全 26 件のコメント

[–]BobTheSquonk 13ポイント14ポイント  (0子コメント)

And I'm just over here having a great time playing Reflex.

[–]AGameDeveloper 7ポイント8ポイント  (0子コメント)

First of all hero shooters are not the thing that's big right now. A specific hero shooter by one company known for making unusually amazing games stepped in. What we are seeing right now is the exact same shit that happened with MMOs after WoW came out.

"Why are MMOs so big right now!?" Was exactly what people said .. Then came dozens of WoW killers the following few years later that all flopped because they could not compete.

Blizzard is just doing it again but this time its with shooters. The one caveat here is that shooters are not life steeling time sinks and thus we will begin seeing more shooters like the new Quake emerge and probably not flop because its possible to play both. This is amazing news.

edit: Another thing to keep in mind is that its untrue that skill plays no role in Overwatch. While class choices and teamwork play a giant chunk of it with skill you can overcome soft counters and win even when on paper you should be losing.

[–]zicho 5ポイント6ポイント  (0子コメント)

You should check /r/reflex out.

[–]TriforceGamemaster 8ポイント9ポイント  (11子コメント)

Should be scared, Games like Overwatch set a bad trend in gaming because of popularity. The sad part is that casual gamers make up too much of the base not to cater to them and their don't want to git gud but still feel like a winner mentality

[–]AGameDeveloper 7ポイント8ポイント  (8子コメント)

The fact that there is so much pressure for the game to be E-Sports friendly means it will have to be balanced for solid game play. That is, if anything a healthy trend.

[–]Ceezyr -1ポイント0ポイント  (7子コメント)

Except hero shooters will never balance out completely. That would be fine except there is always at least one idiot on a team just infatuated with playing a weak class that drags the team down.

[–]AGameDeveloper -2ポイント-1ポイント  (6子コメント)

In high level play the game will be very well balanced.

In low level play 4 bastions or 4 torbjorns is really the best strategy.

edit: On that note Overwatch is a surprisingly well balanced game provided you have a team that coordinates. Outside of Widowmaker in the hands of extremely good players and McCree having CC + over powered fan the hammer damage. The game is about as solid as humans are going to get in terms of balance.

Balance does fall short in low level play though. Cheese strategies work very well on unorganized teams.

[–]Ceezyr 0ポイント1ポイント  (5子コメント)

But the fact that these cheese strats work at lower levels only encourages new players to main those classes. Tf2 has had that exact problem for years. At low levels engineer, heavy, and pyro are extremely strong compared to scouts and demos. When the heavy and pyro mains start to play at higher levels they quickly hit the limits of the class and the response is never, "maybe I should try another class," it is always, "clearly something is wrong with the game."

With regards to balance I personally don't think there is anything balanced about the ultimates. Every hero gets them, they always build, and they carry over between lives. There were many things I disliked about overwatch but nothing felt less fair than when I was clearly winning a fight but the other player could activate their win button with no warning. Just one of many things I did not think were balanced in the game.

[–]AGameDeveloper 1ポイント2ポイント  (4子コメント)

I think ults do have a strange effect on the game. For example if a team is hunkered down on point and the other team is barely able to inch in to contest the point you typically are hit with what I see people refer to as an ult storm.

So the team with a huge advantage because they are defending a location are able to pop ults as a panic reflex when things start to look even slightly ugly. This usually means multiple shots at moves that can easily kill an entire team if left unchecked. Some ults are better than others.

Anyway with that said your argument about balance is not really very good because both teams have equal access to ults. Its not like one team has them and the other doesn't. This means that it is balanced technically. There should be a penalty to your meter when you die though. I guess its unbalanced for quality of play though.

As far as the TF2 situation, yeah that is a problem. Thing is, I dont think anyone actually mains Bastion or Torbjorn. They are literally troll characters specifically catered for noob stomping... Which I think is really weird to say the least..

[–]Ceezyr 0ポイント1ポイント  (3子コメント)

both teams have equal access to ults.

My problem was they are very easy to earn. You can do 0 damage in a round and die multiple times but still gain an ult because they are always ticking up. It falls into the realm of random crits in tf2 as far as I'm concerned only instead of being statistically guaranteed to happen it is just guaranteed to happen at a certain time. It was most annoying when I was holding a flank as reaper only to have the enemy team's bottom scoring Pharah use her alt just on me. Granted on a certain level I was pleased they completely wasted it but on another all I could think was the other player did not deserve the kill at all.

[–]AGameDeveloper 0ポイント1ポイント  (2子コメント)

Yeah I agree, in ranked matches I hope they do two things.

  1. Limit stacking of characters to 1 character per team.
  2. Ult penalty so death lowers your ult meter and ults are only built by doing more meaningful things for the match.

edit: Though with that said, I wonder if ults will always feel kind of cheap no matter what you do. In your example though, if you were aware of that Pharah you would have probably been able to avoid her ult very easily as a reaper. It is kind of your fault for standing their and letting her get away with it when you had so many options to avoid it.

[–]Ceezyr 0ポイント1ポイント  (1子コメント)

I guarantee there will be outcry from the community if they limit stacking. It will create conflicts where somebody who at least thinks they can play a hero better can't because someone else already is.

In a casual game how am I supposed to know that the random Pharah has her ult and didn't blow it terribly before she got to me? And I have one option for dodging it that is on a cooldown because everything in overwatch is on a cooldown which is a whole other rant I don't need to get into.

To me it seems the basic design of the ults is what makes them so bad. Support alts actually didn't bother me because they aren't going to get popped as a win button on a 1v1 fight. If you catch a widowmaker off guard her wallhacks won't let her instagib you. Catch a Tracer and she can just place a bomb to at least guarantee you'll join her in the spawn queue.

[–]AGameDeveloper 0ポイント1ポイント  (0子コメント)

I guarantee there will be outcry from the community if they limit stacking. It will create conflicts where somebody who at least thinks they can play a hero better can't because someone else already is.

I said for ranked mode.

In a casual game how am I supposed to know that the random Pharah has her ult and didn't blow it terribly before she got to me?

You hear it level wide and you also communicate with your team. You can in fact predict when ults will happen. If you are getting instagibbed by ults it was because you messed up and they got you. Most of the time anyway.

[–]therockethornet[S] 6ポイント7ポイント  (0子コメント)

well they should go with the tf2 system "hey at least you did this better".

I'm fine with XP and stuff so long as it's cosmetic you know but doesn't break the game by messing with silhouettes etc

[–]AngryTetris 0ポイント1ポイント  (0子コメント)

This is kind of how I feel about these styles of games. I'm a big DOTA2 player, but it has the same problem. The best player on the worst team can still lose to the worst player on the best team. It makes terrible players not work to get better, and can demotivate good players.

In arena shooters, you lost because you didn't do something right. Can't blame your nonexistent teammates or RNG. Makes bad players want to either git gud or leave, which strengthens the skill of the community, leaving devoted players.

[–]doombro 3ポイント4ポイント  (1子コメント)

Once a certain kind of game really takes off like TF2 or overwatch, other devs are going to try and get pieces of that cake for at least the next 4 or 5 years. People keep playing them so they're gonna keep getting made. Only thing you can really do about it is play everything else.

The biggest sacriledge of these games IMO is the MOBA/MMO gameplay. Rather than FPS skill being the cornerstone of the game, it's about having the right dps/healer/tank combo. In an FPS there should only be DPS in my personal opinion.

[–]Sprinkles169 0ポイント1ポイント  (0子コメント)

Yeah but with tanks and healers people can feel like they matter by just pressing buttons.

[–]BlueEclipse 1ポイント2ポイント  (0子コメント)

The audience for games is much bigger than it was when AFPS was at it's height and is still growing. "Hero shooters" or class/team-based shooters in general appeal to a wider audience. A more casual gamer wants a lot of content, and even if it may not actually add much more depth, they want a lot more stuff do to, thus you get shooters with classes, special abilities, etc. Arena shooters are very fun and they no doubt could find an audience today given the right amount of production & marketing., but the fact of the matter is that a faster-paced shooter is simply hard to get into, doesn't translate well to consoles (which is still where a massive part of the market lies), and doesn't necessarily appeal to a more casual audience. Overwatch has done well because it's fairly inviting with it's whole style and seems to focus on some kind of balance between competitiveness and casual entertainment. Quake Champions, while details are sparse on it right now, sounds like it's trying to strike a balance between an Overwatch-like game and pure fast-paced FPS. Who knows whether or not it could be good or a complete mess, but hey, at least it's a step in the right direction.

[–]OpRaider 1ポイント2ポイント  (0子コメント)

So you're upset. Count to 10, breath slowly. It's gonna be okay kid.

Overwatch is fun, and like it or not, it takes skill. Just because you don't like them, doesn't mean they are bad games. They are popular because they are fun. Teamwork is fun. Duels, 1v1s, to a lot of people are not.

[–]PROJTHEBENIGNANT 1ポイント2ポイント  (1子コメント)

class based shooters, if done properly, can add a lot to a game. Tribes is the gold standard for this. Even though it's loadout based, the loadouts can functionally be considered the same as classes. It hits the right beats on general combat ability for each loadout while still letting people specialize in doing certain roles. Combat and core fps skills still matter, but what roles are being filled also matter, creating a lot more interesting decision making depth.

Classes let people specialize, which is appealing to many. It also creates asymmetric matchups, another thing people like. Lastly, they can create more strategic gameplay if done properly. People should realize that class systems are not inherently dumbed down or less skill-based.

[–]spessu_sb 0ポイント1ポイント  (0子コメント)

Money speaks, todays games are all about that unfortunately.

[–]7ep3s 0ポイント1ポイント  (3子コメント)

Quake 3 in essence was kind of a hero shooter with all the gladiators having been pulled out of their worlds by the vadrigar to fight in the arenas. Each of them had a littpe backstory etc, their unique chat lines when playing them as bots.. it just wasnt over emphasized and they didnt have cooldowns/ abilities

[–]therockethornet[S] 1ポイント2ポイント  (2子コメント)

it wasnt a hero shooter at all it was a raw FPS with cosmetic characters.

[–]therockethornet[S] 1ポイント2ポイント  (1子コメント)

SKILL determines what happens in a real FPS. In a hero shooter, you have hard and soft counters etc. just some bullshit.

[–]CrescensX 0ポイント1ポイント  (0子コメント)

Hard and soft counters can be found in Arena FPS too. Just look at what weapons people use when and where on a map.

[–]padicakes 0ポイント1ポイント  (0子コメント)

There's this weird thing where people want to identify with a character that they are playing as, either aesthetically (characters that look like how the players look or want to look) or kinesthetically (they have powers or abilities that the player likes). I personally don't get it, I really just want the least amount of fiddling around before I get to actually play the game, but there you go.

The other reason is that distinct characters give you something to sell, and the guy that sells more, wins, because they then have more money for marketing (gross) but also for polishing up gameplay and features (actually kind of nice).