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on: May 16, 2018, 02:07:33 AM
I think it also needs to be said that a "harder game" is not necessarily a better game. Especially when high MMR means bullet sponge enemies with high damage (knock you down or kill you in 2-3 seconds, or set you up to be finished by the antag).
That isn't a meaningful increase in difficulty that feels rewarding and challenging. It feels like a chore, where your options are limited and you have to play the game in the most inch-worm manner, fighting tooth-and-nail for the same rewards.
It isn't rewarding from a challenge perspective because the AI becomes a greater contributor than the players or their skill. You can be as good as you want, you're gonna run into difficulty when a swarm of enemies focus-fire on you, down you, and the antag calmly walks up and kills you.
I know MSE has acknowledged the game isn't balanced and that it's a work in progress, but this MMR system definitely feels like a band-aid fix.
As OP noted, it is also difficult to understand why the game has enforced MMR (longer queue times) when the population is so sparse.
You want to get in the game and try it out, make progress, get exp, unlock stuff. You don't want to sit down and hope you can squeeze in a match or two, assuming the MMR holds up, the playerbase is in the right ballpark, and you aren't shafted with AFK teammates or ultra powerful AI.
I'll say it again, the fact that antag mode can result in some hugely skewed matches against Raiders (with a low level antag getting pinned against high level and/or experienced Raiders) is largely a flaw of the antagonist system as it is presently structured.
Many people have constantly noted their dissatisfaction with the antagonist system, particularly the "you're gonna play this mode and like it" attitude that MSE promotes by locking blueprints behind it.
Antagonist mode seems like a mode for the type of people who would like antagonist mode. It's a self-fulfilling prophecy. There isn't much effort to get players comfortable with the game, all the characters, the weapons, and then give them the option to do antagonist mode to really test themselves.
It feels like antagonist mode should be played by people who are inclined, of their own free will, without having rewards kept from them - or reserved for high level players with many options/weapons and experience at their disposal.
As it stands, antagonist mode can very quickly, and frequently does, turn into 4v1 beatdown that leaves many players either quitting the game or not liking the mode at all.
Figures that being thrown into a mode where you could potentially encounter people who already have the maps memorized, know all your spawn points, have stats buffing their characters, cards unlocked, weapons all stat'd out, and coordinating together would be exceedingly frustrating and serve as a impediment to enjoying an otherwise fun and interesting game.
Cutscenes? Characters? Style? Mechanics (ehhhh melee is really wonky)? Content? Good stuff.
Balance? MMR? Skin prices ($30, as much as all 3 DLC - just no lol)? Antagonist mode? Blueprints locked behind antagonist mode? No meaningful PvE? Come on, dude.