Brought down a wyvern out of the sky with about 8 people or so.
Felt pretty good.
Oh yeah, we killed it too, but that was only a matter of time. (S’ good no time limit.)
The defiance break bar felt quite good. Seemed like it would take about 5-6 people’s coordinated cc within a fairly short (5 seconds?) period of time to successfully land.
At first there was only me and another person landing cc at most.
Then I decided that everyone else hadn’t read the skill bar for their revenants (understandable, my eyes were glazing trying to make sense of their utilities and I told myself, meh, will learn it as I level the real one when the expansion hits) and outright announced which skill to use.
It took about 5 more break bars of practice, with one or two more people catching on each time, but as the wyvern dropped to about 1/4 health, we finally managed ONE coordinated cc spike. Just the one, but it was rather satisfying to see it crash out of the sky instead of flying off and coating the platform with flame.
I figure it’ll only be a matter of time before people learn. Seems learnable. And if it doesn’t work, it’ll just take slightly longer to succeed, is all. (For this encounter, anyway.)
Pretty small test area for the beta, but what was there felt overall good and tight.
Masteries were there with readable tooltips.
It -did- take me a while to figure out where they put it, since I kinda skipped over the first popup tip.
Went through the hero panel with no success, becoming more and more perplexed until I finally spied the unfamiliar symbol in the lower right hand corner of my screen. Clicking on it pulled it up.
Revenant was on show with limited traits and weapons and stances (looks like the heavy armor equivalent of engineer and elementalist complexity, if you ask me, and I think it’s a class I will probably be more inclined to learn over the other two.)
Pretty wild skills overall. A ranged hammer and a mace/axe that felt melee-ish. A lot of rectangular line-shaped skills. Some kind of stored up energy system for utility skills and elites rather than the usual cooldown times. A ‘resistance’ buff that makes them ignore conditions for the duration (“Nooooo,” scream my condi PvP builds) and a lot of condition/boon manipulation possibilities, I think.
One ‘Adventure’ was on show, where you run around with a flamethrower and torch vine tendrils and try to reach bronze, silver, gold target numbers for doing it good, better, best. I managed bronze and unlocked a mastery point, so that’s one option for masteries. Seemed like a solo style scoring affair at first glance, not 100% sure. Might be a minor social issue of “you took my mob spawns!” if so.
The only thing that I wasn’t 100% impressed with was gliding.
I didn’t like the delay between leaping off something, falling screaming a certain distance before the option to “Press Space to Glide” came up. I’m not sure if it’s a ping issue (~230ms, for the record) but I fell for like several character lengths (heights) before I could press space to trigger the gliding. That feels very awkward, compared with my memory of how smooth it was in Aion.
The glider also looked remarkably lame. Like I grabbed a pink flower to fly or something – too curvy, I kinda had the expectation that gliders would be more aerodynamically streamlined with straight lines…
Once the glider had taken hold though, the actual gliding experience felt ok.
Caught an updraft once during the wyvern fight (had to get out of combat to switch weapons) and that worked as expected. Fly into it with glider, thing lifts you like an elevator (or one of those aetherblade bounce pads, but slightly slower and more controlled) and you can glide out of it as desired.
Besides that, everything else felt decent. The one event chain that was on display worked. Fight a bunch of mordrem vines and stuff. Fight a bunch more mordrem while carrying bombs to blow up something. Lazy people who refuse to carry bombs can hang way back in a separate event to snipe mobs with a seriously overpowered sniper rifle, assisting in the otherwise highly tedious killing of Mordrem husks that get in the way of the bomb carriers. Succeeding let you board choppers to take out ze wyvern.
Very little need to comment about the scenery. All well done, aesthetically spot on in the usual ArenaNet style. Jungle definitely looking to be quite vertical, did quite a bit of accidental (then purposeful) falling and getting out of the beta testing area via gravity and getting forcibly zapped back to starting point as a result. Presumably will be even MORE vertical when the real thing hits.
(In the meantime, I need to get around to a post or series of posts about what I’ve been up to the past week or so, but bah, busy busy busy.)
I really can’t be arsed to write reams of text about Evolve, because it would simply take away from actual playing Evolve time.
It’s glorious eye candy.
Both the monster and the hunters feel powerful, especially in a skilled player’s hands.
(Which, sadly, is not me. Suffice to say, every time, I feel there’s always more to learn, and lots more room to improve. It’s only been launched for two days, so yeah, alpha and beta players not withstanding, noobing it up is pretty much the expected performance right now.)
There’s plenty of room for out thinking one’s opponents, knowledge and use of the map to outwit one’s enemies, and loads of maps, hunters/monsters with entirely different skill sets. I believe this is called, “depth,” and I’m definitely only wading in the shallow end of the baby pool right now.
There’s a decent variety of game modes to suit different player types and preferences.
I like that they’ve built in a tutorial for both hunter and monster, and in-game videos that you can watch to get additional tips and info about each, because someone straight up telling you stuff was sorely lacking in the alpha. (And beta, I guess, but I missed playing that.)
Solo mode with bots is something that weird old me rather likes.
Y’see, I actually like playing the monster, but I’m really BAD at playing the monster.
So instead of ruining 4 players’ day with a pushover monster, I sit around and play solo games versus bots, aiming to get a little better and more used to the monster’s skills. Those bots, by the by, are no bloody joke, because their teamwork has a lot less holes in it than human players.
I still haven’t figured out how to get past them when they’re defending a power relay because the whole place is mined to hell, it’s a confined area to fight in, there’s a time limit forcing me to get to the power relay and engage in a fight, and the support bot shields the one I’m attacking like Guild Wars 1’s super-coordinated interrupt mesmer heroes, with split second picture perfect reaction times.
Multiplayer is a lot more varied an experience right now, due to really different skill levels. Some matches the monster sucks, or one or two crucial hunters are really really good. Some matches the monster runs circles around the world’s worst and most incompetent hunters.
Surprisingly, I seem to have stopped obsessing about needing to win and am pretty much enjoying multiplayer for its human variances. Probably because there’s a solo mode where I can indulge my ego and my need to immerse into some kind of story or role.
For an interesting ‘sandbox’ sort of campaign assembled from a bunch of maps and game modes, there is Evacuation – which is a campaign of five maps that will likely take an hour or so to play through.
With each monster or hunter win, the subsequent map gets a sort of rules tweak that gives an advantage to the winning team.
Conversely, if one team keeps winning, the other side gets a little autobalance help in the form of having their damage numbers a little more buffed.
Evacuation mode can be played in a variety of ways – straight up PvP, where it’s all players controlling monster and hunters, solo, where it’s you taking on one role and the rest run by bots, and co-op, where it’s human players as the hunters versus a monster AI.
I can see co-op appealing to a more casual group of players who want to play with friends as a team, but where no one wants to play the monster, or don’t want to deal with the unpredictability of a random human controlling the monster.
I gave it a go, and the monster AI gave our semi-inexperienced group of PUG hunters a fairly good run for our money. We won 4 maps, but it was pretty darned close and touch and go for one or two matches.
With set groups of Steam friends who want to play specific roles, I believe there is a custom mode where one person can play the monster and others can fight him or her. (I think, anyway, I have not personally tried it out yet.)
All in all, it seems pretty solid. A little something for everyone.
I can see myself just playing co-op and solo if multiplayer pvp ever gets too toxic or only filled with super elite veterans or alarmingly suspicious possibly-hacking pros.
For now though, PUGing isn’t too bad, if a little random and high variance.
I can see room for really professional teams to go versus each other too – there’s probably significantly more depth in Evolve than in GW2’s sPvP at present, if you’re the “eSports” sort.
As for the hue and cry over the day 1 DLC stuff and in-game store, I can only roll my eyes.
Here you go. 3 screens worth. Duh, they’re COSMETIC SKINS.
How is this any different from what League of Legends or DOTA2 or other games do for some extra revenue? Appeal to players’ vanity to look all prestigious and speshul for a couple extra bucks?
The people likely to buy the stuff are people who probably think they’ll be playing the game for a significant time to get their money’s worth out of the skin.
The one thing that is not a skin is the Hunting Season Pass, which was advertised and bundled into the preorder for cheaper if one so desired to get it. The game was built to expand gameplay via more and different hunters and monsters. I see no problem with choosing to buy more gameplay options as long as the balance point is that the base hunters and monsters are equally good and competitive.
If the price ain’t right now, then wait. Steam is notorious for 50% and 75% off DLCs eventually.
Anyway, that’s enough talk from me.
Convince yourself one way or the other, I don’t really care.
The rest seems decent enough, sort of a cross between EQ2’s Alternate Advancement system and GW1’s title tracks (which, by the way, turned out to be a massive grind – I personally don’t mind as I play a helluva lot of GW2, I’m foreseeing my account will get a massive amount of points just grandfathered in from the core game with probably high-level fractals being the only exception, but I dunno how others might perceive it, ie. what they find becomes ‘necessary’ rather than optional to grind out.)
I’ll find it ridiculously funny if level 80s suddenly felt the urge to locate spots to grind out xp faster than just playing the game normally though.
On the second day, I debated with myself whether I wanted to give Evolve another chance, and ended up saying, “What the hell, why not, it’s free at the moment, with a time limit for this experience.”
This time I purposefully set myself to a completely Random role preference, hoping that this would help the currently not-quite-perfected matchmaking match me with players a little more at my current level of play, and giving myself the opportunity to play all the roles to understand them more.
The Medic, whom I managed to randomly roll first, was quite understandable. The character of Val has a sniper rifle – landing hits on the Monster with this yields zones of critical damage that your teammates can use to increase their own damage done. She has a medic gun that essentially acts like the TF2 medic’s healing gun and an AoE healing burst skill, both of which I spent a lot of time with that game, keeping all the Hunters alive. Finally, she has a tranquilizer gun that slows the Monster and also keeps it targeted for the Hunters. I was a little less adept at landing this on a regular basis (my twitch aim has never been the greatest and ping does play a part too.)
Our Monster for that game managed to hit Stage 2, but his defeat, I felt, was a moot point. He never managed to pick me out as a threat, and I did a -lot- of healing of anyone else damaged, so no Hunter ever died. He eventually died from attrition over time.
I also got Markov the Assault again and watched the intro video a little more closely, finally figuring out the lightning gun and finding it much easier to get up close and personal with the grounded Goliath – who also needs to be in close melee range to fight – than with the Kraken.
I spent a little time as the Trapper Maggie, and mostly spent my time following my pet Daisy follow tracks, while failing to successfully trap the Monster – missing by a couple feet because I kept misjudging distance and hadn’t yet worked out how to catch up with the Monster – which was busy running away most of the time.
Meanwhile, the rest of my team had dispersed in who knows what direction, so that wasn’t a very satisfactory game at all.
The Monster was too busy being pursued to stop and eat and level up, the Hunters were spread out and unsuccessful at cornering the Monster. After ten minutes of this, I rolled my eyes and quit, being perfectly happy to sit through a minute-long “quitter” penalty than put up with another 10-20 minute stalemate while the Monster eventually stole enough meals on the run to get to Stage 2 or 3.
Then I had a quick run as Support, where I mostly never had the opportunity to use much beyond the basic damage gun, and an experimental cloak or two, because that game was most notable for a not-terribly-experienced level 7 Monster and a super-experienced level 23 Hunter.
The Hunter immediately zoomed in on its tracks the moment the game started, while I merely faithfully followed in the Hunter’s footsteps. He seemed to have a radar equivalent to Daisy’s given how skilled he was, despite him being a Medic. The Monster got caught in Stage 1, constantly filled full of Tranquilizer Darts leaving him easily trackable, ran in easily predictable straight line directions while I was finally figuring out the art of the double-tap-space jetpack forward leap to catch up with the Monster more effectively, and ended up full of bullets, standing still near the end because it had entirely given up.
I never much had any opportunity to use a shield for allies, since the Monster never really attacked anyone successfully, nor did it ever occur to me to figure out how to use some harpoon line mines because the Monster was standing still anyway and I was mostly reflecting on how asymmetrical this matchup was, and how it might be theoretically possible to “grief” games by voluntarily not putting up any kind of fight, while emptying entire clips into it.
Finally, after a lot of Hunter experience and seeing how not very effective Monsters played, I was tempted once again to select Monster as a first priority and try my hand at it once more.
This time, my new strategy was just to test out evasion and sneaking -everywhere-, since running in a straight line away from Hunters wasn’t that effective.
Sneaking gave me a little more time to feed, but I still wasn’t very good at it since feeding attracted carrion birds, which signals to Hunters immediately where you are. By the time I hit Stage 2 and was ready to evolve, the Hunters would usually find me, and I kept having a hell of a time losing them once they caught sight of me and had me on their radar.
I did however have one very memorable moment while being filled with bullets and trying to do some damage to them while getting away, and managed to scale a cliff near to the map limits. It so happened there was a big pillar I could hide my bulk behind, and I could keep track of the Hunters by sniffing my surroundings with right-click.
They must have somehow lost sight of me, possibly from their attention being taken by neutral monster attacks during the time I broke off. I hunkered down and stayed -absolutely- silent. They stood around in a group of four, looking around, seemingly extremely puzzled because the Trapper’s dome was up and I couldn’t have gone far.
They moved around to the sides to look around, while I kept sneaking and strafed left and right to keep the pillar between them and me, and completely failed to come around to where I was.
The dome came down. I stayed super quiet still.
Eventually, they moved off.
I got a BIG thrill from that.
Outsmarting my opponents through clever strategy is one of the things I do enjoy in my FPSes. That’s why I can stand to play Team Fortress occasionally as an engineer doing horrible things to people with my turret placements. Or aiming to, anyway.
Unfortunately, they managed to catch up with me rather quickly again once I got on the move and tried to hunt and feed, and I died from attrition damage as expected. But that was a game where I felt that they weren’t a super-experienced group of Hunters and that I was actually fulfilling a role as a fair enough challenge for their level, while getting some valuable personal experience as a Monster myself.
I dare say that given time and effort, most players would be able to climb out of the newbie stage and get to a passably average level of play.
An interesting question then arises: Is there sufficient motivation to?
I’m still on the fence about that myself.
On one hand, I do like the whole alien vs humans premise. I do expect that if I spent time playing the game every day, I’ll be able to move with the launch crowd playerbase, from the point where nearly everyone starts as newbies and eventually gains more skill over time.
On the other hand, I do have a main game I’m playing called Guild Wars 2. I’m not sure if I have enough time left over to devote to Evolve.
I’m not sure if I want to pay $60 for the privilege of playing with the launch crowd, and I highly doubt I’ll have a good time paying a discounted price later if everyone else left playing it 6-12 months after launch has become super skilled.
There are also some questions about the game’s longevity. Evolve is essentially about the monster vs hunter experience. Twist and turn it how you like, eventually it tends to boil down to “If the Hunters can catch the Monster at Stage 1, the Monster is likely to lose. If the Monster can get to Stage 3, the Hunters are in serious trouble and will probably get torn to pieces.”
How many variations on that count can you play before you get bored of the premise?
That answer probably differs from person to person – what they’re getting out of the game experience, if they’re playing with a regular group of friends, how competitive a level they’re playing at, etc.
There are some hints that Evolve will include more game modes and maybe even a single-player experience of some kind, so that might affect perceptions of longevity down the road.
Some people have also expressed concern that it’s possible to “grief” matches by either not putting up much of a fight (which can be rather hard to tell apart from a true newbie) or by artificially extending the length of a match by intentionally leaving Hunters alive while murdering them one by one and letting them respawn from their dropship singly to get picked off again.
Still, I presume there will always be the standard FPS options of dealing with trolling players, by either vote kicking them off the server or quitting yourself and finding another match, so I don’t personally find this a major issue.
I’m mostly just trying to decide how long I’m liable to find Evolve interesting – given my personal preferences of not really liking uneven playing fields and one-sided matches, but really liking strategic fights and alien vs human combat – and if it’s worth $60 to me personally to play at launch.
So far, the magic 8-ball says: Reply hazy. Please try again.
I suppose I’ll keep an eye on it, give it another try in beta if given the opportunity to and see how it develops.
Evolve is the upcoming game by Turtle Rock Studios (of previous Left 4 Dead fame) where one Monster player gets to pit themselves competitively against four Hunters with different roles like Medic, Trapper, Support and Assault playing cooperatively.
Premise-wise, it sounds really fun.
Looks-wise, it doesn’t have anything to be ashamed about.
Being rather cheap and unwilling to pay a box price sight unseen, I was initially perfectly content to wait until after launch and pick it up when it got discounted, following prior established pattern for all these FPS games like Left 4 Dead or Natural Selection 2.
Then the Evolve Big Alpha announcement dropped: all players who own XCOM have free access to the current ongoing alpha.
Oh. Well. That changes things.
And I have a new computer that is just asking to run these sorts of graphically intensive games.
Downloaded it, tried a few games and now I’m caught in an even bigger dilemma – do I pick it up at launch, pick it up as intended much later on when it is discounted, or maybe I shouldn’t even bother to pick it up at all.
Oh, don’t get me wrong. It’s not a bad game. Even in alpha, it’s extremely functional and does what it says on the box. Pits one monster player against four hunter players.
But after two days of very light play, I’ve suddenly realized that there is an inherent flaw in multiplayer PvP-only games.
(It’s a flaw to me, others might find that it is the very -point- of why they enjoy multiplayer PvP.)
The level of challenge (and resultant enjoyment or frustration) faced depends very much on the players themselves and their level of skill and where they are on the learning curve.
Any asymmetries in the matchup produce something less enjoyable as a result, and the variance in encounters can be exceedingly high.
I guess part of the reason why I got bludgeoned in the face with this fact is that Evolve, being in Alpha, still has room to improve on its matchmaking and learning tutorials/tips/safe learning grounds (such as bot games) for new players.
At the moment, though there are in-game tooltips and an introduction video when playing a new character, there still seems to be gaps where an unsuspecting player can accidentally skim through and miss something.
For example, in my first game, I had selected Monster as my first priority of character, followed by Support, Trapper, Assault then Medic. Then hit the automatic matchmaking.
Somehow, I got thrown into an already in-progress match, skipping all the initial load and introduction screens that I saw in later matches, and got presented with one character in a drop ship with the cryptic message “Press E to take over BOT.”
I vaguely remembered on skim-reading the Evolve website that there was some kind of robot character that was a Support, and assumed that I’d been given my next priority choice. Being my first game, I had no clue that this was an in-progress match – for all I knew, this was the standard introduction screen.
Pressed E. Pressed E a few more times. Eventually something happened and I parachuted out of the dropship by myself and landed in some dark jungle somewhere.
No intro tutorial, possibly because it was a mid-match join up, which left me rather lost and confused and inventorying my guns by myself.
Press 1 – Some lightning gun thing comes up. Press left click. Sparks fly around the end. Nothing visible seems to happen. No bullets, no big zap, no nothing. Wut.
Press left click to hold and charge, maybe? Released left click. Nuthing. No big boom. No massive zap. Huh.
What kind of dumb gun is this? Maybe it was for close range fights, was my next thought, though it seemed a bad idea to get up close and personal with a Monster when I was all new at this game.
Ok, next gun. Press 2. Ok, looks like a more standard Assault Rifle. Left click, and get bullets flying out. Ok, I know how this works.
Press 3. Looks like mines. That looks quite standard. Press left click, mines get laid, presumably Monster runs over them and there’ll be a big boom. Great.
Press 4. Hmmm. Some kind of personal shield thing. With a cooldown. Ok, I can deal with that.
All this, while desperately trying to catch up with two other players, who had run ahead and hadn’t bothered to wait for the rest of the group. For whatever reason, my jetpack seemed to be running out of fuel at a much faster rate than the other two.
The last player had wandered off somewhere else by himself.
I suspect you might be able to immediately tell that we were a shit group of Hunters, with no coordination whatsoever.
Me, I was so disoriented, it took me a couple minutes to figure out that I wasn’t playing a robot, that my character’s name was apparently Markov (given the context of the voice-overs that popped up when I pointed my target reticle at something) and that maybe I wasn’t the Support character I’d been expecting to play after all.
(For the record, Markov is an Assault. I know that now.)
Meanwhile, our Monster opponent was a Kraken – a flying beast with ranged attacks, which is apparently unlocked through progression, after playing a grounded melee Goliath.
Naturally, that suggested that this player was of quite a high level, and as you might expect, he proceeded to wipe the floor with us for most of the game. He went through the weak Stage 1 in under a minute or two, while everyone was still running in circles trying to figure out what we were doing. Not a good sign for the Hunters, that.
In Stage 2, the Monster is about an even match for the Hunters and in Stage 3, it gets OP. The Kraken player pretty much controlled the entire pace of the game, indulging in fly-by bombings and tearing through Hunters like tissue paper. The only reason we didn’t immediately lose the game was that we were so spread apart, the Kraken couldn’t find all of us before someone respawned after two minutes.
We only managed a temporary stalemate when the Monster happily evolved to Stage 3 and we all decided independently that we’d camp out by the power reactor that was ostensibly the Monster’s main target and let the Monster come to us.
At first, the Monster player was not exceedingly keen on entering entrances that were loaded down with Arc Mines with four rather panicky Hunters aiming and spraying in its direction the moment it showed its face.
Eventually, when it got bored, it decided to barrel through and massacred everybody.
Yeah. Well. Inexperienced Hunters. Learning curve. These things happen.
My next two games were from the perspective of the Monster. Except I didn’t get a flying Kraken, I had to start with a Goliath. Big, strong and clumsy. Mostly melee.
In my first Monster game, everything was unfamiliar, I was still learning what all the controls did, via very quick pop-ups that I barely caught. Hell, I didn’t figure out how to climb up vertical surfaces until the second game, when I finally managed to read the pop-up tip.
I can only take comfort in the fact that I’m not the only one who had trouble with this – if this forum feedback is anything to go by, that it feels very cheap when the poor Monster player is forlornly jumping at the edge of a cliff, trying to figure out how to scale it, while the Hunters just stand at the edge, zip around with the jetpacks, riddling its large bulk with bullets until it dies, none the wiser about how it was supposed to get up there.
(For the record, it’s pressing SHIFT while one is climbing.
Nor is it still very clear which walls are climbable and which are not, despite the tool tip proclaiming that the Monster can climb pretty much anything. Not true, very tall faces seem to be off-limits, despite me wanting very much to take advantage of verticality to evade Hunters.)
Conversely, all four hunters I faced stuck like glue together and didn’t wander off by themselves.
For all I know, they could have been a pre-made team that knew each other and were linked by voice chat. (Pre-made groups in the Big Alpha were limited to Hunter teams only. So it would make a lot of sense that a lone individual selecting Monster as a first priority might be paired up with a Hunter team ready to go.)
You can expect that I gave a really poor showing as a Monster and made easy prey, getting cornered very quickly while I was still working out how to feed, entangled by what seemed like a million holding cables and zapped by tranquilizer darts, then trapped by the Trapper’s dome.
Mostly, I think the only challenge I presented for the Hunters was being cowardly as hell and trying like dickens to run away and hide.
Not very well, since one’s first impulse at escape was just leaping away in a straight line, which tended to just collide you head on with the map limits in front and the Hunters in hot pursuit behind.
In my second game, I finally figured out how to climb, which made evasion slightly less pathetic, and how to break the cables by aiming my reticle at them by left-clicking.
I was also working on my absolutely disgusting aim – it’s not easy to actually target any hunter while they’re so small and wriggling around. There was also always the big question in the back of my mind, exactly what kind of ping do I have versus theirs? If they have better ping, that might explain why they’re able to see my intended attack and evade it faster than I can make contact, for example.
Some of the targeting also felt very console-y. For example, I kept overshooting the distance from which to “eat” from, which led to me always having to start the eating process, then getting stuck halfway as my monster leaned down to eat and backing away for proper distance, then eating again.
Or there’s the rock throw on the Goliath, with which I’m still trying to figure out exactly how it works – it seems like I generally get better results firing the skill the moment the targeting reticle is over a hunter, where it then tries to automatically lock on and land the boulder after the whole animation is complete… except in cases where the boulder doesn’t land, because I don’t exactly know why one Hunter was able to evade it by moving while another couldn’t.
By virtue of just ignoring survival as a criteria and just focusing on “I am going to learn how to attack people in this game,” I managed to down one or two. All that while taking fire from two other Hunters sniping from all sorts of vantage points, so that’s not exactly good overall either.
Eventually, I got attritioned to death and died, realizing after the fact that I’d been going in circles in a very small part of the map, and that I could have run a lot further away, had I –actually- been familiar with the map, which I wasn’t.
Learning curve, yet again.
I don’t have issues with learning curves per se. All games have learning curves, some easier than others.
And I do think that Evolve is potentially a very fun game when Monsters and Hunters of roughly equivalent skill are having a go at each other.
However, my first day newbie experience rather rubbed my face in the fact that -while- players are going through these learning curves, the game as presented isn’t really fun for either party.
Newbie Monsters are a boring pushover, say the experienced Hunters who know their weapons and how to work together. That it almost feels cheap and isn’t very challenging to face such a Monster, and the only thing they can do is end the game quickly, say in 3 minutes or less, and move on to another hopefully better game.
Meanwhile the newbie Monster is faced with rather impossible odds of trying to break up a coordinated party of four, or get away long enough to feed and get powerful, which is rather hard to achieve if the Hunters are good and more experienced than thou. The experience becomes a rather frustrating tempting-to-ragequit moment, because you start weak and never are given the opportunity to become on par with the other side to get a fighting chance.
Or conversely, the opposite scenario can also occur. Wow, this Monster is OP, say less experienced Hunters who get their face wrecked by someone who actually knows how to play a Monster, who took advantage of their inexperience to get valuable time gaps in which to feed and power up.
It strikes me that in a contested game where player skill level determines the difficulty, these sorts of asymmetrical matches are going to be very much more the norm than the ones where player skill is perfectly matched.
Yes, there is such a thing called matchmaking.
Yes, the goal of matchmaking is to reduce as much as possible these sorts of uneven situations.
(Which very much explains why my Alpha experience tended to end up with level 1 or 2 players mixed in with level 21 to 23 players… It’s very obvious that the higher levelled players have spent more time with the game and know more of the tricks.)
I do worry, though, that matchmaking tends to fall flat if there aren’t enough players at all skill levels to evenly distribute out, to say nothing of geographic region matching too.
This may be less important for a game like League of Legends that has a playerbase of millions of players, which suggests ample critical mass at any one point in time, but smaller population games may face a challenge with this.
The big question I’m asking myself is: Do I personally find this sort of inherent asymmetry fun?
Truth is, I’m leaning towards “Not really.”
I liked Left 4 Dead because it was a cooperative game where the computer “Director” was given the responsibility of entertaining the players.
If the players sucked, the computer would ease up on the amount of zombies sent their way.
If the players were a cohesive team, the computer would raise the stakes and tension by challenging the players with more special zombies, more hordes and so on.
This adaptive difficulty level creates flow. The perfect amount of challenge to produce player engagement.
Too little challenge produces boredom. After the hundredth easy Monster pickings, I doubt a skilled Hunter player would be interested any longer, beyond the schadenfreude pleasure of bullying a real person. Ditto the opposite situation where Monster and Hunter roles were reversed.
(I suppose in a contested multiplayer game, there -is- a substantial subset of players who are more griefing/trolling oriented than fair fight-competitive PvP per se, and this would appeal to them. Being able to dominate another player without much real challenge faced.)
Too much challenge produces frustration. Frustrated individuals, who don’t feel there’s any more value to be gained by investing time and effort to learn to get better, quit.
Is there any way around this?
There’s a few I can think of, with some onus on the player, and some on the developer.
From a developer perspective, they can definitely work on better matchmaking to hopefully give the most number of players an even balanced match.
And they can work on creating smoother learning/tutorial experiences where a newbie player has more safe opportunities to learn the game to the minimum level needed for enjoyment.
Ideas along this line would be things like single-player tutorials or games against bots, where their newbieness won’t spoil any other real player’s experience and they’ll have more time to find their feet and get familiar with all the controls.
Or more contextual tool-tips, so that the poor Monster humping the cliff will actually get a pop up telling it to “Press SHIFT to climb this,” or the Assault left-clicking vainly with his lightning gun will get an out-of-range message or indicator or some other kind of visual feedback to suggest that it doesn’t work well at long range, rather than taking home the message that this gun is broken.
Of course, some effort and time investment on the player’s behalf is required too. One generally gets more familiar with a game by playing more matches and playing different roles.