Comment by MetaWhirledPeas

Comment by MetaWhirledPeas 2 days ago

3 replies

> can't give you the degree of competitive global ranking that players enjoy today

I'm curious to know how player stats and global rankings truly affect game adoption (not that you can accurately measure what I'm asking for). It seems to me the more popular the game the less it matters because everyone becomes a small fish in a big pond. Rank one billion out of a gajillion. The games where it matters more would be the smaller games, which have less of a cheating problem to begin with.

I do agree however that you won't get the adoption without centralization, if only because centralization is exactly where all the money resides, via DLC and other nonsense. Therefore centralization is exactly where all the marketing money goes. And without marketing you don't usually get blockbuster games. So expecting the rootkits to go away is a lost cause, until client-side rendering goes away, at least.

That may be the answer to playing these rootkit titles on Linux: just stream it. I know it's somewhat lame, and I know it adds latency, but I seem to recall a recent demonstrate of a service where the latency is very minimal. Clearly I'm a bit out of touch with the state of the art, heh.

ItsMonkk 2 days ago

Yeah, this is pretty clear. The community for any competitive game if you are a member of the top 100 players is always amazing. These players play the most, they end of seeing each other over and over, and you build up a rapport with the other players and can start to play against specific peoples play-styles.

However, for the vast vast majority of the player-base who is top 50% in skill, the fat normal distribution nearly guarantees that most of the people they play against will never be seen again. And therefore there is no harm for them not to be toxic to them, so most people only ever experience toxicity in online competitive games.

Server browser games solve this because players end up with "home" servers where they come back to over and over, and over time build communities who do the same. This was taken away from the players when we moved to matchmaking, and many in the player-base have a bias against matchmaking because of it.

But this is in no way required, and merely a result of gaming companies to do any work on this front. It would be extremely easy for these games to add an arbitrary community tag to the matchmaker that would attempt to put people in games with players that they have not previously reported. The matchmaker might take a little bit more time, but since these players are in the fat normal distribution, their average matchmaking times will still be incredibly low.

duskwuff 2 days ago

WRT player stats and rankings: I'm inclined to disagree. Rankings in small team-based game communities tend to be pretty noisy. Matchmaking often ends up constrained by the number of online players searching for a game at the same time, so the teams may not be well balanced, and the outcome of the match can be decided by the presence of a single highly skilled player who happened to be searching for a match at the right moment. The resulting rankings aren't necessarily a good measure of player skill.

Larger games have the luxury of being able to place players into teams consisting entirely of other players of similar skill levels, against teams of similar composition. The results of those games are a better reflection of those players' skill.

  • simoncion 2 days ago

    > Rankings in small team-based game communities tend to be pretty noisy.

    PP wasn't talking about ranking stability. PP was talking about the "Why should I give a shit about the leaderboard when ten million people play the game, and I'm someone with life obligations that aren't 'playing this game, exclusively', so I'm always in the middle of a sea of strangers because I can never git particularly gud?".

    You might argue that the solution to that is to have separate rankings for folks in your friends' (or whatever) list, and I agree... but I'd get the same thing as filtered-to-friends-only leaderboards with leaderboards that are restricted to the population of players on the private servers on which I play. Plus, private servers give you the option to benefit from active admins who ban cheaters and other shitheels forever. [0]

    [0] Or encourage them to cheat and be godawful, if that's the sort of server that they want to run. All-cheats-all-the-time and/or vent-your-spleen-24/7 servers are fun, too... just so long as folks are informed of what they're getting into by joining.