WHY DURING MY EXAMS GASLDKFJKLJFASDJFLEJA;SDLFJEL;AJSDLFJELAJSDFLD;ASKFJLAKSDJF
(I'll be there, will post battle.net stuff later)
EDIT: Actually, I won't be there since I'll be on Europe and you on America I think.
(I'll be there, will post battle.net stuff later)
EDIT: Actually, I won't be there since I'll be on Europe and you on America I think.
********'s a pretty good fertilizer
Latest Legend wrote:
WHY DURING MY EXAMS GASLDKFJKLJFASDJFLEJA;SDLFJEL;AJSDLFJELAJSDFLD;ASKFJLAKSDJF
(I'll be there, will post battle.net stuff later)
EDIT: Actually, I won't be there since I'll be on Europe and you on America I think.
(I'll be there, will post battle.net stuff later)
EDIT: Actually, I won't be there since I'll be on Europe and you on America I think.
yep I'm on NA but I can change servers but I'm not sure how I will fair playing on a EU server so I will most likely just be playing on NA :(

Yeah, I don't think that will be an enjoyable experience ^^
For Europeans, I think I am Steef435#2767 but I've never done much with battle.net so I don't know for sure.
EDIT: Just played an hour or so, fun game!
For Europeans, I think I am Steef435#2767 but I've never done much with battle.net so I don't know for sure.
EDIT: Just played an hour or so, fun game!
********'s a pretty good fertilizer
Played it. This isn't a very good competitive game..
I had high hopes since the game looks damn amazing visually. The animation quality is just in a league of its own.
But when it comes to gameplay there's a few very, very large flaws.
The ultimate ability system disincentivizes switching character and is often a crutch for bad players to get some kills. It's completely different to ultimate abilities in a MOBA, where you cannot switch character mid-game and the ability has a set cooldown and cost.
Medkits can be used to a very significant advantage in battle, to the point where it allows bad players to win over good players. It also promotes camping behavior. Had these medkits been player-placements (i.e: a medic player has to spend time and energy placing them) then it would have been an entirely different story, but when they just passively lie around I cannot call this anything other than questionable design.
The amount of downtime is INSANE: A full minute of wait before each ~5-10min match. That's 10-20% downtime right there. The 20 seconds per death (10s respawn+~10s travel time) is kind of average, but since the game isn't using a wave-based system this can be increased at moments when you have to wait for teammates. Then there's also the wonky map design; alternate routes often take significantly longer to traverse than the shortest route, so flanking is another time-consuming endeavor.
All-in-all we're looking at a downtime of about 50%. FIFTY PERCENT. Half of your time in this "shooter" is spent doing nothing shooting-related. And that's not even accounting for the downtime between matches (matchmaking and end-screen+POTG).
There's something weird going on with the mouse aim. It feels smoothed; not direct like in CS:GO or Dirty Bomb.
The graphical settings do not allow for turning off obnoxious effects like Bloom or light shafts.
I do have to applaud the colorblind options though.
The HUD is awful and there's no custom HUD functionality. Loads of wasted space and idiotic scaling: important elements take up the same space as less important or outright useless HUD elements.
I had high hopes since the game looks damn amazing visually. The animation quality is just in a league of its own.
But when it comes to gameplay there's a few very, very large flaws.
The ultimate ability system disincentivizes switching character and is often a crutch for bad players to get some kills. It's completely different to ultimate abilities in a MOBA, where you cannot switch character mid-game and the ability has a set cooldown and cost.
Medkits can be used to a very significant advantage in battle, to the point where it allows bad players to win over good players. It also promotes camping behavior. Had these medkits been player-placements (i.e: a medic player has to spend time and energy placing them) then it would have been an entirely different story, but when they just passively lie around I cannot call this anything other than questionable design.
The amount of downtime is INSANE: A full minute of wait before each ~5-10min match. That's 10-20% downtime right there. The 20 seconds per death (10s respawn+~10s travel time) is kind of average, but since the game isn't using a wave-based system this can be increased at moments when you have to wait for teammates. Then there's also the wonky map design; alternate routes often take significantly longer to traverse than the shortest route, so flanking is another time-consuming endeavor.
All-in-all we're looking at a downtime of about 50%. FIFTY PERCENT. Half of your time in this "shooter" is spent doing nothing shooting-related. And that's not even accounting for the downtime between matches (matchmaking and end-screen+POTG).
There's something weird going on with the mouse aim. It feels smoothed; not direct like in CS:GO or Dirty Bomb.
The graphical settings do not allow for turning off obnoxious effects like Bloom or light shafts.
I do have to applaud the colorblind options though.
The HUD is awful and there's no custom HUD functionality. Loads of wasted space and idiotic scaling: important elements take up the same space as less important or outright useless HUD elements.
"Blizzard spoke thus; Thou shalt not BM. And the players replied Nay, I shall Play my hand with Lethal already on the board. And so Blizzard sent unto them this Brawl of Yogg, As a lesson for their sins of Pride and Greed, for he is the Prophet of Madness and RNG. On that day, the tavern descended into an era of chaos and darkness, until the weekend passed and everyone forgot all about it. Amen. Book of SMOrc, Verse 20, Chapter 4." - Feam T
I assume the graphics and HUD will be more tweakable at a later time, it's still beta after all.
Don't know about the medkits, everyone knows where they are so everyone can anticipate. It's a different game I'm sure but I don't know whether that'll immediately make this game non competitive.
I never saw this as a competitive game though.
I do agree that the match making needs some work, in a few hours I've been put in games that literally ended as I got in them like five times. Two times I couldn't even pick a hero because the game was over.
Don't know about the medkits, everyone knows where they are so everyone can anticipate. It's a different game I'm sure but I don't know whether that'll immediately make this game non competitive.
I never saw this as a competitive game though.
I do agree that the match making needs some work, in a few hours I've been put in games that literally ended as I got in them like five times. Two times I couldn't even pick a hero because the game was over.
********'s a pretty good fertilizer
Latest Legend wrote:
I assume the graphics and HUD will be more tweakable at a later time, it's still beta after all.
Bad assumption. The vast majority of shooters do not have tweakable HUDs. I mean even the poster-child for competitive FPS (CS:GO) doesn't have custom HUD functionality. The only modern FPS game I know that has custom HUD functionality is Dirty Bomb (which I've made my own custom HUD for).
Graphical settings is also a bad assumption, but not an entirely unreasonable one. If anything we're more likely to see that happen. Either through modifying the game files or through added options in the settings.
Quoted:
I do agree that the match making needs some work, in a few hours I've been put in games that literally ended as I got in them like five times. Two times I couldn't even pick a hero because the game was over.
Yep. That's a massive problem. Drop-in-drop-out is not a fun experience in my opinion. It's never fun to have players drop out because they don't like losing or whatever other ******** reason they have. Matches are only a maximum of 12 minutes (more commonly ~7min) so it really shouldn't be too much to ask for to make the players commit to playing the entire match.
Dirty Bomb currently has the same problem (though less so with matches ending since the Quick Join accounts for that). But the devs are working on a proper matchmaking for casual play, where players would que up, just like they would for matches in LoL, where you cannot leave and you always start matches from the beginning.
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I'm still salty about Nostalrius, but I have been waiting to play OverWatch since day freaking one! And I was lucky enough to get in during the last closed beta weekend. I have been watching tons of streams for this game and that's I why haven't really been playing league or having anything relevant to post about League here, I have just been switching my gaming focus from Moba to FPS :P
But if anyone is going to be playing this game feel free to add my BattleNet NinjaTrigger#1844