That they dont want to add a scoreboard is weird to me though. Never seen a multiplayer fps without it.
General Discussion - Page 103
| Forum Index > General Games |
Please be advised: We will be closing this General thread in 24 hours. It will remain searchable. After that we will require new threads to discuss topics. Questions should go in the stickied Q&A thread, screenshots and PotG will go in the PotG sticky, QQ/Rage/Complaints should go in the QQ/Rage thread. If you want to talk about maps or strategies open a new thread. Any comments or concerns will be logged please forward them to ZeromuS. This new forum is still fluid so we will try this out. General TL rules will still apply to new threads. | ||
|
Redox
Germany24794 Posts
That they dont want to add a scoreboard is weird to me though. Never seen a multiplayer fps without it. | ||
|
Plansix
United States60190 Posts
On December 08 2015 04:51 Redox wrote: Great news I guess. Although I think it was expected that new heroes would be added free as you already paid for the game and having all heroes is essential with how the game works. That they dont want to add a scoreboard is weird to me though. Never seen a multiplayer fps without it. I think that is sort of the thought process behind it, that just because it has been done in every other game doesn’t mean it is necessary for theirs. No one builds a fps without one, so how does Blizzard know if its necessary for this game without assuming? Kills are not the metric that victory is achieved in Overwatch, so do people need that information? Even in dota “hero damage” is more accurate metric for who contributed most to team fights. So I get their idea of not including it since its not really measuring anything beyond who scored the last hit on a target. | ||
|
Redox
Germany24794 Posts
On December 08 2015 04:57 Plansix wrote: I think that is sort of the thought process behind it, that just because it has been done in every other game doesn’t mean it is necessary for theirs. No one builds a fps without one, so how does Blizzard know if its necessary for this game without assuming? Kills are not the metric that victory is achieved in Overwatch, so do people need that information? Even in dota “hero damage” is more accurate metric for who contributed most to team fights. So I get their idea of not including it since its not really measuring anything beyond who scored the last hit on a target. And yet they give you all kind of other information completely randomly with the cards. Lets face it they are witholding information to not hurt people's feelings when they have to realize they are last on scoreboard. Which is why they are only telling you if you are doing well. Its utterly ridiculous. Ties in nicely with not telling MMR though. These days multiplayer games are all about not telling you how you are doing in case you could feel bad about it. It is just a sad anti-competitive trend that is apparently culminating in Overwatch. | ||
|
Plansix
United States60190 Posts
On December 08 2015 05:23 Redox wrote: And yet they give you all kind of other information completely randomly with the cards. Lets face it they are witholding information to not hurt people's feelings when they have to realize they are last on scoreboard. Which is why they are only telling you if you are doing well. Its utterly ridiculous. Boosting peoples egos with a kill count that doesn't matter when it comes to winning the match also isn't really useful. If they want to tell people how much damage they did, that is cool. And I think it was freely available in the beta after the match was over from reports in this thread. Really the score board isn't useful since there are dedicated healers and tank cases to round out a team. And lets be clear, you claim that peoples feelings will be hurt by a kill leader board. But right now your feelings are hurt because they won't include it and you want it. The stats are available after the match, but you want other people to see your kills during the match. | ||
|
Redox
Germany24794 Posts
On December 08 2015 05:28 Plansix wrote: And lets be clear, you claim that peoples feelings will be hurt by a kill leader board. But right now your feelings are hurt because they won't include it and you want it. The stats are available after the match, but you want other people to see your kills during the match. Lets be clear that is nonsense. I could not care less if anyone else can see my scores or not, I want to see them. As it is right now they only tell you your placement if you are top 3, otherwise they dont. How much more obvious does it have to be that this is about not making someone feel bad by witholding information and not about preserving clarity or whatever. And yes they will tell you absolute dmg/kill numbers after the game. These are rather irrelevant though if you cant compare them to other scores as absolute dmg/kills obviously depend on game time / game pacing. Bottom line is they spam you with a bunch of stats that dont mean anything while trying to conceal how you were actually doing in the game. Then they change your MMR based on the game without telling you anything either. Btw also heard Seagull complain that they cant really tell in competetive matches how well which character is doing because of missing scores. | ||
|
Hider
Denmark9407 Posts
Really the score board isn't useful since there are dedicated healers and tank cases to round out a team. I think its about information. As a bit of a side-topic one thing I enjoy about Sc2 is that I after a game can load up a replay, and then exactly see why I lost/won that game and identify further improvements. With more information you give players the tools to analyze why X happened/didn't happen. And yes sometimes that infromation is a stat that clearly tells you that you didn't accomplish it because one of the teammates sucked. Losing and not knowing why you lose is inheriently more demotivating than losing and knowing why you lost and how you can improve going into the next game. | ||
|
lestye
United States4186 Posts
| ||
|
Plansix
United States60190 Posts
On December 08 2015 06:21 Hider wrote: I think its about information. As a bit of a side-topic one thing I enjoy about Sc2 is that I after a game can load up a replay, and then exactly see why I lost/won that game and identify further improvements. With more information you give players the tools to analyze why X happened/didn't happen. And yes sometimes that infromation is a stat that clearly tells you that you didn't accomplish it because one of the teammates sucked. Losing and not knowing why you lose is inheriently more demotivating than losing and knowing why you lost and how you can improve going into the next game. Information is fine, but it is about where it is presented. They can provide all the data points in the would in the out of match UI for people to comb over. But Blizzard is also making a mass market game that they want everyone to play and they don't think an in-game has enough benefits to outweighs some of the problems it creates in less competitive matches. And that is going to be the vast majority of their player base. | ||
|
MoonfireSpam
United Kingdom1153 Posts
As to how Overwatch plays, it is more like Smite / Heroes (dedicated healers, tanks that don't really kill stuff themselves) or Dirty Bomb / TF2 (everyone can kill stuff but in different ways)? | ||
|
Hider
Denmark9407 Posts
On December 08 2015 06:48 Plansix wrote: Information is fine, but it is about where it is presented. They can provide all the data points in the would in the out of match UI for people to comb over. But Blizzard is also making a mass market game that they want everyone to play and they don't think an in-game has enough benefits to outweighs some of the problems it creates in less competitive matches. And that is going to be the vast majority of their player base. Kill-death-assist doesn't seem like excessive information for me. I think it could be there for all players when you tab. And yes "toxicity" can happen, but its a lesser evil than being unknowledable about what actually happened. (it's a lesser evil becasue the most succesful games in the world has this - LOL/CS/DOTA, and it doens't prevent them from being very popular). For instance kill participation can give you information towards if one member of the team just solo'ed/did his own stuff. In that case you know you are playing almost 4v5. | ||
|
Plansix
United States60190 Posts
On December 08 2015 07:27 Hider wrote: Kill-death-assist doesn't seem like excessive information for me. I think it could be there for all players when you tab. And yes "toxicity" can happen, but its a lesser evil than being unknowledable about what actually happened. (it's a lesser evil becasue the most succesful games in the world has this - LOL/CS/DOTA, and it doens't prevent them from being very popular). For instance kill participation can give you information towards if one member of the team just solo'ed/did his own stuff. In that case you know you are playing almost 4v5. The lesser evil for you. For Blizzard, the greatest evil is every person who doesn't buy and play their game because of an aggressive player base. Most people who don't get into multiplayer games cite the other players as the reason why, not the game itself. And for Blizzard, that is a problem they want to solve to attract people to play their game that might not. Competitive FPS players might not like the decision, but Blizzard isn't trying to cater to that market and they have been pretty clear about that. | ||
|
Hider
Denmark9407 Posts
The lesser evil for you. For Blizzard, the greatest evil is every person who doesn't buy and play their game because of an aggressive player base. Which is why I referred to the most succesful (compettive) games in the world, CS, LOL and Dota. If making the information on who is bad/good available to all was a huge disadvatange, I believe that the above games wouldn't be so succesful. Further, OW also has an advantage (in terms of minimizing toxicicity) in that the gamelenght is so brief + it's not snowbally. MOBA's are naturally very toxic as one mistake from a teamember can make the playing experience for the other teamembers alot worse over the next 20 minutes. I think it is better to have a strict system in terms of giving people who flame others warnings/chat-bans rather than preventing them the information. | ||
|
Plansix
United States60190 Posts
On December 08 2015 07:49 Hider wrote: Which is why I referred to the most succesful (compettive) games in the world, CS, LOL and Dota. If making the information on who is bad/good available to all was a huge disadvatange, I believe that the above games wouldn't be so succesful. Further, OW also has an advantage (in terms of minimizing toxicicity) in that the gamelenght is so brief + it's not snowbally. MOBA's are naturally very toxic as one mistake from a teamember can make the playing experience for the other teamembers alot worse over the next 20 minutes. I think it is better to have a strict system in terms of giving people who flame others warnings/chat-bans rather than preventing them the information. That is fine, but Blizzard does not see it that way and thinks there are things they can do in game prevent that behavior. And I understand that you see being "competitive" and a road to success. Blizzard has stated several times that is not their focus in this game, but they would be fine if it happened. | ||
|
WolfintheSheep
Canada14127 Posts
On December 08 2015 07:49 Hider wrote: Which is why I referred to the most succesful (compettive) games in the world, CS, LOL and Dota. If making the information on who is bad/good available to all was a huge disadvatange, I believe that the above games wouldn't be so succesful. Further, OW also has an advantage (in terms of minimizing toxicicity) in that the gamelenght is so brief + it's not snowbally. MOBA's are naturally very toxic as one mistake from a teamember can make the playing experience for the other teamembers alot worse over the next 20 minutes. I think it is better to have a strict system in terms of giving people who flame others warnings/chat-bans rather than preventing them the information. CS, LOL and DotA were also 3 games that were never designed as "competitive" games. They were designed to be fun. If the mod makers that created Counter Strike had cared about losing what was in Quake, the "most successful competitive FPS in the world", they wouldn't have made CS. If the maker of the first DotA game (whether it was AoS onward) cared about keeping what was in SC:BW, the "most successful competitive RTS in the world", they wouldn't have made DotA. Same goes from LoL to DotA. The only reason you should ever blindly mimic predecessors is when you're making an HD rerelease. Otherwise, live, experiment and learn, and you might make the next bigger game, or at least pave the way for someone else to do it. | ||
|
Hider
Denmark9407 Posts
CS, LOL and DotA were also 3 games that were never designed as "competitive" games. They were designed to be fun. In this context competitive games is added to differentiate it from a game like Minecraft or singleplayer games. And those games certainly have stuff in them to keep competitive players happy. Like scoreboard and ranked play. Those features were not removed because of the fear of "toxicity". The only reason you should ever blindly mimic predecessors is when you're making an HD rerelease. I explained the advantages in a previous post, hence your "blind comment" is incorrect. And yes, you live and learn by analyzing what made other games succesful. You don't learn at all if you just BLINDLY assumes that minimizing toxicity is the most important design decision. | ||
|
WolfintheSheep
Canada14127 Posts
On December 08 2015 17:33 Hider wrote: In this context competitive games is added to differentiate it from a game like Minecraft or singleplayer games. And those games certainly have stuff in them to keep competitive players happy. And besides, your post doesn't really seem to have any point at all. My point was that the fear of toxicity because other people can see your stats isn't particularly problematic because otherwise those games wouldn't have been so big. The point was that arbitrary things like KDA score screens has absolutely nothing to do with success or failure of games. | ||
|
Deleted User 55994
949 Posts
Check it out here | ||
|
Jer99
Canada8159 Posts
I'd move genji up a bit | ||
|
HugoBallzak
700 Posts
| ||
|
lestye
United States4186 Posts
I'm probably not going to touch Paladins or the Gearbox or Epic Games game, but I'll probably look into Lawbreakers. I really enjoy what I've seen from their dev diaries. The major concerns I have for it, is the Nexon publisher. And want to know more about the free2play business model. | ||
| ||