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post #71 of 312
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Originally Posted by Ghoxt View Post

While Overwatch can be Fun, I'd be interested if they reverse their earlier decision and make the damn MMO "Overwatch: Titan"

With the success of Overwatch built on the ashes of Titan and being a huge success now, I don't think anyone would think an MMO expansion of the Overwatch universe could fail. With added persistent World Zones, etc and some story to Overwatch fans would wet themselves if Blizzard announced they were going to reverse their decision and go deep.

Personally I'm too FPS'd out at the moment, after Titanfall, TF etc... I'd buy another new MMO based on Overwatch characters in a hot second though.

I can also see how Star Wars Battlefield likely will disappear sooner than later...

You're being really kind to EA calling it battlefield. Honestly if it were a star wars themed battlefield game I would have been alot less upset playing the beta.
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post #72 of 312
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Originally Posted by Buris View Post

You're being really kind to EA calling it battlefield. Honestly if it were a star wars themed battlefield game I would have been alot less upset playing the beta.

Oops lol, You know what I meant, SW Battlefront *cough :o

post #73 of 312
Quote:
Originally Posted by Dargonplay View Post

I don't know, I'd have to check, but that's nothing compared to a friend who's already level 110.

And by the way, you get more EXP points by playing good and winning, more kills, damage and stats = More EXP, my average Kill Score is sitting at 28 currently, damage is sitting at 8K average and Weapon Accuracy at 38%, all of this with Tracer.

So you got to level 60 in less than 2 weeks all while playing the same hero. Gee, I wonder why you're bored already!
post #74 of 312
Quote:
Originally Posted by Syan48306 View Post

Personally, I never enjoyed TF2 either. I was never a huge fan of team based FPS. However, I was allowed into a couple closed betas and I was completely sold on the game.

To me, the fun of the game lies in the couple of heroes I really enjoy playing. Had the game not have characters like D.Va or Lucio or a couple other characters, I wouldn't have bothered with this game. You don't even have to like the entire game so long as you find a couple characters you resonate with, the game can be very enjoyable.

You nailed it, I'm with you 100%, I could never get into TF2, was boring and dumb IMO. All the extra characters give it that "DOTA" feel with countering heroes on the fly but you always find those few heroes you just love playing as. I usually switch between D.Va and Mercy. I'm a boss with Mercy though, can't count how many times my team ended up stomping through the other cause they wouldn't die <3 She's got a nifty little blaster that'll do some dmg in a pinch too.
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post #75 of 312
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Originally Posted by Ghoxt View Post

While Overwatch can be Fun, I'd be interested if they reverse their earlier decision and make the damn MMO "Overwatch: Titan"

With the success of Overwatch built on the ashes of Titan and being a huge success now, I don't think anyone would think an MMO expansion of the Overwatch universe could fail. With added persistent World Zones, etc and some story to Overwatch fans would wet themselves if Blizzard announced they were going to reverse their decision and go deep.

Personally I'm too FPS'd out at the moment, after Titanfall, TF etc... I'd buy another new MMO based on Overwatch characters in a hot second though.

I can also see how Star Wars Battlefield likely will disappear sooner than later...

You should watch these series

To much like WOW is one of the reason why the canned it and the team wasn't really a team is another reason why they canned Titan.
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post #76 of 312
I know I've been following rumors of Titan ever since 2007 an 2008 during my WoW days. I was sorely disappointed when they finally came out and announced that it was officially dead. Overwatch just gives you a sliver of insight into what Titan could have been but for Blizzard to come straight out and say that it wasn't fun, I trust that they made the right decision to can it. It hurts the developers and the company far greater than you or me for them to cancel a decade long game project. I have no doubt that they made the right decision.

Still would have been cool though. rolleyes.gif
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post #77 of 312
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I agree with you in the rest though, Blizzard tries too hard to market their game for the competitive scene, then you see them make stupid decisions like using a 20Hz Tick Rate for Overwatch.

This is one of the most confusing things. People have done tests on Overwatch's netcode and the delay is pretty atrocious.

Battle(non)sense's youtube vid shows that with two PC's side by side and 25ms ping, it took him an average of 101ms to see actions of player 1 on player 2's PC.

On CSGO 64-tick with the same test he saw a 52ms delay between players (with far less variance) and 128 tick would be even lower and more consistent. This means that overwatch has, practically, twice the delay for all of your allies and enemies to see your movement, abilities, shots etc as other competitive games.

The game favors the shooter for hit registration. If the shooter had information that was 50ms out of date, this would be a bit of an issue but not a big deal. As it stands, if you're both on 20ms ping then the shooter is looking at information that's on average 100ms and up to 120ms out of date.

For your movement abilities to register, i think the key thing that has to happen is your ping plus waiting for the next server tick. On a 20ms ping connection this means a wait time of at least 20-70ms before your ability registers (highly random.. may by 21ms, may be 70ms), and i've recorded the ~70ms side several times in a single playing session. You'll activate the movement ability, zap off-screen and then suddenly die; the killcam reveals that the enemy shot you in the face and nobody else saw your movement ability activate.


20hz is not bad for competitive - 20hz is bad. Period. There's no excuse to run a competitive game with under 50hz tickrate and even with tickrates at these higher levels, overwatch has proven to have way higher delay than comparable FPS games like Counterstrike and even Pre-fix Battlefield 4. Not just higher delay, but the very large variance in response that a low tick rate gives. With 20hz, it means that a tick may happen in 1ms or 50ms. With 100hz, it may happen in 1ms or 10ms but never later than +10ms.
Edited by Cyro999 - 6/5/16 at 12:34pm
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post #78 of 312
While I do love Overwatch and I've already put over 200 hours into the game, have the Collector's Edition, etc. it does make me a little queasy when it's referred to as an arena shooter.
And the fact that some people are purporting it as an "old school shooter" is a bit gag inducing because absolutely nothing about the game is reminiscent of old school, or arena shooters.

Still, the game is a blast and so long as they continue to provide frequent content patches and balance updates it'll stick around for a long, long time.
post #79 of 312
Quote:
Originally Posted by Cyro999 View Post

This is one of the most confusing things. People have done tests on Overwatch's netcode and the delay is pretty atrocious.

Battle(non)sense's youtube vid shows that with two PC's side by side and 25ms ping, it took him an average of 101ms to see actions of player 1 on player 2's PC.

On CSGO 64-tick with the same test he saw a 52ms delay between players (with far less variance) and 128 tick would be even lower and more consistent. This means that overwatch has, practically, twice the delay for all of your allies and enemies to see your movement, abilities, shots etc as other competitive games.

The game favors the shooter for hit registration. If the shooter had information that was 50ms out of date, this would be a bit of an issue but not a big deal. As it stands, if you're both on 20ms ping then the shooter is looking at information that's on average 100ms and up to 120ms out of date.

For your movement abilities to register, i think the key thing that has to happen is your ping plus waiting for the next server tick. On a 20ms ping connection this means a wait time of at least 20-70ms before your ability registers (highly random.. may by 21ms, may be 70ms), and i've recorded the ~70ms side several times in a single playing session. You'll activate the movement ability, zap off-screen and then suddenly die; the killcam reveals that the enemy shot you in the face and nobody else saw your movement ability activate.


20hz is not bad for competitive - 20hz is bad. Period. There's no excuse to run a competitive game with under 50hz tickrate and even with tickrates at these higher levels, overwatch has proven to have way higher delay than comparable FPS games like Counterstrike and even Pre-fix Battlefield 4. Not just higher delay, but the very large variance in response that a low tick rate gives. With 20hz, it means that a tick may happen in 1ms or 50ms. With 100hz, it may happen in 1ms or 10ms but never later than +10ms.
post #80 of 312
So what exactly is the reason for Blizzard using a 20Hz server refresh over say, 64, 128, etc.?
Is it because it requires better servers, or would the higher refresh rate negatively affect those with slow connections/toasters?
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