||
teekesselchen
Germany886 Posts
Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). | ||
Manit0u
Poland17232 Posts
On May 20 2011 01:25 teekesselchen wrote: Really most obviously SC:BW over than any other game. Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). I'd like to disagree here, a lot of the game's outcome is pretty highly dependant on the map. Maps usually favor one race over another (I don't believe I've seen a map where win ratios would be more or less equal across the board) and it doesn't let players always play to their full potential. If there would be a map, fair for every race and every playstyle we would have a good gauge to measure up skillcap and potential. But in the current environment when maps not only favor certain races but also force you into a specific kind of game (huge macro maps for example, where players who do best in the early-mid game with some crazy rushes or timing attacks) instead of letting you play whatever you choose without punishing you for it, you don't get to see what this game could really be like. Korean pro's don't even think much when playing. They practice so much that the most of the game becomes more or less instinctive mechanical reactions for them, rather than conscious act. @ QuakeWorld: Dunno man, seems things have changed a bit. When I was playing Quake back in the days having the colours set like that (gamma settings with no shadows and shining players) was forbidden. | ||
Whole
United States6046 Posts
On May 20 2011 01:35 Manit0u wrote: Show nested quote + On May 20 2011 01:25 teekesselchen wrote: Really most obviously SC:BW over than any other game. Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). I'd like to disagree here, a lot of the game's outcome is pretty highly dependant on the map. Maps usually favor one race over another (I don't believe I've seen a map where win ratios would be more or less equal across the board) and it doesn't let players always play to their full potential. If there would be a map, fair for every race and every playstyle we would have a good gauge to measure up skillcap and potential. But in the current environment when maps not only favor certain races but also force you into a specific kind of game (huge macro maps for example, where players who do best in the early-mid game with some crazy rushes or timing attacks) instead of letting you play whatever you choose without punishing you for it, you don't get to see what this game could really be like. wouldn't the variety of maps add to the skillcap because it forces the player to be adaptable and not rely on their preferred way of playing. Maps being imbalanced toward races sucks, but maps being imbalanced toward playstyles is actually a good thing in my opinion. | ||
mage36
415 Posts
PS: also look up QWOP! Definitely the hardest game! | ||
antelope591
Canada820 Posts
On May 20 2011 01:25 teekesselchen wrote: Really most obviously SC:BW over than any other game. Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). Agreed...plus luck is less of a factor in BW than any other game. It's pretty much 100% based on skill and player ability. If a pretty good but not pro level player played 1000 games against Flash/Jaedong he would loose all 1000 of them badly. But in an FPS for example, if that same caliber player player 1000 rounds against fatality or a decent team played against the best CS team they could still take a handful of rounds due to lucky shots. | ||
qubee
Netherlands39 Posts
| ||
Sm3agol
United States2055 Posts
On May 20 2011 03:37 antelope591 wrote: Show nested quote + On May 20 2011 01:25 teekesselchen wrote: Really most obviously SC:BW over than any other game. Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). Agreed...plus luck is less of a factor in BW than any other game. It's pretty much 100% based on skill and player ability. If a pretty good but not pro level player played 1000 games against Flash/Jaedong he would loose all 1000 of them badly. But in an FPS for example, if that same caliber player player 1000 rounds against fatality or a decent team played against the best CS team they could still take a handful of rounds due to lucky shots. Um. No. You obviously never played either Quake or CS competitively. Noone, not evne professionals touched Fatal1ty during his "dream run" back in the day, and I know I as a fairly solid Quaker, that I could never in my wildest dreams take a game off of the current beast, rapha. I think if I played a thousand games vs him(without improving, of course) at my level, I think I would probably have something like 50 KILLS total. And would be 0-1000. I would never come even close to taking a game off him. And as an even better CS player......it's almost worse. Sure, my team might take an occasional round(out of a bo15, like usual), but would never come even close to winning a game vs a top team. For an example of perspective, a round in CS or a kill in Quake would be roughly equivalent to an engagement in SC. A top level team could probably beat my team with nothing but grenades and desert eagles.....15-0. The difference is just as HUGE. You overestimate BW. I played an "average" top team in a CEVO tournament about 5 years ago...they beat us 15-1. They rushed us with smgs and shotguns every round. I almost quit right then and there. | ||
afk4lifez
United States44 Posts
On May 12 2011 07:41 nymfaw wrote: WoW probably has the lowest skillcap of all games in gaming history.. dont be mad There are so many games out there that it's hard to name certains but i think RTS is #1 your comment is most likely based on the observation of below average pve scrubs like yourself, who cant achieve even a mediocre arena rating despite being carried by welfare epics you obviously never seen a skilled top rated player. watch rekful for instance - although average pve scrub like you wont understand the 99% of whats going on in the video wow is far more and skilled and than any fps games ive seen. if skill cap is low as you say, EVERYONE should be able to hit 3000 rating with 117-4 record amirite??? do some research before making such crappy misinformative posts. thx User was banned for this post. | ||
vennike
Estonia29 Posts
Now imagine doing even one of those runs.(If it looks simple then i dare you to try and beat them). Then imagine doing them 10 times in a row during matches. Not easy huh? Trackmanias skill cap is in my opinion the highest due to - Hundreds of thousands of tracks - 7 different environments with different car handling - Different substyles in all environments , all of which require different skills to be had from the driver , from pinpoint precision driving to figuring out puzzles. - Properly mastering even 1 track takes weeks , let alone all of them. | ||
Nebula
England780 Posts
On May 20 2011 04:12 afk4lifez wrote: Show nested quote + On May 12 2011 07:41 nymfaw wrote: WoW probably has the lowest skillcap of all games in gaming history.. dont be mad There are so many games out there that it's hard to name certains but i think RTS is #1 your comment is most likely based on the observation of below average pve scrubs like yourself, who cant achieve even a mediocre arena rating despite being carried by welfare epics you obviously never seen a skilled top rated player. watch rekful for instance - although average pve scrub like you wont understand the 99% of whats going on in the video http://www.youtube.com/watch?v=aU8pOwuqt3k wow is far more and skilled and than any fps games ive seen. if skill cap is low as you say, EVERYONE should be able to hit 3000 rating with 117-4 record amirite??? do some research before making such crappy misinformative posts. thx It's nice you want to defend your game and all but saying it has more skill than a game like quake 3 is just laughable. There is a good reason why competitive MMO is looked down upon. | ||
Velocirapture
United States983 Posts
| ||
LonelyCat
United Kingdom130 Posts
| ||
Manit0u
Poland17232 Posts
On May 20 2011 06:03 LonelyCat wrote: I'm fairly sure Grubby, Insomnia and ToD hung at 85%+ on warcraft III ladder, during its most competitive days. Why is imperfect information limiting in skill level? It adds to it adding mind games, you need to be able to take risks or come to decisions on things without perfect information - a reason why RTS AIs are notoriously difficult to make. Also denying information becomes more important as you can potentially look to force bad decisions through these methods. Actually, Grubby was ~67% on ladder. The thing is that when you got to the top (especially in the masters ladder added later) you were competing with pros most of the time and, as hard as it may seem, Grubby wasn't untouchable and even non top-tier guys from some of the top-tier teams were able to take games from him. | ||
BAMK
United States117 Posts
On May 20 2011 04:24 Velocirapture wrote: FPS and Fighting games always struck me as the highest skill curve games. I love rts but imperfect information games are limited in this respect by their very nature. The clear evidence of this is how dominant top players are in each genre. The best rts players hit ~70% at their peak (given a reasonable sample size). The best FPS and fighter guys hang out well over 90% (although some are notorious for messing around like Justin Wong playing the TROLLDOK team in tourney lol). What about the fact that, say, Jwong can dominate at multiple games (mvc2, super4, third strike) at the same time while I don't think there are any BW pros or war3 pros could win a tourney in both at the same time? I feel like fighting and FPS games essentially are simpler games that reward on core mechanics far more (reaction time, mouse accuracy, button timing) while requiring less game-specific knowledge. Thus, if you're good at the core mechanics, you can quickly learn a game and dominate people, whereas in RTS games, learning the game is a far bigger task between the maps, strategies, and unique situations. Also, in FPS/fighting games, unique situations are somewhat fewer and easier to "reset" back to a neutral position. | ||
xarthaz
1704 Posts
On May 20 2011 01:35 Manit0u wrote: @ QuakeWorld: Dunno man, seems things have changed a bit. When I was playing Quake back in the days having the colours set like that (gamma settings with no shadows and shining players) was forbidden. Every serious competitive game allows fullbright color models and clear map settings... | ||
Wazakhaq
Finland7 Posts
On May 20 2011 08:41 xarthaz wrote: Show nested quote + On May 20 2011 01:35 Manit0u wrote: @ QuakeWorld: Dunno man, seems things have changed a bit. When I was playing Quake back in the days having the colours set like that (gamma settings with no shadows and shining players) was forbidden. Every serious competitive game allows fullbright color models and clear map settings... Yeah like counter-strike where fullbright color models and clear map settings are considered bannable offense =) | ||
antelope591
Canada820 Posts
On May 20 2011 03:53 Sm3agol wrote: Show nested quote + On May 20 2011 03:37 antelope591 wrote: On May 20 2011 01:25 teekesselchen wrote: Really most obviously SC:BW over than any other game. Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). Agreed...plus luck is less of a factor in BW than any other game. It's pretty much 100% based on skill and player ability. If a pretty good but not pro level player played 1000 games against Flash/Jaedong he would loose all 1000 of them badly. But in an FPS for example, if that same caliber player player 1000 rounds against fatality or a decent team played against the best CS team they could still take a handful of rounds due to lucky shots. Um. No. You obviously never played either Quake or CS competitively. Noone, not evne professionals touched Fatal1ty during his "dream run" back in the day, and I know I as a fairly solid Quaker, that I could never in my wildest dreams take a game off of the current beast, rapha. I think if I played a thousand games vs him(without improving, of course) at my level, I think I would probably have something like 50 KILLS total. And would be 0-1000. I would never come even close to taking a game off him. And as an even better CS player......it's almost worse. Sure, my team might take an occasional round(out of a bo15, like usual), but would never come even close to winning a game vs a top team. For an example of perspective, a round in CS or a kill in Quake would be roughly equivalent to an engagement in SC. A top level team could probably beat my team with nothing but grenades and desert eagles.....15-0. The difference is just as HUGE. You overestimate BW. I played an "average" top team in a CEVO tournament about 5 years ago...they beat us 15-1. They rushed us with smgs and shotguns every round. I almost quit right then and there. Clearly u misread my post...I didn't say take a game I said take a round or have a bunch of kills which you agreed with. Obviously the pro would win but purely based on luck you can still take a round once in a while or get a kill once in a while. In BW there's no such thing as winning a game once in a while vs an S class player unless you're a pro yourself. This is what I mean by luck being a factor...of course it's not a big factor but even if its 1-5% that's greater than the luck involved in BW which is pretty much close to 0. | ||
xarthaz
1704 Posts
On May 20 2011 09:16 Wazakhaq wrote: Show nested quote + On May 20 2011 08:41 xarthaz wrote: On May 20 2011 01:35 Manit0u wrote: @ QuakeWorld: Dunno man, seems things have changed a bit. When I was playing Quake back in the days having the colours set like that (gamma settings with no shadows and shining players) was forbidden. Every serious competitive game allows fullbright color models and clear map settings... Yeah like counter-strike where fullbright color models and clear map settings are considered bannable offense =) Yeah this is just brainless run and gun then, the CS pros arent gonna waste their time playing with these noobs so they play the pro fps game. | ||
Wazakhaq
Finland7 Posts
On May 20 2011 09:45 xarthaz wrote: Show nested quote + On May 20 2011 09:16 Wazakhaq wrote: On May 20 2011 08:41 xarthaz wrote: On May 20 2011 01:35 Manit0u wrote: @ QuakeWorld: Dunno man, seems things have changed a bit. When I was playing Quake back in the days having the colours set like that (gamma settings with no shadows and shining players) was forbidden. Every serious competitive game allows fullbright color models and clear map settings... Yeah like counter-strike where fullbright color models and clear map settings are considered bannable offense =) http://www.youtube.com/watch?v=MYpR67fV5ww Yeah this is just brainless run and gun then, the CS pros arent gonna waste their time playing with these noobs so they play the pro fps game. First i would like to ask you when did i offend you or "your game". Second I play quake myself lol. Quake players are just biggest snobs around and are butthurt because everyone doesnt like their game ![]() | ||
Brotatolol
United States1742 Posts
On May 20 2011 04:12 afk4lifez wrote: Show nested quote + On May 12 2011 07:41 nymfaw wrote: WoW probably has the lowest skillcap of all games in gaming history.. dont be mad There are so many games out there that it's hard to name certains but i think RTS is #1 your comment is most likely based on the observation of below average pve scrubs like yourself, who cant achieve even a mediocre arena rating despite being carried by welfare epics you obviously never seen a skilled top rated player. watch rekful for instance - although average pve scrub like you wont understand the 99% of whats going on in the video http://www.youtube.com/watch?v=aU8pOwuqt3k wow is far more and skilled and than any fps games ive seen. if skill cap is low as you say, EVERYONE should be able to hit 3000 rating with 117-4 record amirite??? do some research before making such crappy misinformative posts. thx Were you not told when you bought WoW that it is actually a source of entertainment and sense of accomplishment for the blind and handicapped? Oh, I guess not. User was temp banned for this post. | ||
unsaid
45 Posts
CS 1.6 SC 1 Quake Trackmania WC3 SC2 Dota/hon ... ... ... farting ... ... WoW and other mmorpg shit | ||
Skurvy
United Kingdom13 Posts
sup | ||
mojojo800
United States66 Posts
But really I think either BW or Gunz the duel. | ||
Jaso
United States2147 Posts
| ||
bEwArE
United Kingdom121 Posts
| ||
Alabasern
United States4005 Posts
There is no spray and pray and FPS's don't require a player to macro manage inactive or stationary items in the game experience. Brood War is lonely on the top... followed by Quake or similar FPS. Both require good game sense or scouting to maintain advantages. But In Brood War, players must subvert or overwhelm their opponents. It is a game of speed calculations more than a FPS's game of reflexes. | ||
fern
Netherlands1 Post
On May 20 2011 09:59 Wazakhaq wrote: First i would like to ask you when did i offend you or "your game". Second I play quake myself lol. Quake players are just biggest snobs around and are butthurt because everyone doesnt like their game ![]() quakeworld player here, i'm butthurt right now cause you are talking about the popularity of this game in a skill cap thread, good start o_O most people abandon the game cause they don't wish to spend their time spawning a hundred times and getting 3 kills for months and beyond, that's pretty much what it boils down to. it's more than fair, it's your time, and you spend it how you see fit, but it doesn't make us snobs ;p | ||
Lumire
United States607 Posts
On May 20 2011 11:28 bEwArE wrote: In my opinion out of any game I've ever played it has to be Starcraft 2, I've only ever played CoD4 and a handful of other games competitively though. Chess I think has a very high skill cap, but having so long to make each move I think makes it alot easier. Don;t get me wrong though Chess is hard as hell to get good at, I just think there's so much open space for skill increase in SC2. Like you watch a replay and you can see straight away what you did wrong, where-as Chess you're not really thinking on your feet and making clutch decisions like in SC:2 and other RTS's. lol... even comparing the skill cap in sc2 to chess is just laughable... | ||
Sm3agol
United States2055 Posts
On May 20 2011 09:21 antelope591 wrote: Show nested quote + On May 20 2011 03:53 Sm3agol wrote: On May 20 2011 03:37 antelope591 wrote: On May 20 2011 01:25 teekesselchen wrote: Really most obviously SC:BW over than any other game. Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). Agreed...plus luck is less of a factor in BW than any other game. It's pretty much 100% based on skill and player ability. If a pretty good but not pro level player played 1000 games against Flash/Jaedong he would loose all 1000 of them badly. But in an FPS for example, if that same caliber player player 1000 rounds against fatality or a decent team played against the best CS team they could still take a handful of rounds due to lucky shots. Um. No. You obviously never played either Quake or CS competitively. Noone, not evne professionals touched Fatal1ty during his "dream run" back in the day, and I know I as a fairly solid Quaker, that I could never in my wildest dreams take a game off of the current beast, rapha. I think if I played a thousand games vs him(without improving, of course) at my level, I think I would probably have something like 50 KILLS total. And would be 0-1000. I would never come even close to taking a game off him. And as an even better CS player......it's almost worse. Sure, my team might take an occasional round(out of a bo15, like usual), but would never come even close to winning a game vs a top team. For an example of perspective, a round in CS or a kill in Quake would be roughly equivalent to an engagement in SC. A top level team could probably beat my team with nothing but grenades and desert eagles.....15-0. The difference is just as HUGE. You overestimate BW. I played an "average" top team in a CEVO tournament about 5 years ago...they beat us 15-1. They rushed us with smgs and shotguns every round. I almost quit right then and there. Clearly u misread my post...I didn't say take a game I said take a round or have a bunch of kills which you agreed with. Obviously the pro would win but purely based on luck you can still take a round once in a while or get a kill once in a while. In BW there's no such thing as winning a game once in a while vs an S class player unless you're a pro yourself. This is what I mean by luck being a factor...of course it's not a big factor but even if its 1-5% that's greater than the luck involved in BW which is pretty much close to 0. And you clearly misread mine. Getting a kill in Quake or a round in CS is the equivalent to winning a single engagement in a SC game..... You would still be 0-1000 vs a top player. | ||
h3r1n6
Iceland2039 Posts
On May 20 2011 09:21 antelope591 wrote: Show nested quote + On May 20 2011 03:53 Sm3agol wrote: On May 20 2011 03:37 antelope591 wrote: On May 20 2011 01:25 teekesselchen wrote: Really most obviously SC:BW over than any other game. Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). Agreed...plus luck is less of a factor in BW than any other game. It's pretty much 100% based on skill and player ability. If a pretty good but not pro level player played 1000 games against Flash/Jaedong he would loose all 1000 of them badly. But in an FPS for example, if that same caliber player player 1000 rounds against fatality or a decent team played against the best CS team they could still take a handful of rounds due to lucky shots. Um. No. You obviously never played either Quake or CS competitively. Noone, not evne professionals touched Fatal1ty during his "dream run" back in the day, and I know I as a fairly solid Quaker, that I could never in my wildest dreams take a game off of the current beast, rapha. I think if I played a thousand games vs him(without improving, of course) at my level, I think I would probably have something like 50 KILLS total. And would be 0-1000. I would never come even close to taking a game off him. And as an even better CS player......it's almost worse. Sure, my team might take an occasional round(out of a bo15, like usual), but would never come even close to winning a game vs a top team. For an example of perspective, a round in CS or a kill in Quake would be roughly equivalent to an engagement in SC. A top level team could probably beat my team with nothing but grenades and desert eagles.....15-0. The difference is just as HUGE. You overestimate BW. I played an "average" top team in a CEVO tournament about 5 years ago...they beat us 15-1. They rushed us with smgs and shotguns every round. I almost quit right then and there. Clearly u misread my post...I didn't say take a game I said take a round or have a bunch of kills which you agreed with. Obviously the pro would win but purely based on luck you can still take a round once in a while or get a kill once in a while. In BW there's no such thing as winning a game once in a while vs an S class player unless you're a pro yourself. This is what I mean by luck being a factor...of course it's not a big factor but even if its 1-5% that's greater than the luck involved in BW which is pretty much close to 0. Umm, getting a single frag in a game and ending it 1-20 is just like killing 2 mutas while dying to muta micro. Anyway, there was some talk about the actual definition of skill cap here, and I still think it's not really been made clear. I'll start at the beginning: Having a certain amount skill means, that you can beat an opponent with less skill. Skill is a combination of talent and training. A skill cap would be a maximum amount of skill a player can achieve in a game, which would mean perfect play. There is are problems with that definition, which I'll get to. In a game like Tic Tac Toe, there is an skill cap, and a very low one at that. You can only get so good (which will take you about 10 minutes of trying all the moves out), and the game will always end in a draw. For reference, take a look at this: http://en.wikipedia.org/wiki/Solved_game There are two main problems. First: In a game of imperfect information (starcraft/poker) there can't be a skill cap. If you don't know everything, you have to make the best out of the information you have, but can never be guaranteed to make the best decision. Second: The skill cap is just not possible to reach for a human. This is true for a complex turn based game like chess, but it is especially true for real time games. Just take a look at the micro videos here (and there have been similar ais for sc2): http://www.teamliquid.net/forum/viewmessage.php?topic_id=107185 For example: By having a skill cap that is beyond human capabilities (which is true for most games), there is simply no way of comparing games to each other by that skill cap definition. What we can do is give an estimate, of how much at the top of human capabilities, other factors (mainly luck, partially balance) influence the outcome. Explaining. In an asymetrical game like Brood War, perfect balance is pretty much impossible. If one of the races would be stronger than the other, than the balance is tilted, and the equally skilled player playing the weaker race would win less. While there are some largely map dependent trends, they can be overcome by the better player (Katrina TvP being my favorite example, where Flash dominated while every other Terran lost). Imbalance is not that much of an issue though, because large balance flaws in asymetrical games in the end just lead to mirror matches, which can't be imbalanced. The other big factor in the outcome is luck. If a game is too dependant on luck, the players skill doesn't matter as much anymore, effectively making the outcome random. In poker you can get fucked over by luck, that's why skill really shows in the long run in poker. So in order to establish himself as the better player, someone would need more time. Games of imperfect information also always include a bit of luck. You can only try to anticipate your oponents moves, and so can he. While there is definately skill (and in certain games a lot of it) to playing mind games, in the end it is still a guess. An example of luck in Brood War are all-in builds, that rely on the opponent not scouting them or not reacting accordingly (a worse player will often favor cheese, because that gives him the highest chance of winning against the better player). Another rather ridiculous example is the former WCG map paranoid android. 1 o'clock spawn mines minerals about 15% (iirc) faster than 2. So the player on top had a rather large advantage. But since Brood War has a really high skill cap under the following definition, that disadvantage can be overcome. So let's try the following for a definition: A game having a high skill cap means, that the outcome of a competition at the top of human capabilities is decided as much as possible by the skill and daily form of the competitors. But still, even with this definition, for most games there can only be guesses about the skill cap, since most games never get players anywhere near the humanly possible skill. It is pretty safe to say that Brood War players get pretty close to that point, and that Brood War has a fairly high skill cap by that definition. Chess, by this definition, has the highest skill cap possible as far as luck goes, but suffers (even if only a bit) from imbalance by white having the advantage. This is of course overcome by switching, but still, in a Best of X series, one player will play white one more time than the other. And still there is no way to objectively compare Brood War and Chess in terms of skill requirement. And thinking of it, this thread is way more lighthearted and this post is pretty useless :D | ||
Zariel
Australia1285 Posts
| ||
Maynarde
Australia1286 Posts
On May 20 2011 15:49 Zariel wrote: Try playing Final Fantasy XI online. ... And then try XIV ... The beta for that was so confusing that I felt like I needed to take my brain out of my head and soak it in cold water for a few hours to douse the fire. | ||
bEwArE
United Kingdom121 Posts
On May 20 2011 14:10 One wrote: Show nested quote + On May 20 2011 11:28 bEwArE wrote: In my opinion out of any game I've ever played it has to be Starcraft 2, I've only ever played CoD4 and a handful of other games competitively though. Chess I think has a very high skill cap, but having so long to make each move I think makes it alot easier. Don;t get me wrong though Chess is hard as hell to get good at, I just think there's so much open space for skill increase in SC2. Like you watch a replay and you can see straight away what you did wrong, where-as Chess you're not really thinking on your feet and making clutch decisions like in SC:2 and other RTS's. lol... even comparing the skill cap in sc2 to chess is just laughable... Sorry what? Are you saying Chess is easy? | ||
![]()
Shellshock
United States97276 Posts
On May 26 2011 15:11 bEwArE wrote: Show nested quote + On May 20 2011 14:10 One wrote: On May 20 2011 11:28 bEwArE wrote: In my opinion out of any game I've ever played it has to be Starcraft 2, I've only ever played CoD4 and a handful of other games competitively though. Chess I think has a very high skill cap, but having so long to make each move I think makes it alot easier. Don;t get me wrong though Chess is hard as hell to get good at, I just think there's so much open space for skill increase in SC2. Like you watch a replay and you can see straight away what you did wrong, where-as Chess you're not really thinking on your feet and making clutch decisions like in SC:2 and other RTS's. lol... even comparing the skill cap in sc2 to chess is just laughable... Sorry what? Are you saying Chess is easy? I think he's saying sc2 is easy. | ||
maryelizbethwinstead
Mexico223 Posts
Just a thought: maybe since we are in a sc2 forum, with a bias for sc/bw, maybe we should consider other games outside of this? Remember what was said on the first page of this thread: skill cap and learning curve are different things. | ||
d.o.c
United States49 Posts
CS 1.6 BW SSBM I would say are the games that have had the skill boundaries PUSHED the hardest but I think pinning down what games have the highest skill caps. | ||
Essbee
Canada2371 Posts
. . . . 2. Quake 3. Fighting games 4. SC2 5. CS | ||
FaCE_1
Canada6163 Posts
On May 20 2011 03:53 Sm3agol wrote: Show nested quote + On May 20 2011 03:37 antelope591 wrote: On May 20 2011 01:25 teekesselchen wrote: Really most obviously SC:BW over than any other game. Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). Agreed...plus luck is less of a factor in BW than any other game. It's pretty much 100% based on skill and player ability. If a pretty good but not pro level player played 1000 games against Flash/Jaedong he would loose all 1000 of them badly. But in an FPS for example, if that same caliber player player 1000 rounds against fatality or a decent team played against the best CS team they could still take a handful of rounds due to lucky shots. Um. No. You obviously never played either Quake or CS competitively. Noone, not evne professionals touched Fatal1ty during his "dream run" back in the day, and I know I as a fairly solid Quaker, that I could never in my wildest dreams take a game off of the current beast, rapha. I think if I played a thousand games vs him(without improving, of course) at my level, I think I would probably have something like 50 KILLS total. And would be 0-1000. I would never come even close to taking a game off him. And as an even better CS player......it's almost worse. Sure, my team might take an occasional round(out of a bo15, like usual), but would never come even close to winning a game vs a top team. For an example of perspective, a round in CS or a kill in Quake would be roughly equivalent to an engagement in SC. A top level team could probably beat my team with nothing but grenades and desert eagles.....15-0. The difference is just as HUGE. You overestimate BW. I played an "average" top team in a CEVO tournament about 5 years ago...they beat us 15-1. They rushed us with smgs and shotguns every round. I almost quit right then and there. I agree with smeagol here, you won't be able to beat up any Quake Pro if you are just an average player. The map control they will have is insane and they will always know where you are and what you plan to do | ||
Sm3agol
United States2055 Posts
On May 26 2011 19:41 FaCE_1 wrote: Show nested quote + On May 20 2011 03:53 Sm3agol wrote: On May 20 2011 03:37 antelope591 wrote: On May 20 2011 01:25 teekesselchen wrote: Really most obviously SC:BW over than any other game. Single Player games cannot compete, because they do have a defined skill cap. Only Multiplayer games difficulty can scale with other players. Out of multiplayer games, SC:BW has the very best players and even those are not really able to play it 100% flawless (or every mirror between top players would end as a draw). There are so many things which every player still has to improve... This might be true for almost every multiplayer game. but I think that skill still plays a slightly more crucial role in Broodwar because it almost doesn't happen that a player is "maxed out" at a partial skill level (be it micro, macro, tactics). Agreed...plus luck is less of a factor in BW than any other game. It's pretty much 100% based on skill and player ability. If a pretty good but not pro level player played 1000 games against Flash/Jaedong he would loose all 1000 of them badly. But in an FPS for example, if that same caliber player player 1000 rounds against fatality or a decent team played against the best CS team they could still take a handful of rounds due to lucky shots. Um. No. You obviously never played either Quake or CS competitively. Noone, not evne professionals touched Fatal1ty during his "dream run" back in the day, and I know I as a fairly solid Quaker, that I could never in my wildest dreams take a game off of the current beast, rapha. I think if I played a thousand games vs him(without improving, of course) at my level, I think I would probably have something like 50 KILLS total. And would be 0-1000. I would never come even close to taking a game off him. And as an even better CS player......it's almost worse. Sure, my team might take an occasional round(out of a bo15, like usual), but would never come even close to winning a game vs a top team. For an example of perspective, a round in CS or a kill in Quake would be roughly equivalent to an engagement in SC. A top level team could probably beat my team with nothing but grenades and desert eagles.....15-0. The difference is just as HUGE. You overestimate BW. I played an "average" top team in a CEVO tournament about 5 years ago...they beat us 15-1. They rushed us with smgs and shotguns every round. I almost quit right then and there. I agree with smeagol here, you won't be able to beat up any Quake Pro if you are just an average player. The map control they will have is insane and they will always know where you are and what you plan to do Another Quake example since it's such an amazing game on every level, mental and mechanical. I played a duel vs walter, a fairly well-known "average" high level player who has insane movement and aiming skills, but has very sub-par decision making at times. He didn't even really time items, or play map control. He just rocket jumped around the map, forced spawns, and denied weapons all game. I got multiple MH and RAs, but never killed him. I lost the game something like -1 to 21. Probably the most frustrating game I've ever played in my life. I would be timing MH or RA perfectly, and would drop in and take it unopposed, just for him to come speeding around a corner(DM6 :-[ ), rocket me into the air, and lg me into oblivion. I've also played lesser known players with terrible movement and aim(below 20% acc, lol) but that had great map control and timing, and they would rock me just the same despite me dealing more damage to them than they to me. They just always had 150/200 vs my 100/50. Quake is such a ridiculous game with such a vast repertoire of almost cap-less skills to learn that you can dominate by just excelling at one to a ridiculous degree. I've seen players like walter win games just with great movement. They'll get a 1-2 frag lead, and just fly around the map for the last 3 minutes, uncatchable except by a chance rocket/rail, and they'll replenish that with a powerup pickup 2 seconds after anyways, so it wouldn't even matter. Strenx wins games vs pros sometimes just by having 45% lg accuracy. Obviously you won't win any big events being so one-dimensional, but it's just an example of how deep a game Quake is. Rapha dominates games with positioning. His aim is probably below average for a pro, his movement is fairly slow(but calculated), but he is never caught off guard, and he has such great dodging and positioning skills that he almost always seems to have the advantage in engagements. And he has won a ridiculous amount of LANs and tournaments. | ||
Aisbeforeb
United States1 Post
League of Legends is now the number one E-sport in the world, lots of BW pros have switched to SC2, Guild Wars 2 launched and its pvp scene is almost none existent, WoW's arena scene is still going, Counter-strike Go is now the new FPS on the block (call of duty will always be around), GunZ is about to be shut down, Tribes: Ascend was suppose to be the new 'Tribes' but fans don't like it, Dota 2 seems to pop up a lot, and of course SSF4 is constantly being played. It would be great if somebody actually came up with a mathematical equation to measure skill-cap. Maybe factor in all of the variables each game has and the player's ability to react to and control those variables. My apologies on necroing this thread but it was a pretty good read. | ||
| ||
![]() StarCraft 2 StarCraft: Brood War Stormgate Counter-Strike Super Smash Bros Other Games Organizations StarCraft 2 Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • kabyraGe StarCraft: Brood War![]() • StrangeGG ![]() • Psz ![]() • IndyKCrew ![]() • sooper7s • Migwel ![]() • AfreecaTV YouTube • LaughNgamezSOOP • intothetv ![]() • Kozan Dota 2 League of Legends Other Games |
Replay Cast
Afreeca Starleague
Soulkey vs Rush
Replay Cast
Kung Fu Cup
PiGosaur Monday
OSC
GSL Code S
Cure vs sOs
Reynor vs Solar
OSC
Replay Cast
GSL Code S
Maru vs TriGGeR
Rogue vs NightMare
[ Show More ] The PondCast
Replay Cast
OSC
Replay Cast
Online Event
CranKy Ducklings
SC Evo League
Chat StarLeague
PassionCraft
Circuito Brasileiro de…
Online Event
Sparkling Tuna Cup
uThermal 2v2 Circuit
Chat StarLeague
Circuito Brasileiro de…
Wardi Open
|
|