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In defense of hard counters in real time strategy games

waywardstrategy.com

71–80 of 194 posts

Re: In defense of hard counters in real time strategy games

#71
post #46

There's a real world version of this, the DePuy Quantified Judgement Method.[1] It's fairly simple - weapons have a weight value (sword=1.0), you add that up for the forces committed, there's a quality of troops multiplier for each side, some adjustments for defensive preparations, and you get a measure of combat strength. DePuy was a US. Army colonel, and the weights come from analysis of real-world battles. His obs…

Except real-world doesn't have any counters at all but instead anything can happen at any time almost. The outcome of encounters in war is controlled by endless amount of parameters, just because someone has more swords than another doesn't mean they will almost always win. See Simo Häyhä, the Finnish sniper who killed ~500 Red Army soldiers during the Second World War as an example of this https://en.wikipedia.org/w…

Your example of the most outlier sniper of all time doesn't really conflict with "advantaged side almost always wins".

Re: In defense of hard counters in real time strategy games

#73
post #49
post #45

Earlier quoted context omitted.

> One of the more pernicious problems they've faced is the team that holds the base on the bottom half of the map has consistently had an advantage, as much as 5%. This appears to be related to the perspective being 3d in the shape of top down, vs a literal 2d top down view. They've tried a few different ways to balance this, but what's ended up working best is trading it off vs first pick in the lineup drafting phas…

Exactly this - the ability to re-orient your view in a game (or in your mind in the case of the "enemy gate") can be a huge advantage. I personally play much better on bottom side in MOBA games and I have never understood why it can't be flipped. Even if the map is not 'symmetrical' the players could adapt to that change, rather than having to adapt to the change in side each game.

League of Legends: Wild Rift on iOS does this. You’re always the team on the “bottom half” of the map.

Re: In defense of hard counters in real time strategy games

#74

Earlier quoted context omitted.

Maybe there's some underground scene for hardcore RTS players, but as a (formerly) casual follower of the Starcraft 2 pro scene, it seems like MOBAs ate their lunch. It's really a shame, since there was nothing quite like the intensity of a 1v1 match between two players controlling an army with a nearly unlimited skill cap... As much as I've tried, I simply cannot make any sense of the on-screen visual overload of MO…

MOBAs ate them because they have a lower skill floor. If I understand 50% of how to play a MOBA, I can play the game and have fun. I am gorilla. I have 4 moves: punch, slam, eat banana, and my ultimate ability, get mad. They have cooldowns, but it doesn't matter, I just spam all my moves when I see a bad guy. If I don't see a bad guy, I can kill the enemy turrets and little cpu creatures. If I'm having trouble, I can…

> specific type of gunship-based commander sniping

I see someone's played Supreme Commander. I love the game but it's the archetypal example of what you're talking about: winning depends on detailed knowledge of dozens of different units across four factions and simultaneous maximally-efficient economy building. Building a tutorial for it is impossible. It's only playable by the sort of people who will read wikis and watch videos and lose and lose and lose until they have some idea what's going on.

This causes the other problem with RTSes: the (small, dedicated) community has been running for fifteen years and is incredibly unfriendly to new players. Having less than ~150 hours playtime is often grounds for being kicked from games, which doesn't help expand the playerbase.

Unfortunately, RTSes simplified enough to avoid these problems aren't nearly as fun. The genre just works better as a community passion project than a commercial enterprise.

Re: In defense of hard counters in real time strategy games

#75
post #36

Earlier quoted context omitted.

MOBAs ate them because they have a lower skill floor. If I understand 50% of how to play a MOBA, I can play the game and have fun. I am gorilla. I have 4 moves: punch, slam, eat banana, and my ultimate ability, get mad. They have cooldowns, but it doesn't matter, I just spam all my moves when I see a bad guy. If I don't see a bad guy, I can kill the enemy turrets and little cpu creatures. If I'm having trouble, I can…

I think another thing is that MOBA's have downtime. You need to walk to places, you need to back, buy items, etc, etc. It's been a while since I played Starcraft, but my memories of it were basically that if you weren't doing things at literally every moment, you were probably going to get beat. You could try and use better macro, and tactical understanding but you'd eventually run up against someone who was equivale…

I think this also plays into the human reward pathways. More variation in intensity means more spikes of adrenaline and dopamine.

Re: In defense of hard counters in real time strategy games

#76

Earlier quoted context omitted.

Except real-world doesn't have any counters at all but instead anything can happen at any time almost. The outcome of encounters in war is controlled by endless amount of parameters, just because someone has more swords than another doesn't mean they will almost always win. See Simo Häyhä, the Finnish sniper who killed ~500 Red Army soldiers during the Second World War as an example of this https://en.wikipedia.org/w…

Your example of the most outlier sniper of all time doesn't really conflict with "advantaged side almost always wins".

They also lost the war

Re: In defense of hard counters in real time strategy games

#78
post #53

Earlier quoted context omitted.

Did they try rotating the camera 180 degrees? I can understand how this might be confusing. Like a mirror track in Mario Kart, it would make the map feel totally different.

So, I suspect why they haven't gone with an approach like that is they want to preserve the layout for spectators. Dota is the biggest purse in all of esports, and they take the spectatorship quite seriously as a result.

as i recall, spectators receive game data, not a video stream. you can spectate in VR.

so during real tournaments they could just broadcast from a spectator in the “standard” view.

Re: In defense of hard counters in real time strategy games

#79

Earlier quoted context omitted.

Maybe there's some underground scene for hardcore RTS players, but as a (formerly) casual follower of the Starcraft 2 pro scene, it seems like MOBAs ate their lunch. It's really a shame, since there was nothing quite like the intensity of a 1v1 match between two players controlling an army with a nearly unlimited skill cap... As much as I've tried, I simply cannot make any sense of the on-screen visual overload of MO…

MOBAs ate them because they have a lower skill floor. If I understand 50% of how to play a MOBA, I can play the game and have fun. I am gorilla. I have 4 moves: punch, slam, eat banana, and my ultimate ability, get mad. They have cooldowns, but it doesn't matter, I just spam all my moves when I see a bad guy. If I don't see a bad guy, I can kill the enemy turrets and little cpu creatures. If I'm having trouble, I can…

I don’t think it’s just skill. They’re also primarily team based.

If you win, you can feel really good because you had a 17/2 K/D. If you lose, you can blame your teammates. You can also play with your friends. With starcaft even though team matches are supported, they are unpopular, and there’s no easy way to look at the stats for the game and feel like a badass if you win.

Re: In defense of hard counters in real time strategy games

#80

Earlier quoted context omitted.

Maybe there's some underground scene for hardcore RTS players, but as a (formerly) casual follower of the Starcraft 2 pro scene, it seems like MOBAs ate their lunch. It's really a shame, since there was nothing quite like the intensity of a 1v1 match between two players controlling an army with a nearly unlimited skill cap... As much as I've tried, I simply cannot make any sense of the on-screen visual overload of MO…

MOBAs ate them because they have a lower skill floor. If I understand 50% of how to play a MOBA, I can play the game and have fun. I am gorilla. I have 4 moves: punch, slam, eat banana, and my ultimate ability, get mad. They have cooldowns, but it doesn't matter, I just spam all my moves when I see a bad guy. If I don't see a bad guy, I can kill the enemy turrets and little cpu creatures. If I'm having trouble, I can…

I think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming (not counting player toxicity): you just spend several minutes, maybe a lot of them, playing this game, you finally got your T2 fab, and then the enemy nukes you with his experimental artillery and you are just gone. No way to understand what exactly went wrong. To slow? Wrong build order? No clue! Might you just mismanaged the harvester and you economy suffered early. Compare that to a shooter, an (a)rpg or a racing game. They might be as hard to win, but at least you have a clear understanding of what happens. He saw you, he shot you. She just had the correct breaking point figured out and you hit the wall.

Ofc it’s not always that clear cut and there is a lot in between these examples. But in my experience, RTS and maybe strategy in general, can be really hard to understand what went wrong, even on a basic level.

MOBAs are, imho somewhere on between. High skillcap both in regards or game knowledge and strategy, but also in agility, but also somewhat readable. Sure, you might wonder why your gorillas punch did way less damage than their gorilla, but a look at the KDA or their gear might already give you a hint.

So I guess with the overall growth of the gaming market and games becoming more and more expensive, the small community that actually enjoys RTS isn’t really „worth“ that money.

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