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Blizzard has lost almost 29% of its overall active playerbase in three years

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Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#411

Earlier quoted context omitted.

> The game is incredibly stale This is what I would describe as the state of Overwatch. After sinking thousands of hours in this game, I stopped playing my favorite game because Blizzard didn't care. 1. They pretty much gave up on any new content for OW2 development. 2. Competitive was broken from the beginning. Good behavior was rarely rewarded and bad behavior was rarely punished. Most of my games were grind really…

you have a warped view of how the MMR/SR systems function essentially all that matters is your win-rate, if you can win more than 50% of your games over a reasonable stretch of time your MMR will increase and your SR will follow it performance based SR is only a very small bonus (up-to diamond) initial placement is essentially a guess: over 25 or so games your MMR will converge to where you're supposed to be (4200 su…

you also have a warped understanding of SR and climbing. >50% winrate doesn't guarantee climbing, because SR change is not constant and depends in your chance to win in every particular match. The better you play the lower SR reward (because your chance to win is higher). That's exactly why elo hell exists and that's exactly why purchasing a new account allows you to climb instantly. And the last fact is the reason why nobody will change this flawed system.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#412

Earlier quoted context omitted.

Am I the only person who really liked Diablo 3? I introduced my wife to it as her first game in the genre, and we’ve spent a lot of hours making team runs through hard dungeons. For sheer “let’s kill 300 things at once” endorphin hits, it’s great.

D3 is really, really fun. It started out at launch ok at best. Pretty grindy, and slow. One or two playthroughs was enough for most people. Nowadays though the endgame is definitely on my top 10 list. Once you hit level 70 and get an armor set finished with some Kanai's Cube and start leveling up your legendary gems... Oh man

D3 is a good game marred by a sub-par launch.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#413

I can't say what's driving all the playerbase losses but: They stopped development on Diablo 3 a long time ago. It doesn't have the staying power of more modern online games where new content is added continuously. They stopped development on HotS, which never achieved the same level of pull as League of Legends. Overwatch faces stiff competition from Valorant and other competitive small team FPSes, and also has over…

I just don’t understand what they’re doing. I played every Blizzard game since Warcraft 1 but after them killing HotS and me growing bored of Hearthstone and WoW years/decade ago there hasn’t been anything for me to buy from them in years.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#414
post #259
post #243

Earlier quoted context omitted.

For the first year of overwatch, me and my friends played for hours. Every night. Every day. Then they started restricting your team choices. You could no longer have two of the same hero. You then had to be forced into meta-roles ONLY. You then had to queue specific roles and were not allowed to pick anything else at all. All lack of balance and content aside, what the hell?

But they did address that a bit by re-adding open queue, also flex queue helps a little bit if say one day you wouldn't mind playing tank and then another day you just wanna go strictly dps. But I guess it should be fairly straightforward to expect people playing first person shooters to want to play mostly damage characters, and there's probably no easy queue-based fix for that.

Open queue is plagued with stacks of people queueing as tank/support to get easy wins. So one side rolls over the other in the majority of games.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#415
post #343
post #327

Earlier quoted context omitted.

Maps get stale when they lack depth and an evolving meta. Map size, assets, etc are almost completely irrelevant. Over watch gameplay and especially movement is largely the issue here.

The meta is almost completely dependent on the hero balance at the time IME though, outside of Havana always having snipers at the top levels.

Not really. Blizzard's balance team is shockingly bad. Metas usually exist for huge periods of time (GOATS lasted over a year, as did moth, as did dive). It is repetitive to play the same maps, with the same heroes, for a year.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#416

Earlier quoted context omitted.

> The game is incredibly stale This is what I would describe as the state of Overwatch. After sinking thousands of hours in this game, I stopped playing my favorite game because Blizzard didn't care. 1. They pretty much gave up on any new content for OW2 development. 2. Competitive was broken from the beginning. Good behavior was rarely rewarded and bad behavior was rarely punished. Most of my games were grind really…

you have a warped view of how the MMR/SR systems function essentially all that matters is your win-rate, if you can win more than 50% of your games over a reasonable stretch of time your MMR will increase and your SR will follow it performance based SR is only a very small bonus (up-to diamond) initial placement is essentially a guess: over 25 or so games your MMR will converge to where you're supposed to be (4200 su…

I get that, but I played maybe 200-300 hours of OW as dva and for some reason couldn't get out of silver. Nothing I did worked.

Ended up creating a new account, ended up in high plat and quickly became diamond, never to drop lower again.

Why/how did this happen? I'm not sure, but ELO hell was real for me.

(Dva main)

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#417

Earlier quoted context omitted.

The game became anonymous and lost the sense of having a server community and getting to know the regulars. Cross-realm everything and the phasing systems were fundamental changes. Being able to do things alone was always part of the design, but they made it where even the group things could be done "alone." It's nice to remove friction and pain points, but if you make the entire game frictionless there is no game le…

If the developers of the game ever actually played the game, and experienced /2 or /guild, what we wanted was 4chan/reddit with the pretty visuals of Dal in the background and an occasional puzzle/challenge. Instead the developers thought we wanted more to do (anyone wanna do dailies? lol), more pretty colored loot, and dungeon clears (without really "earning it"). My favorite moments (and most hours spent) in that g…

I think that’s the thing they missed - WoW in the end is a glorified IRC client and removing every excuse to actually chat beyond your normal group stagnates those groups and the community dies.

A game like WoW shouldn’t be made so “everyone can do everything” either - sure it’s nice to see a raid but I never really felt the need - I had enough fun plugging along at my own pace.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#418

Earlier quoted context omitted.

Blizzard kinda killed the RTS genre with Starcraft 1. It's basically the perfect RTS so everything that came after it seems inferior. Even Starcraft 2. There are still niches for specialized audiences, like historical battles with a more strategic bent, but for mass market RTS nothing has been able to beat a 23 year old game.

I love BW but it's still far from perfect. Even if things like single build select and max 12 unit select were okay at the time and worked decently within the game's design, they're still incredibly clunky choices. Honestly, even playing it in its heydey, I already disliked the 12 unit select. > It's basically the perfect RTS so everything that came after it seems inferior. Even Starcraft 2. SC2 had a bunch of design…

Stacked cannons anyone? :P

Whether intentional or not, I think 12 unit select was one of the design choices that enabled the pros and experts to really separate themselves from the average folks.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#419
post #406

Earlier quoted context omitted.

> They also took the sense of enormity out of the world because you don't have to physically go places anymore. The deeprun tram, boats, zepplins were all such elegant solutions to create a breathtakingly open and connected world, and flying mounts & dungeon finder killed the feeling so quickly. I don't know... i think they originally wanted to sell WoW by the hour (I think it actually was sold like that in Asia some…

Being able to teleport in GW2 ruined any sense of where I was in the game. In WoW classic the flight system was incredible. You had to actually fly to the different flight points. Like OP it created a sense of the world you were and grounded you to the zones. Not only that, it was an incredibly unique system that to this day hasn’t been rivaled. No other MMO that I know of has a similar travel system. I remember goin…

The travel system in original WoW is beyond compare; the boats, the blimps and griffins, walking everywhere, finally getting a mount - it worked so well. After that long trek through the mountains to find a flight pint - so worth it. Even with a mount you’d still use the taxis (and the update letting you “travel through” was a good one) because it’d auto steer. Once the hub cities in expansions appeared it all was reduced to “hearthstone to Dalaran and hit the portal”.

Re: Blizzard has lost almost 29% of its overall active playerbase in three years

#420

Earlier quoted context omitted.

> Overwatch faces stiff competition from Valorant and other competitive small team FPSes, and also has overlapping audiences with battle royale FPSes. The competition isn't driving away people from Overwatch. The game is incredibly stale, and IMO, is probably the death knell of full price online games. There has been little to none new content and changes to the game. The competitive community has always complained a…

Overwatch is a frustrating game to play because they almost have it right. It's almost there, if they could just tweak a couple things. A good example is the overtime system. One of the worst ideas in games I've run into. For one, it creates artificial and spiky emotions in players, which just burns people out. It's amazing they don't realize basic things like that, which means they actually haven't had the right tal…

> A good example is the overtime system. One of the worst ideas in games I've run into.

I like the overtime mechanic. It feels fair -- you're about to win, but you ran out of time. But there's overtime, so you don't just insta-lose. I agree that it brings out the worst in players. The calm and methodical team always wins here. (I haven't heard the term "Route 66 effect" for a while, but it's a thing. Players panic, forget everything they know about the game, and lose 2 checkpoints while they stagger in. Don't do that.)

> They spend tons of effort on things like trying to make healers and tanks fun. Instead, they forced people to play them.

Role queue was to force people to play DPS. The problem OWL and the high ranks were suffering from was that 3 tanks and 3 supports won every game against any team that had a DPS character on it. They nerfed the tanks into the ground and buffed the DPS to nightmare levels, and they still couldn't fix it. (They made the mistake of creating the most oppressive meta ever on the same day they introduced role queue. Sigma/Orisa. That was not great, even as someone with Sigma and Orsia at the top of their favorite character list.)

> Once they think the meta is balanced in a game, they get conservative and don't want to tweak things too much. They don't realize that the meta is an equilibrium state found by the players. Change the game, a new meta will be found.

Some of this is the community's fault. They get locked into thinking they have to do certain things, and the result is that they make the game stale for themselves. Blizzard changes something, and it has a totally random effect. Most recently, Orisa got that buff where she can't take critical hits during Fortify, and the meta became Rein/Zarya again. What? It always amuses me.

(Speaking of shaking up the meta, did you play that April Fools experimental card at all? Even though it was an unbalanced shitfest, I found it incredibly fun. I love those kinds of experiments.)

I think a lot of people think they've figured out Overwatch, but they don't play like they have. There's still a lot to unlock there, with or without Blizzard's help.

I also think that Blizzard is often too hasty to adjust things that players complain about. 2CP and Mercy have long been points of contention. The way the attackers win 2CP is to walk onto the second point and use 0 ults (even when it looks good!) to bait out defender ults. You all die horrible deaths, and then walk in and use all 6 ults to get a clean wipe. You win. The counter for this kind of overcommitting was Mercy's team rez. She sneaks away in the heat of battle, people kill everyone they can see, and she then flies in to resurrect everyone. By the time the attackers realize, it's too late. All 6 enemy players alive and well, and 33% of the point not captured. All those ults wasted, and then you just spend the rest of the game losing the ult economy and eventually lose the match. Someone should have noticed that they only killed 5 people and sent someone else to go shut down Mercy, but nobody ever did that, so instead they complain to Blizzard and ask them to remove the only ability in the game that counters overcommitting. Blizzard does. People continue to play 2CP wrong, now that there is no counter to the strategy of a dry push and a clean wipe. They mess it up every time, the defenders stall for 5 minutes (which is a beauty of orchestration and coordination when done correctly), and they complain to Blizzard and ask them to remove 2CP.

Something I like about computers is that you can't negotiate your way out of being bad. But Blizzard listens to the community, and that has actually become an option! Instead of playing the game they're given, they play the game they think they personally can win, and then convince Blizzard to change it to that. Sometimes it works. Sometimes it doesn't work, and you get to listen to some streamer have a meltdown about how tough it is to play computer games for a living. Metagaming at it's finest, and a great strategy in real life. But at some point, I think players should try to play the game as implemented and see how it goes. There's probably a strategy you haven't considered yet -- go try it! It might be good.

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