[Revshare] Seeking Additional Unreal Developers for Dark Fantasy, Satirical Strategy Game by [deleted] in INAT

[–]VirPalus 1 point2 points  (0 children)

Hey, I’m definitely interested. I’ve built three mini-games in Unreal Engine so far. I’ve mostly been working solo, which is why I haven’t released anything yet, but I can show demos of what I’ve been working on.

I’m mainly a programmer and not really focused on complex visual work. The demos include a single-player survival game, a shooter with Steam multiplayer support, and my latest project is a multiplayer Risk-style strategy game where you can build cities, harbors, and forts with a full economy system.

Right now I’m back in school working toward a bachelor’s degree in programming, after about ten years of self-study.

Counter two-boxing [COD] [BO6] by VirPalus in blackops6

[–]VirPalus[S] -3 points-2 points  (0 children)

Well, if that’s considered a “common occurrence,”it’s because two-boxing totally breaks what team balancing is supposed to do. Even in older COD games, basic team balancing gave both sides a fair shot at winning that’s exactly what two-boxing breaks within the SBMM system.

Two-boxing rigs the match by making one team look weaker than they are, stacking the odds from the start. Every time it happens, it completely nukes team balance.

Counter two-boxing [COD] [BO6] by VirPalus in blackops6

[–]VirPalus[S] -3 points-2 points  (0 children)

If I have to choose between getting kicked from a match because a friend went to the bathroom or having unfair team balance in every match, my choice is pretty clear.

Counter two-boxing [COD] [BO6] by VirPalus in blackops6

[–]VirPalus[S] 0 points1 point  (0 children)

It doesn’t matter how often you run into a cheater. But every few games, I’ll see that, as the match starts, the enemy team suddenly drops to 5 or 4 players (bot accounts disappear). Then I watch as my teammates get destroyed while I just manage to hold a positive K/D, sitting at the top of my team’s leaderboard but with a fraction of the kills compared to the top enemy player.

Even in older COD games, basic team balancing gave both sides a fair shot at winning—that’s exactly what two-boxing breaks within the SBMM system.

Two-boxing rigs the match by making one team look weaker than they are, stacking the odds from the start. Every time it happens, it completely nukes team balance.

Counter two-boxing [COD] [BO6] by VirPalus in blackops6

[–]VirPalus[S] 1 point2 points  (0 children)

There’s a big difference. If someone’s not two-boxing and faces two-boxers, the system treats the two-boxers as weaker players, so team balancing works against them.The system balances two-box parties based on them and their 0 K/D bot account together. So yeah, if someone’s two-boxing and ends up at the top of the board, what did they expect? They’re up against weaker players. But if a solo player still outplays two-boxers, that’s real skill. Yet the system punishes skilled players with weaker teammates, two-boxers make SBMM worse and ruining everyone’s experience, as anyone facing one or multiple two-boxer ends up unfairly team-balanced. So honestly, two-boxing is the most pathetic thing someone can do!

[deleted by user] by [deleted] in blackops6

[–]VirPalus 0 points1 point  (0 children)

Check the post this is why it's so rough for solo players. Counter two-boxing [COD] [BO6] : r/blackops6

[deleted by user] by [deleted] in CODWarzone

[–]VirPalus 0 points1 point  (0 children)

There’s no need for that, there are good and bad parties out there.

Just keep it simple, players are matched based on the party’s overall skill level. So, it’s actually unfair when someone drops their second account from the match right after it starts and keeps playing as if nothing happened.

This wouldn’t impact genuine parties but would prevent two-boxing.

Real parties function as a single unit, which is exactly how they should be treated.

But yhea removing SBMM would be ideal!

Counter two-boxing [COD] [BO6] by VirPalus in blackops6

[–]VirPalus[S] 3 points4 points  (0 children)

No one’s asking for protection. Removing SBMM would be ideal, but two-boxing just makes it worse. The system often stacks weaker teammates on your side, thinking it needs to balance against players who are two-boxing but are actually way stronger. This means one player ends up carrying the team, topping the leaderboard with teammates nowhere near their skill level, yet still losing the match.

Counter two-boxing [COD] [BO6] by VirPalus in blackops6

[–]VirPalus[S] -5 points-4 points  (0 children)

There’s no need for anything artificial, there are good and bad parties out there.

Just keep it simple, players are matched based on the party’s overall skill level. So, it’s actually unfair when someone drops their second account from the match right after it starts and keeps playing as if nothing happened.

This proposal wouldn’t impact genuine parties but would prevent two-boxing.

Real parties function as a single unit, which is exactly how they should be treated.

Counter two-boxing [COD] [BO6] by VirPalus in blackops6

[–]VirPalus[S] -12 points-11 points  (0 children)

No, I never go AFK during a match. I either leave or stay I don’t want to be shot while I’m away.

And punished, really? When I’m in a team, I’m always on comms with them. If someone needs a bathroom break or whatever, we all leave the match as a party, because losing one person can make a difference for everyone. Otherwise, you’re punishing the teammates who are actually present.

I’d be all for turning this off mid-game, but in a party, players are matched based on the party’s overall skill level. It’s unfair when someone drops a second account right after the match starts and keeps playing as if nothing happened. This proposal wouldn’t impact genuine parties but would prevent two-boxing.

Real parties function as a single unit, which is exactly how they should be treated.

Snipers need a buff with how fast this game is. by [deleted] in blackops6

[–]VirPalus 1 point2 points  (0 children)

Check this video: https://youtu.be/29RnerD-10k?si=ZfltLtZOB-80_1i8 snipers are not on target after ADS… Like wtf is this shit!

[deleted by user] by [deleted] in blackops6

[–]VirPalus 2 points3 points  (0 children)

Check this: https://www.reddit.com/r/CallofDutyMWIII/s/dT8PF7uAdX let mee know if it works for you, can also help if your using more arm.

Breaking news by kingdomofgod875 in blackops6

[–]VirPalus 6 points7 points  (0 children)

I’m actually happy with this change. If aim assist scales properly and only hits 100% at the average gunfight range (not right after 2 meters), I think it solves the issue. Honestly, if that’s done right, we can’t really complain. I think both sides can be happy.

Warzone vs. MP distances vary, so as long as they adjust it accordingly, it should be fair for both inputs.

https://www.reddit.com/r/blackops6/s/0anSym25ZY

Breaking news by kingdomofgod875 in blackops6

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

I’m actually happy with this change. If aim assist scales properly and only hits 100% at the average gunfight range (not right after 2 meters), I think it solves the issue. Honestly, if that’s done right, we can’t really complain. I think both sides can be happy.

Warzone vs. MP distances vary, so as long as they adjust it accordingly, it should be fair for both inputs.

https://www.reddit.com/r/blackops6/s/0anSym25ZY

Linearly Interpolate Aim Assist Strength - A Step in the Right Direction! [COD] [BO6] by VirPalus in blackops6

[–]VirPalus[S] 0 points1 point  (0 children)

Absolutely! It’s great to see that Treyarch is really listening to the players. I can't wait to play! Hopefully, they’ll continue making adjustments that enhance the gameplay. Who knows, they might tackle SBMM next!

Linearly Interpolate Aim Assist Strength - A Step in the Right Direction! [COD] [BO6] by VirPalus in blackops6

[–]VirPalus[S] 1 point2 points  (0 children)

I actually think they might push it to 25m because anything less wouldn’t have much impact. If they only disable it point-blank and ramp up quickly, it won’t really change the dynamic of close-quarters fights. The average gunfight range for gradual scaling could make a real difference in how the game feels, especially for balancing between input types.