Showing posts with label Stadium. Show all posts
Showing posts with label Stadium. Show all posts

Monday, 17 August 2015

Warframe PvP: Personal Thoughts as of Update 17

PvP in Warframe for me has always been an odd thing due to its difficult upbringing.  When it was first brought up, the star-chart conclaves were something I only tried briefly and the dark sectors were something I never really tried out of confusion / not really being invested in the game mode.  The most recent standalone version with game modes of CTF and Kill Confirmed have perked my interest for PvP again, but with the recent changes in update 17 to the movement mechanics its sitting tall at my weekend’s playtime for a number of different reasons. 

PvP in Warframe is still in somewhat early stages but it has strong opening gamemodes.  Screenshot taken 15/8/2015


The most prevalent feeling of this playtime is one of nostalgia; a moment where I am in an arena wall hiking around the map trailing my target instantly takes me back to 10 or so years ago with one of the two titans of arena shooting being Unreal Tournament (the other of course being Quake).  For me, UT (alongside Total Annihilation) were the first PC games I played online and having the frantic nature of UT Deathmatch on a map like Deck 16 cemented my enjoyment for PC gaming and the larger spectrum of competition.  The Arena shooter became my first stop for many years of gaming, going through the entire UT series (UT, 2k3, 2k4 and 3 as of writing) with modern titles such as CoD just not fully scratching such an itch.  For me, it was never the gunplay that personified these games (be it weapons like the flak cannon being my favourite anyway) but an enthusiasm for the movement controls with particular focus on the 2k4 iteration.  Whereas in a modern title you will have a jump, crouch, sprint and maybe a slide; you could dodge into double jumps, wall hikes into somersaults, rocket jumps and other environmental based movement techniques to make your ability to remain a difficult target an extra step of the FPS mechanics we all know and enjoy.  It also gave a sense of speed as with learning such mechanics, you could greatly increase your travel speed meaning that it gave an overall feeling of speed to the gameplay that military sprinting or short-term jetpacks just don’t truly match in my opinion.  With Warframe’s new movement mechanics that follow a similar toolset of wall hikes, double jumps, leaps, rolls and bullet-time esc slides, PvP’ing gives me this feeling of having to use my movement as an extension of my in-combat play so that I am able to try and gain short-term advantages so that I can defeat the enemy.  Traversing the maps, jumping into a battle to nab a kill and then dart back out with a slither of health is something that very rarely loses its charm and I can see that my previous enthusiasm for the arena shooter could be found in not an FPS but a third-person shooter which has somewhat surprised me. 



That being said, I would be lying if I made a 1:1 comparison and I do have some issues that have cropped up during these hours of play.  Some of these are self-critical while others are at the gameplay.

Jumping away at the right time to be ready for the next skirmish.  Screenshot taken 15/8/2015


First of all, I have had to play a lot with my controls / mouse sensitivity because of the significant change in enemy movement type from PvE to PvP.  The overwhelmingly majority of Warframe’s PvE enemies work on the same plain as the player with a relativity slow-regular pace as the AI does make use of cover and squad like groupings whereas a player is naturally unpredictable.  Traversing the map I have noticed a small need for increased sensitivity, but when I end up in a dual-like situation with another player one is wrapped into a swirl of leaps and slides as you try to gain an advantage for a couple shots and in those situations I could probably do with upping my sensitivity by around 40%.  I do have the option to change my sensitivity on the fly, but I feel like it’s going to take a couple hours to find the right balance.  In terms of movement, I also feel that sometimes when I go to roll I’m not rolling which is getting me shot / stabbed but I have a feeling this maybe down to my aging hardware / reaction speed.

Although I performed well during matches, the last 2 or so minutes would see me knocked off my podium finish.  Screenshot taken 15/8/2015


Secondly, I feel like there is an unnecessary ‘deadzone’ time in some movement which makes the flow of gameplay feel off-balance.  To those of you who may be confused by my choice of word, I am referring to particular moments in moving; aiming with a weapon after a sliding movement and landing after a jump beyond the regular jump height.  The First of these has been a recent issue of mine since Update 17 where there’s a short-term ‘sway’ out of the slide where the camera catches up with the player so I feel this is something that may need some work on through patches, but the second is more difficult to discuss because I can see the reasoning behind it.  Having a player stagger if they don’t land a high jump properly makes sense as it encourages you to chain movement together in an appropriate manner, it’s just the smaller cases of jumping regular to a space a couple steps below your original jump point is where it feels off in comparison to the PvE gameplay I have experienced.  There have been a number of moments where I’ve thought “why” on a map such as the corpus ship tile-set where I traverse the side crates onto the lower health pickups with no problem but stagger on the nearby gradient changes. 

Thirdly, and possibly the most subjective, is the experience of comparative skills and the interplay between them.  It’s always difficult to discuss a subject like this without going too much into balance and whether “x is OP” but I will try just to give my experiences during this time.  I personally have been trying quite a few weapons and personally I’ve felt an affinity for shotgun use with a heavy sidearm and polearm but I haven’t been able to find a frame that fits the playstyle that I want to going with that.  I tried using Volt, Valkyr, Saryn, Zephyr, Chroma and Frost but I just can’t get a great feeling of “this feels like what I want”.  A skill / attack that one shots me as a Volt (with a small armour rating so you may consider that there are various attacks that do it) would also do the same to Saryn (a frame with a much higher armour rating) and I personally don’t know what to make of it.  I try to think of ‘counter-play’ but other than ‘run away’ there isn’t much I’m coming up with and that’s not the best situation in these circumstances.  Then there’s Jat Kittag, a weapon that I know is a slow, formidable weapon but in PvP has just been an aggravation for me.  In both PvE and PvP it has a powerful knockback for the surrounding enemies but with one particular experience of mine I feel it may need a bit of tweaking.  The times where I’m battling with someone and I get hit by it so be it, but when I’m mid-air and dodging away from it at a decent height from the ground I don’t feel like I should be staggered / knocked down by it.  I understand there are mods to make you immune to such affects after being knocked / staggered, but I’m not on the ground or near to the blast so I don’t think I should be affected.  I will of course play more to understand this gameplay situation, but as of now for me it’s an unenjoyable play where counters I have looked to make haven’t been viable. 

Lastly (and possibly a secondary point to all the above) having peer to peer connections is much more noticeable in this game mode than in PvE, with myself experiencing a number of situations where I’ve been killed around the corner when in terms of the connection I’m most likely still occupying the space I was before I moved into cover.  This is of course a factor of the overall game and experienced in other games that use P2P such as CoD; so in an ideal world I would love the use of dedicated servers as then I’m less likely to either a) have the above situations happen or b) blame less of my performance on a factor like lag.  For the meantime, I’m going to try to work around it and get better. 

Overall, I have greatly enjoyed my time PvP’ing in Warframe this weekend and would recommend it just to try at least.  The gameplay is fun and removes a lot of what people do find annoying about the PvE side of gameplay – farming / grinding.  If you’re someone like me and are looking for an arena shooter, this may intrigue you until the genre properly finds its way onto the main stage of gaming, but other than a few “ARGH” moments from myself it gave me a similar feeling to those older titles.  

Monday, 10 August 2015

The International Amongst Other Things

It’s been a couple weeks since my last post, but you’re remotely interested in the E-sports / competitive gaming scene you’ll probably understand why by the title.  The last two weeks have predominately been a work, watch Dota, sleep, work, etc. so most other activities have been pushed to one side.  For those of you unsure what I’m on about let me explain. 

The International is a tournament for the Game Defence of the Ancients (Dota) in which 16 teams from around the world compete to see who will be crowned world champion.  The event goes over two weeks (first week group stages, second week playoffs) with the playoffs being held at Key Arena, Seattle to a public crowd in the thousands alongside a vast online audience.  This game, as well as the genre it sits in (with games such as League of Legends, Smite, Heroes of Newerth, etc.) have greatly grown in popularity over the past 10 years from humble beginnings to the point where it packs physical stadiums and potentially rivals some traditional sports in viewership as more people are introduced to the concept. 

This year the International is in its fifth year (Ti5) and the figures are crazy.  In its first year the prize pool was $1.6million whereas it tops around $18.3 million today.  The production quality has also greatly improved; with fully established game analysis pre and post-game, commentators being assisted with standalone camera and statistics staff so that they can focus on the game itself, and stage itself that feels like it has a lot more prestige and competitiveness about it through its design and direction. 

The growing prize pool largely funded by community support is one of the indicators of the increased awareness for E-sports.  Image from esports.inquirer.net published by Wykrhm Reddy.  Accessed 10/8/2015


The stage sits in the middle of the arena giving spectators a good view whatever angle they may be sitting in, with large screens positioned above the players’ pods.  The stage itself is the Dota 2 logo (A red square with 3 slashes through it) with each team’s pod being situated on the outer slashes looking at each other.  This is important because whereas in most tournaments, the players are positioned towards the crowd and not in sight of each other allowing for the potential of a team to see how the opposition is reacting to the situation adding a psychological element to the competition.  The stage itself also was dynamic in its lighting arrangement as it changed the image being projected on to the floor in relation to what was going on.  For example, during the game it projected the map onto the stage with each team’s respective side (Radiant and Dire) being shown to give an added visual representation of the battle.  It would then change in team fights when certain skills were used that have high impact like Enigma’s Black Hole (a skill that pulls enemies into a small circular spot over a period of 3 seconds while immobilising them).  Lastly, the Aegis of Champions (the trophy for the event) sat at the tip of the middle stripe throughout the event so that players were always aware of what was on offer.  Even if it didn’t consciously give a response, one could imagine that sub-consciously it played on their thoughts. 

The stage projecting the map with the corresponding side for each team.  Image from Twitter @TobiWanDota  https://twitter.com/TobiWanDOTA/status/628340868911464448  viewed 10/8/2015


As I have commented on in the past, events like this feel on par with traditional sports and I feel E-sports (or competitive gaming depending on your definition) will continue to grow to the point where we can see it more commonly in the public eye.  I may have a vested interest to see this as I have been playing / watching these games for a decent amount of time, but I think the testament to its potential success is through those who watch from non-gaming backgrounds.  Watching competitive Dota when living with others and seeing how they become more and more interested in it over time shows that it can be entertaining without the vast amount of knowledge it requires to play properly.  Seeing a big team engagement happen with a commentator getting enthusiastic about it while the crowd roars to an impressive play is somewhat easy to understand whether its Dota, League, Football, Rugby, etc. 

Now it’s all over I’ve got many days of YouTube content to catch up on, but we should be back to normal service next week.  I shall leave you with the final moments of the grand final brought to you via DotaCinema…



Monday, 1 June 2015

Esports and Architecture: The Stadium

Over the past week or so, I’ve been watching the Dota 2 International qualifiers as teams compete to grab hold of the few open spots for the main event in August.  As I write this, NA’VI are up against Vega Squadron with it being 0-1 to Vega in a best of 5 for the European spot and it’s anyone game.  I don’t have a side that I’m particularly rooting for but personally I feel that it’s gonna be 3-2 to NA’VI; due to their experience of dealing with high-pressure situations. 

The upcoming International 5 showcases the increased popularity of Esports.  Image from blog.dota2.com accessed 01/06/2015




I have been watching ‘Esports’ for the past 10 or so years with games such as CS 1.6, CS:GO, WoW Arena, HotS, HoN, Dota (2) and so on.  I have always enjoyed watching competitive play and as games became a big part of my leisure time, it was somewhat natural to levitate towards watching it over conventional sports such as football or rugby.  Over this time, it has gone from strength to strength; due to the ability to easily stream with services like twitch and VoDs from YouTube; quick information access from social media and well-organised websites dedicated to presenting the news; the rise of financial support for the scene and greater level of production value being put into physical events (LANs).  Even if you didn’t have any interest in ‘Esports’, it is clear that its growth is significant and its viewer base is only going to get bigger. 

Wembley Stadium ready to show a football match.  Image from Wikipedia accessed 01/06/2015 


With all that said, there has always been the discussion of whether such a thing as a video game can be considered a sport.  There are of course many views that feel strongly one way or another, but for me I’d like to discuss this from an architectural point of view, using the stadium as a vector point.  I feel it has a way of showing how similar we are and how competitive gaming as a large-scale event visually correlates with a conventional sport event. 

Wembley changes from a football ground to a concert event.  Image from Wikipedia access 01/06/2015


The stadium itself is quite simple in its own way; with its design focusing on giving a group of people a place to come together and experience an event together with relative ease and comfort.  Regardless of whether it’s a massive venue like Wembley or a local football ground with a couple of stands; it can accommodate different events by adapting itself to suit the needs presented.  To use Wembley as an example, it is used as a football pitch for big events such as the FA cup final, but it also has music concerts for bands like AC/DC or Foo Fighters.  Structurally, the stadium hasn’t changed beyond a temporary floor and stage in the space where a pitch would be, but beyond that everything is pretty much the same.  Visitors come with their tickets in hand; clothing and banners representing their support for a group through colours and logos; and cheer / scold on the action taken by those performing.  I have talked a lot in the past about how architecture is not the bricks and mortar but the experience that people feel in a place and by taking these experiences felt during a stadium event, one can see how ‘Esports’ also create architecture by giving people the ability to come together and have these mutual feelings akin to a football supporter seeing their favourite team play. 

The International #2 (2012).  Image from Wikipedia accessed on 01/06/2015


Going back to The International, for the past 3 years the finals have been held in Seattle to a host of thousands of people in person cheering for their teams.  During the Ti2-3 era, it was played at the Benaroya Hall, but recently it has been relocated to the Key Arena which in its time has hosted musical acts, basketball games and special interest events.  The International is a high quality event with match analysis, high profile commentators and multi-pov streams alongside a user-based compendium that gives people a program-like digital book to place their predictions and receive rewards while increasing the overall prize pool.  The arena itself features a large audience who dress in their teams’ colour; hold banners showing their favourite player / team / anecdote while pennants relating to the teams sit high up in the space which are lit-up according to their progress through the tournament.  The commentators sit to the side with their thoughts broadcasted over the PA system, while a large projection gives viewers the ability to either focus on the whole picture or a particular players pov.  The audience gasps and applauds as a play is made or a hero is picked much like a goal or skilled cross in football or the start of a song for a band.  The stadium remains the same, but with some minor changes it gives all these people the ability to experience these emotions which in turn, what makes a building architecture in my view. 

The International 4 showcases the difference 2 years makes.  Image from Reddit accessed 01/06/2015


I haven’t been able to attend any of these types of events yet, but I am very much looking forward to being able to in the future.  It doesn’t really matter if you believe that video games are/not a sport, but the stadium gives us the ability to enjoy our competitive activity and the potential for a roller-coaster of emotions that come with it. 

Update on Dota 2: 1-1 but it’s looking like NA’VI are going to take game 3.  If they take this it looks like it could be 3-1 final score but we shall see.