Post by loyus on Jun 22, 2011 13:28:37 GMT -5
Let's discuss the improvements Warlocks would benefit from and dream again
This post was originally an answer to the "Why everybody is retiring" thread(s):
There is no such thing as a friendly game in Warlocks. Duelling is the most competitive game mode, whether it'd be in Quake or here, you always need to be at your top against a quality opponent, no weakness allowed.
I retired for the same reasons. It took too much energy and time to focus. I noticed that it was always hard to start a new game.
This game lacks 2 things :
- A timed mode which should be the default official mode (like in chess).
- The ability to play casually on relaxing game modes.
When I was a competitive FPS player, there was a time for practicing and learning (work), a time for relaxing (fun), and a time for competing (goal).
Work : focus and determination to learn new skills and master every single part of a map, sometimes alone on a local server. Watching demos of other players and replicating. The boring part that is vital to keep elvoving.
Fun : the definition could be summed up as : enjoying your skills. Having fun on public servers, casually fragging around with no pressure or whatsoever. A relaxing way to keep your reflexes at the top. You can experiment with no fear of the consequences. You can go the toilet, answer the phone or drink coffee. In the fun part, we can throw some "competitive" games where there are no true stakes.
Competition : adrenaline, intensity, emotions, tactics... The best part sure, but also the most exhausting one. You need to be at your top, your concentration is at its max, you are at your limits. The most interesting part, but also the most exhausting one. True competition (games that matter) is actually the tiniest part in the career of a gamer, but it needs to be rare to be shiny.
In Warlocks, I see work, I see competition, but the casual/fun/relaxing part is missing imo.
- Melee games are the closest to it, and I don't find them very compelling.
- Very Friendly Games are close too, but they feel empty and meaningless, and you must rely on the grace of your opponent to not take it too seriously.
- Friendly games are all but friendly. You will register a win, loss or death, and your ELO will be updated.
- Ladder games : Should be the only competitive games, and they should be timed, just like in chess or everywhere else.
Warlocks should have a clock and managing your time should be a skill. You cannot understand any game if you cannot see the time spent by each player thinking about each move.
I probably have a chance to beat a Warlocks top player if I can spend 3 days thinking about each move. It's like Googling the answers during a quizz game. Or a tennis player taking a 3 days break between earch serve so he can practice. But I won't stand a chance against a much experimented player if I have to manage my time. The only way to reward all the work and experience acquired by a Warlocks player would be to allow him using his autopilot. It should actually be the default tournament mode, while the timeless mode should be "practice mode" only.
Then you would only consider pausing and burning your time for meditation during the critical turns. If you don't manage your time properly, you'll naturally become overwhelmed by a more experiencied player who can play better faster and better than you. It's part of the skill. We have this in Chess (even very fast games with the blitzkrig mode), and actually everywhere else. Your ability and talent are always evaluated with time constraints. It doesn't make sense that Warlocks escapes this.
In the current state of the game, a relatively inexperienced but very focused player can beat a better player quite easily, assuming he will have the ability to concentrate for a lot more time. The famous "autopilot" mode we talk about is actually a real skill, and probably the most interesting skill that we develop. It is a shame that we are unable to use it.
I'm not talking about a true real time game. The implementation of a time management system wouldn't be that hard : as soon as you discover the current turn, your clock starts ticking. In essence, it would necessitate a single additionnal step : when your opponent has played, you would have to confirm by clicking a "Display the next turn" button (example), starting your clock again.
I think it would add one of the critical dimension that is lacking to the game. I'll talk about the "casual and fun" part later in this thread, this post is already long enough ;D
This post was originally an answer to the "Why everybody is retiring" thread(s):
There is no such thing as a friendly game in Warlocks. Duelling is the most competitive game mode, whether it'd be in Quake or here, you always need to be at your top against a quality opponent, no weakness allowed.
I retired for the same reasons. It took too much energy and time to focus. I noticed that it was always hard to start a new game.
This game lacks 2 things :
- A timed mode which should be the default official mode (like in chess).
- The ability to play casually on relaxing game modes.
When I was a competitive FPS player, there was a time for practicing and learning (work), a time for relaxing (fun), and a time for competing (goal).
Work : focus and determination to learn new skills and master every single part of a map, sometimes alone on a local server. Watching demos of other players and replicating. The boring part that is vital to keep elvoving.
Fun : the definition could be summed up as : enjoying your skills. Having fun on public servers, casually fragging around with no pressure or whatsoever. A relaxing way to keep your reflexes at the top. You can experiment with no fear of the consequences. You can go the toilet, answer the phone or drink coffee. In the fun part, we can throw some "competitive" games where there are no true stakes.
Competition : adrenaline, intensity, emotions, tactics... The best part sure, but also the most exhausting one. You need to be at your top, your concentration is at its max, you are at your limits. The most interesting part, but also the most exhausting one. True competition (games that matter) is actually the tiniest part in the career of a gamer, but it needs to be rare to be shiny.
In Warlocks, I see work, I see competition, but the casual/fun/relaxing part is missing imo.
- Melee games are the closest to it, and I don't find them very compelling.
- Very Friendly Games are close too, but they feel empty and meaningless, and you must rely on the grace of your opponent to not take it too seriously.
- Friendly games are all but friendly. You will register a win, loss or death, and your ELO will be updated.
- Ladder games : Should be the only competitive games, and they should be timed, just like in chess or everywhere else.
Warlocks should have a clock and managing your time should be a skill. You cannot understand any game if you cannot see the time spent by each player thinking about each move.
I probably have a chance to beat a Warlocks top player if I can spend 3 days thinking about each move. It's like Googling the answers during a quizz game. Or a tennis player taking a 3 days break between earch serve so he can practice. But I won't stand a chance against a much experimented player if I have to manage my time. The only way to reward all the work and experience acquired by a Warlocks player would be to allow him using his autopilot. It should actually be the default tournament mode, while the timeless mode should be "practice mode" only.
Then you would only consider pausing and burning your time for meditation during the critical turns. If you don't manage your time properly, you'll naturally become overwhelmed by a more experiencied player who can play better faster and better than you. It's part of the skill. We have this in Chess (even very fast games with the blitzkrig mode), and actually everywhere else. Your ability and talent are always evaluated with time constraints. It doesn't make sense that Warlocks escapes this.
In the current state of the game, a relatively inexperienced but very focused player can beat a better player quite easily, assuming he will have the ability to concentrate for a lot more time. The famous "autopilot" mode we talk about is actually a real skill, and probably the most interesting skill that we develop. It is a shame that we are unable to use it.
I'm not talking about a true real time game. The implementation of a time management system wouldn't be that hard : as soon as you discover the current turn, your clock starts ticking. In essence, it would necessitate a single additionnal step : when your opponent has played, you would have to confirm by clicking a "Display the next turn" button (example), starting your clock again.
I think it would add one of the critical dimension that is lacking to the game. I'll talk about the "casual and fun" part later in this thread, this post is already long enough ;D