#I don't even want this bulletproof bot anyway
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Overwatch Issues: Mission Design
There's something about Overwatch missions that's been bothering me.
A sort of...foundation that isn't quite as solid as it used to be.
I'll be the first to say, Map Design is probably one of my weaker elements of expertise, but there are certain aspects within the foundation of design that make Maps, and by extension, Missions, obvious.
Namely-
Missions are designed to be done in sections, allowing for concentrated effort from players, into each individuated section.
Missions in Overwatch 1, had a strong sectional quality to them that carried over into Overwatch 2 with little change to the Overwatch 1 missions.
Hybrid, Escort, and Control, all remained relatively the same in their execution, with maps following the same rules.
Each of these 3 missions? Are played in sections, That is-
Once the attacking team actives point A, there is no reason for any player to go into or wander around in the section of the map leading up to Point A.
The only part of the map that remains active for a time is each new spawn the Attackers receive, which almost always exists within a short distance of the activated point, turning it into the new staging area for the Attackers to plan their next approach.
Hybrid and Escort do this through activation, while Control does it by literally dividing each objective into a separate map, making every player have to complete one map before moving onto the next.
(Side note: This is also the reason 2CP did not work, as each map was divided into 3 sections, but the section between point A and B, was filler that served little to no purpose; just an overly long staging area for the attackers to approach, wasting time and map space in the process)
So what's the problem?
None of the new Missions for Overwatch 2 are sectional. That is-
Each of the new Missions requires the players involved to be aware of and consistently move through large portions of the Map, repeatedly, to achieve their goal.
Constantly having to be partially/fully aware of variables throughout an entire map, whether it's Enemy Spawns, Objective locations, Re-spawn times, or just navigation of every map, can be exhausting for players...even if they are long time veterans.
It is asking Players to be consistently aware of changing dynamics across a very large area, shifting both their resource management and time management to thinner and thinner margins, as merely gaining access to paths leading to the Objective can be challenged at a clip.
A sniper's value can be extracted across large portions of Push maps, in the 30s of time it takes to get the bot to the start of enemy territory, nevermind to wherever the barricade has been pushed too.
And that value also compounds as the sniper can constantly keep re-spawning or retreating to new vantage points that the enemy has to push into.
Speed Boost goes from an advantage to a must have on Flashpoint maps where the complex twits and turns of it's pathing and extremely fast capture time, combines with both randomized objective activation (and, consequently, randomized spawns) and exhaustingly long travel times just to get to the next. So much so that the developers recently acknowledged this need, by adding a Speed Boost out of spawn.
And Clash? Is a complex arrangement of Respawn times and Objective Capture times, while playing on objectives with barely any staging space between that the players will be activating 2-4 times throughout a match.
Winning an "objective" in any of these modes can feel repetitive, dull, and frustrating through no fault of the player. The dynamics adjust rapidly and often enough, that, without constant vigilance or expert knowledge and memory, the mode can quickly leave players behind to get outpaced or simply caught out by a favourable spawn or angle an enemy didn't even mean to take.
Enough moments of being railroaded by Missions mechanics, and players are more inclined to feel like it doesn't matter and they should give up. I.E -
Stomps will happen the more you force players to replay the objectives or areas that they, rightfully, feel they completed or succeed in and will feel less accomplished for achieving those same successes, each time.
So can any of this be fixed?
Probably not. The foundation of the new missions is such that they are built to be more complex and demanding of player awareness, just to function.
They would make great additions to the Arcade? And could even be improved and made all the more exciting with additional objectives and features that the main modes of QP and Comp, can't allow for.
But ultimately, the stability that those main modes demand to sharpen player attention on what matters in each mission, while limiting the number of different considerations (Pathing, Objective Awareness, Spawn Location, Enemy Location, etc.) just does not exist in the new missions.
Some might consider that a feature; more complex strategy or timings or tactics, but the reality points more clearly toward a specific type of play that is deeply unfriendly to those unwilling or unable to be hyperaware of every critical detail.
Of which? There are many.
#game design#design theory#overwatch 2#missions#Why...am I being forced to recapture Point C?! Again?! For the 3rd time?!#That barricade is 150m away they can have it#I don't even want this bulletproof bot anyway
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Hello! We both know exactly why I'm here, lol. (Also, the reason it took so long is because I always like to write out my request so it's smooth, clear one concise!) Here is all the details you'll need! ^^
My pronouns are she/her, but I certainly don't mind they/them, and my zodiac sign is Scorpio. I'mma put a small birthday flex in here (that could be a whole set of head cannons in and of itself), but my birthday is actually on Halloween!
Anyways, my giving long languages are physical touch and quality time, and my receiving love language is physical touch, and maybe a couple gifts. (I never expect to be spoiled by my partner lol)
My top three kind (because I feel this is super important to get an idea of someone's personality) are in this order: Hizashi Yamada (Present Mic), Aizawa Shouta, Bakugo Katsuki, and Tamaki Amajiki.
My mbti personality is INTP, and some characters I would rather NOT be paired with are Bakugo and the females.
Also, to skim over some of my triggers, they are yelling, screaming, fighting, hospitals, syringes, and large crowds. (I would love something in my pairing info for when I have to go to the doctor, it would be so wholesome, but if you don't want to I understand^^)
My hobbies are writing, singing, reading, playing video games, drawing coloring, listening to music, and watching YouTube.
What I'm looking for in a partner is mainly a protector. Someone who can protect me from the world, as well as my own thoughts. But, I am also looking for someone able to actually stoop down to my level and be stupid with me. I'm pretty childish, so it always makes my day when someone lets me be childish, and even join in with me.
Some bad habits I have are just-bot taking care of my body (metal health freakin sucks 🥲) not eating and eating junk when I do, and arguing with my partner.
My ideal date night is basically just chilling in the living room, maybe getting DoorDash, and just cuddling on the couch, maybe making out, while we watch some movies. We promise each other to stay up all night, and I end up passing out at about 12:30 lol.
Alright, sorry that was so long! I hope that this is enough info for you, I always try to give a little extra to help narrow it down! Thank you so much for taking the time to read this and pair me with someone 🥺🥺
You'll be spending the party with...
It's hard not to have an amazing time with Yamada by your side; the man is absolutely the life of the party. He could go for hours and hours without getting even the slightest bit tired. He doesn't stick to one group either, being sure to make his way around the party to socialize with everyone he runs into. That's how he ended up beside you, starting up a conversation with you as if he's known you for years.
And despite your introverted nature, it almost feels as if you really have known him. He may be eccentric and loud himself, but he isn't oblivious- he can tell that you're getting a bit overwhelmed by the large crowd. Without hesitation he shifts to making sure you're okay and doing whatever he possibly can to help you feel comfortable and safe.
Hizashi has been dedicated to making you smile or laugh basically since he met you
Can you blame him? He just loved the way you look and sound when you're laughing at his bad joke or stupid dance moves
It's infectious, sending a bright smile to his own lips before he can even realize it's happening
Just as he had when you seemed nervous at the party, Hizashi is always there to help you stay calm whenever you're nervous
He's 100% willing to go to the hospital with you whenever you have to go, automatically switching from busy chaotic boyfriend to the calm level-headed protector you need him to be
He'll leave gentle touches to keep you grounded, either by holding your hand, keeping his arm around you and rubbing your arm carefully, or something else of the sort, while also trying to keep your mind off of the fact that you're at the hospital
The topic jumps to everything from his day at work to what you want for dinner later to a funny cat video he saw earlier, but it usually succeeds in distracting you
Hizashi may be quite the party guy, but he is never going to turn down a chill at home date with you, especially after a long day at work
The mere idea of being wrapped up on the couch with you for the rest of the night has him sighing in content
He knows that you're going to be completely asleep by midnight, but he always humors you nonetheless when you swear that you'll stay up this time
In all honesty he doesn't care how late you end up staying awake, because he's perfectly happy as long as you're curled up against him where he knows you're safe and loved
#was this the obvious choice? yes. Was it the correct choice? absolutely lmao#rae's birthday match ups#bnha#mha#my hero academia#boku no hero academia#ily#rae writes
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