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Changes Overwatch Needs

The (early) verdict is in: most everyone loves Overwatch. It’s currently at 94 Metacritic.

OverwatchScore

That’s… really high.

Part of me wants to reject that score right out of hand. 94? Overwatch is currently tied with Skyrim, Mass Effect 2, and Bioshock Infinite, while being  a full point higher than Witcher 3 and Minecraft. Indeed, the nagging feeling I have currently is that Overwatch is almost exactly a Bioshock Infinite situation: a very pretty game everyone loves despite it being terrible.

Well… maybe not quite. Overwatch is actually really fun to play. Until it isn’t. I’ve come up with a few small changes that would make the experience a bit better for me and anyone.

1) Fix the disconnects

Overwatch drops a lot more games than it really has any reason to. While to an extent you can possibly blame it on Day 1 release issues, the disconnects have been appearing en masse since the Beta. One minute you’re playing, next minute it’s asking you to sign back into Overwatch, including entering your Authenticator. Which is weird, considering that I haven’t actually had to sign into a Blizzard game since getting the new Battle.net launcher.

OverwatchDisconnect

Guess I didn’t want to play anyway.

The injury to the insult is that being disconnected in this fashion drops you from the match entirely. In a group? Not anymore. There is essentially no way back into the match you just dropped from, even if you were disconnected for less than a minute. Since Overwatch matches can last less than five minutes, I suppose it’s not too terrible a loss, but it’s still annoying as hell.

2) Indicate Role Willingness

One of the more awkward moments of an Overwatch match is the beginning, during character selection, when everyone waits to see what everyone else picks. Except for those Hanzo/Tracer players, who just don’t give a damn. Meanwhile, I wait down the clock, seeing if anyone else is going to pick a Tank or Healer character, so I can best support my (PUG) team. I don’t mind either role, but if someone else takes them, I’m picking Mei or Junkrat so I can enjoy myself.

But that’s the rub. If there is someone else who actually cares about winning, we end up running out the clock together. I’m comfortable in any role, but maybe they only want to play a tank or DPS and not a healer. If I pull the trigger on tank, they are essentially going to give up and go DPS. Or we can go double-tank and just lose with no healer. I could perhaps switch once they pick something, but if we’re on Defense, there won’t be much time to get set up before the match begins.

All of this can be resolved by a WoW-esque role-check before the team is even formed. “Queue as Offence/Defense characters.” “Queue as Tank/Offense.” “Queue as All.” Perhaps show a little emblem beneath our names on the character select screen. While it is possible to, you know, just type this all out in the convenient team chat text box, I don’t feel like it should be necessary. Plus, this would set Overwatch up in the future to have better matchmaking (creating teams with at least two people who indicate a willingness to be tank/heals) or even just filling teams out.

3) Team Shuffling

It needs to happen. Or if it already does, it needs to be more apparent. I understand that the current two-map setup would make it weird – attacking on a Payload (etc) map follows defending on the same with the other team – but there is currently very little reason to keep playing with a shitty team. In fact, if you experience a blow-out, there is no reason to stay, period. Dropping out “works” for you as an individual, but that solution just ends up forcing both teams to break apart if enough people do.

The downsides are legitimate. Two evenly matched teams might want to keep facing each other in various rematches, for example. But how likely are you to face evenly matched teams in PUGs? I’m not advocating shuffling people who queue in groups, obviously. The other downside is making it a bit more difficult to get to know/friend-request a particularly skillful teammate. Here too though, I feel like shuffling doesn’t really change that, assuming you can get to know people in 7-minute matches in the first place.

4) Current objective timers in Death Cam mode

Why in god’s name would any designer feel like it’s useful or necessary to include historical objective timers in your post-death replay? I know you can disable Death Cam altogether, but my point is that the objective timer should be, you know, the actual timer at all, er, times.

I should not have to choose between no Death Cam and Current Objective timer. Seeing yourself getting sniped at the last possible second is already frustrating, without knowing whether someone else saved the day after your death until you’re already back in the game.

5) Bastion maximum bullet count in Sentry mode reduced.

Yeah, Bastion is “easy” to counter and we should probably stop complaining about him. Here’s the thing though: when your solution to a stationary enemy killing your team within two seconds is changing your character, something is up. Sure, change characters when the enemy team is turtling up, or picked four tanks, or they all went Hanzo. But if the existence of a single character on the enemy team dictates your own team comp… then maybe you need to admit an issue. Nobody is swapping characters when they notice a Reinhardt or Tracer or Mei on the other team.

Plus, this is a team-based game. Who goes Genji/Windowmaker/etc? You? What if you are the team’s only tank/healer? Maybe your team just deserves to lose then, I guess.

Also, that Kotaku writer actually suggested Reinhardt to block the incoming stream of bullets, as if Bastion couldn’t chew through his entire 2000 HP shield in less than four seconds. The Wiki states Bastion deals 4-15 damage in Sentry mode and spits ~30 rps, but that’s fairly laughable. Assuming it’s correct though, and assuming 15 damage apiece, that means 1800 damage is thrown down in four seconds, shield is broken a second later, and Reinhardt is dead on the floor a second after that.

Meanwhile, Bastion still has another second to put out 80-300 damage before he has to reload.

So, my solution? Reduce Bastion’s maximum ammo size in Sentry mode from 200 to 150. He will still murder everyone as soon as they walk through the door, and skilled players will still be all but untouchable with judicial use of selecting targets and/or frequently moving and/or you know, reloading. But if those damage/rps numbers are correct, Reinhardt can at least provide some coverage versus Bastion solo, at least long enough to throw out a Fire Strike.

6) Increase tick rate to 60 Hz.

Overwatch has a tick rate of 20 Hz by default. If you haven’t ever heard of tick rates in FPS games and/or the importance thereof, this is a good primer. Battlefield 4 had this same situation at release, with it updating at 20 Hz and resulting in an excessive number of headshots around corners. When the tick rate is increased, the game feels even smoother, and you start seeing Death Cam footage that resembles what you actually did right before getting owned.

The head-scratching part of this is the fact that Blizzard already introduced 60 Hz tick rates into Overwatch. In Custom Games. Which is great, I suppose, for the people wanting to run tournaments or something. But there is zero downside to the average player to go to 60 Hz and every possible upside. It just needs to happen.

In any case, that is that.

Grimwatch

Since I “saved” the $50 from not buying the 50-pack deal in Hearthstone, I turned around and pre-purchased Overwatch. In fact, I just got off a four-hour semi-open Beta session with some ex-WoW buddies as I write this. All the maps are open this time around, so things are pretty interesting.

Even more interesting though, was the trailer for Warhammer 40k: Dawn of War 3:

I can’t even really begin to elucidate why the 40k setting grips me so. All I know is that spent 200+ hours playing Dark Crusade, and I’ve been missing that feeling since… well, Dark Crusade. Dawn of War 2 took the series away from RTS and more into a tactical direction, which is not something that it really needed. Now? It’s going back. It’s going home.

Exciting times, my friends.

Plus, you know, there will be information about the next Battlefield game this Friday. Battlefield Hardline was such an epic failure, that only a proper BF5 (or even BF 2142 sequel) could wipe away. If we see something like that and all this grimdark 40k business? I won’t know what to do with myself. Other than actually look forward to game releases again.

Time-Soaking

[Blaugust Day 26]

Weirdly enough, I find myself back to playing Battlefield 4.

It all started when I was reading the comment section on a random Kotaku page, and someone mentioned that BF4 still had 100,000 people playing, whereas Battlefield: Hardline (the more recent game) had 15,000.

After looking it up myself, the numbers are indeed around those ballparks, but it’s a bit misleading:

As DLC, Hardline ain't doing bad.

Taken 8/25/15 at 10:30pm EST.

As DLC, Hardline ain’t doing bad. Then again, it ain’t DLC.

In any case, I had an itching for some shooting, so I queued up the Origin download, then the BF4 download, then the China Rising DLC download, then got in 5 minutes of gameplay before bed. The next few days after that though, I’d say I was back to my old pattern of soaking up my free-time with games that ultimately don’t matter. And I don’t like it/can’t get enough of it.

I know I’ve talked about it before in this space, but I have a huge love-hate relationship with these sort of games. By “these games” I mean games that are more entertainment than experiences. When I finish playing Battlefield 4, I awaken as from a fugue state, disorientated… and empty. I had fun in the moment, and the moment passed. Which is great if I were simply interested in killing time between meaningful activities, but I’m not. This is my life I’m whiling away. Surely there are better games for it? Games that leave you with something.

Sometimes I just don’t know. Metal Gear Solid 5 comes out in less than a week; I have not even started playing Metal Gear Solid 4. Not that they’re chronologically connected in any way, but still. I could be playing that! I should. I should be plowing through Pillars of Eternity for that matter. I actually am making more progress through that game, methodically, but progress just the same.

What is it about these sort of games – BF4, Civilization, roguelikes, etc – that simultaneously seduces and sickens me? Is it because they are more fun than “traditional” games? Is it because they are more approachable time-commitment-wise? Do I just secretly delight in frivolity? Or perhaps the cognitive dissonance stems entirely from my misplaced sanctimony for “real” games that “matter?”

I wish I had an answer. Because then I could just type that, and be back shooting faces in BF4.

Battlefield 4 Impressions

I have spent the past few days gorging myself on Battlefield 4, and feel it’s time to come up for some air and reflect on my self-abuse. As you might recall, I dabbled in the BF4 beta for a hot minute and was none too impressed. That opinion is… mostly still intact, although there are some definite surprises.

Progress!

Lens flare technology has definitely improved.

Right off the bat, the game does not feel materially different from BF3 in any way, shape, or form. The environments are detailed, geography diverse, the physics palpable, and actually seeing people to shoot without an over-reliance on Q-spam is a study in #firstworldproblem frustration. “The game is too beautiful to notice the bad guys.” All of this existed in BF3 to an indistinguishable degree. The “levolution” upgrade to the engine makes for some nicely-done scripted destruction, but that appears to be it. Well, the weather effects are pretty damn amazing too.

Indeed, about the only thing that became immediately apparent in terms of differences between BF3 and BF4 is how DICE continues to lurch further away from anything resembling intelligible UI design. The Battlelog fiasco is fine, whatever. What I’m talking about is how convoluted the menus and unlocks and the rest happen to be. Back in BF2, you earned ranks via XP and received an upgrade of your choice for any class (occasionally there were prerequisites). In BF3, all this was shook up with the introduction of assignments/etc, which had you to unlock weapons/items via the completion of what, in retrospect, closely resemble MMO quests: getting 20 kills with gun X and doing Y twice to unlock Z.

That's right. I took out an armored patrol boat with a blowtorch.

That’s right. I took out an armored patrol boat with a blowtorch. It only had 4hp but STILL!

For the most part, BF4 does away with that unlock scheme. Instead, weapons are unlocked linearly based on XP earned using any particular weapon in that class, e.g. using any LMG eventually unlocks more LMGs. The “problem” is that there is (still) really no incentive to use the newer weapons because you’ll likely be stuck with iron sights and no other accessories (bipod, laser sight, etc). The workaround appears to be via “Battlechests,” which are basically briefcases you earn via leveling up (and sometimes randomly in a match) that contain XP boosts, attachments, cosmetic items, and so on. Unfortunately, the accessories you earn can be for any weapon, including ones you haven’t even unlocked yet, so it’s too random to be useful for assuaging the new weapon issue.

One of the worst parts of BF3 was that feeling of utter uselessness that came with being a brand new player with zero unlocks; not only were you likely bumbling around getting no kills, even if you were in a position to be useful, you couldn’t really pull any of it off with the tools available to you. Even the DICE developers came out and said they “should be slapped” for it.

Well, the devs must have been talking about their BSDM preferences because BF4 proudly continues in that hazing tradition. The default Engineer anti-vehicle tool, for example, is a dumbfire rocket launcher that sometimes-maybe veers towards the roof of vehicles if it passes nearby. Which sounds neat, except this rocket hits like a dry pool noodle. You get stocked with five of them, and all five rockets are required to kill a single tank, assuming the driver is dumb enough to just let you launch five rockets at him. Or smart enough, I guess, because he’ll likely live past the barrage via passive vehicle repair and meanwhile you’ve just spent a full minute accomplishing nothing. Thankfully, the later weapons are significantly better in every possible fashion, but it’s still a ridiculous way to handle the new player experience, IMO.

Shooting lock-on rockets at vehicles while parachuting from 10,000 ft is my favorite thing.

Shooting lock-on rockets at vehicles while parachuting from 5,000 ft is my favorite thing.

It would not be a DICE game review without mentioning the bugs. I would say in the ~25 hours of play time I’ve racked up this far, I have to Ctrl-Alt-Del my way to the Task Manager and End Process about once every 2-3 hours; the Ctrl-Shift-Esc shortcut is apparently not powerful enough to break through whatever memory hole BF4 generates. Rubberbanding is occasionally an issue, although it mainly appears to be a server-specific problem. I have not encountered any obvious hackers, but I’m sure that’s inevitable. I still get in a full round of Candy Crush before the level will load when starting a session for the first time, but that’s been the case since BF3. DICE is saying they’re putting future expansions on hold until they sober up enough to fix the problems, which has to start sounding embarrassing to someone over at EA since that seems to be the case with every game they release.

Overall though? I’m having a lot of fun for my $26 thus far. I’m extremely burnt-out on PlanetSide 2, and BF4 scratches an itch in the way only someone slightly resembling your long-gone ex can. “Remember when you played Battlefield 2 for four years in college?” Yes, yes I do, BF4. You’re not BF2, but you’ll do. For now.

PlanetSide 2 – 12 Months Later

The “OMFG” patch (seriously… Operation: Make Faster Game) was released for PlanetSide 2 last week, and in the interests of giving the F2P game I have sunk $100+ into one final chance at redemption, I decided to give it a go. My initial re-impressions were… lackluster.

Glad this bug hasn't been fixed in 6 months.

Glad this bug hasn’t been fixed in 6 months.

While I have not bothered to post my opinions here, I did not have a particularly charitable view of this design pivot. Basically, the dev team stopped all development other than that which increased frame rates. Whether or not it was necessary (it arguably is), the game mechanically needed the biweekly updates I raved about 6 months ago to maintain any interest from me. I can sympathize with someone who wants to play and cannot due to not having a high-end system. However, as someone who was already playing and stopped because, in part, hitting Instant Action loads me into a drop-pod and rockets me into a base that has seen any action since Higby’s mom left last night is incredibly frustrating. Not that it helps much when some action is found when the opposition evaporates like so much morning dew and the devs seriously expect you to babysit an empty base for 6+ minutes.

Way back when this Ps2 adventure began, I compared it favorably to Battlefield 2 & 3. “It plays just like them except you can get a vehicle anytime you want, and look at all those Galaxies flying by!” Now? I’m longingly gazing at the $48 Battlefield 4 deals I passed up because I would like to be able to actually shoot people in the face when I boot up a FPS. Whatever appeal six minutes of standing around once had is gone; what good is an expansive, open-world battlefield filled with ghosts and dust?

Give me more of this.

Give me more of this.

Last night as I scanned Indar looking for the hexes with the magical “Enemies: 48+” tag, I realized that all I was really doing was queuing for FPS server. I care nothing for the resources, the bases, or any of the other metagame nonsense. And in that context, the only real benefit of Ps2 is the ability to pull the equivalent of a fighter jet or tank when you want one. The costs though… the costs are steep. Not just in terms of the F2P payslope, but also in the drudgery of finding people to shoot.

So… good job, SOE. I’m not quite sure whether my (very slight) increase in frames is due to the two months of optimization, or simply because so many people left due to two months of no content updates that there is less character models to render.

Beta Impression: Battlefield 4

I have been playing the Battlefield 4 beta these last few days, and I’m not quite sure what to think.

40 fps on High without current video drivers.

40 fps on High without latest video drivers.

It certainly isn’t the jump in quality from Battlefield 2 to 3, that’s for sure, although there are some interesting moves. For example, the default rocket launcher has a tracking mode that activates when the Recon class designates a target with their binoculars; this sort of solves the incredible power discrepancy between Engineers that had unlocked the, er, lock-on launcher versus newbie players.

Another interesting change was how they gave the Recon class (aka snipers) C4 charges. While this makes roof-top campers extremely annoying – they can drop C4 at the elevators and wait for the door opening sound for an auto-kill – it also creates an amazing tension in the class. Do you run out and C4 that tank while risking being caught in close-quarters with a sniper rifle, or do you hang back and try and snipe with a tank blowing you and your team up? Giving snipers claymore mines and assault classes C4 makes more thematic sense, but reversing those roles makes for more interesting gameplay decisions. Even better, the thermal Binoculars you get not only lets you lock on to vehicles for your teammates to kill (you get bonus XP when they do so), but it lets you more easily spot enemies running around that are too far to hit. Or, honestly, that you aren’t skilled enough to hit. Just spotting them is basically 1/4th a kill though, and it’s a useful service to do so.

Win-win.

However, some design changes have gone in the wrong direction. Technically, it was Battlefield 3 that “introduced” the concept of the medic class having to actually unlock their core ability, i.e. to revive people, but Battlefield 4 is taking that to ridiculous extremes. It takes 11,000 Assault-class XP to unlock the Defibrillator, which I hope to god is a placeholder value. Perhaps if smaller maps were available it might not be so bad, but actually getting that amount of XP on a class that otherwise brings nothing interesting to the table is a massive chore; not only do the other classes have easier ways of racking up easy XP, but remember that BF4 (and BF3) made the change to a regenerating HP model too. Between that and the near-zero Time To Kill numbers, the ability to throw a Med-Pack is only ever useful when you find yourself dueling someone from behind cover.

That tower is just bad news anyway.

That tower is just bad news anyway.

The unlocking situation gets even more ridiculous when you look at the Support class, aka the ammo guy. While I suppose it was annoying/immersion-breaking when a single Support dude could drop an ammo box and spam infinite grenades over the wall, putting the ammo box behind a 52,000 (!) XP grind-wall is an extreme overreaction. The most obvious trickle-down effect is that it makes every class weaker by extension: what good is an Engineer without rockets? Given how you respawn with full ammo, the smart move is then to play both aggressively and carelessly by spamming everything you have and then effectively suicide yourself for Round N+1.

While there has also been some grumblings over the idea of “Battlepacks” – random lockboxes filled with camos, dog tags, XP bonuses, etc – as someone who played Mass Effect 3’s multiplayer for a while, I don’t see it as such a big deal. Yes, it is a cynical cash grab given how you can pay money to buy those things. However, as far as I can tell, you do not actually unlock more powerful weaponry from these boxes. Which automatically makes them less of an issue than ME3’s lockboxes where opening a rare Widow or Carnifex/Paladin was basically the start of your game.

Beta is beta though, and this one is more restrictive than most. Overall, I can’t say that I’m too impressed. It’s honestly been so long ago that I uninstalled BF3 that I forget if being able to spawn inside a vehicle from the Deploy screen is something new to BF4 or not. And, really, that’s kinda what it comes down to: why do we need Battlefield 4 again? Once all the maps are unlocked, then perhaps we’ll see where the differences lay. Plus, supposedly Commander Mode is back.

But right now I do not see any reason why I would be compelled to purchase Battlefield 4 on Day 1 as opposed to when they bundle the game + first Map Pack together. Or, really, when they bundle the game + Season Pass.