The most annoying thing for me though is that when new heroes are released you cannot play them right away. I don’t play that often anymore, so when a new hero comes out it sucks that I can’t play them unless I grind and grind or shell out money. If I miss several hero releases, I have to do challenges (play 30 matches as support, do 12000 damage, etc) and they are pretty annoying because I have to remember to activate them and I can’t do more than one at a time. It’s time consuming and obviously designed to make me want to spent money to skip them. I’m no stranger to games locking new heroes on release, in apex legends you have to unlock them with coins, but at least in that game you can accumulate the coins passively and have a bunch saved up for new release—this is not the case in OW2.
They design these games to be a chore with an appealing but costly way to skip the chore, and rather than demanding they design a game that's actually fun, you ask them for a more convenient way to take money from you?
Is this sarcasm? Help me understand this POV.
Contrast that to unlocking a hero/character (the 'fast' way) alone will cost that much, and you still don't have access to everything.
The reason why F2P with that kind of incentive is popular among developers is that it's a good way to artificially inflate your playerbase with tons of people playing the game for 'free' while you manipulate the 'whales' (the addicts) into paying an insane amount to offset costs.
Personally I skip games that gate primary content behind microtransactions (with some exceptions like MS Flight Simulator where additional content is highly individual and takes a lot of effort to create)
That's 5€-3€ a month, I wouldn't call that cheap
a subscription to an MMORPG for example ; 15 bucks a month, 5 hours a month = 3 bucks per hour. this is basically uncapped. if you only play 5 hours, then you're paying 3/hr - if you do more (say 10 hours a week = 40 hours a month) then the value goes up and cost goes down.
a single player game; 70 bucks, 20 hours = 3.5 bucks per hour. Plus an extra 5-10 hour for another 40-70 bucks DLC to extend the experience
i don't have time to grind out an overwatch2 hero in 30 hours, nor am i going to pay for one. i'd rather pay for a 15 bucks subscription for 1 month, then if i want to, then cancel.
I don't understand why you people make this sound so terrible. If you don't like OW2 then don't play it, that's fine. If you do like it, playing it is not a chore and you quickly unlock new heroes without paying anything.
I unlocked the flower boy in about 30 hours, that's completely doable in 2-4 weeks if you're playing regularly. If you play less than that you have plenty of work to do learning the other heroes anyway.
Yes exactly this.
A completely open-ended team comp that players dynamically rotate through during a game was the original intention. It was incredibly sophisticated gameplay and theory.
I guess it turned out that the average gamer was too much of a dumbass to learn this system, so it had to be watered down into a gameplay style you could copy from mobafire.com
It's fun to get points/kills in PvP games. Especially in a casual mode.
Agreed. The game isn't balanced around casual. If you want to play the game play ranked. Otherwise you cede the right to complain about balance or the behavior of your team.
OW1 mid-high tier competitive gameplay felt a constant explosion and your brain was engaged nearly 100% of the time. In OW2, the urgency level feels more like a game of counterstrike or League of Legends. Everything is muted and grey in terms of fast-paced arena shooter experience. More waiting, less fighting, more weird complex bullshit, fewer things happening per unit time, etc. Subtracting a player from each team certainly is a big part of this.
The community itself is crappier too. The "energy" left the room 3 years ago. The first year of OW1 competitive felt like a digital drug to me.