Why Online Gaming Isn't As Fun As It Should Be 147
Thanks to GameSpot for their 'GameSpotting' editorial discussing why online gaming can often be more frustrating than fun. The columnist finds two main reasons for frustration - firstly: "I don't like getting trounced by someone who is either flat-out, hands-down better at a game than I am or has simply invested many more hours in getting good at the game than I have." He also has issues with impolite players: "I think online gaming brings out some really despicable behavior in people, which I don't particularly mind but that I certainly don't like." Some possible solutions are mentioned, such as "effective player-matching services", but what can and should be done to make playing online a delight?
You like Greg huh? (Score:5, Interesting)
That's ok I like them too and always read all the Gamespotting columns. Check out Alex Navaro's column this week...he is just learning the ways of Microsoft it seems.
But I trendily digress, the article is very true. I picked up Unreal Tournament back in early 2000 and it was my first foray in the online world. It was fun being a newbie playing on Heat.net but soon that went belly up and I had to switch to the in-game server browser. Boy was I in for a surprise with the raw talent at playing UT those guys had! You would think playing everyday for hours on end for many years and you might be able to compete.
Nope. After playing for 3 years I finally gave the game up because I still couldn't compete with the 'elite' guys. Those guys are so insane and rightly called freaks.
Re:You like Greg huh? (Score:3, Insightful)
Re:You like Greg huh? (Score:5, Insightful)
Re:You like Greg huh? (Score:2)
Re:You like Greg huh? (Score:2)
Tetris Worlds for the Xbox is Live enabled, and yes people play it....and yes, people actually like it.
I for one get trounced every time I try to go on-line, just like the article says. My daughter on the other hand can keep up with the other players, AND likes to talk to them while she plays.
Yes...Tetris online multiplayer really does work.
Re:You like Greg huh? (Score:2)
I bought warcraft 3 when it first came out and just now am starting to play it again. When it first came out I would only play online if I felt I was in top shape so I wouldn't ruin my ladder. Now I really dont care what level I am, I play when I feel like it and I can count on blizzards matching service to keep me relatively within my leage of players. Frankly its a lot more fun now then it was months ago. I think if fps games had a match
Re:You like Greg huh? (Score:5, Interesting)
In the days of HEAT I participated in all the tournaments. While I never won a single one of them I generaly came out in the top 10 or at least the top 25 players.
In the end though, it's 25% natural ability, 25% computer(good video card, mouse and keyboard that you're used to and good connection), 40% knowledge of the game and 10% skill.
Seriously though, very little "skill" is needed to be great at FPS. It's all about knowing the layout of the map, having quick reflexes and knowing the tricks of the game.
If you have a sucky PC or you just can't seem to react as fast as the "twitch" gamers do, you'll just never attain the same level they will.
They "elite" will seem like freaks, you'll be sure that they play 24/7 and maybe even cheat, but then neither is true.
I go to LAN parties about once a month and several times people thought I was cheating when I shot them right in the head from across the map with a non scoped rifle, again and again...fact is I didn't but I just knew at exactly what level to position the mouse to hit someones head at that level and had the reflexes to point it there quickly.
By the way, if you think UT is hard, try Descent 3.
I swear that game will make you go mad. You think circle strafling is something? Try sphere strafling. I know people who play Descent 3 with 2 joysticks in order to strafle in 2 dimensions easier...now those are freaks.
Re:You like Greg huh? (Score:2)
I'm getting very annoyed with these editorials though. Some yahoo who doesn't even seem to be a real gamer starts mouthing off about how to make the gaming market better. There are so many things that I feel need improvment before we should try "skill matching servers". Eg : better interface for Kicking TK'ers (Team killers),
Re:You like Greg huh? (Score:2)
Haven't played Descent 3, but I sure remember playing the first one on the network my brother and his friends set up in their dorm (they had a coax cable going down the hall with t-splitters going to each computer - this was back in the days of DOS, and it was hell trying to get a network going). That is a crazy game, and a hell of a lot of fun in multiplayer. I got my butt kicked - before that I don't think I had ever played a game with more than two or
Re:You like Greg huh? (Score:2)
The reasoning is that there are many more aspects besides skill that go into a FPS like quake/UT/Half-life.
If you have a crappy computer, 56k connection, and a cheap 10 mouse, you Will get owned. Alot. However, some players, myself included (and excluded alot) can manage to get to the top amount of 'frags' simply bec
Re:You like Greg huh? (Score:2)
"Deep understanding of physics rules" my ass.
Come on how many physics rules do you need to guess the trajectory of a rocket launcher? My guess is none at all just some experience from shooting it.
Deja vu (Score:1)
Simple Solution? (Score:5, Insightful)
Futher, if the main point of playing is merely to enjoy the game, does it really matter if you occasionally run into people who are very good at the game? One can't win every time they play, can they? And if everybody is beating you then maybe you just need to practice more. To me the point of playing online is for the comraderie and the competition - the competition adds another level of excitement to the game. It's fun when I do well and when I don't do well it compels me to try harder.
By "you" I mean you in the general sense.
Re:Simple Solution? (Score:3, Insightful)
I've not read the article, but I'm surprised cheating wasn't really mentioned in the Slashdot story. I mean if you ARE getting seriously "0wn3d", the other player may be a scumbag cheater instead of having any real talent.
As for finding a group of people to play with, that's a good idea. That's wh
Re:Simple Solution? (Score:3, Interesting)
Not necessarily. I know several online gameplayers who can come into a mach three quarters of the way through and still win - they do have real talent. Yes, there are a lot of cheaters out there, but that doesn't prevent someone wiping the floor with you without cheating.
Re:Simple Solution? (Score:2)
The ratio is 1 out of 5. The catch is that it's not always the same people.
Re:Simple Solution? (Score:2)
Well, theoretically it should be possible to design a game that would provide all players with similar but distinct games, so that all players can win.
Re:Simple Solution? (Score:2)
The problem for the "avg" player is that the jerks think he's a leet and insult him when he's winning by just a bit and the leets think that the avg is just another noob and talk down to him like he's a 12 year old.
This puts the avg player in a nasty position with no place to go.
It's kinda like EQ when you really get down to it, you
Online Gaming Improvements (Score:5, Insightful)
2. Every game needs to have anti-cheating devices that are updated regularly. This not only helps stop cheating, but shuts people up who think they're really good, get their butts kicked and then accuse others of cheating.
3. Easy muting. Many of us have little to no interest in seeing strings of expletives rendered in leetspeak OR plain English. It should take no more than two keystrokes to set someone to /ignore.
3.5. Easy kicking. It should be easy in any game to vote someone off the server, and said vote should result in at least a two-hour ban on that IP returning to the game.
4. Display of average ping rates at server select. In other words, if I'm pinging a game at 80 ms, I'd rather not go into a game where the average ping of the players is 300 or 10. There could even be a feature (server-optional) that only allows people to join whose pings are within a certain percentage of the current average. While I'm sure there are some people who enjoy being the LPB, others get bored if the game's design allows that person to more easily dominate.
Those are the top 4-1/2 off the top of my head.
Re:Online Gaming Improvements (Score:5, Interesting)
You know on single player games, where you choose your difficulty? Why not just look for "newbie", "intermediate", or "pro" games?
If someone joins a newbie server and is whupping ass on everyone, have the game prompt the newbies on whether or not they want to kick the person who is kicking ass. If he's beating on them that bad he should be on a different server or skill level anyway.
Server admins could set their servers to whatever level they want to cater to, or let the server advertise itself everywhere and the first player to join causes it to settle on that player's skill level until it's empty again.
Of course it's not perfect, but it would be an easy implementation and should help. Finding games of people about your skill level should be convenient and easy, and why have to wait for X number of games for the ranking system to figure out where you should be, or spend your time playing hardcore players who started new accounts to clear their records? Just tell the game what you want...
Re:Online Gaming Improvements (Score:1)
Re:Online Gaming Improvements (Score:5, Interesting)
Stats and Rankings are wonderful.. rankings got me hooked on Unreal Tournament and made me play it for ungodly hours a week for six months trying to stay in the top ten of the gametype Domination.. and I've been a hardcore fan of the series for years since then. But I think both of these ideas could exist side by side, it's not an either or proposition. Newbie servers: no ranking (maybe stats for fun). Seperate Intermediate and Pro stats/rankings so there is no benefit to dropping below your skill level to whore points which, yes, still happens in ELO based systems.
The hardest part of the idea is deciding what level of gameplay performance would trigger the "do you wanna boot this slumming lamer" message
Re:Online Gaming Improvements (Score:5, Interesting)
Take a look at the Starcraft games on BNet sometime. Starcraft has been out for quite a few years now. You'd think that there aren't that many new players trying it out, but it seems like every third game on BNet is "n00bs ONLY!!" or some crap like that. Not because there are that many new players, but because people want an easy win against another human. Same thing with the supposed Free-For-All games where two or 3 guys will team up right away because they made an agreement before the game started. They don't want competition, they want an easy win and the feeling of smug superiority that comes with it.
From my perspective, the solution is simple. Give me a way to positively ID players, no matter what nick or account they use. BNet could use each players CD key to generate a unique "Player ID" which would be displayed beside the players name. The ID number would stay the same no matter what names the player used or what accounts he played under.
Then give me a way to easily make notations about players, or put them in categories while I'm playing. If I've got someone in the "Don't play with" category, I should get some kind of warning every time I see them, or every time they join a game I'm playing in. If I feel that someone is very skilled and a fun person to play with, I should be able to see them easily as well. In short, take away some of the anonymity, and force players to experience some repercussions for their negative actions.
Re:Online Gaming Improvements (Score:2)
Nothing is perfect!!! But allowing people to choose their own difficulty/gameplay level and simply installing safeguards to identify the slummers and remove them is, IMHO,
Re:Online Gaming Improvements (Score:1)
But yeah, Tribes 2 was the best ever, until they fucked it up. Counter-Strike is also awesome. The trick to not getting pissed at it is to be naturally good. That way you can kill cheaters without
Re:Online Gaming Improvements (Score:1)
Re:Online Gaming Improvements (Score:2)
I would like to see an age bracket or adult only servers/channels but even this would bring problems with the minority of well behaved teenagers.
Putting a reality check on this: Teenage boys are sex-starved boys who question their own sexuality in public (u r gay) and are out to prove their manliness to all
Re:Online Gaming Improvements (Score:2)
Re:Online Gaming Improvements (Score:2, Insightful)
Re:Online Gaming Improvements (Score:1)
Re:Online Gaming Improvements (Score:1)
Re:Online Gaming Improvements (Score:3, Funny)
Re:Online Gaming Improvements (Score:1)
I would hope that's a setting somewhere (since I haven't bought Live I don't know), since I hate the systems that do that (such as Battle.net). For instance, how do I know if a 3 is what I consider playable until I've tried a few dozen games? If it just said 400ms I'd know quite well that it's unacceptable for anything but turn-based play.
Re:Online Gaming Improvements (Score:2)
If someone is hosting a game, you need to know how good the ping is- but how does that relate to the number of players on the 'server', the type of game they are hosting, and the upload speed of his/her Xbox? All 4 items are a factor.
If I had a low ping, but I tried to over-ride the suggested number of players to host (I chose 16, instead of 8), then my original ping time is worthless- because my internet
Re:Online Gaming Improvements (Score:2)
The changing standards that you mention may not affect the Xbox as much as they have PC gaming in the past. This is due to the fact that you *must* have a broadband connection in order to get onto Live in the first place.
So a red dot will always be unacceptable, while a green dot will always means that the game will play fine. Because they have forced a standard th
Re:Online Gaming Improvements (Score:2)
Sometimes you get the team where everybody rushes together, a few effectively decoy and you dominate maps that place you at a disadvantage, other times you get the team with a bunch of rogues who just want to find a cosy corner to picnic and hope somebody happens
"Why Online Gaming Isn't As Fun As It Should Be?" (Score:5, Funny)
(Today I lost 1/2 my credits in Vendetta [guildsoftware.com] attempting to get to hidden sector 18.)
Re:"Why Online Gaming Isn't As Fun As It Should Be (Score:1)
Re:"Why Online Gaming Isn't As Fun As It Should Be (Score:3, Interesting)
A BIG part of the problem with stuff like Blizzard's matchmaking on Warcraft 3 is you get wankers with multiple accounts posing as "n00bs" so they can beat the living hell out of you.
Nothing is going to fix online gaming and make it fun for all until we can personally track down and beat the living shit out of the griefers.
"The World" (Score:1)
try orisinal (Score:1, Offtopic)
Solution (Score:4, Insightful)
There are way too many whiny trolling kids on fully public servers, try to find clan servers that are open to public use as they tend to be more actively administrated and have house rules. Be polite with the server admins and make sure you understand the rules of the community. Most admins will listen to input and usually the trolls and lamers find themselves banned pretty quick. There are communities for all types, from no profanities allowed to no racist/sexist talk to everything goes, find one you like and lurk around to try to get an idea of what it's about before approaching admins with issues.
The real curse is being a middle-road player... (Score:4, Insightful)
Re:The real curse is being a middle-road player... (Score:2)
Personally I hate people who immidialty pounce on a new player claiming "you sucko I fragged you moron" (add generous portion of leet speeck) when the new player is just standing still having the interface explained to them.
Better yet make it coop play and make it clear that you are the musketeers. New player dies? Mission lost. You then often s
Re:The real curse is being a middle-road player... (Score:2, Informative)
I agree, pretty much completely (Score:5, Insightful)
Back then, it was FUN. A little less fun when you lost, but then, losing BADLY in the team-based mods (mostly Team Fortress, for me) wasn't TERRIBLY common, because people would even up the teams either on their own, or with only a little bit of prodding. Even when you DID lose, the winner was usually very gracious about it. The amount of trash talking was generally pretty low. A little bit of boasting and bragging at times, but not with every kill, or even every win.... and almost no cheating accusations.
The same could be said of Half-Life at first. It wasn't until CounterStrike became huge that things REALLY started to go down hill.
As for strategy games, the last time I seriously played any of them online with the public at large (and not just with friends) was the early days of Starcraft, before everyone stopped playing any map that wasn't either "Big Game Hunters" or one of it's variants.
Warcraft 3 does a pretty good job with skill matching (my record is somewhere around 60% wins, and unless you're at the very top or very bottom of the rankings should level out around 50% for each ideally), but the trash talking and insults are still FAR too prevalent for it to be enjoyable.
Skill matching like in Warcraft 3 can work for some, but not all games, but until there's a consistant and reliable way to keep the level of trash talking morons out of the game (don't say server admins - they can't be there ALL the time, and with many games can't monitor everything) online gaming will just keep getting worse and worse.
Re:I agree, pretty much completely (Score:2)
You'd be surprised how few people on battle.net actually understand how the winning percentage should work out. If you don't have a ~75% winning percent (and it has to be at solo), then you get harassed and called a ne
Obligatory PA Link(s) (Score:1)
http://www.penny-arcade.com/view.php3?date=2002
http://www.penny-arcade.com/view.php3?date=2002
Here's what you need to do. (Score:1, Funny)
1. Play games that are invite only. That way you know who's gonna join.
2. Always tell people you're a "newbie" and kick the crap out of them at the game and claim "beginner's luck"
3. Pick a handle that shows you're a girl and be cute (most users don't like to torch girls that are cute). Then kick the crap outta them.
4. Otherwise, stop whinning, get real friends to play with you because people on-line don't like you either.
Re:Obligatory PA Link(s) (Score:4, Funny)
And I'm surprised you didn't even find this one [penny-arcade.com]... pretty fitting for the type of stuff now.
Re:Obligatory PA Link(s) (Score:2)
Aside from griefers (Score:2)
I've played a lot of online games, and there will ALWAYS be someone better than you out there, often times many people. But whenever you see them do a new trick, or watch their response to something and be amazed at how effective it is, you learn something new that improves your skills.
While it may be annoying sometimes, like when you keep getting plu
Pet peeve (Score:5, Insightful)
Pet peeve: people who think that the amount of fun you have in a game must be directly proportional to how good you are at the game. Why should I have to devote myself to getting better at a game in order to have fun?
I'm a moderately good chess player. I enjoy playing chess. It's fun. I could be a hell of a lot better if I were to take the game more seriously, but I want the game to be fun, not a job.
I'm a poor Q3 player. But I enjoy playing regardless, even if I usually do wind up in the lower half of the scores at local LANfests.
Nobody should have to get better at a game as a prerequisite for having fun.
Period.
And people who don't understand this simply don't understand the most important thing about game design. Namely--it's not whether you win or lose, or how skilled or unskilled you are. It's about fun. Everything else is just candy.
Re:Pet peeve (Score:3, Funny)
Fun is the reason I mess with the gravity on the servers I admin. Fun is the reason I teleport snipers to sweet spots in the map. Fun is the reason I change the map to whatever I feel like playing.
Re:Pet peeve (Score:2)
Yet, I keep getting back in time and time again to get my ass handed to me because I don't equate my position on the ladder with how much fun I'm having.
Sure, it's exciting to get near or at the top, but even when I'm dead last, chances are that I had a good time when playing. Being a sucky player, I live for the individual kills - those times when I was able to pick off the guy who's cle
Re:Pet peeve (Score:2)
When I first started getting laid, I wasnt that great at it (so my girl tells me), but that doesnt mean I didnt have fun learning.
Re:Aside from griefers (Score:2)
In a good game, I'll die 12 times, and maybe get 9 kills. Very rarely will I go over the 50% mark.
The most fun I have is when I am in a game, and getting beat horribly...like 0 kills and 15 deaths. Then, finally...I kill someone. Just taunting him for the last few minutes of the game (while he kills me 5 or 6 more times) makes it all worth it.
negative nonsequences lacking (Score:1)
If I decide to create an Everquest character and then go around slaughtering newbies, the worst that can happen is that my account is disabled/removed and I'm out about 15 bucks
consequences, not nonsequences (Score:1)
Online frustrations (Score:4, Interesting)
It was a special experience, and those that played treated it with respect. Some of the first custom maps people made for Doom online play had built-in "typing rooms". If you wanted to talk to your opponents, you popped in there. The walls had a custom texture that said something like "TYPING ROOM - NO KILL ZONE", and it was considered cheating if you hurt anyone in there.
I picture the first propeller-driven biplane aircraft pilots waving at each other in a gentlemanly fashion - when they only dropped bombs on enemy troops, before they strapped a machinegun on the front and started shooting at each other.
For me, online play has gone horribly wrong since then. The floodgates opened, the masses want a jet-fighter with guided nuclear missiles to smash into the bleeding skulls of their enemies. Death-In-A-Box, internet play assumed. Sign Up And Kill Shit. If you're not typing to taunt, go play on IRC. I hate it. I can't play Quake3, Unreal Tournament or Battlefield 1942 online anymore.
Planetside [planetside.com] is the closest yet in getting back to that early sensation of getting to know the people I was playing with. Unfortunately it's also a complete failure due to the masses of bugs, faction inbalance (should have 2 sides, not 3), broken rewards system (there's no incentive to defend). There's also a tremendous difficulty in finding other players due to Star Wars Galaxies sucking out the population (and I'm not following them because I prefer my games to not be turn-based, thanks).
Here's hoping that someone at id Software has played Planetside, finds inspiration, can see the problems - and decides they want to blow them out of the water.
Re:Online frustrations (Score:1)
I just found this part very apt, coming from a Team Fortress background. There's a cycle in the TF games (TF, TFC, not as sure about UF and Q3F) where at first people take pot-shots at each other on the way to the enemy base, and then people get carried away and start havi
Complaining About Relative Skill Is Pointless (Score:5, Insightful)
A prime example of griefing in this fashion is the latest batch of RTS's: C&C Generals and Warcraft 3. Both games have a tiering system, and both systems are liberally abused by individuals who prop up their egos by tearing down the newbies. Just sit down, find a game you won't get sick of in a month, and play.
My personal recommendation for this is Go. Simple rules, simple play, a polite online community and nobody's marketing department is promoting it.
Re:Complaining About Relative Skill Is Pointless (Score:2)
I know an assload about competition and I'm one of those people who plays to improve. But you can't fault someone for just wanting to screw around
Re:Complaining About Relative Skill Is Pointless (Score:2)
Difficulty (Score:5, Insightful)
This isn't so much a problem with online games as it is with the types of games that are played online. Awhile ago I used to play Garou: Mark of the Wolves, a fighting game for the NeoGeo, on MAME w/Kaillera online. Yeah, I got my ass kicked a lot, but in about a month I was as good as most of the better players on the servers from North America, Europe, and Asia. They kicked my ass, but I learned from the ass kicking that I got. When some guy started really stomping on me with Hotaru Futaba, I picked Hotaru and kept playing against him until I knew the character roughly as well as he did, and my next opponent got royally stomped by my Hotaru.
Warcraft III does not play like this. Warcraft III obscures what the enemy is doing, encourages absolute silence aside from "gl hf" and "gg", and only shows you the absolute crux of the enemy's larger strategy. The only way to learn the game is to either observe games, watch replays, or spend hours being taught by someone. In other words, the absolute WORST way to learn the game is by actually playing it. That's the worst type of online game for anyone but dedicated fans of the genre, but it seems to be the prevailing trend in online games. Counter-Strike, Tribes, and Return to Castle Wolfenstein work pretty much the same way. When someone shoots you in the head from two hundred feet away, you haven't learned anything. You've gotten your ass kicked, but haven't learned from it, and that means you will probably get your ass kicked again in the same way a couple minutes from now because you don't understand the mechanics of your ass-kicking. Again, the game encourages learning the tricks of the game by reading websites and FAQs, observing games, etcetera... everything but playing the game.
These styles of play are completely contrary to the refined genres of multiplayer arcade games. Arcades have fighting games that let you learn from your opponent and dancing games that allow you to see your opponent's physical technique as he kicks your ass, but explicitly restricts games like light gun shooters and four player brawlers (like TMNT or X-Men) to cooperative human vs. computer play. This is because they simply realized that everything that can be multiplayer should be, but that not every type of game is cut out for it. The PC industry hasn't really caught onto that yet, but you can't really blame them when most of the games that are really conducive to competitive multiplayer would require peripherals like gamepads, dance pads, and other things that guarantee that you won't sell more than five copies of your PC game.
I don't understand his point about people acting like assholes online, though. If some thirteen year old typing "0WN3D!!!!!" in Counter-Strike really bothers you that much, I suggest that you find a cave in the woods to hide in, because someone honking their horn at you on the freeway just might give you a heart attack. It's true that there's a certain detachment from natural social behavior when you're online, but for most of us it works both ways. Someone mocking you online isn't like a real person standing next to you harassing you. It's just background noise. It's no different than the sound of cars and people passing by as you play a game of basketball outside. There
Change the conditions (Score:3, Informative)
If you're new and get killed all the time, you need to get into a scenario where you have better chances. One good way is to play a team-based game where friendly fire is disabled - then half of the players won't be trying to kill you!
Another big factor is ping. My accuracy is much better at 80ms than at 130. Analogue modems really do suck. ISDN is good, as is DSL if your provider hasn't enforced the extra error checking. This is one reason why real LAN gaming is popular - no latency problems.
Try using traceroute to check the number of hops to various servers. It's not the exact same thing as ping response time, but fewer hops are better. The more hops, the more likely you are to have your data rate upset by something else.
Although it has less effect than high ping times, optimising your hardware can help. That doesn't so much mean getting the latest greatest, it means making the most of what you have. I know it doesn't look as good as higher resolutions, but 640x480x16bit may well help. Winmodems (software control/compression etc) also mean a performance hit.
-- Steve
Happy Campers (Score:3, Interesting)
Camping in general can be a problem. I've personally witnessed somebody really ruin a level doing that. He waited in front of a respawn point and *blam* was killing everybody that freshly materialized. Thus, he was always racking up the points. In this particular map, sometimes the teams are so imbalanced that 2-3 people from one team can completely supress the other team, thus ruining the fun.
You know, I can see the complaint. Control that platform, and you control the game. However, what people often fail to see is that the platform was placed there with a railgun on purpose. If somebody's sniping you, take them out!
I've had some not so fun nights because of this. Not because somebody was better than me with a railgun, but because people would start bitching and moaning anytime used a railgun in that map. Eventually it'd turn into a flame fest, and I don't mean with rocket launchers. *blip* YOU FAG! *Blip* STFU *Blip* Nice little tent you have up there! *blip* You suck!
Sad thing was, there was no way to ignore it. Bitch bitch bitch. Eventually vendettas would form and instead of capturing the flag, people would get angry with each other and either take up 'camping' or worry too much about taking out the 'camper'.
My point? Frankly, skill is only a factor in it. There are a lot of people out there who deseperately need a lesson in tact. If I'm up on the sniper perch and you can't get past me, what's wrong with politely asking me nicely to ease up? When somebody says "YOU FAGGOT CAMPER!", I just keep shooting them. Never once has somebody said "Hey man, could ya lighten up there?", if they had I would have been happy to comply.
Yeah, I know, I'm an asshole. But I don't think it's unreasonable to be polite. I'm just there to have fun.
Re:Happy Campers (Score:1)
For two, camping can be a strategy, sure, but it's a grey area topic due to the bad level design factor. Games should be fun for the largest number of players and a good level designer must keep that in mind at all times. If a level designer creates a map that permits a camper to be safe from harm, then it's a bad level design because it caters to a single player. Good level design allows for campers to exist, but makes it possible for campers to
Re:Happy Campers (Score:2)
In this particular case (and only in this case) the level designers did put in a few things to make it difficult. For one, the map is symmetrical, so both sides have the same platform. Secondly, they put a hole in the platform that one can shoot up into. Third, if the guy can see you, you can see him. *Blam* Fourth, and this isn't exactly the level itself but how the game is played, you can rocket jump up there and get the dude.
To a rookie, yes this is a problem. How
Re:Happy Campers (Score:3, Insightful)
The only real camping was respawn camping, otherwise its defense.
Re:Happy Campers (Score:2)
Because in real life, the people who get killed by a sniper *stay* killed. I can just imagine some Afghan troops respwaning and shouting at an American sniper during an engagement: "Hey yoo freeking American j
Team games full of loners (Score:4, Insightful)
Re:Team games full of loners (Score:2)
There was a period in DoD where on lots of servers the sniper scope didn't work and it was liek a whole different game.
Greg is getting old (Score:1)
Not all games.... (Score:3, Insightful)
These problems do not come up as much over there, partly because it is a closed server, only for paying subscribers (10$/month with free game download), but also because of the in game support provided. There are training classes for new players to teach them the basics and rooms limited by in game rank so you can fight players of a similar skill level. There is also good in game monitoring to remove anyone who is ruining the game for others plus its easy to gag anyone if there are no sysops/admins about. All this and up to 200 people dogifghting in a room make for a good online game.
Game info here [jaleco.com]
Its the communities (Score:3, Interesting)
The first online (truely online) game I got involved in was Quake II, which was badass. People were friendly, there was a great community, id is just a cool company, etc. Then I had a little hiatus, and came back in the Unreal Tournament days. Again, another incredible game with an incredible community. I joined a clan with an average player age or 35. Obviously, a bunch of adults playing a game makes it *much* more enjoyable than a bunch of 13 year olds. Adults can get stuff done, pay for stuff, and instill a sense of maturity in all the players. I also thought the UT community was really friendly as well. Tons of maps being made, we had *many* friends in other clans, Epic, again, is a cool company that supports the community (see the 1 million dollar contest they are supporting right now).
However, after that, it started to decline. The UT community pretty much stayed the same, but I started to play other FPS games, like Soldier of Fortune 2, and Return to Castle Wolfenstein, and a few others. The communities for these games were horrible. Just a ton of whiney, immature, 13 year olds who cause a ton of trouble in servers. Clans don't work (my friends started one and it failed miserably whereas the UT clan I'm in has been around for more than 3 years).
So...when the communities of games improve, the online games will improve. (Also, in case you couldn't tell, this is entirely from playing FPS's since thats all I play, but I hear its the same for RPG and RTS games).
-Vic
Would you be (Score:2)
A few things you can do to ensure good online game (Score:5, Insightful)
The most important thing, however, is to find a handfull of servers and stick with them. Back in the Quake 1 days, there was a server called quake.nye.net that ran a DeathMatch + Mod that added a whole bunch of crazy things to the game like grappling hooks and homing missles. However, I stuck around, and I soon came to be friends with a lot of the other server regulars, such as people from the DMPC clan (I stil don't know how BattleCruiser got so good...), and almost every time I joined that server, I knew I was in for a good time. (And by the way, my nickname was KiLlJoY, if anyone was on that server too).
Most in game server browsers have a favorites list. Gamespy does too. Shop around, and find a server that contians people that you like playing with. Then hang onto that server for dear life. Your online experience will get much better if you become a regular at a server.
Also, Xbox Live has a number of awesome features that can halp you weed out the bad players. When you first get the game, shop around on different servers. Once you find a game that you enjoy playing in, send friend requests to all the cool and kickass players that you have fun playing with (since servers are rarely around for more than a few hours at a time), and whenever you see them online, join them or invite them. The friends list is a gift from god, and in my opinion is one of the best features of Xbox Live.
Hopefully, my few rambling paragraphs has some insight. May your games be happier and more fun.
Maturity and the platform (Score:4, Insightful)
I've found that I really dislike online gaming, even when it's a genre I'm really good at. I love RPGs and I'm not a horrible shot in Counter-Strike. However, there are issues at stake.
First off is the situation in which all the little kids are online and being obnoxious. You know (and I hope a gaming service takes the hint), I'd be willing to spring a couple of bucks a month just to make sure that if some jerk comes on and is abusive, he gets nailed and banned. I don't mean laughing or when someone sucks saying they suck. I mean really being obnoxious about it. If people had to link their real life personality with online games they might think twice.
The other issue is how some of these games are really just twitch and shoot. No real-life anything. The "bull-rush each game until you finally get the right way" approach sucks. In reality, you die, you're dead. Also head shots don't always kill, despite some cheap games that think that. Yeah, you can incapacitate someone, but good grief, it'll usually take another shot or two to do them off. If their buddy can snag and patch them, well, they've learned. Any game that improve skill based on not just your twitch-and-shoot capability, but also survivability would be good.
Maybe it's just me, but a frag-fest isn't all that interesting. It was cool when I was, um, 15. Now I'm far more interesting in using good tactics and lining up a good shot.
(I love taking out snipers by returning fire with a pistol.)
In so far as RPGs go, someone should really build in some social repercussions. Yeah, you can slaughter all the villagers, but someone's bound to notice and try to arrest or kill you. Even in pen-and-paper RPGs, players seem to think they'll get away with everything forever. It doesn't occur to them that eventually someone will try to poision them, kill them in their sleep, or otherwise.
console multiplayer (Score:2, Interesting)
Just like basketball (Score:2, Interesting)
I play basketball regularly with some friends of mine at a local court, and that court is pretty much known as the place for people of "medium" ability to play. No one there is joining up with the NBA anytime soon, but no one sucks either. Occasionally really good or really bad people come, but eventually they leave because it is either not as challenging or too hard.
Likewise, about a mile down the road is a court that is known to have rea
Actually, just like the Prisoners' Dilemma (Score:2)
You wouldn't normally want to kick somebody off, as you suggest, but rather punish them for their behavior in an attempt to prevent it in the future.
I seem to remember it was under 'punishing cheaters', and even had ways to fight back in 'punishing the punishers', but what you describe could be melded in with that. I thought when I read it, and still bel
Greg should take up golf or something. (Score:2)
I don't mind if people are far more skilled than I am. Coz I usually play a team game - Custom Team Fortress. Maps typically have team objectives so a game is usually less of a deathmatch.
What ruins a game is:
1) People who cheat.
2) Arseholes - people on the same team but play against you - shoot yo
Isn't this why MMORPG's exist? (Score:3, Interesting)
Just Like Golf... (Score:2, Insightful)
Rankings (Score:4, Insightful)
It's actually hard to believe there is not a good system in place for ranking... it would make the games fun, too, assuming you didn't have assholes joining lower ranks to clean up on the n00bs.
I'm an OK FPS player. At my college, I was one of the better people on campus, and could routinely trounce everyone I know (it's way more satisfying to frag someone you know from down the hall) but when I went online, I sucked horribly.
These games are NOT fun when you are loosing constantly. I've quit games out of frustration before because I'll spend 30 minutes just getting killed before I can even grab a descent weapon. In fact, I rarely, if ever, play games like this anymore.
A ranking system would get me back into them, but only if it's built in. I've become a casual gamer, and it's not worth it to me to have to set up a 3rd party program to play ranked games. I want it to be a standard part of the game, automatic.
It could make things really, really fun this way.
Or, I'll just play Uru.
Losing in Counter-Strike? Play Everquest! (Score:2, Informative)
Skill matching Vs Attitude Matching (Score:3, Funny)
How to do it? After a game, you get the screen displaying player stats as usual, with a "Attitude" selection beside each. Vote them from "+5 friendly to -2 Troll." Then, you could blacklist players with a crappy rating (somewhat like Slashdot Karma system). Perhaps players could also leave comments,and Blizz or whatnot could check into players with a really bad rating and nuke their associated CD-key off the network for a period of time.
Re:Skill matching Vs Attitude Matching (Score:2)
unforunately thats hardly a bulletproof system anyway, and it would surely get abused no differently than the skill matching
are you serious? nuke their cd-key because they are trolling? wow
Re:Skill matching Vs Attitude Matching (Score:2)
In light of bigger things you might not consider it a huge problem, but it does detract from the quality of the experience so it might be worth findin
Re:Skill matching Vs Attitude Matching (Score:2)
In the end, you set a threshold as to preferred ratings, and perhaps the point at which you ignore the really bad trolls.
reward co-op play? (Score:2, Insightful)
How about in-game mechanisms like:
a) Award 1.0 frags for killing a player of the same ranking of you. Award more for killing someone better than you. Award less for killing someone not as highly-ranked as you. Below a certain point, the reward for killing a player actually goes negative - lose points for killing newbs (unless you are a newb)
b) Rewarding highly-ranked players if they 'rescue' a newbie by killing any other highly-ranked players who were attacking the newb. (hmmm. perhaps not much window o
This is a job for ELO! (Score:2)
Oh it's definitely the 'online' aspect... (Score:3, Insightful)
"He also has issues with impolite players"
Cause I've never met a football player who was rude because he thaught he was better than me.
Heh... (Score:2)
Keep talking, it'll give me more time to frag you...
Online vs. live. And the "fair shake". (Score:4, Insightful)
Now, at the arcade, it's a fair shake. You have all the tools he has, and you're playing by the same rule book. That's fun. If you give me a fair shake, I'll happily lose 10 times in a row just because there's the chance that I can beat someone much better than I have. Hell, I managed to play Duc at MvC2 during E3 one year. Yeah, I got wasted. But it was fun. (he perfected the guy I went with).
One thing that WASN'T fun, even though it was a fair shake was when I was trying out a networked NASCAR Heat game, iirc it was for the xBox. I don't know if the other players thought that I was a computer opponent or what, as I was the one taking a perfect racing line and easily catching up and passing. But every time I got in the lead, one of the other players would send me into the wall in a suicidal move like thier car was a Patriot Missle and I was a SCUD. I've played the same game on a PC with friends and it's always fun though. We're both going for it.
So the big thing to make it fun is for both players to enter the game with the same intent, and playing by the same rules. That makes it fun. When the other player has a big sword of bashing +9999999999 and is out to kill another player then take off, it's not fun.
How can this be forced? In some games it's simple, when you create a game in a RPG/action/adventure game, have the ability to turn PvP OFF.
Re:Online vs. live. And the "fair shake". (Score:2)
It's not bad as a single-player graphical Nethack, though...
There's a LOT of rude people online (Score:2)
HOWEVER - I have had the chance to meet a few jeering Internet bullies in real life and they always turn out to be cringing little shits.
Re:No fun in online games (Score:3, Insightful)
Re:Earth & Beyond (Score:2)
Except I'd have to buy Windows to do it. Oh well.
Anyway... if a game is set up to reward killing other people, which is the ultimate in asshole behavior, then it seems a bit strange to complain that all the other players are assholes. Now, if the players in a cooperative game were mean-spirited and rude, that would be worthy of discussion.