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Instead of resorting to an NDA to avoid community backlash of a non-existent problem wouldn't is just be easier to provide more info when you do an invite wave like that. You know something like "Beta wave going out, 100 streamers and 9999 randoms, welcome".
On February 22 2016 22:33 Kipsate wrote: I just want the game to be fun more then anything, don´t neccesarily need the esport part
But these days esports is an incredibly effective marketing tool.
The game is incredibly fun to play. People are putting the cart in front of the horse anymore with the "esports first" attitude instead of letting the scene grow organically through a good title.
A fun game that can be played competitive has a future, because there are people to play and people to watch. A competitive game that is not fun will bleed itself to death and people quit and no one comes in to replace them.
Its a lot easier to make an already fun game playable in a competitive environment then it is to make an already competitive game fun to the average gamer.
Mike M. of Blizzard has said several times that the main focus must be making a fun game that lots of people want to play. It being “competitive” will happen naturally if the game allows for it. But the focus has to be making a fun game throughout the development and that being the main goal above all other things.
The game is already pretty competitive. I feel the tick rate/lag compensation crowd is making a huge fuss over something that I don't consider terribly dramatic. Sure a few times it feels like you peeked behind that wall before death but not often enough that I'm ready to throw the engine's netcode in the scrap heap. It feels already like something people are bitching about the justify their poor play and resultant death and proclaiming if it wasn't for the terrible netcode they'd still be alive.
Haha thats pretty hilarious. I've seen some similar (but not as impressive) uses of DVa's ult like that. It feels now that everyone knows how to properly handle her ult you have to be a bit tricky with it these days to get work done.
ya i watched 1 "pro" game of overwatch and if that's how it goes, i dont see how casual people would want to watch it.
maybe it was because it was payload, teams running the exact same set up (a grand total of 3-4 different classes between 12 people playing) and the game came down to who has more ults to spam. was not very interesting to watch at all.
On February 23 2016 06:51 zev318 wrote: ya i watched 1 "pro" game of overwatch and if that's how it goes, i dont see how casual people would want to watch it.
maybe it was because it was payload, teams running the exact same set up (a grand total of 3-4 different classes between 12 people playing) and the game came down to who has more ults to spam. was not very interesting to watch at all.
This past weekend's gosu weekly was pretty class stacked yes, the 2 months before saw a large variety being played. The future will have to show which way the meta goes.
On February 23 2016 06:51 zev318 wrote: ya i watched 1 "pro" game of overwatch and if that's how it goes, i dont see how casual people would want to watch it.
maybe it was because it was payload, teams running the exact same set up (a grand total of 3-4 different classes between 12 people playing) and the game came down to who has more ults to spam. was not very interesting to watch at all.
This past weekend's gosu weekly was pretty class stacked yes, the 2 months before saw a large variety being played. The future will have to show which way the meta goes.
Yeah, this was the first weekly that has been so wonky... apparently that's just the meta that popped out of this week's NA scrims. Hopefully it's been countered by next week.
2xReaper 2xMonkey Zen/Lucio isn't the greatest viewing experience. The "create a chaotic melee and hope to win" meta.
Yeah. I hope this game has solo queue. For some reason, I think it's kinda difficult for solo queue, I know ideally everyone wants it, but when I look at HOTS, Dota 2, League (Does CS:GO have solo queue?), anyway those 3 games fuck up solo queue in some capacity, even with their HUUUUGE playerbase.
I guess maybe I'm just an anti-social gamer but I never play these games with a party. In fact none of my real life friends even play PC games. I think the solo experience is alright once people get a better grasp of the game. There isn't really a "meta" in the pub tier. It is pick whatever the hell you feel like picking, throw shit against the wall and see what works. Eventually you'd expect some people to understand that on Hollywood you shouldn't 6 stack right infront of their base, die and get A capped immediately. But for now its a beta with a progression that will be wiped. It shouldn't really be taken very seriously. If he feels frustrated playing the game solo that seems like he just has the wrong mindset for the game at the present.
Actually just thinking about it for a sec. I wonder if the "solo" experience would be heightened if in these pub games if instead of dying and getting an indivdual respawn timer there were "group" timers. So once every 20 seconds or so the entire group respawned. The combat cheese it should probably be the first person who dies sets the timer than anyone who dies within 20 seconds of him gets spawned with him. The main issue is on offense people just continue to zerg and trickle into the point. Which is why pub defense is easier since you generally stay alive longer and the grouping point is very obvious. Maybe if you had 3-4 people spawn at once it would make offense less frustrating.
The problem with solo queue is that its really hard to keep match making times short, reasonable lag and have a separate queue for solo players. Fragmenting your play base can just lead to everyone being unhappy or play modes just dying off due to lack of players.
On February 23 2016 12:23 Plansix wrote: The problem with solo queue is that its really hard to keep match making times short, reasonable lag and have a separate queue for solo players. Fragmenting your play base can just lead to everyone being unhappy or play modes just dying off due to lack of players.
Thats basically always the problem with armchair solutions. They sound great in a vacuum but if they were implemented at scale it wouldn't really work out well.
On February 23 2016 12:01 Tenks wrote: I guess maybe I'm just an anti-social gamer but I never play these games with a party. In fact none of my real life friends even play PC games. I think the solo experience is alright once people get a better grasp of the game. There isn't really a "meta" in the pub tier. It is pick whatever the hell you feel like picking, throw shit against the wall and see what works. Eventually you'd expect some people to understand that on Hollywood you shouldn't 6 stack right infront of their base, die and get A capped immediately. But for now its a beta with a progression that will be wiped. It shouldn't really be taken very seriously. If he feels frustrated playing the game solo that seems like he just has the wrong mindset for the game at the present.
Actually just thinking about it for a sec. I wonder if the "solo" experience would be heightened if in these pub games if instead of dying and getting an indivdual respawn timer there were "group" timers. So once every 20 seconds or so the entire group respawned. The combat cheese it should probably be the first person who dies sets the timer than anyone who dies within 20 seconds of him gets spawned with him. The main issue is on offense people just continue to zerg and trickle into the point. Which is why pub defense is easier since you generally stay alive longer and the grouping point is very obvious. Maybe if you had 3-4 people spawn at once it would make offense less frustrating.
wow did that for battlegrounds, and im not sure that solves the issue of running into premades when u are queued solo with 5 other randoms. i mean ya sure you'll go in together, but then because the premade has a better balance and coordination (they should), u get rekt anyways.
depending on the player base, solo queuing in dota 2 at the lower skill levels doesnt take long, it CAN get ridiculously long at the very highest levels. and im not sure how overwatch pub matchmaking works, does it generally put people who are grouped up against people who are grouped up? or is it like oh you're a premade group of 6 with the skill of x, here's also a random 6 people who dont know each other, who i will lump together because they collectively have the skill of x.
I mean, I get what Force is saying, but it's like that in any team based game. LoL, Dota, and HotS all have successful solo queues. Maybe with role switching it's a bit more rough because no one gets "forced" into the less "carry" roles, but this sort of complaint has been around for a long time now.