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The latest Overwatch Developer Update for September has been published, this time with Jeff Kaplan speaking about the long-awaited Torbjorn overhaul. Other heroes will see some adjustments as well as hinting about the upcoming Halloween event. Most notably with the latter, Kaplan says that there won't be big changes in the event, but that the team is working to improve the existing features.
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Makes me a bit sick thinking about it.. on how much passion I have for deep, good MMO's or RPG's with really deep, great systems (Pantheon please save me).. petty updates that people fight over are just tiny changes in code to lure you back in to make you believe something good has changed for the game.. when nope, its the same old suck.
Maybe im just old from '99 still looking for my EQ addiction.
Dont mind me fellahs.
I think you are barking up the wrong tree here man. This is what competitive games have to do to keep characters relevant when compared to new characters introduced, sometimes it means characters become radically different. This is not an MMO where they can just keep adding new abilities to stuff. There is no comparison really. Hell, most MMOs do this anyways. Change can be good for the sake of change. There are some design decisions that make less sense over time as the rest of the game changes.
yeah i get what you mean..
Just salty that it seems the industry is moving more towards this lazy type of concept. I think there can be more to a game than buffs/nerfs with minimal content release and loot boxes.
What was "really deep" or a "great system" in EQ or any MMO really? MMOs or specifically PVE is pretty shallow in comparison. PVP of any flavor, but more so competitive based games require constant adapting moment to moment, meta to meta, game change to the next, etc. Players > AI.
Where even the most challenging PVE situation can eventually be mastered and put on farm mode. Might be a large learning curve initially, but PVE can be beat by trial and error and overcompensating (gear, stats, numbers).
I don't find one better than the other as they are completely different, but to say such games are lazy seems a bit unfair.
Adding an expansion (with a price btw) with a bunch of content to steamroll is not deep to me. A group of 5 with specific roles just going by the playbook and winning due to dumb AI is not a "great" system, but still can be a lot of fun.
Best way to describe it?.. I really enjoy complexity.
To each their own.. I enjoy PVP in some games.. I used to really enjoy it competitively in WoW up to season 3.... then it started falling apart.. complexity was shaved for simplistic... and simplistic has followed and been replicated ever since.
I think competitive can be complex and challenging.... games just turn into 2 abilities and a main attack and call it competitive.
I had my fun in OW.. its just so stale.. I got to 4400 myself and its just all sorts of aggravating.
Guess I just don't see where EQ or something like Pantheon would be an example of "complexity."
Maybe a game like WoW (earlier versions?) where you have 20+ abilities on your bar and you need to micro manage them, but for the most part, any particular encounter is going to be going through the optimal rotation due to AI and pre-built challenge mechanics. Hitting 1 2 3 4 5 over and over isn't that much different than 1 2 3 if you actually have to use 1-3 with a bit more choice.
A game of any sort should be more than just a handful of abilities. Competitive games like MOBAs/OW are a lot more about team work, communication, use of the environment, mechanical skills, knowledge of 20-100+ enemies and their abilities and their team comp options, etc.
From pre-EQ to now, I don't know of any that come close to that. Slot enough tanks/heals/dps/misc, have the right build/equip, go through the rotation and do whatever PVE/AI dance steps in the right order, burn down the baddie, get trophy. Obviously it isn't easy peasy, but there is a ceiling.
A group can basically cheat the system in a MMO once the optimal setup is discovered, that isn't possible in a competitive game even with a particular comp/meta is broke, player skill will always be the deciding factor.
Again, two very different things that aren't really comparable. Just find it odd that some look down on esport like games as being simple or whatever and see MMO/RPG as some high tier game challenge that is "hard." Difficult set of skills, but I bet it would be easy for a competitive player to get good at a MMO then the other way around. Both offer a lot of fun though.
Then again, reading quest/lore text is more deep I guess. Too bad most just skip it and click accept.