Competitive or Casual
It’s no secret that Crucible is struggling. That’s an
understatement. Most “critics” are looking at player numbers, how long it can
take to find a game, and uneven matchmaking. The ping system, lack of chat, and
bare bones tutorial are also in the crosshairs. Major streamers moved on after
a few games on launch which surely didn’t help.
Most of these are symptoms of an underlying problem with
Crucible, that being, the input lag. Sometimes weapons feel like hit scan,
sometimes like projectiles. Ajonah’s sniper rifle and Shakirri’s pistol are two
that come to mind. Your first shot can kill an enemy but you won’t see them die
until halfway through your next shot. Switching between abilities is also
delayed. You get stuck slamming “Q” until you can’t “Q” anymore. This input lag
takes away from the more enjoyable aspects of the game. Most people who’ve
tried the game, and left, note it “feels off” and I think this is the root of
it.
The recent update brought the much talked about voice chat to the
game but it didn’t improve player numbers. Anyone who’s been regularly playing used
Discord if they wanted to coordinate with their teammates. Voice chat didn’t
really add much and not everyone uses it. I’d argue it was a decision that
catered to the casual Crucible player and I worry that this is the direction
the game will continue to follow. The things bothering the people who don’t
continue to play will become the priorities for development. Don’t get me wrong,
improving quality of life isn’t going to hurt anyone (mini-map, better pings, damage
feedback, etc.) but if decisions about the core mechanics of the game are
guided by “making it easier for new players” it becomes a slippery slope. I fear
its already heading this direction.
The proposed changes to the map and spawning (https://www.reddit.com/r/PlayCrucible/comments/hkho76/i_love_the_new_spawn_map_concept_opinions/)
are another step in the casual direction. The mentality behind having fixed drop-in
points, fixed hives, and a fixed area for objectives is that each team has an
equal chance; thus, making competition fair from the start. Consistency lends
itself to an easier learning curve for new players too. In its current state figuring
out where to spawn, when, is a challenge. Looking for close drop points is disheartening
when you see your team fighting at the final hive, but maybe you’ll think twice
about your engagement next time, or maybe you’ll realize that a late game kill
gives you enough time to win based on the far spawn points.
Predictable spawn points won’t ruin the game as new
strategies and “meta” will evolve from it but, to me, the risk is that it stifles
the big picture gameplay that makes Crucible unique. And here I was promised
randomness and chaos, damnit! The game will creep closer and closer to status
quo competitive MOBAs with this type of thinking. “A mirror map would make this
more even, maybe you just spawn at one place, and there’s lanes where you can
be assured stompers will be, let’s make it so each team gets one hive they have
to defend, seems fair.” I hear there’s a market for a third person MOBA (R.I.P.
Paragon). Stripping Crucible of its uncertain environment could be counterproductive
to its premise but making combat crisp would only add to its competitiveness,
if not also its casual player base.
Comments
Post a Comment