A party frame doesn’t show any more information, then what the game already gives you, pressing tab shows you your allies ult charge and whether or not they are alive, and when you play support you can see allies through walls, and there health status, green model= good, yellow= took damage, and critical means god help me im going to die.
All this party frame does is put that info on your screen at all times so you don’t have to press tab.
The point is the game already gives you this info, it is still up to the player to make decisions based on the info. You still have to actively plan and react.
And I bet you, you will be able to turn off party info if you want to.
If you don’t have to move around to absorb that info (attention resource), then it is taking a shortcut and presenting it to you, for a lower attention resource.
It’s an attention meta btw.
And lol watch it bog out people’s FPS and be bugged for the first 3 months.
Hopefully. Or customize it with what is useful for your current role/lobby.
By “move” i meant moving, looking around, pressing tab, or asking in comms.
Spending io, attention, or frames to consume that information that isn’t an eyeball track away.
…You’re saying this UI shows nothing that isn’t already directly in front of you or currently on screen? if that is so, it sounds totally redundant.
While I generally agree, there’s a certain level of base level of competency required to be able to enjoy the game really. The issue is if that base is too much. Personally I think perhaps yes and it can be overwhelming
Adding team healthbars still leaves a lot of skill involved, you still need to be able to track where your teammates are, their cooldowns, their ult, and the same for enemies among others. .
Also party frames will convey more info but in the fast pace matches of ow I still feel like the skill aspect is more important because keeping a mental note of these things is still much faster than tracking a healthbar.
I am actually not entirely convinced team healthbars is such a negative thing for the skill cap of the game whatsoever, it just increases the skill floor a bit and surely that can only make the new player and low rank experience better right?
It’s really just doing a disservice to new players, giving them crutch UI to rely on as an artificial substitute for gamesense which will eventually leave them trapped in a nightmare where they have played the game a lot but have developed no OW skill, so they’ll be crushed by all the players who learned how to play the game and developed strong gamesense instead of relying on UI elements.
Then what? We add a UI element that tells you the ult charge of each enemy? Enemy CDs? Why not just have a coin flip UI to decide the match instead of playing the game?
It’s quite the slippery slope when you decide to design and balance your game around the lowest common denominator.
Understood, even with the information being easier to see you still have to look around, still have to press tab (as doing so can still clue you in on enemy ult progress) this change isn’t going to turn ow into an mmo where all you do is look at team health bars, your FPS skill and awareness will still be a factor.
And I hate to bring up the patented rigging tech ™, but everything Aaron said in that recent blog points to more handicapping for TeAmPlaY.
His wording was almost word-for-word verbatim from some of the DDA patents, that seek to score, reward, and change in-game parameters through the lens of “TeAmWoRk”.
Didn’t you know, team UI is only the first step, next is ow becoming an idle game filled with rainbows and cookie dough Then the gay agenda will be fulfilled.