A progression system designed around completing challenges is meant to make you play longer, that’s it. Instead of playing a few games and logging off, many players will continue playing until they’ve finished their challenges. By offering a small number of challenges every day, games exploit the fear of missing out to ensure players keep logging in just so they don’t fall behind. Neither of these are player-friendly motivations. This is negative reinforcement disguised as positive reinforcem
The question is whether or not this is better. Losing double shields and excessive CC has definitely curbed some of the most oppressive comps and helped increase the pace, but there are times when Overwatch 2 feels like playing deathmatch instead of a tactical team game. I have seen, and have been, the one player that utterly dominates the entire enemy team, eliminating targets on site in a way that just wasn’t possible when there were two tanks on the field. It will be interesting to see how the next few new heroes fit into the meta, but I suspect they’ll be multi-function killing machines just like Kir
One thing that can happen with exclusively-multiplayer games with short matches is that they can sometimes get a bit repetitive. A good way to counter that is to give them events from time to time, spicing things up a bit and giving players new things to check out. Overwatch 2 is no exception, having quite a few seasonal events spread out throughout the
You can argue that the game isn’t making you do challenges, and if you don’t like them just ignore them, but that’s also an argument against daily challenges. All of the XP or battle pass progress you earn by completing challenges could be accomplished easier and faster in ways that don’t exploit players’ time. The big studios like Blizzard and EA are going to have to use their unlimited talent and resources to create a better system than this soon, because the current daily challenge system everyone uses is lazy and predat
Others in the replies agree, and feel that switching off chat doesn't even put players at a disadvantage. "In my experience, only about 10% of comms in Gold and below are productive callouts," says TallAfternoon2. "The other 90% is either toxicity, or someone telling people to switch characte
Mei has recently been pulled from Overwatch 2 updates|https://overwatch2Tactics.com/ 2 for two weeks because players were using her wall to reach places they weren’t meant to. Maybe this is too much to tolerate at the highest competitive levels, but mostly I just think ‘who cares?’. Didn’t they just nerf Mei out of existence anyway? Is it really that big a deal that you can mess around on some m
That said, this event offers amazing PvE modes, more elaborate than the likes of Halloween Terror, and with quite intense levels of difficulty, requiring good teamwork. Add the fact you have a small selection of heroes on the default mode, and you've got yourself a good challenge ah
As a result, players are switching off voice and text chat en masse and encouraging others to do the same. In social media posts, Overwatch fans say that not disabling chat can damage your mental health, as toxic players have been spotted getting around Blizzard's chat filters to use slurs and make threats against oth
Challenges do not make games better, and the designers know that just as well as we do. When a game asks you to get three kills with a sniper rifle or win matches with a specific character, it isn’t trying to increase your enjoyment or help you improve. Challenges are nothing by hollow engagement boosters designed to increase player retention. Someone at the top of the ladder needs to see an increase in hours played month-over-month, and the fastest and dirtiest way to do that is to coerce players to complete daily challen
Though it hasn't received as much love in the last few years - and it's hard to say how this mode will work now that story missions will be implemented.. Overwatch Archives usually happens around April, sometimes getting either March or May along with
Challenges also incentivize deviant play, which creates a negative game experience. In team games, this means pursuing goals that are different from the rest of your team. The stated objective of the game - get the most kills, score the most goals, capture the most objectives, ect. - may not align with the goals of each individual player. We’ve all seen (and been) the player ignoring the objective while trying to sniper headshots because we had a challenge for it. Both teams suffer when players are asked to do something different than the game’s objective, but the person messing up the game for everyone else is getting rewarded for
Does anyone actually enjoy doing daily challenges in games? I for one resent logging in to play and finding a list of chores to do. Even trivial challenges - something I would accomplish through normal play - rub me the wrong way. I don’t know what I’m more upset about: that someone invented such an anti-player progression system, or that every developer in the world took one look at it and said "Yep, that’s good enough for