Overwatch - It's Actually a Trick To Make Everyone Play HotS, also BUY
5,002 replies, posted
[QUOTE=jimbobjoe1234;52250790]People bought Overwatch for free content updates, not cosmetic events. Blizzard needs to add more content that affects the game rather than the wallets of whales. The new arena maps are a nice start, but they need to do more. They need to bring back the horde mode and create new maps for it, redesign old maps to be actually good, and take a closer look at game balance. Make this a game worth playing rather than grinding.[/QUOTE]
too bad that doesnt put money in their pockets. a corporations still a corporation, and if hats is what brings in the bags full of money thats what theyre gonna stick to for the majority of the content.
they should have made all the gold guns only unlock when you max out the level counter (5 star gold portrait level 100)
[QUOTE=redBadger;52250823]People need to vote with their wallet. If the events didn't make any money, they'd probably stop.
[/QUOTE]
the problem with the idea of voting with your wallet is that it only takes a small minority of players with disposable income to make events like this worth it for companies that do this. The people who are bothered by this aren't the ones dropping hundreds of dollars on loot crates at the end of every event
[QUOTE=redBadger;52250823]I for one wouldn't mind a rarer drop rate of the event crates after the event is over. Still chance to get event items after the event, albeit at a rarer drop than regular loot.[/QUOTE]
That's not a bad idea actually.
Hell I'd be pretty chuffed if I got an event item whilst there's no event if they made them incredibly rare to find outside of the events.
That way during the events if those who want to farm for them during events can, and for those unfortunate enough to not be able to experience the event or not get the item they wanted can hope in getting it later down the line and not wait till next year! Brilliant!
[QUOTE=unlimi_Ted;52250949]the problem with the idea of voting with your wallet is that it only takes a small minority of players with disposable income to make events like this worth it for companies that do this. The people who are bothered by this aren't the ones dropping hundreds of dollars on loot crates at the end of every event[/QUOTE]
1 whale is more profitable then 100 people buying a couple lootboxes. These events aren't for us. They are for the people that have no problem dropping $200-$300 every event.
Has anyone made a wallpaper of the anniversary art yet?
[QUOTE=jimbobjoe1234;52250790][B]redesign old maps to be actually good[/B][/QUOTE]
I would actually suck Blizzard's dick if they went back and did this, map design is consistently the one thing in Overwatch that is severely lacking. The arena maps are easy to design since they're symmetrical but holy shit the linear maps are absolute ass.
Hanamura for example, extremely detailed first area that nobody uses, lots of routes that lead to dead ends for no reason, a choke point that slows the game to a crawl and they feel the need to put into every map, a rather uninteresting first objective area... same for several other maps too.
Blizzard spends more time on art design than level design, don't they?
Overwatch maps feel like they're more meant to be visually appealing and "realistic" as in "this could be a real place i could walk around and there wouldn't be weird windows or structures anywhere" rather than gameplay oriented. They fit unaltered in the shorts for this reason (and it saves them resources)
Like, your house is going to have just the door pretty much, because real life doesnt have chokepoints and you don't need to flank to get to your room.
ctf_yourhouse on the other hand (to say something) would have tons of ways to access, from windows to implausible ventilation ducts, and it would be balanced to have 24+ people fighting on it.
This is why Volskaya, Hanamura, Ecopoint.... have such lavishly decorated places that seem pointless in a videogame setting but make total sense if they were actual places you could visit. At least the way I see it.
Volskaya and Hanamura only have these useless side areas outside of the spawn room before the first choke. Its like they expected defenders to be pushed up farther so these areas would be actually used by the attackers instead of them waiting at the perfectly defendable chokepoint
I would rather play ctf_yourhouse than another fucking round of Anubis
I wonder if some of the 2cp could be changed to short payloads.
[editline]19th May 2017[/editline]
I didn't lose SR after my entire team quit on comp. Is that normal?
[QUOTE=Takuat;52250978]Has anyone made a wallpaper of the anniversary art yet?[/QUOTE]
[url]https://twitter.com/PlayOverwatch/status/865690978555805697[/url]
[img]http://i.imgur.com/fWHvz6p.png[/img]
every day we stray further from the light
[img]https://68.media.tumblr.com/0d6768458672387827305b33292e9260/tumblr_oq2j693h3w1w5nsxdo1_400.jpg[/img]
okay then
Feel like the quality of games substantially went up once I hit diamond. Now I'm on a p good winstreak. Up to 3063 now.
Maybe it's time to grind to master?
Honestly the only problems I have with the map design are how there's so many unnecessary hitches on walls, etc that are way too easy to get stuck on while backing out of a fight, and visually some maps are really hard to see enemies on because they're so bright (anubis). I have no problem with choke points, they're really not that bad to push with a coordinated team and there's a few different ways to approach them. 2cp is just kinda fundamentally flawed in nature, I don't blame them on the choke points.
Like I would kill if they would just smooth out the walls with a clip brush and remove some of the completely random pillars and map noise.
is the matchmaking fixed yet
[QUOTE=Beetle179;52252067]Honestly the only problems I have with the map design are how there's so many unnecessary hitches on walls, etc that are way too easy to get stuck on while backing out of a fight, and visually some maps are really hard to see enemies on because they're so bright (anubis).[/QUOTE]
Anubis and WP:G are some of the worst overuses of bloom I've seen in a while, though you can disable some bullshit in the AMD drivers (surface format optimization) which that seems to tone it down a bit.
[editline]20th May 2017[/editline]
Numbani is pretty bad too in some instances but it's not like WP:G where the first slope will blind the living shit out of you, constantly, it doesn't even go down if you keep staring at it.
[QUOTE=Beetle179;52252067]and visually some maps are really hard to see enemies on because they're so bright (anubis).[/QUOTE]
I like how this happens with golden guns sometimes
[t]http://i.imgur.com/a7Y3nKm.jpg[/t]
[QUOTE=Altimor;52252265]I like how this happens with golden guns sometimes
[t]http://i.imgur.com/a7Y3nKm.jpg[/t][/QUOTE]
you're just 1 level away from getting the silver portrait border :neat:
[QUOTE=o DefcoN o;52251696][img]http://i.imgur.com/fWHvz6p.png[/img]
every day we stray further from the light[/QUOTE]
pretty sure that's just a chat replacement for "gg ez"
[QUOTE=meppers;52252302]you're just 1 level away from getting the silver portrait border :neat:[/QUOTE]
That's an old screen. I've already received my official nerd status.
[QUOTE=Beetle179;52252067]Honestly the only problems I have with the map design are how there's so many unnecessary hitches on walls, etc that are way too easy to get stuck on while backing out of a fight, and visually some maps are really hard to see enemies on because they're so bright (anubis). I have no problem with choke points, they're really not that bad to push with a coordinated team and there's a few different ways to approach them. 2cp is just kinda fundamentally flawed in nature, I don't blame them on the choke points.
Like I would kill if they would just smooth out the walls with a clip brush and remove some of the completely random pillars and map noise.[/QUOTE]
I don't understand how a game with characters who can run/slide on walls can have such messed up wall collisions.
It's like they designed the art, then made collisions to match the assets, then came up with Lucio/Hanzo/Genji's movement without testing them outside of a simple dev sandbox.
I'm starting to pull sick parkour stunts with Lucio recently, but it's only [b]despite[/b] the maps. It feels like I'm cheating the system since it's so inconsistent.
[QUOTE=ROFLBURGER;52252314]pretty sure that's just a chat replacement for "gg ez"[/QUOTE]
Sometimes I like to quickly type GG EZ several times, but in between I paste things like, " I think it's time we re-examine the "facts" surrounding 9/11."
[QUOTE=Mingebox;52252516]Sometimes I like to quickly type GG EZ several times, but in between I paste things like, " I think it's time we re-examine the "facts" surrounding 9/11."[/QUOTE]
you're a wonderful human being tbh
[QUOTE=Segab;52252329]I don't understand how a game with characters who can run/slide on walls can have such messed up wall collisions.
It's like they designed the art, then made collisions to match the assets, then came up with Lucio/Hanzo/Genji's movement without testing them outside of a simple dev sandbox.
I'm starting to pull sick parkour stunts with Lucio recently, but it's only [b]despite[/b] the maps. It feels like I'm cheating the system since it's so inconsistent.[/QUOTE]
They should just make those characters stick to walls within a threshold like how games after Quake 2 solved walking down stairs without going airborne.
[QUOTE=Altimor;52252567]They should just make those characters stick to walls within a threshold like how games after Quake 2 solved walking down stairs without going airborne.[/QUOTE]
I mean don't most games just make it a ramp that looks like stairs visually?
To warm up my disappointment in the event, I went and got the 10 loot boxes from the Heroes of the Storm challenge. I counted it: I got 27 white, 10 blue and 3 purple items. I'm ready for the event and complete my collection of player icons.
[video=youtube;1ccJnoZC16I]https://www.youtube.com/watch?v=1ccJnoZC16I&feature=youtu.be[/video]
[B]DO NOT OBSTRUCT[/B]
[QUOTE=Mort Stroodle;52252576]I mean don't most games just make it a ramp that looks like stairs visually?[/QUOTE]
In the Q1/Q2 engines which don't have the stick to ground threshold steep enough ramps will do it too.
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