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Voting for EU 1/2 servers with arty and without arty.

Дата: 08.01.2019 12:52:36
View PostSimeon85, on 07 January 2019 - 02:03 PM, said:   Except one is a legitimate complaint because the player has no viable counter or strategy against indirect fire, whereas the second is a learn to play issue because players do have a viable counter and viable strategies against it.    'Invisible enemies' is just bad play and bad players not understanding how the game mechanics work, how view range and camo mechanics work and how they can be used.   People complaining about arty there is no ignorance or lack of knowledge, there is just no ability for them to do anything about it in game because indirect fire has no realistic counter. Even counter within the class, counter battery is pretty much dead and is a wholly ineffective tactic for arty players as tracers were nerfed to near invisibility. 

eekeeboo:   TD "invisible firing" was a legitimate complaint and was EXTREMELY popular before TD nerfs and changes and camo changes. I'm sure you remember it. Both are instances are indirect fire, exactly where do you stop removing "indirect fire"?    You say there's no lack of knowledge, how many people who complain at arty play it and understand it or use it "properly"? And by that I don't just mean shooting the first thing they see, but supporting collapsing flanks, taking out the heaviest armored vehicles your team is struggling with and the entrenched TD's?   

View Postlaulaur, on 07 January 2019 - 02:25 PM, said:   This is exactly like saying that a person has cancer, diabetes and hair loss - and someone who is having the cure for cancer says: ''Why bother curing that cancer, he is still gonna be sick of diabetes and hair loss and everyone dies sooner or later. So let him die of cancer, no point of curing him''   If humanity would have guided herself by your principles of dealing with problems - we would still hunt with stone axes/spears and live in huts, because 'why bother getting rid of bad things, something else will be bad always'.

eekeeboo:   I don't know where to even begin with this reasoning. All I can say is you need to seriously reconsider the type of thought process going on here and find much better examples. Sometimes bad things are a necessity and serve a purpose, like taxes, just because you don't like them doesn't mean they aren't for good reasons. Saying you shouldn't pay a tax on say health care because you never get sick and you don't like being sick and you don't like using the healthcare you use different stuff like herbs to get better, doesn't matter how many more people benefit from it or use it or how often you see the healthcare system benefit your games, which is infrequent because you don't care and it's all the herb nothing to do with the evil system at all.   

View Postpsychobear, on 07 January 2019 - 08:07 PM, said:   This is utterly wrong and the analogy simply doesn't stand. It's been repeatedly proven that games without arty provide hugely more fun and fluid gameplay, so removing it would cause no "internal injury" whatsoever. In fact it would result in instantaneous and complete healing.

eekeeboo:   Tell that to the game with 5 TD's sat in the base camping all game. Or the games where the scout can't get any spotting damage because people won't move from behind rocks. This is confirmation bias at it's finest unfortunately.   

View PostLordMuffin, on 07 January 2019 - 11:45 PM, said:     Your first paragraph is like wtf? Acid is not a damage type in SC nor SC2. SC:Broodwar hasn't receive a single balance patch since roughly 1999/2000 until today.   When it comes to creating a gameplay that requires skill, and is aimed at balance. You should ignore the un-knowledgeable. Because they have no clue if what they want nor what impact the changes they want will have on the game. They can have input regarding other stuff, like UI, sales, bundles, or saying current MM is boring.   No, arty and cheesing is in no way different. In general RTS, cheesing is only powerful if unscouted (a scouted cheese often result in a lost game). And it also requires quite a lot of skill if one wants to succeed at it.   Yes, it is comparable, we have statistics for this, and the statistics tells us how far apart different elements of the game are from one another.     Champions don't exist in Dota, and they are not banned in seasons, different heroes can be banned in games due to player decisions, usually different banned heroes every game I play.   A balanced game is more challenging then an unbalanced one. The worse the balance in a game is, the less challenging it is.   Balance do not mean identy nor symmetry between maps/tanks/whatever.   And balance is not that complex in such an easy game as WoT. There are few parameters to change for a tank, the meta game is stale, many maps play out in very similar ways. So you don't have to care about meta game changes, you mainly have 1 type of maps to care about aswell. So you only have a few parameters per tank to adjust to that already known scenario.   Players will whine, most whine is irrelevant and nonsensical though.

eekeeboo:   Banelings. - acid. The joy of having memory lapse and not a great deal of time to look it up.  SC2 received A LOT of balancing - The latest in fact was September 2018.  You can't ignore the unknowledgable because you ignore huge sections of your player base who may be new, lack time etc. How do you know the more knowledgeable person pays more into the game than a person who doesn't have any knowledge at all? You need to make the game fun and engaging for as many people as possible, in a game that's so global that needs to also include cultural differences.    Cheesing can be done even when scouting, the most effective being the early game rush etc. Cheesing is more than just stealth, your argument is essentially saying knowing the challenge and knowing how to counter it and then deploying the tactics to counter it. Like knowing there's arty on the enemy team, knowing how to mitigate a lot of it and knowing how best to deal with it?    OK and the fact still remains, why are they banned? What decisions are made for their ban?    "Balanced" games are not always challenging, there's a whole array of things to consider with that. Without an imbalance you wouldn't have frustration, a need to learn to improve to overcome etc. You talk about balance having less challenge, but that's only if you sit on the OP camp.    If you truly believe WoT to not be complex and basic in the balancing department then I fear this discussion will be futile until you actually research the things needing to be considered when balancing. With that, I'm going to stop there until you do so, because until you know exactly what is required this will be a futile exchange in that you don't realise what is actually involved.   

View PostSimeon85, on 08 January 2019 - 09:21 AM, said:  

eekeeboo:   ​I'm going to summarise this and ask you a simple task, please look at this from an arty players perspective and actually consider the real number, not confirmed biased amount of numbers. Actually consider how many people play arty and how many actually enjoy it. Now look at all the things you stated.     

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