Soldato
- Joined
- 18 Oct 2012
- Posts
- 8,340
Who gives a ****? Whatever happened to just playing games for fun?
That died the day leveled equipment was introduced to online shooters
Who gives a ****? Whatever happened to just playing games for fun?
Dynamic difficulty adjustment is actually a good thing that leads to a more uniform user experience for all and more balanced matches. It is mostly just elitists against it that are just interested in roflstomping noobs. If two teams are perfectly matched in terms of skill then there will be no adjustment required. People just need to get over it.
Why would anyone play a game where when they get better, the game actively works against them to make their performance worse, while not treating all other players the same?
It's like having a small child tied to a top tennis player just because he's playing a lower seed, or giving a top football team diving boots when they play a smaller team. Sure, match players against players of about equal performance, but you don't make everyone equal by screwing with the performance of better players. Otherwise what's the incentive to play the game and get improve? You're not even getting a fair result, because in a competitive game, good players should get better scores than worse players.
An even playing field means that all players have the same rules and it's their abilities that make the difference, not handicapping all the better players down to the worst players. It's patronising to the extreme.
Why would anyone pick up a game that’s been out for a few weeks if they’re just going to get stomped on badly by some basement dweller hopped up on Monster or G-Fuel who hasn’t left his room except to pee, take a dump and eat and has 1,000 hours in game in four weeks? So called SBMM encourages new players to stick around by not putting them up against seasoned veterans. The same applies when you’re getting better, it encourages you by not matching you against pros and streamers. SBMM is a GOOD THING for player retention in the long run, that’s why developers use it.Why would anyone play a game where when they get better, the game actively works against them to make their performance worse, while not treating all other players the same?
It's like having a small child tied to a top tennis player just because he's playing a lower seed, or giving a top football team diving boots when they play a smaller team. Sure, match players against players of about equal performance, but you don't make everyone equal by screwing with the performance of better players. Otherwise what's the incentive to play the game and improve? You're not even getting a fair result, because in a competitive game, good players should get better scores than worse players.
An even playing field means that all players have the same rules and it's their abilities that make the difference, not handicapping all the better players down to the worst players. It's patronising to the extreme.
And it's not as if the game companies are doing this for egalitarian reasons. They just want to sell more loot boxes and microtransactions.
Why would anyone play a game where when they get better, the game actively works against them to make their performance worse, while not treating all other players the same?
Why would anyone pick up a game that’s been out for a few weeks if they’re just going to get stomped on badly by some basement dweller hopped up on Monster or G-Fuel who hasn’t left his room except to pee, take a dump and eat and has 1,000 hours in game in four weeks? So called SBMM encourages new players to stick around by not putting them up against seasoned veterans. The same applies when you’re getting better, it encourages you by not matching you against pros and streamers. SBMM is a GOOD THING for player retention in the long run, that’s why developers use it.
Dynamic difficulty adjustment is actually a good thing that leads to a more uniform user experience for all and more balanced matches. It is mostly just elitists against it that are just interested in roflstomping noobs. If two teams are perfectly matched in terms of skill then there will be no adjustment required. People just need to get over it.
because, shock horror, not everyone who plays video games wants a super competitive experience that requires what effectively amounts to actual training to compete in.
to use the tennis example it's like letting a world-class player enter the village tournament, then give him praises and trophy's for beating a bunch of old ladies who really only turned up for the bake sale and a chinwag.
what this does is raises the difficulty level for high tier players (which can be considered a bonus additional challenge) whilst also allowing everyone to enjoy themselves.
While I suspect you are trolling - no that is a terrible idea - people only get better when they have a real reference against what is good. This is the problem with people wanting all the rewards without putting in the effort. There is nothing commendable about what you are saying.
Not very enjoyable for skilled players whose best effort is being skewed by circumstances outside of their control and/or skewed so it doesn't represent their best effort.
Dynamic difficulty adjustment is actually a good thing that leads to a more uniform user experience for all and more balanced matches. It is mostly just elitists against it that are just interested in roflstomping noobs. If two teams are perfectly matched in terms of skill then there will be no adjustment required. People just need to get over it.
Sorry, but the "git gud or go home" attitude needs to disappear from video games. As already explained there is no such thing as a level playing field because of the differences in frame/refresh rates, resolution, internet connections, and input lag. That is without even considering the huge disparity in the level of play that people can hope to achieve. Of course the 40 year old dad who has 2-3 hours every Saturday night to play with a few beers is never going to be able to come close to youngster able to invest 3-4 hours of play every day. While self-improvement and 'getting better' is generally quite universally rewarding, one should not feel under pressure to level-up their gameplay in order to have fun matches and experiences
I am sorry to say you don't know what you are talking about. You even ask about the tickrate. How can anyone view your opinion as proof when you aren't confident enough to know the tickrate of the game? A quick search for Battlenonese will tell you that, for example. But I digressSorry to say it, but those videos aren't proof at all of anything. Lag, dropped packets and ping all have an effect in online games. Game update rates too. Doesn't warzone have a tick rate of 12Hz?