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Axel Serenity
Sep 27, 2002
Hey guys. Excited to play some Overwatch today. Mei try some streaming. Mei get some good games. Hoping for some good skins.

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Axel Serenity
Sep 27, 2002

Tokyo Sexwhale posted:

Whenever i'm playing d.va im hanging near Lucio so I can hear the beat

https://www.youtube.com/watch?v=cLM4yxrazK8

i got you, bae

Axel Serenity
Sep 27, 2002
Yo the Overwatch Facebook doing a live feed in like 2 minutes

Axel Serenity
Sep 27, 2002
Competitive Mode is current focus. Lots of changes since Beta. It will be the first big content update. Aiming for end of June but no promises. Changing Season length to about three months.

Axel Serenity
Sep 27, 2002
Campaign mode would likely be a Co-op format, but that is way far in the future for any solid commitment.

Axel Serenity
Sep 27, 2002
More shorts expected!!!

Axel Serenity
Sep 27, 2002
There may be different balances for PC vs consoles. Symmetry's turrets are one item because of aim assist as an example

Axel Serenity
Sep 27, 2002
Clans being considered along with more social features. [Goons.Butts] can be a reality

Axel Serenity
Sep 27, 2002
Kaplan says to be good with each other. May actually be Eonwe

Axel Serenity
Sep 27, 2002
I like all games and though Borderlands were fun but I guess Gearbox peeps were trying to troll Blizzard's Twitter or something? I mean making games is fun and cool but don't get a big enough head off of one good IP to think you can take on the world's most popular PC dev? :iiam:

Axel Serenity
Sep 27, 2002
Quote isn't edit my dudes

Axel Serenity
Sep 27, 2002

Abroham Lincoln posted:

gently caress timezones

And also time in general, really

Ok, TRACER!

Axel Serenity
Sep 27, 2002

GlitchThief posted:

If you don't like tropey-as-gently caress cartoon writing, I don't know what to tell you here in A Blizzard Subforum.

When does Reaper get his redemption arc?

Axel Serenity
Sep 27, 2002

Hughmoris posted:

Hopefully blizzard releases a stat of how many people join the game within 5 minutes of launch.

There is a not small possibility the servers will tell us this themselves.

Axel Serenity
Sep 27, 2002

i didn't think S.K. could even get PornHub because it was banned or something

Axel Serenity
Sep 27, 2002

Same.

https://www.twitch.tv/weszor

Battle of the low-viewer streams!

Axel Serenity
Sep 27, 2002

Microwaves Mom posted:

stop stealing my 3 viewers.

you are winning the battle, do not worry friend

Axel Serenity
Sep 27, 2002
Puppyfarts, Jinh, and I tried to invite like a billion of you but you were all grouped or refused. Gooooons :argh:

Axel Serenity
Sep 27, 2002
winky face
winky face
winky face

Axel Serenity
Sep 27, 2002
Drythe I think our goon premade ran into your premade and it was fun and good.

Sadly my connection dropped as we were running four Mei's. RIP :(

Axel Serenity
Sep 27, 2002

Ciaphas posted:

welp guess i gotta learn how to play pharah



Pharah's cool and good but it really helps if you grew up playing Unreal

Axel Serenity
Sep 27, 2002

Regalingualius posted:

So what's the penalty for leaving repeatedly?

Look, I'm sorry, but I put my fun before going through a lovely time with randoms.

I believe it's an XP loss

Axel Serenity
Sep 27, 2002
The worst thing about Mei is the blank, emotionless stare she gives you as you become trapped in her icy prison.

Axel Serenity
Sep 27, 2002

Good Will Hrunting posted:

Those of you that have been playing since Tuesday, do you feel like you're in more balanced games as the week has progressed?

It's been very uneven. I placed at 52, worked up to 54 with a good team I found while solo, and am now at 47 because I had the audacity to play with lower-ranked friends.

It's really all over and inconsistent. I've had some games that are very, very close and down to literally the last second or it's been really rough stomps. The worst is that I lose a ton of rank for losses, but doing well enough to make someone ragequit doesn't give hardly anything?

I think the idea is that they want you to lose rank so that, theoretically, you can come back and win some in order to stock competitive points for rewards. If you stay the same rank, you never gain points and thus can't buy anything. But it's been weighted really heavily on losses, and the KoTG bug and leaver XP stuff the first two days is really noticeable now.

It's gotten better today than it was when it started, and teams are slightly more even, but it's still not great and largely a toss up on whether it will be a good game. The spread in individual player quality is really, really all over. Some of these people should clearly be higher than the high 40's and others are a wonder on how they even reached this high. It's not consistent at all.

Axel Serenity
Sep 27, 2002

ColHannibal posted:

The biggest problem I see complained about is this variable competitive XP mechanic. We barley lose a match in sudden death and I loose what looks like an entire level, and then any win looks like a tiny sliver of gain. The reason you go down in level when you have above a 50% win rate is that you lose 4x as much XP as you win

This is honestly my biggest issue. If I'm going to be scrub 50 trash, that's fine and I can accept that. But, the way the system is built now, there's just no sense of progress, gain, or fun. Winning fun, close games is always good, but it takes a lot out to see yourself gain maybe 1/3 of a bar after trying super hard and playing your best. It's beating a dude when he's down, especially after dropping so many ranks to begin with. Why place me at 52, a level I've was able to compete at and even gain in - when a small losing streak or playing with friends will make me drop 7 ranks?

Yesterday, I got placed against three Underdog teams in a row. Aside from the whole "Why is that happening in the first place," losing the last one completely undid all of the XP I gained from the first two. Today, I've had a lot of good, fun matches, but two losses completely undid all of my progress from 4 straight wins (which did not even rank me up).

It also doesn't help that the common thread between a lot of people losing a ton of levels is that they seem to play healers, and I'm no exception with Lucio. I like playing other things, but unsurprisingly people insta-lock Genjis or Reapers.

Overall, I like the idea of their system and how it uses performance as a measure. Straight win/loss ratios being used as MMR is really dumb, and it's weird to see so many gamers try to stand up for it when no sport in the world uses that for individual player analysis. But, the numbers really need adjusted. Punishing the winning team for a leaver needs to be fixed. If a person is going to hover, don't make it feel like a depressing inevitability that they will not keep their rank.

Axel Serenity
Sep 27, 2002

Tuxedo Catfish posted:

Again, it isn't straight win/loss ratios, that would actually, in fact, be dumb.

It's whether you win or lose cross-referenced with the relative difference between your rating and your opponent's, which is much better and more sensible than trying to "baseball stats" your way to each player's skill level for reasons already covered at length.

I... know? That's why I said I liked it. I was referring mostly to MOBA-like systems in other games that use MMR based off ratio. I like OW's system more but think the weights need tweaked.

I don't know what you mean by relative cross-reference, though. Kaplan already made a huge post regarding how Skill Rank is calculated and it takes performance stats into account with W/L being the biggest factor. So, yes it is relative to opponent MMR like all systems, but it does "baseball stat" your game to a point as well.

Axel Serenity fucked around with this message at 17:57 on Jul 5, 2016

Axel Serenity
Sep 27, 2002

subx posted:

No sport in the world analyzes individual performance? What? Are you just saying they don't use MMR to put together random teams? I mean there are a billion "player rankings" for every sport.

Even if I'm misunderstanding, you can't equate this to normal sports (or even esports) since you don't have a set team, so you can't have a "team rating" in the ranked system.

Huh? That's not what I wrote at all, dude. I said no sport uses straight win/loss to judge individual performance. And I don't see how you can say that this isn't equatable to other sports. MMR is essentially a Fantasy League that is being constantly updated in real-time.

It's also important to note that performance means a lot more than just medals. When talking about the POTG system, the devs were saying they have all sorts of things they can adjust and track as a game progresses, including how fast someone is moving when they are sniped by a Widowmaker. No one knows the exact formula they are using to adjust ranking.

Brosnan posted:

I am curious about the data behind the perception that it takes so many wins to counteract a single loss in competitive. I've experienced it too, but it can't be universally true or else everyone's ratings would be tanking simultaneously.

No one knows but Blizzard, but it's a very common complaint. Even Seagull was getting upset over it the other day after seeing how the losses are weighted versus wins in a semi-pug group. There's also a fairly large amount of people complaining about losing rank despite having a positive win rate.

How much of that is statistically true and how much is anecdotal from loud posters is up to Blizzard to decide. However, there are a lot of legitimate complaints about how Ranking is calculated that are more than the usual "I should be higher!" The Leaver Penalty is probably the most egregious right now.

Axel Serenity
Sep 27, 2002

piratepilates posted:

Well....I mean...... Chess kinda does use only W/L for player ranking.

I guess I should say "team sports." i.e. ones that actually matter :v:

Axel Serenity
Sep 27, 2002

Efexeye posted:

so how do you account for having a 53% win rate in one mode and a 20% win rate in another? that's beyond 'git gud'

This is really the problem. There's "complaining about your rating" and then there's things like "why does an opposing player leaving give the winners minimal XP, too" or "How can I win as an Underdog and only gain marginal XP but lose a rank by losing against an underdog team" or "Why am I droppin ranks with a positive WR?" I would say those are some pretty legitimate concerns. That doesn't even get to the disparity in play modes, which I would be curious to know. Mine was about 60% in QP with over 300 games played and it's definitely not even close to that in Competitive, though there are a lot of factors that probably change due to the extended modes.

It's not even necessarily a complaint about Competitive; it's purely the ranking xp system as it is right now. In terms of the games themselves, I've been having a lot of fun the past couple of days and actually enjoy the mode changes. Sudden Death can suck a dick, but that's really the only issue I've had with the actual playing of CM so far.

That and the one drunk Hanzo I got stuck with two games in a row.

ImPureAwesome posted:

I assume the algorithm for what gets prioritized when matching is different from qm to competitive. maybe that?

That could be, but then I wonder why they would use QM MMR as the template for your placement matches and CM mode ranking, though.

Plus, I think they've already outlined what they use as priority. After MMR, I believe latency was the next biggest thing.

Axel Serenity
Sep 27, 2002
Well, fixing the leaver issues will solve, like, 90% of my complaints I think. I'm glad they got to saying something so quick, but Kaplan's been pretty good about that kind of thing. The only other personal issue I have is if supports are, in fact, getting less XP. I have no way of testing it, though, because I am always support. :v:

It's also important to remember that this is still a brand new system for CM. I wasn't in the Closed Beta, but wasn't all of this completely overhauled from what was tested originally? It makes sense there's be a few kinks if all it got was a week long PTR phase.

Axel Serenity
Sep 27, 2002

Supercar Gautier posted:

Maybe the screen should show every player's MMR going up or down. People might stop believing it always decreases more than it increases when they see their opponents get a big boost. It would also clarify whether certain character picks are getting shafted in particular.

I can see the chat logs now and they are glorious.

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Axel Serenity
Sep 27, 2002

subx posted:

I think a big problem with competitive solo queue is that a support can't "carry" a team. If your dps is bad (that includes tanks, as they do kill people in this game), a support won't suddenly make them kill things.

Don't get me wrong, a good support is amazing to have around and can definitely be the difference between a win and loss, but they can't make a bad player hit their shots (or not be stupid and run in alone).

So tl;dr is that I think good support solo-queuers are just purely at the mercy of the RNG of getting a few decent team members. I think your luck has just been poo poo and isn't indicative of the system as whole :(

Yeah. I already have 14 hours in CM as Lucio alone, and it can be rough. I can hop around a payload all day, but if the team is bad, all I've done is made the other team win slower in the end. I'm trying to play other characters, though, and thankfully people are more willing to go Support the past day or so than when it opened.

Apparently if I really want to carry a team, Master Overwatch says I should always insta-lock Torb. I am somehow ok with this.

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