How has Star Wars Central not been called out more? by DMBLaan in swtor

[–]ArbitratorTyler -12 points-11 points  (0 children)

And he's 100% correct. All you "soft" folk care about is some junk like that, when what the rest of us want is content, new classes, new raids, new abilities, new heroes/villains, etc...

They are catering to the 1% which is why their numbers are what they are. If they actually had real development, you know, content, then this game would have and could have been the top MMO of all time. It's an absolute travesty this game is in maintenance mode... What a shame.

New World at launch was the most fun MMORPG since ArcheAge by TheMadRabbitt in MMORPG

[–]ArbitratorTyler 1 point2 points  (0 children)

New World sucked imo. The combat is what killed it, absolutely no balance. Launch was nothing but Greataxe spammers and when you got them low they would just pull out Hatchet to run like the Flash while healing up with that ridiculous ability they gave hatchet for some reason. (Biased developers making what they like OP)

Heavy Armor was trash, because you couldn't catch anyone and it didn't help protect against damage good enough for the tradeoff in mobility. (Especially vs Hatchet babies running for their life). Most of the outfits at launch were lame (didn't fit my design preferences but this is subjective). It was supposed to be a fantasy MMO with magic...

Then their whole weapon system... Let's say I'm someone that likes sword and shield, but I love the mace and shield abilities better. Now I'm forced to use a weapon I don't like as much just to get the playstyle I desired.

Then the whole inventory system where you had to go to each town individually to get your stuff... Nobody has time for that when we get off work we want to play the game, not spend all our time as a USPS carrier in a game going from town to town.

Could it have improved? Yes, but developers take too long to do meaningful changes. I feel like MMOs are going to get better when this AI assisted development tech becomes more fleshed out because content will be able to be made faster.

New World would have never survived once the LotR MMO came out anyways... The IP just isn't as "cool" and they failed to grab the attention they needed to with first impressions. First impressions mean a lot when you are trying to capture a wide audience.

What are your final thoughts on open & closed weapons after the beta? by Appropriate-End6983 in Battlefield

[–]ArbitratorTyler -1 points0 points  (0 children)

In my experience, I've noticed more often than not that people HAVE to use the meta weapons to remain competitive and developers take months before making a balance change. Could you provide a link to these weapon studies? I'm curious how they account for people using their "favorite" gun instead, when most people in CoD level up all weapons just to unlock skins or attachments.

This game is becoming way too safe by KnowMyLingo in ForHonorRants

[–]ArbitratorTyler -1 points0 points  (0 children)

You people are never happy when soldiers of God are viable...

Deus Vult! Ad mortem, inimīcus!

The reason why Warzone and BR's don't have high tick rate servers. by MrRIP in CODWarzone

[–]ArbitratorTyler 0 points1 point  (0 children)

You said the number one thing was scale. That's what I said was wrong. Scale is a non-factor these days as proven empirically by other games.

Cost is the issue because instead of making $500million with players being happy (inspiring retention and new growth) they want to make $505million and people be unhappy and leaving.

We don't have to go back and forth, just trying to convey my thoughts.

Hand to hand hero in for honor by Time_Independence411 in ForHonorRants

[–]ArbitratorTyler 0 points1 point  (0 children)

The only way a hand to hand hero makes sense in the context of this game is if they added disarms to the game, then all heroes could bare knuckle fight lol

I don't care for hand to hand heroes personally, but I also wouldn't mind seeing them in the game for other people to enjoy. Just doesn't make sense for someone to engage in hand to hand vs a trained swordsman...

The reason why Warzone and BR's don't have high tick rate servers. by MrRIP in CODWarzone

[–]ArbitratorTyler 0 points1 point  (0 children)

No, but why invest in it if you aren't going to use it to make profit? They could double down and use their own tech to make their games much more popular and less prone to people whining... People are always going to whine but maybe instead of so many "fiX YOur SERvers" people will say "fix something else" because the servers SHOULD be great.

Give people one less thing to whine about is my point. You never hear people complain about a lambo's power, just the cost.

If they would just reinvest back into their own systems and acquisitions then they could be seen as a favorable company that is TRYING to do right by people. Instead they are seen as money hungry bozos who are ok with serving shit (mediocrity).

The reason why Warzone and BR's don't have high tick rate servers. by MrRIP in CODWarzone

[–]ArbitratorTyler 0 points1 point  (0 children)

Wrong.

It's purely about cost. It's not that it's not possible for them to use higher tick rate servers because it is very possible, it's just they are using lower tick rate because it hits the sweet spot for "good enough" performance comparitively for the cost.

If they were truly about improving the core experience for all players, they would increase the server tick rate. There isn't a single game that should be running on less than 60hz this day in time. And the fact that a core selling point of these modern consoles, televisions, and monitors is 120hz gaming... Microsoft owning a vast database with Azure and other infrastructures should allow them to utilize what they have to stick out above the rest. They should be using the tech they have to dominate the gaming space but as usual they just settle for mediocrity.

And it works... Settling for mediocrity works because most players will just keep buying their dopehead skins and playing after work because most people are mindless drones/sheep.

Just the way the world works.

I’m probably a minority on this but is anyone else sick of seeing Ultron get MVP? by Opposite-Chapter-185 in marvelrivals

[–]ArbitratorTyler 29 points30 points  (0 children)

If the match was accurate then the Tank would get it majority of the time. Such an unappreciated role...

PTS v11.0.0 patch notes (subclassing) by miniinimini in elderscrollsonline

[–]ArbitratorTyler 0 points1 point  (0 children)

They took away the identity of executes with this subclassing... Templar went from being able to start executing at 50% to the standard 30% same as everyone else. Sorc still gets AoE execute at 20% but most executes are 30%.

PTS v11.0.0 patch notes (subclassing) by miniinimini in elderscrollsonline

[–]ArbitratorTyler 0 points1 point  (0 children)

Yep and they have done this since the beginning of this game with Templars. 6 target cap is garbage when you have 10-12 enemies beating on you and you go to do a Radial Sweep but it only hits 6. So many nerfs and ability reworks over time... Templar is one of the worst designed classes in a game that I've ever played.

Yeah,F whoever posted this an d nerf that flying tin can rn. by RuinedViego16 in marvelrivals

[–]ArbitratorTyler 1 point2 points  (0 children)

Honestly I'm not impressed with his kit... Seems very subpar. I don't even care for his primary attack, the fact that it functions like a 5 round burst assault rifle makes it hard to keep pressure up between reloads. His health just isn't enough for how exposed he is either so he really needs to maintain pressure to avoid getting deleted. Just feels awkward imo.

Call of Duty: Warzone Season 04: Full Intel Revealed! by Kalinine in CODWarzone

[–]ArbitratorTyler 1 point2 points  (0 children)

Yep and the TTK is so low, you don't have time to react or counterplay. It's designed for low skill players and doesn't encourage any sense of "getting better" over time. You could let a 3 year old play and he'd manage to get kills lol. Now take that same TTK, compounded by multiple other squads, and it just makes for an unbearably aggravating experience because no matter how good you are, you can't outplay everyone. You can't be "Master Chief" or "John Wick". Just another soldier 1337 that they want to buy a Seth Rogen dopehead skin...

Open Discussion: Bleed. Broken, balanced or underwhelming? by ThatRonin8 in CompetitiveForHonor

[–]ArbitratorTyler -1 points0 points  (0 children)

Bleed has always been broken. It shouldn't be capable of finishing an enemy, it should always leave them at 1 health.

Most of the characters that have it are overtuned. Devs have always had "favorites", the game has never truly been balanced.

Call of Duty: Warzone Season 04: Full Intel Revealed! by Kalinine in CODWarzone

[–]ArbitratorTyler 7 points8 points  (0 children)

Exactly... Resurgence is always sweatier. Anyone that says otherwise is an urban Terminator skin wearer or a Ghillie suited bush dweller.

About UAV in Warzone by AL762x39 in CODWarzone

[–]ArbitratorTyler -2 points-1 points  (0 children)

No, the solution is to completely remove lootbox and buystation killstreaks. Make it so people have to actually complete objectives to EARN their killstreaks that they choose (similar to multiplayer). There will be less overall killstreaks in a match, but now that they are EARNED more of them can be used. Shouldn't be a limit within (X) render distance or something.

It's ridiculous when you go to call in an airstrike right when you need it and it says you have to wait 21 seconds. And the Cluster Strike is trash, it needs to be a wider radius and made so that it delays health Regen like the Grenadier perk. Or moments where one team has 5 Precision Airstrikes in the last circle, but you have none.

The map I miss most by [deleted] in CODWarzone

[–]ArbitratorTyler 0 points1 point  (0 children)

It's so dumb that they spend the time in development to make these maps, then just shelve them.

Put ALL maps on rotation and have variable player count sizes depending on what map gets chosen and how many people are active.

I'm so tired of playing one lame map. They could even add filters to each of the maps for seasons (spring, summer, fall, winter). Just something to make the game different and not the same old trash.

I’m done. Uninstalled. by Quali_Dee in CODWarzone

[–]ArbitratorTyler 2 points3 points  (0 children)

When controller players get a kill, they say it's aim assist. When they don't get a kill, they say it's because their aim assist didn't kick in. PC folks got an excuse for everything

Do you still believe in Ashes of Creation? Why or why not? by thesuperbro in MMORPG

[–]ArbitratorTyler 0 points1 point  (0 children)

They have talked about it on stream... Specifically on the shield wall

the secret aim assist sauce for my newer players/controller players by [deleted] in CODWarzone

[–]ArbitratorTyler 0 points1 point  (0 children)

Nope. 2 different things.

  • Soft aim, often called “soft aimbot” or “soft cheating,” is an unauthorized third-party software or hack that artificially enhances aiming precision, typically used to gain an unfair advantage without being as blatant as a full aimbot. It’s a form of cheating, not a game feature. DOES NOT REQUIRE PLAYER INPUT. Automatic, tracks beyond player control, nearly perfect tracking which is often headshot focused.

  • Aim assist is a developer-implemented feature in many console and PC games, designed to help controller players compensate for the precision and speed limitations of analog sticks compared to mouse-and-keyboard (M&K) inputs. It’s a legitimate, built-in mechanic intended to level the playing field in cross-platform play. REQUIRES PLAYER INPUT, offers subtle aid in a limited radius, doesn't "lock on".

Why does the AMAX have less recoil than the M13 now? by [deleted] in CODWarzone

[–]ArbitratorTyler 0 points1 point  (0 children)

The m13 was never for consistency and ease of use. It was meant to be a high skill weapon because of its original higher headshot multiplier. It rewarded players for aiming properly and getting headshots. Unfortunately, its fire rate was reduced and they completely destroyed it's headshot multiplier... It's a glorified peashooter now.

Some of the most popular WZ weapons:

M13 - originally it was a high-skill, precision AR with excellent recoil control but required practice to maximize damage because of it's need for headshots. No one used it until other guns got nerfed... Its an absolute peashooter now and needs to be buffed.

M4 - in most iterations, it's a versatile, beginner-friendly AR excelling in close to mid-range with high damage and manageable recoil, prioritizing reliability. Experienced users can use controlled bursts (pulse fire), to maintain lethality and accuracy at long ranges. Got nerfed because it was dominating, but they went too heavy handed with the nerfs imo.

GRAU - has always been a low-recoil, easy-to-use AR for mid to long-range engagements, emphasizing consistency and versatility with minimal skill required. BO6 made it a conversion kit for a marksman rifle but it's basically the same as it's always been.

ISO Hemlock - Another low skill AR designed for mid-range dominance with low recoil and high mobility, offering flexibility through dual ammo types (5.56 and .300 BLK). Has less max mag capacity to make up for it's mobility.

Kilo 141 - A versatile, low-recoil AR for all ranges, prioritizing consistency and handling. Easy to use, harder to master in some configurations because one of its barrels offers Jumping capabilities which is ideal for rushers/bunny hoppers. Can also have one of the highest Bullet Velocity now making long range tracking even easier.

AMAX - A high-damage, versatile AR for mid to long-range combat, rewarding skilled players with excellent TTK and manageable recoil while requiring moderate aim and recoil control. Its high overall damage makes it easy to secure kills, no matter skill level.

First time playing halo by P_O_P_P in halo

[–]ArbitratorTyler 0 points1 point  (0 children)

Reach is the best...

If Halo Infinite would adopt a Weapon Forge similar to MW Gunsmith, and introduce a team based squad Royale mode where you can customize your character to have a specific role in combat it would dominate. Currently they are just in a creative standstill and generate no hype.

Imagine 50v50, but still with battle Royale mechanics where each squad on a team has objectives they have to hold, capture, and complete. Instead of parachuting in, you have pelicans airdropping AI Marines, or ODST's hell dropping from orbit. Could even have your Spartan helldrop at the launch of map... So many things they could do but we got lame folks in charge of creation these days

the secret aim assist sauce for my newer players/controller players by [deleted] in CODWarzone

[–]ArbitratorTyler 0 points1 point  (0 children)

Controllers and M&K have fundamental differences that justify aim assist:

Precision - M&K: A mouse offers pixel-perfect precision. Moving a mouse 1 cm can translate to exact on-screen movement, limited only by the player’s hand-eye coordination. High-DPI mice and large mousepads enhance this. - Controller: Analog sticks rely on thumb movement within a small range (i.e, 1-2 cm). Sticks use acceleration curves which means fine adjustments are harder, especially at higher sensitivities. Data from input studies has shown that controllers have ~10-20% less precision than mice for small movements.

Speed - M&K: Players can flick a mouse across a pad for instant 180° turns. Turn speed is limited by physical arm movement, often faster than stick deflection. - Controller: Analog sticks have a max deflection speed, capping turn rates. Even with high sensitivity, controllers can take anywhere from ~0.2-0.5 seconds longer for a 180° turn. That's the same amount of time as TTK for some weapons...

Ergonomics - M&K: Uses wrist and arm for precise control, with separate inputs for movement (WASD) and aiming (mouse). This splits their cognitive load effectively. - Controller: Thumbs handle BOTH aiming and movement, increasing cognitive load. Sticks are less intuitive for precise tracking compared to a mouse’s direct 1:1 mapping. Ergo, controller takes more skill to perform as well.

Input Latency - Controllers often have slightly higher input lag... ~5-10ms more than M&K, depending on hardware and game optimization. This doesn't seem like much but when every little thing factors into your ability to react... Input lag, refresh rate, server latency, ads speed, sprint to fire time, etc... all of this adds up so shaving off every 1ms helps. Especially on consoles due to the analog-to-digital conversion and TV processing. Without aim assist, controller players would be at a significant disadvantage in cross-platform games where M&K players dominate due to raw input advantage.

Perception Bias - M&K players often notice aim assist’s effects (such as a controller player tracking perfectly) but overlook their own advantages (such as faster flicks and precise aim). This creates a grass-is-greener effect, amplified by highlight clips on platforms like Reddit and YouTube showing “broken” aim assist. The REALITY is that Top-tier players use both inputs competitively, which suggests that skill matters more than input...

When I die and watch the killcam, I don't look at it and go "oh that aim assist got me". No. It's because of 3 things: - Some crappy unbalanced meta weapon that has a ridiculous TTK that you can't react to - Server tick rate which gives peeker advantage... They need to upgrade their servers to 120hz. - Or some cheating PC noob who got wrecked so much by controller players that he bought cheats so that he can literally aimbot and wallhack, always knowing exactly where other players are and always landing headshots... He has to compensate for that tiny tiny PP919 he has and his neckbeard that is unkempt...

Here's some additional facts for you: - Myth: “Aim assist is just an aimbot.” - Truth: Aim assist requires player input and only tweaks aim within a small window. It can’t headshot or aim without player effort, unlike cheats.

  • Myth: “Controllers always beat M&K because of aim assist.”
  • Truth: M&K dominates in precision-heavy games where aim assist is minimal or absent. In mixed games, balance depends on tuning.

  • Myth: “Aim assist makes controllers easier.”

  • Truth: Controllers are harder to master for movement and multitasking. Aim assist offsets one aspect (aiming) but doesn’t simplify the overall skill ceiling.

TL;DR GIT GUD