So, I want to reply to a few of these points that particularly stand out for me
@jip said in Why does everything suck so much right now?:
Top-rated scene problems
Meanwhile, here at FAForever one can decide to not play the game for months (or effectively years) and still manage to come up on top in tournaments. How's that even possible?
And this is where the controversial part starts .
In my humble opinion the gameplay experience that we created in FAForever has two fundamental problems:
- (1) There has been no fundamental shifts in how the game plays and/or is perceived the past decade.
- (2) The current meta is extremely volatile.
The problem with (1) is that once you learn and understand the trick that works then you can keep applying that trick. You discovered it, you use it and you win. It's as simple as that - there's no more challenge and you stop playing.
A lot of games that still receive updates they are often so large that suddenly certain tactics no longer work. As a few examples:
And the reason this is important is simple: each time such a big shift happens it levels the playing field. Through novelty you allow players to discover new tactics and new approaches to the game. And by doing so existing high rated players may actually find a fun and interesting challenge against players that they would previously utterly dominate. Every game that is still maintained does it. It keeps the game fresh and allows you to find new challenges. It's just good practice. And we're not doing it.
Other than Ashes of Singularity and Warcraft 3 (because i don't know much about them balance or change wise) these examples are beyond bad.
It's not like the game suddenly decided "ok, lets change balance". It is the fact that new content releases and thus the balance has to change accordingly. The area-command for example is not new content. It is a fundamental change to core mechanics, which is (kind of) considered for no reason (coming to that further down).
Then the problem with (2) is reclaim rate.
- A tech 1 engineer reclaiming wrecks produces as much as roughly 12 tech 1 mass extractors (!)
- A tech 1 engineer reclaiming props produces as much as roughly 25 tech 1 mass extractors (!!)
- A tech 1 engineer reclaiming tree groups produces as much as roughly 2.5 tech 1 power generators or half a hydrocarbon (fine to me)
It's absolutely volatile, and it completely removes various aspects of the game. The idea of 'fighting over a reclaim field' effectively does not exist.
Let's take several small patches of reclaim fields of about 300 to 400 mass each. This is not unusual, especially with the rocks that are worth 38 mass. If you manage to defend your engineer and snipe the engineer of your opponent then within mere seconds you suddenly have 25 additional tech 1 mass extractors (!) over your opponent.
Well first of all, you don't "fight" over 300 to 400 mass. That is way too little to even consider "fighting" over it.
If your opponent snipes your engi, and he gets the mass, he also invested more to do this. Also, he doesn't get "25 addition mex", he gets the mass, for which he also needs the energy for. Yes, you probably just didn't formulate that correctly, but it's still a bit ridiculous comparing the 2 things like that.
And when you take an engagement you better not take a bad engagement too close to an enemy engineer that manages to survive. If the engineer is nearby the fight then within seconds it can start reclaiming and your opponent suddenly has 12 additional tech 1 mass extractors (!) over you.
I'm sorry but i just have to be sarcastic about this. You better watch out where you fight! Otherwise the enemy will "abuse" micro in a micro heavy beginning of a game!! And what's more; the opponent gets rewarded for better micro?! Ridiculous!
Compare that to the rest of the game, take this distance:
It takes roughly 55 seconds for Mantis (one of the fastest of tech 1 units) to cover this distance (right to left). If this is your response to try to contest a reclaim field (of any type, but specifically natural prop-based reclaim fields) then by the time you arrive the patch of reclaim is long gone. It's not even worth trying.
Ok? And the enemy spawns in the reclaim field? He has to walk there aswell. Even if you sent an early raid that didn't work out, it feels like it's more of the players fault that he doesn't have a follow up?
This feature is so volatile on its own that the moment you understand this and what reclaiming means that you will instantly win all of your games until you get to the point where you play against players that also understand this. After all, a single engineer that is able to reclaim roughly continuously can support between 4 to 12 tech 1 land factories depending on what you are reclaiming and what the factories are building.
There has been a lot of recent discussions about area commands, both public and in the private balance team channels. And personally I think it's been a long wish of more casual players, as an example:1 2. The reason is simple: area commands make the game more approachable. It becomes easier to convey your intentions. You feel less 'blocked' by the UI.
Meanwhile, any casual player that I show the feature to is exciting about it . And as @phong mentioned , they're not as well represented in the forums. They're not as invested in the game to spent three hours to write a post such as this. They just want a fun gaming experience. And they're right.
Well, it is a given that a casual player is "excited" about it. If somebody shows me a new mechanic for Stellaris or whatever, I would be excited aswell, because I am a casual player and not invested enough to care.
But as somebody said in some other thread; "balance should be focused around high rated play / games". Maybe not always true, but I feel like this is true for balance and change-wise.
Medium recap
And last I think a lot of the problems that are perceived right now on the top-rated scene are self-inflicted. If the game remains the same you'll remain at the top. And no other player with a reasonable budget of time (and there are enough of those - look at the other 17k unique players playing 400.000 lobbies each month) can ever match your play time and experience with the current meta. They'll always look bad. You'll always look good. If you're also against change, then enjoy being there alone when life moves on, players move on, but nobody can manage to catch up to your understanding of the current meta.
As you mentioned earlier; there is some sort of "trick" and you figured the current meta out. That is just completly wrong. I myself slowly grinded my way up to 1600 by just playing the game. At that point I started to watch streams are notice the descision making of high ranked players; and because of that I started to actually think about my descisions and analyze what I am doing - and then I was 2k.
So what I am saying is there is no trick, but just look at your own plays / mistakes and think about what to do better. Has nothing to do with the meta or it's understanding directly.