Also, one particularly aggravating part of the community is that it’s considered courtesy to surrender once the front line is broken instead of playing the game out and letting the back eco players try and recover it.
The drafting for picking map spots is done in order of seniority, and the good players take all the low stress spots which leaves the newer players to take the more difficult spots. This feeds into a loop where the senior players get aggro at the new players for letting the front break down, but simultaneously they won’t take it themselves even though it’s the more important position.
I stopped playing because I felt like I had a lot of negative interactions in every 2nd or 3rd game. The front player blames the back player, the back player blames the front player, everyone flames the weakest player.
Back in the day, you could try out new things and play 10-20 turn games where both sides had winning chances. The odds that your opponent had anything approaching an optimal meta was zero.
Now, especially online (Arena), you’re just going to get curb stomped if you aren’t playing one of the few optimal metas. And since the games hinge upon either side getting an unstoppable engine going by turn 3 or 4, if you get a drought or flood (or mulligan), you’re basically completely dead in the water. Same for your opponent.
The net result is that it feels like something like only 15%–25% of games are actually competitive, because either you or your opponent gets fucked by too many, too few, or wrong color land draws, or for whatever reason you don’t draw the cards you need within the first few turns.
A game where 80% of matchups are effectively no contest is not fun.
But this must be the case for all competitive games right? At some point the meta has been figured out and there is no real way to deviate from that.
The player bases are a lot more "chill" overall, despite still being attracted to playing their best.
I think they might destroy the streaming/online communities, but I wouldn't say it destroys the game itself. I play BAR, but never with random strangers, the game works fine, but I also don't participate in any "video game" communities or watch/play with streamers, so what you're saying sounds very foreign to me, and is more about the communities than the games themselves.
Ideally, it should allow non-competitive players of similar performance level to play against each other.
I only play public matches with random strangers and this is the feeling.
Obviously this wouldn't apply if I had a small community of not-strangers to play with consistently, which you do have but oddly describe as not having a community.
Sometimes people would even rage quit. But I could do really well as support, even if it was slightly worse than some other characters. It made for a very fun playthrough.
And I would totally get the people. Sometimes somebody in a bad mood joins your game and just messes everything up because they didn't get to play mid. And I might have looked like someone like that.
But dealing with toxic players is surprisingly easy.
I initially looked down at LoL, but later wanted to learn to play to spend time online with my younger brother that was having a hard time. So I had a friend show me something.
First time I played jungle, I died on the first monster. Before people could finish typing flaming messages, my friend typed into the chat /ignore all
Voila - silence and no flaming.
Later I stopped preemptively ignoring everyone. Just used no second chances tactic. If anybody cursed, was mean or even used the word noob, I instantly ignored them and then kept playing.
Sometimes told a teammate that had a bad steak to do that to the flaming person. Many games I've one because of being nice to my teammates, trying to keep their spirits up. Wasn't super hard - 25 year old at that time and reading some philosophy books and meditating vs regular 13 year olds.
It was still important to ignore people before they could push your buttons and anger you.
I wonder if it's the same in other games. Definitely not the case in Eve online when I played that. But over there you meet the same people again and by having no style and being a bad winner and a bad loser didn't give you any respect.
I don't play a lot of competitive Overwatch, but it's definitely a much nicer experience with chat turned off, even if I'm not the one being flamed, even if we lose because people are typing instead of shooting.
What's weird is that I love EVE for that sort of nullsec drama and sociopathic players eating each other in crazed gambits, but a couple of matches in Overwatch competitive a decade ago put me off the idea of matchmaking lobbies altogether.
Somehow Starcraft 2 emerged from the other side of esports mostly unscathed, despite being arguably the most significant progenitor of the entire genre.
I like to ask now, "have you heard of playing for fun?" It's surprising how little people seem to remember that games are made for fun & learning ("play" as a human construct).
edit2: taking back this edit on political conjecture to say something shifted that I'm not sure what. edit: in online games I played growing up too, this negativity/anti-fun change came probably around 2004 with bigger changes in the US political climate as well.
Tying this to politics is odd to me.
Online gaming has been toxic since day one. Anything that depersonalizes is going to be toxic and that is inherent in the online space. In the smaller communities you can actually get to know people and have some kind of reputation but as the community size grows, the consequences of bad behavior fade because nobody can remember.
You blame gaming as a scapegoat and escape from real life. I'd like to differ. The reward-effort-sense of a regular job is getting worse and worse over time. Take a job for example - you take guides and classes and interviews worth an examination only to do low level stuff. Then you find out the humans governing you are incredibly flaky on their promises. It's just not as satisfying compared to finding a guide and getting your worth out of it.
The friends who all played vastly more often than I did and had all their techniques and edge jumps and recoveries and stuff practiced were furious.
Lots of "you can't do that" "that's not fair" "that's not the way you're supposed to play" etc.
edit: oh, I see your edit. Yeah, it's definitely not new.
(Unless you play with cloistered private communities)
By it's very nature, games are supposed to be fun and bonding experience for a community of humans.
But the modern interpretation is one of direct conflict to show ones superiority for the sake of feeling superior. Which ultimately leads to the imbuing the games with a level of importance or value for the victor.
For a more relaxed experience, I’d recommend trying less established meta maps. Lobbies marked “rotato” rotate maps after every game and are usually among the chillest. Players tend to be less rigid about roles and expected builds there, which generally leads to more positive interactions.
If you want to make the community better, delete all the rules that encourage players to gang up on other players for subjective reasons. These kinds of rules punish non-verbal players, who easily fall prey to verbal players (I’ll just call them bullies) who can use the rules as a justification basically to harass someone whilst getting branded a hero.
Also, a large majority of players have fun, even when they’re losing. Asking those players to accommodate a hyper-competitive few who want the tightest loop possible to winning and restarting is anti-fun. Both from the perspective of the person winning (I get so disappointed when I win front and they just surrender before I get to blow up their base) and from the perspective of the non-front players who are pressured to quit as soon as front is lost.
Won plenty of games in more casual lobbies (kind of rare) where the front player, after dying, was happy to just receive T2/3 units to control, and due to being able to focus on just controlling a few units, won the game.
Something im trying to lean into in my games is to ask the players who are voting no what their win condition or what they think they can make a go of is.
I think what ive said above could make me sound like one of the folks who "want the tightest possible loop to winning and restarting", so to add some nuance there, I think playing a game where the conclusion is foregone lacks agency, and in a game where one team eventually loses of course there is a blurry area where the team agrees that they are in fact never going to win, and then another question on whether they lie to play regardless. Because of the variation there, i like the vote, and i am in favor of coms around why someone wants to resign or stay.
I actually think it is up to players in an open loby system to communicate their intentions and reasons, and while it is true that it means people who spam coms trying to push folks around are possible, i would echo ptaqs sentiment to use that report function! and on a softer level, i really like the mute. if someone is too much, mute them and continue to enjoy your game.
The only way to have actual fun gaming is a private group of friends. Think lan party, and definitely not public.
It does benefit from:
1. Limited coms (nobody seems to use voice chat, perhaps partly because it was completely broken for years), and while you can type, it's too fast paced to write much so mostly people just use quick chats sarcastically (What a save!)
2. Games are really short (about 7 minutes). You're not losing hours of your life if you get stuck with an arsehole.
3. People play a lot of games because they're so short, so the matchmaking is very accurate usually.
Or, creating a decent AI opponent and engaging a story might be really hard.
Or in multiplayer you can arrange a co-operative game with humans against AI opponents, which often has substantially less flaming involved, especially when playing a "survive against an onslaught of enemies" scenario.
Also the account system of course allows for muting, avoiding-being-paired-with, or fully blocking players. For more egregious behavior a player can be reported to moderators and temporarily / permanently suspended if they break the community code-of-conduct.
In magic the gathering I had dozens of decks trying different things. He had a single deck that he kept tweaking to within the millimetre of perfection.
In overwatch, I would play different characters to experience different parts of the game and try different strategies. He played single character for years, with 10 times the hours in that char than I had in all of them combined.
Heck even in real life, he was a Java developer for decades whereas I was a type of fleeting sysadmin specifically so I could play with different toys in the stack :).
Now, this is a bit side Venn diagram, he'd never be rude on an online game (he does have offline opinions on the meta :). But it let me understand people who have fun in a very different way than I do :). He doesn't see boredom in playing same way over and over (and over and over), I think he sees it as professional athlete being focused and honing their specific craft.
I'd even dare to say it's beyond all reason.
All these groups of people sometimes play in the same lobbies, and what the players "gain" from the session can be very different depending on the person. There is no "right or wrong" way to play video games, or the right/wrong motivation for it, it's just different.
True top-tier players are very flexible and love high-risk tactics like flying your commander to enemy base. They also happy to "go next" if something went wrong.
Lots of players mean more chances to get a toxic guy who doesn't recognise their own faults and blames others.
I actually just don't really agree about the assertion on player slots. If anything, the better players get the more likely they are to play a front slot, because they have an outside influence on the chances of their team winning.
Front has zero opportunity or resources available to build any kind of economy, and once the T2 units start coming through from the other side they feel very expendable. As the front player you build the same 1 or 2 units every single game and never really get to strategise.
What also enraged me is that the back players would have the nerve to make the front player “pay” for their T2 constructor units after working so hard to keep everyone alive, despite everyone knowing the front player has zero resources at any given time because it’s all going into units that are being meat grinded.
T2s are so good this is an objectively good tradeoff. It's not about compensating the eco player (though that does happen by extension) its about getting your whole team faster T2 mexes.
Paying for t2 that is usally a noob mistake. High OS play rarely asks, or has a meta for who pay to run specific plays.
One of My favorite 40 OS streamers leaves every losing game asking what they could have done better, which I think is a good mentality.
Front line players absolutely have the economy to go t2 on their own, and I like to prove this regularly. Paying tech is simply to speed up your t2 con (and everyone else’s) by ~30 seconds.
If you’re too busy to pay for a t2 con you’re even more too busy to build t2 mexes, so you don’t need one in the first place. (I usually overpay for my t2 con to speed it up even more)
Your units should not be meat grinding. Take battles you can win or back off to safety.
Static defences are more cost effective than mobile units - that gives you the freedom to invest in your t2 transition.
Finally, there’s lots of viable diversity even in the first few minutes of the game (even up to 50os). If it doesn’t seem that way, there’s an opportunity to try new things and figure them out.
So the truth is, "Front" is the absolute standard. There are only two other "types" of positions which are tech and air. And a good tech player usually also plays that role more like a front player just with more time in the early game to scale his economy. (with the exception of a few maps like supreme and glitters)
What I'm saying, if you don't like playing front then you should not play the regular 8v8 PvP lobbies on most maps since playing front is the optimal play.
> What also enraged me is that the back players would have the nerve to make the front player “pay” for their T2 constructor units after working so hard to keep everyone alive
Again this is the somewhat optimal play. It is much more efficient to only pay for 1 T2 lab instead of 8. This being said, if you don't "pay" the player giving out t2 you MASSIVELY slow down the production of T2 constructors since the player can't get the economy to comfortably produce 8 of them by 6-7 minutes. Thus not paying leads to the whole team massively losing tempo and upgrading their mexes etc. more slowly which will lose you the game.
> the front player has zero resources at any given time because it’s all going into units that are being meat grinded.
You should be able to save up 400 metal during the 5-6 minutes of early game by building some defenses and playing more passively around that time. You will notice your opponent will too. All-In'ing in T1 is a very risky strategy and 400 metal are usually not the deciding factor if it succeeds or fails. Ofc there are cases were you ARE poor, in those the tech player should understand it and not require payment, but this is usually only the case if you got raided early on for example.
On last thing:
> and never really get to strategise.
Soooo there is a lot of strategy but it's essentially locked behind very high skilllevels. As a 10-15 OS player keeping your units alive and managing your eco is hard enough and what you should be focusing on. Only once that becomes second nature you will notice the more strategic part of BAR.
Source: 37 os with 58% wr playing only in the highest OS rotato lobby.
Step 1 - Raid and harass nonstop in the early game, never fight fair engagements, abuse range, tax your opponent's attention. Ideally harass multiple players to mess up all of them. Greed behind this, it's not expensive to raid.
Step 2 - spam pulsars (Clyret's meta)
That being said, there's nothing wrong with that. Just understand that when people are trying to win, they have skin in the game, and are investing time and effort to win every game.
> Also, one particularly aggravating part of the community is that it’s considered courtesy to surrender once the front line is broken instead of playing the game out and letting the back eco players try and recover it.
Yes, it is courtesy not to waste other people's time. Not sure where the controversy is, rather than your misunderstanding. Usually it's quite evident whether the game is lost (again, if you are a somewhat competitive player).
> I stopped playing because I felt like I had a lot of negative interactions in every 2nd or 3rd game.
You need somewhat of a thick skin to play competitive team games. This goes just as well for more popular games like DoTA or CS2. It just seems you didn't, but it's not the game's fault or its community's.
Some new players want to learn in multiplayer and they want to play how they play and don't want to change that. That attitude simply doesn't work in an up-to-an-hour long technical 8v8 RTS game with experienced players.
The game could do a better job communicating this to players and try to direct them to appropriate lobbies (noob friendly or vs-AI), or ditch the lobby system for queues like more modern games, but I understood this after looking around, having a few chats with communicative players, and using the excellent game spectate function.
It's just a bad culture fit.
> It’s not the community’s fault for being toxic.
What's toxic to A can be good advice to B. With the person saying it being person C.
My experience from many years playing LoL and other competitive games is that it isn't. I can't count the number of times everyone wanted to surrender and then we clawed it back and won. Worse is that these are usually THE funnest of the matches since.
Will we be able to play on the "leagues" or whatever they are or will our group just get banned eventually from play? I think we would probably enjoy playing against others, but realistically non of us are sweaty enough to care about being anything beyond good at this (or any) game.
Also, we are all (obviously) older adults. None of us really care if the other team is trash talking or being toxic. We are doing the best we can as a team, we are polite to others, if they have are having a breakdown that is a them problem.
Also, is there a "casual" league? Or do you all just play laddered and end up paired to people who are similar in ELO to you?
Aside: Some of my core memories are setting up "Big Bertha" canons over the entire map to keep my friends at bay. I don't care if it strategically makes sense, it was just fulfilling!
There's no "leagues", it's just lobbies you join, and you gain or loose OS (Elo) per battle. Party up with your friends, find a lobby that says it's for noobs, has some other nonsense in the title ("rotato" is for map rotation) or just seems to have a lot of low-OS players, and have fun. You can avoid or mute/ignore people. Or start your own lobby so you can be boss and set the tone in the title.
Spectate a full match or two before you just jump in, to sort of see the pacing. Announce to the team that you are noobs... But yeah, I think it's perfectly possible for old friends to have fun in BAR PvP ranked; you just ignore / tell off the flamers, or bounce to a nicer lobby. Most people are friendly if you are friendly. Heck sometimes the spectators jump into the player chat and banter while the battle rages.
And yes, the artillery still hits just as hard as it did before.
And good idea about spectating a match to get the flow of things. That probably will reduce 50% of friction.
New or casual players going into the wrong lobbies (non-noob 'All that glitters' lobbies for instance) are going to have a bad time.
is your statement related to BAR? what was your experience there? or we can assume its a low value general assumption as it looks like?
The frontline & surrender thing seems a bit more reasonable though. Chances of eco players turning around a broken front are basically nil
Pretty much the only case I've seen where a person is kicked out is either griefing (deliberately playing bad) or refuse to listen to advice.
If you don't know basics there's plenty of opportunities to learn outside of a real match (spectator, bots, special lobbies, etc.) Learning basics during 8v8 match is just extremely disrespectful: you're wasting time of 15 people. I think you missed that part.
And JFYI generally high-level lobbies (20+ is) have less drama. So it's mostly beginners having drama between themselves
I've seen lot of new or learning players being disoriented from the start, trolled and attacked during games, even kickbanned because of their sub-optimal playing after being FORCED to play front because of rating and placing/slot login in BAR.
While personally having a strong RTS background and even very specific to TA and FaF (basically BAR) I had to went through the same high toxicity problems.
The solution has been to don't give up, self learn through pain and few friends tips all the gaming micro details expected by other players and hidden in pro player knowledge.
IMHO this happened mainly and simply due to the lack of a well structured and established learning path for new players, that instead of opening a lobby list and joining the heat to get instantly rammed by toxicity should have the possibility to obtain basic game positioning, build and control knowledge in an more appropriate and structured way, in game info guidance on start -> tutorial?
Regarding the point of the poor newbie have to go as front player and holding while the pros stay in the back, is still kinda normal since the back positions, as especially the tech ones, are more fundamental later in the game, meaning that having a newbie there would be much worse game wise. and dont forget this is valid only for skill draft mode, there are othe draft modes too, even if the skill one is used "99%" of the time.
I find totally off topic and even offensive talking about needing to have had hard skin to go through this toxicity, or referencing completely different game types and generalizing on community and human interaction problems. Again, a new player should have an "onboarding" path easily available and providing necessary basic logic to be able to start decently. And based on long and wide experience this seems to be mainly a BAR problem!
While I always heavily appreciate the effort behind such types of games/communities and respect it a lot (due to having done similarly in other game cases) I keep playing, learning and evolving with BAR because I miss TA and FaF BUT I often receive stress and leave after a series of bad toxic matches with "bad back taste" and this is sad for any game and community, abd should be reduced as much as possibly.
Sadly I also need to underline that I've personally seen unprofessional and sometimes also abusive or corrupt moderation from staff members, including abusive lobbies or manipulation behind player bans. Hence asking for player reports here doesn't seem decent neither, and a more legit and rock solid moderation could also help in compensating this type of issues.
And the last sad cherry (being an OSS enthusiast) is about having heard about strange forks and attribution from past work that leads now to publishers and money being involved, sad feeling but details would be needed before confirming any judgement.
I play it, I like it (because of TA and SupremeCommander Forged Alliance) but still (with all due respect for all the members behind and their effort) I often leave with a bitter or fishy back taste leftover by a generally hostile setup and community.