First of all, I love that the devs are letting us experiment with their ideas. I’ve seen some hate that “they’re taking away my quick play!” which I think is an understandable complaint but one that ultimately makes little sense. It’s only for quick play, it shakes the game up for a weekend, it gives them feedback, it increases the pool of players testing the changes. It’s honestly great.
Now, let’s get into my analysis, which is… less than great. I’m more positive than not. The faster-paced games feel really good, but they are too fast. In pace, and in length.
Respawn Times:
It feels really good to respawn faster. It doesn’t feel good to wipe a team over ten seconds, and as you kill the last person their Reinhardt and Lucio charge back in.
[Definite Solution:] strike a middle ground. Add a few seconds back to the respawn timer in all cases.
[Potentially Suplementative Solution:] Increase spawn times when the objective is close to spawn. If push bots in the middle of the map, fast respawns allow for more separate fights. If push bots at the end of the map, fast respawns allow for one long stall fight that’s very frustrating for the pushing team.
Objective Capture Rates:
Again, I like the faster-paced games. It feels good to go fast and fight a lot. But, are faster objective captures necessary to that goal?
Yes, but only to prevent fatigue.
The respawn times are most of what make the game FEEL fast paced with lots of fights. They allow me to actually play more Overwatch, without standing around. In my opinion, a slightly faster objective capture rate helps to make the game feel all the more exciting. In my opinion, it also helps to prevent burn-out. I really loved lots of fighting. Would I love lots of fighting in a comp game that lasts 30 minutes? Probably not. Therefore, a faster game time is necessary.
With that said, the objective capture rate universally is TOO fast. I played an Antarctica game as Bap where we capped 0-100, and me and most of my team did not build their ultimates. That should not happen. The push bots feel too fast. The carts feel too fast. Flashpoint is too fast. KOTH is WAY too fast, because unlike Flashpoint the game resets between objectives.
[Definite Solution:] much like respawn times, strike a middle ground. Only, this time it’s more of a quarter-of-the-way ground. Game times should be a bit faster, but not nearly to the degree that they are. Let us fight, let us build ultimates.
Conclusion:
I really like the idea. It felt fresh, it felt exciting. Faster respawns allowing for more separated (not 3 minute stall) fights in a game is great. Slightly shorter games are good, but not drastically shorter gametimes. Really good concept, but it needs to be toned back if its shipped as a permanent change.
[EDIT]
I’d like to expand on my conclusion, I have summarized what I like and what I didn’t. I mentioned that it needs to be toned back, but I didn’t really give a goal I would have in mind when doing so. Let me correct this, in case any devs are reading.
For tuning, find a middle ground and slow down the respawn times/pace of the game - how much fighting is occurring. But, when deciding on capture time/game length, I want more total fights over slightly less time.
Let’s say that the average quickplay game has 10 fights over 10 minutes (totally arbitrary). Find the tune that allows for 12 fights over 8.5 minutes (again, totally arbitrary). More fights, but only slightly less time. That’s what I would go for.
Would love to hear community thoughts and feedback.
To the team, much love <3