I've only had CSGO for around a week, but the match making is about the only thing I like in the game. I like that I can round up 4 friends and pug against 5 random idiots. Although, Dr. Andy Sheen (PhD in cheating instincts and author of "Behavioral cues my child may be cheating at online video games") warns me a lot of people cheat in the higher ranks of the system. And God knows I always trust **** because last time I ignored his advice I ended up with a finger in my butt, and I didn't care for that.Swiss wrote:Having a matching system like DOTA (which CSGO tried) is also an option but this takes control away from the gamer, which I think is an added downside.
competitive FPS future?
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Re: competitive FPS future?
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Re: competitive FPS future?
Back in my day, getting rolled by more experienced players is how we got familiar with the game, uphill both ways in the snow.Swiss wrote:That way new gamers can get introduced and familiar with the game before turning away after getting rolled by more experienced players.
I've gotten the shit kicked out of me during my time in this game. Nobody likes a quitter.
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Re: competitive FPS future?
I was exactly the same way but I would say the vast majority of casual gamers don't feel the same, at least starting out. That's why I was thinking having a system where new players could decide on difficulty level would be good (similar to many games). If ppl wanted to start out with a challenge they could (as opposed to CSGO)twist wrote:Back in my day, getting rolled by more experienced players is how we got familiar with the game, uphill both ways in the snow.Swiss wrote:That way new gamers can get introduced and familiar with the game before turning away after getting rolled by more experienced players.
I've gotten the shit kicked out of me during my time in this game. Nobody likes a quitter.
Also just want to say that I've been extremely impressed with how they've handled DOTA. I rarely play but still enjoy watching streams with my roomies who play all the time.
Re: competitive FPS future?
Stick with the classics bro
![Image](http://roominate.com/blogg/fail/mariners_by_nintendo.gif)
![Image](http://roominate.com/blogg/fail/mariners_by_nintendo.gif)
Re: competitive FPS future?
You cant even play cs:gomilo wrote:I play DoD 'cause most of my online mates play it. CS:GO is alright to play with your mates and stuff, but it's kinda shite for competitive play.
![Image](http://24.media.tumblr.com/tumblr_m5rdg4bxRa1rnsfr4o1_500.gif)
nlk?
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Re: competitive FPS future?
TF2 would be fun actually. Havent tried a single clan match but at least publics are quite fun.
anyway i guess the best days of tf2 are passed already and the best teams have stopped playing a while ago.
<- boss hela/scout
Wow kept me away from other games for a long time lol ... now after 7 years break, dod still feels the best fps game i've played so far. badly out of touch tho.
anyway i guess the best days of tf2 are passed already and the best teams have stopped playing a while ago.
<- boss hela/scout
Wow kept me away from other games for a long time lol ... now after 7 years break, dod still feels the best fps game i've played so far. badly out of touch tho.
Last edited by jizziztszsz on Wed Apr 24, 2013 4:00 pm, edited 1 time in total.
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Re: competitive FPS future?
What has really kept me off new games is the movement engines. I can't play any source game for more than a minute without acid reflux. Precise and responsive movement is what has given Quake and all its derivatives, including half life, their staying power.
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Re: competitive FPS future?
AAA game developers in the current era are significantly less interested in creating a title that is balanced and well suited for high-level competitive play than they are in making dump trucks full of cash.
I find the success of LOL very troubling because the game is so outrageously successful not because it's a great esports title, but because it's so simplified, dumbed down, and accessible. The skill curve is almost non-existent, in that once you figure out how the game works, it's just a matter of repetition. Sure, there is some variance in strategy and there is some "skill" in the same way that there is in WoW pvping, but the success of LOL is not because it's a superior esports title, but because it's so accessible that it doesn't matter.
SC2 suffers in the accessibility department where LOL does not, which is why SC2 isn't as popular as LOL is at the moment. The skill curve in SC2 is absolutely brutal. Where as any pube-stash basement troll in a flyover state can become a LOL star on twitch and earn a comfortable living just from streaming, it takes an incredibly dedicated 15 year old Korean kid willing to lock into SC2 for 18 hours a day to be successful.
DoD is interesting just because it's a great competitive experience, but totally by accident. The result that came from the development of DoD wasn't because the development team was trying to create competitive esports focused shooter (like they are attempting with shootmania), but by a combination of what they were trying to create and the technology that was available to them at the time. They were trying to create a casual and accessible nostalgic WW2 experience, or in other words, they were trying to create Call of Duty. But because of how the GoldSource engine is designed (the player movement is really key), we got a gem of an esports title by total accident. But, that's why you've got a helper dog and bar-pods. This game wasn't designed for us, it just serves our purposes by total accident and coincidence of the technologies available at the time.
In the end, it comes down to money. It costs a lot of money to develop and market AAA titles, and developers (and more often their publishers/owners) are far more interested in making a lot of money than they are in creating a competitively balanced game.
It's also worth mentioning that part of the problem is that MOST game developers (programmers, engineers, designers, producers, etc) are NOT COMPETITIVE GAMERS. They are more often than not the same pub nubs that absolutely annoy the shit out of us. They don't see games in the same perspective that we do, and until enough competitive minded gamers become game developers in critical mass, this will always be a problem.
I find the success of LOL very troubling because the game is so outrageously successful not because it's a great esports title, but because it's so simplified, dumbed down, and accessible. The skill curve is almost non-existent, in that once you figure out how the game works, it's just a matter of repetition. Sure, there is some variance in strategy and there is some "skill" in the same way that there is in WoW pvping, but the success of LOL is not because it's a superior esports title, but because it's so accessible that it doesn't matter.
SC2 suffers in the accessibility department where LOL does not, which is why SC2 isn't as popular as LOL is at the moment. The skill curve in SC2 is absolutely brutal. Where as any pube-stash basement troll in a flyover state can become a LOL star on twitch and earn a comfortable living just from streaming, it takes an incredibly dedicated 15 year old Korean kid willing to lock into SC2 for 18 hours a day to be successful.
DoD is interesting just because it's a great competitive experience, but totally by accident. The result that came from the development of DoD wasn't because the development team was trying to create competitive esports focused shooter (like they are attempting with shootmania), but by a combination of what they were trying to create and the technology that was available to them at the time. They were trying to create a casual and accessible nostalgic WW2 experience, or in other words, they were trying to create Call of Duty. But because of how the GoldSource engine is designed (the player movement is really key), we got a gem of an esports title by total accident. But, that's why you've got a helper dog and bar-pods. This game wasn't designed for us, it just serves our purposes by total accident and coincidence of the technologies available at the time.
In the end, it comes down to money. It costs a lot of money to develop and market AAA titles, and developers (and more often their publishers/owners) are far more interested in making a lot of money than they are in creating a competitively balanced game.
It's also worth mentioning that part of the problem is that MOST game developers (programmers, engineers, designers, producers, etc) are NOT COMPETITIVE GAMERS. They are more often than not the same pub nubs that absolutely annoy the shit out of us. They don't see games in the same perspective that we do, and until enough competitive minded gamers become game developers in critical mass, this will always be a problem.
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Re: competitive FPS future?
Yep. That's why I'm surprised the developers of dirty bomb have this primarily in mind at this stage. I don't know whether it is because we are seeing more and more success in esports or whether its just an anomaly
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Re: competitive FPS future?
Side question that hopefully someone can answer for me: Does competitive serious eSports even exist outside of like Starcraft anymore? I thought CPL and WSVG and whatever else died, are there new companies?