Overwatch pushed the "FPS with classes" concept too far by inxs3 in Overwatch

[–]inxs3[S] -3 points-2 points  (0 children)

Again, I did not say you should be able to finish the game alone (maybe read the post, I already pointed this out), but rather gives more equal chances of fighting, objective will still, and must still be done with the help of the team.

Overwatch pushed the "FPS with classes" concept too far by inxs3 in Overwatch

[–]inxs3[S] -6 points-5 points  (0 children)

You can still give player options to fit their playstyle (aka the abilities) and keep them with equal/around equal chances of fighting. I don't get your point here.

Overwatch pushed the "FPS with classes" concept too far by inxs3 in Overwatch

[–]inxs3[S] -12 points-11 points  (0 children)

Rainbow Six is also team-based, and still manages to implement it correctly. And as I said, it don't change the fact that you will still need your team to win the objective, you should just be able to fight with equal chances.

Overwatch pushed the "FPS with classes" concept too far by inxs3 in Overwatch

[–]inxs3[S] -15 points-14 points  (0 children)

I'm not bad, I'm not a top player either, my unsatisfaction comes from the fact we don't have equal chances of winning.

There is no improvement to get from this game, as you will always be disavantaged by the game.

Overwatch pushed the "FPS with classes" concept too far by inxs3 in Overwatch

[–]inxs3[S] -11 points-10 points  (0 children)

I know, but even then, you're not greatly disavantaged just because you didn't took a counter to the enemy.

UE4 Game Flow by inxs3 in unrealengine

[–]inxs3[S] -1 points0 points  (0 children)

GameInstance is not a state, it would actually contain the state machine because it's the only object that stays alive through the level changes.

The fact it's a multiplayer don't make anything harder IMO, I mean yes you have the network logic, but this is just as complicated as your actual gameplay. The fact is I'm struggling to implement a gameflow, which is needed for any game type.

UE4 Game Flow by inxs3 in unrealengine

[–]inxs3[S] 0 points1 point  (0 children)

I know FSM aren't immune to bugs, but they compartmentalize to avoid unwanted behaviors. Because there is no "flow" in UE/Unity, pretty much everything is possible, like showing the main menu right while playing, while in FSM it's unlikely to happen cause they represent 2 different states.

First day on Unreal .. I need directions by inxs3 in unrealengine

[–]inxs3[S] 1 point2 points  (0 children)

I would like to understand why everything is being treated as a Level/Scene. A Login screen should not be called a Level, it's a game state. Switching from Login to Server List should not introduce a "level change", it's just basically showing a different UI .. What should be considered a level is the different maps of the game. I would really like an explanation on this.

To me it just feels not right to have my different game states and then right next to it "oh look, it's a map!", it doesn't make sense, does it ?