Premise: I absolutely agree with experimenting on weekends directly in quick play : it’s not a big sacrifice. but the problem is when you don’t understand the meaning of the analysis
. At this moment I can document my experience on 4 games on control maps, 1 on push, 1 on flashpoint, 2 payload and 2 hybrid. My results:
- Control: it’s literally flashpoint but with respawns significantly closer from the objective in a less labyrinthine map;
- Flashpoint: all the defects of flashpoints (labyrinthine, shorter times to maintain the point) excessively enhanced in not giving you the possibility to adequately reorganize with your teammates for a winning push;
- Payload: On defense you are highly penalized by the map’s geography being specifically large to give you time to cover it. that fast payload is too much of an advantage for attackers, even if you have shorter respawn times.
- Hybrid: here too those who are defending are penalized by carrying the load, but with an extra mention: the defenders must immediately make a good first pick before the start of the match, they have less time than before to change their minds about their choices;
- Push: perhaps the only vaguely more interesting one to make the robot reach the platform faster and therefore progress. However, I noticed a “dangerous” symptom in the robot: being basically as fast as us, when we speed it up it tends to move away from us even if we chase it correctly, making very short stops. THIS in my opinion is dangerous in case of extra time that is increasingly sensitive to the slightest abandonment of the robot. Obviously it’s a remote possibility, but I wouldn’t leave it open under any circumstances.
I saw the advantages too much as a “deathmatch” and not as much of the team play that Overwatch claims to be. there is an incredible margin of impossible time to regroup with the team. or it really gets in the way of your ultimate progression. The challenges? Ok, it speeds you up a lot on those based on completed matches, but it penalizes you too much on challenges based on performance on the field (number of healings, mitigated hits, hero progression, etc.) and also on the battle pass experience gained at the end of the match. In fact, it completely denies all the advantages of the challenges with just as many disadvantages.
Maybe I would recover this idea for more frenetic arcade modes (perhaps with future Battle pass themes) but I find absolutely nothing constructive in it for the gameplay of gamers. Honestly, I’m sad that Quicker play wasted the opportunity to do more serious experimentation aimed at specific map problems. so here are some examples of what could be done for all maps:
- Payload / hybrid: for those on defense the prematch phase is terribly annoying because you can’t change your mind by going back, it could be too late to defend the payload. It would make perfect sense to test for defenders to be able to press “H” while standing in the payload area to make their final choices before the match starts. and obviously as soon as the match started the payload was no longer a way to change your pick;
- Flashpoint: put automatic markers on the ground for players to inform them of the shortest path to the point from their position, perhaps activated with the ping system on the objective. we have many video games that have similar technologies that give an example of what I mean.
- flashpoints / controls: we know how extremely demoralizing it is to have to win a point that has been lost or that there is an advantage already gained previously. but then why not give the penalized team one more chance? with the OWL it has been STATISTICALLY PROVEN that the team that loses the point first has a greater chance of losing the match. I would see the same speed buff visible in CTF blitz where teams temporarily walked faster upon respawn. Team 1 has won the point and is making progress, while team 2 gets this little speed buff upon respawning. Team 2 will lose this buff when they manage to get the point previously dominated by team 1. The defeated team 1 will automatically get the speed buff. in short, an exchange of opportunities to react to the enemy team’s progress.
- Push: what would happen if as soon as we conquer the robot that was previously pushing the enemy platform, we don’t need to chase it? he will confirm that he is on our side, and will automatically return to our platform on his own. It will only be when he is on our platform that he will need our presence. But if he is conquered by the enemy team while we are far from him, he will walk alone towards the opposite platform. I think it could be really interesting to test the robot’s behavior that is excessively dependent on our presence, to the point that very often people argue because “you chased the robot and took it to the enemy team”. let’s make this thing automatic, let’s see what happens when it is simply inevitable that it will happen.
In short, I would like tests specifically designed for the various modes, not “April Fools out of season” like Quicker Play which don’t really collect constructive data.