I swear to God, problems in a person's personal life come up in the media they watch all the time. Im currently struggling through college, and im learning that im not passionate enough to make it through. I love the idea of graduating with a degree in psych and being a therapist, but my heart isn't in it. Im not enjoying the journey, so it's time to find something else to do. The conversation in this video about video games and people not being able to look at theselves and find out what they really want is very important. As a general PSA: if your doing something, even if your good at it, if you don't enjoy it stop doing it. Whether that's competitive gaming or a job that you hate. There are alternatives and people that will help you get there. Have a good day yall.
Both comments in this thread are valid. If you really want to excel and find joy in what you do, then of course, one of the big prerequisites would be to have that passion in the first place. However, sometimes, you have to really put in the time and work to get to the place where you want to be, even if that includes going through or completing things that don’t necessarily interest you. Plus, from another perspective, if you stick with the journey, you might find something new that interests you as well.
This is a great point, especially about not doing something even if you're good at it. Although I will say that it's VERY likely that you will dislike ANY job you end up doing in life to some degree, because that's what a job is: it's an activity that is generally so disliked by people that you have to pay someone money to do it. Gaming isn't a job because you don't have to pay people to do it; in fact, people will pay TO do it (not to be confused with content creation, which is much different than just gaming). All of this to say that if you are good at something, you may want to think about doing it and then using the money you get from it to do something you actually enjoy. Chances are very good you'll end up having to do SOME job you don't like, might as well be one that you're good at (which hopefully means it pays well). Then look for meaning/happiness in OTHER areas of life. And if graduating with a degree and helping people really does appeal to you, then you may want to really think about making the sacrifice now to be able to attain that in the future. Advice from someone currently in grad school pursuing a degree in a field I really enjoy.
@@savien6401 Skill Based Matchmaking. It's mainly people with 500 hours in a game complaining that they are not playing against children. Honestly I do think there's an argument somewhere that bad SBMM leads to worse players dropping out of the game because they're losing too much, and then better players leaving because they killed the game, but I don't see it as an excuse to make every game like Fortnite.
The poor game was forced to survive under Overwatch's shadow right in it's release. I swear, if that game came out a little later in OW's life we would be seeing Battleborn being played and maybe even updated to this day, with at LEAST a loyal community still playing it.
15:38 Titanfall 2 multiplayer is mostly pvp, but there's random AI running around, who you can kill and get points for. It's not as many points as killing players or their titans, but it does technically help, since the players who want pvp will be focusing on other players and someone taking care of AI enemies is still helpful.
I personally think the whole command debate is really dumb, I view it as a sort of test mode, I play a lot of eclipse (currently working on e5 on all survivors) and when I get burnt out, generally after a particularly “unfair” death, I’ll hop into a drizzle command run and do a silly run stacking a bunch of 1 item like squid polyp or something just to cool down. I feel like this community has a serious fun gatekeeping problem in that regard. Yes, you aren’t getting the full experience if all you play is command, but that isn’t merit on its own to remove it.
I said several times throughout the vid I think it’s fine and I don’t want to take that away from players at all, in fact I still encourage people to actively play it if they want to. Don’t get too defensive now lol. The point was that a game like this very much benefits from something deeper. Also like I said there are better test modes personally.
15:40 I don't know how close it is to what you're asking, but back in the day of rotating alternate gamemodes League had a massive PvE event after the success of the Star Guardian gamemode, it was Odyssey. The champions (of the homonymous skin line) were rebalanced with acess to a ton of extra modifiers dropping randomly that would be absolutely stupid broken for a PvP setting, there were different difficulties and the hardest mode even required a bit of tryharding. I remember cooking a Sona modifier build that could infinitely spam Q>E>Q>W>R, the ult would fire in 8 directions and "rebound" every time it hit an enemy, covering the whole screen in ultimates every few seconds. I had to build like 6 Seraph's to get enough mana to last a whole stage. I also had a lot of fun on my first URF season, because it was available against bots, the next time it was only pvp, so every game was a stomp for a 1 million mastery yasuo/katarina/fizz main tryharding the shit out of the for fun mode. And then it was all random URF, so people kept quitting to get the broken character. Since then Riot has shifted focus to the e-sports and competitive side of League, as per their own official statements, most of the alternate gamemodes are gone forever, it's all ranked this and climb that. I don't like games where my positive experience translates directly to someone else's negative experience or vice versa, so I quit. I'm not the target demographic anymore, probably never was, it's been a journey of self-discovery, in and out of gaming: I'm a sensitive puspus, it makes me a good empathetic friend but also a terrible receiver of banter/trashtalk/bm, so I play games accordingly now.
I have no strong opinion about SBMM because I don't play many PvP games that include it, but what I think people are asking for is to return to that feeling of a game server being a social space and not a working space. I used to play Counter Strike and Quake as a way to spend time with a group of maybe ~100 like-minded people who played on the same server as me. I got good enough to beat most people on that server, and I knew I could move on to a 'harder' space if I wanted to improve further. I felt like I had agency. Now that even casual modes of counterstrike or MOBAs have a hidden stat tracking how good I am I feel compelled to be in more of a 'work' frame of mind than a 'social' one when playing those games, and that pulls a lot of the fun out of the game for me. I love the frustration of learning and improvement, but I want to engage with it on my own terms, and I miss being able to mix that frustration with hanging out in a shared public space. As a sidenote: Risk of Resources is very fun to watch because it feels like you guys have captured that spirit of mixing a social space with a competitive/improvement focused space. Congrats ;)
i agree with that in a sense too. but i think thats just the issue when switching to matchmaking from server style stuff. when it comes to matchmaking systems i think sbmm is the way to go, but when it comes to server stuff it definitely is different vibe i dont think games have a lot of these days, for better or worse, different era definitely
i think that my main gripe with sbmm (more specifically ranked gamemodes with hidden mmr) is that the game is putting you in harder lobbies that it thinks you should be in while not giving you the rank. like for example you could be ranked gold in a game then be put in a diamond lobby if youve been playing like a diamond player but get stomped and lose rating despite playing in a rank way outside of your current ranking. i like the idea of sbmm but i do think that devs can do a better job with it.
i feel like this perfectly describes the issue, i stopped playing so many games because their competitive modes all worked like this and it is so frustrating sometimes. The feeling of still being able to win a game like that is good, but you are statistically at a disadvantage and get punished for losing the same as you would with a more evenly balanced game.
SBMM and EOMM are a spook. We've had skill systems for years and they work, it's called ELO ranking. EOMM is about manipulating the game experience to profitize gameplay itself.
I use command sometimes like Raydans does challenge runs because I play on console. So like I can only use 1 item in each tier, or only these 5 items or ukuleles is my greens only item in simulacrum with swarm on lol or science and electric build only on electric arti was really fun as is 100% corrupted void fiend (+500 hours and like halfish way through my eclipse climb)
By the way, the alternative to SBMM is CBMM (Connection based matchmaking), which has the advantages of being easier to monitor cheaters through and making games less laggy for every player as a whole. I played Destiny 2 PvP for a while, and I can confidently say that CBMM is way better for any gamemode that isn't ranked, especially given the server issues of modern games.
yeah I was also thinking about d2 pvp (having >1k hours in it) and I agree that cbmm makes the game a lot more enjoyable in most gamemodes. unfortunately d2 pvp is one of the worst pvp experiences ever designed so it's hard to talk about it seriously in the context of pvp games lmao also one reason why cbmm feels so much better than sbmm in destiny is bc of the lack of dedicated servers. with sbmm, at a high skill bracket you have so few players that the lag/connection issues makes you want to blow your brains out
In league of legends, there was a mode called Odessy, and it was 5man coop PVE and it was SICK AS HELL. There were several difficulty levels, and progression/unlocks to farm for new ability modifiers. I miss it even now
The main SBMM issue is similar to the command and RNG one that you layed out. In the old days, we had no SBMM, and games had a lot of variance. Sometimes you stomp, sometimes you get stomped, sometimes it's a close game. This kept things fresh. This is kind of like how with RNG, every run is different. On the other hand, with SBMM, every game is relatively equally difficult, as it's always putting you with people just like you. This is like how every command run is the same. The other issue is improvement. In RNG runs, you would start out sucking and losing plenty of runs. Over time as you improve, you become more successful as more runs become winnable. Similarly in the old days, you practiced and improved, and your performance on average would go up over time. With SBMM it's like if every run scaled to how good you are. It's one thing if you get good and choose to limit yourself or make things harder (like you using Umbral Mithrix, playing eclipse, and not looping, or an FPS player using bad guns, learning to quickscope etc) so you have more fun. It's another if the game immediately scales to your skill so you never feel like you improved at all. It removes that fundamental reason to improve in the first place. If the enemies immediately scale and become harder when I improve, what's the point in bothering to improve? The final issue with that is that your reward for improvement is that games just get sweatier, and thus less enjoyable. The only weapons used become meta, the only strategies used are the most degenerate exploitative ones, the only level of focus that people play with is maximum. A confounding factor is that we used to have servers that could self police, or we had lobby systems. Old COD for example in the post server era had a lobby that stayed together. They would generally start off chill, and then get sweatier with each game, so people could self select for difficulty (you get stomped, you leave and find an easier lobby, you are bored, you just stay till it heats up). The lobby would also team balance every match based on previous match performance (this was also great at adapting to you deciding to do dumb shit like go knife only, unlike SBMM, which often assumes you are always playing at your median level). Now, lobbies immediately break up, so it can re match you based on SBMM. Another confounding factor is that it tends to REALLY break if you get to super high skills. If you're top 1% or better in a game, it often gets fucked trying real hard to balance. It can't find people to match you, so it makes your whole team trash, the enemies are all mid-high. Your entire team gets SLAUGHTERED, and you are basically in a 1v6. It creates a match where one entire team of players has a shit time, every single game. In the past with mixes of players, that doesn't happen mostly, as everyone usually has people they can compete decently against unless they are big statistical outliers. The main crux that is at the heart of SBMM is it removing reason for improvement. If you let people see their SBMM rating, that is called ranked, and the reason to improve is to try and push the rating as high as it can go. That's a mode you intentionally choose to go into to sweat your ass off. The final issue is friends playing together. In the old days, with skill variance in a lobby, a low and high skill person play together. Low skill player statistically has some other low skill people to compete with in the lobby, mid skill people to learn from, and high skill ones to die to. High skill person has high skill to compete with, and kills everyone else. Now low skill has no one to compete with, dies to everyone, and high skill has to compete with everyone in the lobby, while trying to carry. It's just really awkward adding elo systems to modes in games that are meant to be casual. It's also a clash between types of players. There are old players who grew up in times when you had to start out and be trash, then work your way to becoming better. There are also newer players who don't want to put in time being worse than most people. It's also an issue with player skill increasing in these games. In the old days it took less to be good than now. It's a higher mountain to climb now. Either way, it's here to stay. It increases retention rates for casual players (who are the newer ones mostly), which means bigger playerbase as most people are casual, which means more microtransactions.
On buddy of mine loves Command, Swarms and, Sacrifice. Literally does that Hell Fire Planula build. My issue isn’t that he uses these sure, play how you want but he insists these items are actually really good and refuses to understand that command breaks the game entirely.
Yeah of course I don’t want to take away anyone’s joy of playing a game a certain way either! But yeah that can be very annoying lol. Someone who thinks they know it all without ever trying to interact with something normally, kinda like someone who read a book on painting telling a painter how to paint lol
a bit late, but I think there's a difference between casual competitive and actual competitive. The casual competitive crowd doesn't care about improvement, they care about their rank and ego. The competitive players usually just want to improve. I played comp Splatoon 3 back in high school, and my goal was to never be at the top, it was to improve and always be getting better. That path got me to top 200 global. Did I care that I was top 200 global? No, my goal was always the same, to just get better. Same thing is currently happening in Valve's Deadlock. I'm not that good, but I know I'm getting better. Even though I'm ranked in only the top 40%, I'm satisfied because I see improvement every day. SBMM is meant to help people improve, not boost their ego. I really do love the ror2 themed podcast rambles, ty for the content race
I think the big issue that people against command have is that they see it from a black and white perspective, either someone is a "Command player" or a """real""" player, with no inbetween. If you run command, you HAVE to be bad at the game, and you HAVE to have low hours, because anyone who's played long enough to do everything "legit" has at least 400 hours in the game and plays the game "the right way," unlocks achievements "the right way." Command and Drizzle exist for a reason, to give new players a fun time, and to let players get absurdly hard challenges unlocked sooner. What I personally have used command for is to unlock survivor abilities or items that I just desperately didn't want to grind 20 hours for. Namely, so far I've done it with Huntress's no-hit achievement to stack Brooches without wasting 10 hours finding the perfect run with 6 of them on the first two stages, Bandit's Hemorrhage challenge (mentioned in the video, I feel vindicated), and a handful of weird challenges like MUL-T's "Gotcha!" because I didn't feel like resetting 50 times to find a run where I have Preon and get an imp overlord before my AOE is enough to kill it before I can even fire the Preon. Do I enjoy Command runs? Sure, sometimes they can be fun. But I don't do them because I'm "bad" or want to "avoid playing the game the right way" to get achievements, I do it because while I have tons of free time now, I won't soon, and I want to get the most enjoyment out of that time as I can. I've done 99% of the achievements legit (Except the prismatic trial one for bandit, screw that I aint waiting twelve weeks to get a good seed), but that 1% is the ones I wanted unlocked sooner so I could enjoy the game more. Sure, I used Command to get them, but at the end of the day I still unlocked them myself, AND now I get to play more of that character in a more fun way, without spending my whole time doing so feeling like I need to be working towards some goal, I can just... Play the character, with an ability I like more.
yeah to be clear nothing i said goes against that and im happy you find fun in the game however you choose, and i have people in chat also say they sometimes do the same thing. it has nothing to do with your character as a person lol, i just think statistically, players who are given more rng play longer. the thing is also there just are a lot of people in those 'either or' camps, so while its not totally black and white its statistically closer to that than a range of players on either side. id also probably encourage you to just cheat to get the achievements though if youre worried about time!
@@RacesVideos Yeah! I apologize if it sounded like I was accusing you of falling into that "black and white" viewpoint, I just meant for the community at large. I also have cheated in a singular achievement, the one I mentioned above (merc's second special) just because I knew I'd be wasting my time trying to find a good seed. For everything else, I really do still enjoy unlocking stuff, I just prefer to guarantee I can unlock it within a run or two, so it's my own skill getting me the item/ability, not RNG. Also, I definitely do enjoy non-command runs more most of the time, I just use command for fun and casual runs, and do the rest as artifactless (until I get an executive card after I've already looted all 4 multi-shops on the stage, then I start to miss it, lol)
9:27 although i agree with your overall point, it was actually the other way around. minecraft was only survival and creative was added a bit later because players requested it. it wasnt even notch's idea and he never considered it. hes mentioned it a few times
alright so youre talking about the 'creative mode' im talking about before minecraft was defined as either. it had no survival code, you had no health, you had nothing in pre alpha, this is what minecraft started as, a creative mode, and i know that because i played it during that era. infdev and beta was when survival and game mechanic elements were added and way later the pre alpha creative mode was added back in
@@RacesVideos I stopped playing for years when the hunger bar was added added because it just stopped being the game I fell in love with, it almost feels like Notch altered his vision in the wake of that first wave of Minecraft Let's Plays. There is a sweet spot for me between creative/Artifact of Command and feeling like a chore to play (not everyone wants to commit to hundreds of hours in a game), and I think there are a lot of people who feel similarly. I just think most people aren't able to articulate what that sweet spot is for them.
thats also a fair thing. people play cookie clicker, not everything has to be "engaging", i think its just that most things have to have the *capacity* for engagement. and that's different to everyone, some things don't provide enough for some people, some provide too much and become overbearing
some people have that opinion more strongly than others. i can say it doesnt matter that much if you just looked at win history, you'd still see the same people that win keep winning those runs. but it definitely does make it easier and does push you away from the moments where the game shits the bed with the credit system
when you said that command players only have fun for 100 hours, i felt that. i literally only played command when i first found out what it was, played around 100 hours and got burnt out. since sots came out, i've already player 150 hours with no command. rng is what makes this game replayable and enjoyable indeed!
This may be off topic, but did anyone else noticed that elites at some random moment of the game start spawning 10 times more frequently to the point that the game become impossible to play? Or is it just my imagination?
starting at the third stage the elite pool changes, the new one including gilded elites. because of a coding mistake the new pool has its cost reduced, so elites spawn at almost double the intended rate. incidentally, they just dropped an update like 5 minutes ago which supposedly fixes that
@@IamClipsus From my experience the new update makes things better, but by stage 4-5 it's still 90% elites sometimes, though other times it feels normal. Seems more volatile than before, but still more fair.
My issue with COD's SBMM isn't my enemies, its my teammates. I haven't played since MW 2019 but back then at a certain point you get set as a "carry" and you'd get teamed up with people who should really be blacklisted from lobbies that I'm in. I'm not saying im a top 1% player but I'm way to high to be in a lobby with someone who is in the bottom 2%.
i think discussion around HOW things are balanced is totally fair game. but if we take statistics about player skill level across the board, without sbmm chances are youd have a similar skill level teammate most games anyway. so id say they could probably improve things a bit though and balance lobbies as a collective than just balance some scales though sure
@@RacesVideos IMO I think the old school lobby system was a better filter because you'd just match hop until you found a lobby you liked and generally that would just be your daily session but I don't think SBMM is bad just its execution is flawed. I agree that most people who don't like SBMM are just pooping their diapers because they get G checked every 3rd match by someone who can actually think and shoot straight
@@RacesVideosWhat I don’t understand about modern SBMM in modern CoD is that they develop that game as if it isn’t there. Why are there killstreaks and rewards for pubstomping if the game is doing everything in its power to prevent it. CoD is an arcade experience where pubstomping was kind of the goal. Nowadays it feels like a suffer grind simulator. Once you’ve finished grinding camos why would I continue to play a casual game that has rigorous skill matching that makes the game a chore to play? I get nothing in return for playing sweaty games and no visible rank to prove that I’ve been in those sweaty matches. The old game feel of CoD is long gone.
True but also it felt like there were fewer games that were available to play so you put up with it even if you were bad. Now players will just stop playing lol
I'm all for some MMR system in my multiplayer games. It's really reinforcing that when I'm playing weird for challenges, that it's matching me against people who fly around and insta-beam me. It's like, I wonder what it'd be like if I just played the game in a normal way and cared about the number of kills on the scoreboard instead of a long-term goal.
As a kid I used to love playing around with console commands and action replay to break games and do "the funny". I see my nephew do the same thing now and likoukd think "why isnt he just playing the game?" until I realized I used to do the exact same things. Theres just a certain point of aging or maturity where that stops being fun I guess, and now I like playing the game the way its meant to be played.
I almost feel like I want to add to the Cod SBMM thing because SBMM is THE reason I quit Cod entirely. I won't even go back to play campaign or side modes, I hate what the game has become. So Cod has implemented SBMM in every aspect of the entire game and riggs it based on your performance. If you're doing bad, it pins you against other bad players. If you're doing good, it gives you artificial lag that makes you play worse. And this system is implemented in every online playlist, even non-ranked playlists and Zombies. It's not fun. And this is coming from someone with a competitive fighting game background as well. I enjoy the competition but competition isn't the only way to have fun. And seriously, if I'm trying to play the PvE game mode with friends and the game says, "looks like you haven't died in awhile, let's lag you out," I'm not going to stick around. I don't understand how people enjoy it.
I do wonder if it's possible to make a more casual-oriented pvp game. I don't think it's possible, mainly due to how everyone's mindset is these days on the internet. For example tf2 always had a more relaxed side while having a coexistent sweaty-stomping side, they both still exist at a similar ratio as in the past but the casual is slowly getting cornered it feels. I haven't played any other pvp games of a similar calibre. I found solace in Sky: Children of the Sky, it's a relaxing explorative mmo (for your first few hours) which later becomes just a relaxing mmo, with the reek of "hey this guy has something cool, wonder if I can get it too" which is either answered with: It was an event in the past, gone forever bozo; once a year thing, gotta wait; and most likelyyyyyyyy microtransactions yayyyy. Guess it gets the bills and servers paid but it really reeks when playing regularly.
what if stage recap somehow showed you where the missed items were on the stage as you are leaving? Two ideas I have in mind are: It shows you individual screenshots of all the (chest, etc...) from a bird's eye view. ---OR--- A minimap pops up with pips/dots of where the stuff was. Would really hype up the rage.
The artifacts are literally mods that you don't have to pay for and download after the game releases to make it more fun after you've played the game a lot. I don't think you need to get mods for things like theory crafting unless you have like 1000+ hours and have exhausted your enjoyment of the base game, especially when command is a perfectly good alternative
I play command ROR a LOT (I have nearly 400 hours and I'd say at least half of that is probably in command) but that's entirely because I enjoy filling out the log-book and I'll be dead and buried before I'm doing a normal run while actively trying to get environment logs- they are so annoying and take so many tries and I hate them but I need that stupid book to get to 100%
Would you consider duel-streaming on RUclips and twitch? I am following your twitch account but I don’t want to watch 6 minutes of ads every 10 minutes.
To just add something real quick to what you said about PvP players just wanting to play PvE, thats exactly the reason why the zombies mode has gotten bigger in each call of duty, people just dont realize it.
@@RacesVideosWhat i meant was many people may not know that they can use mods and console commands for theorycrafting/testing things, just like many still don't know about eclipse, i guess i just worded it poorly😅 I too only play eclipse nowadays, so i understand where are you coming from, but i think command must be an option. It's a great sandbox for newer players to discover hidden interactions
SBMM would be fantastic if implemented properly. But when i used to play apex with SBMM and I would win one game I knew it was time to get it for the day cause the game takes winning one game as “This guy is a pro.” Would literally see apex predators the game after a win with 3-4 kills
about sbmm i really enjoy vallorant and genuinely want to improve but when i play valorant i get worn out after abt 2 or 3 matches but when i play risk of rain i can play for hours
5:51 I agree race but yu can’t forget about the proportion of console players that probs don’t even know of a method to just cheat the unlock or achievement onto profile, I just view command as a method of the creators allowing players to just have free rain with the item pool to achieve spesfic desired goals without having the fuss of RNG, n I think rng is a vital component of my personal fun within the game, but yk as u said it’s player choice ultimately
Yeah and I mentioned that, but that’s why I also said testing scenarios aren’t what drive majority logged playtime for total population even if they’re nice to have
the only constructive critique ive heard about sbmm, is that sbmm has a problem at certain points of the games lifespan, where there arent enough players around a certain skill level, so you keep getting matched up with the same people over and over and over again, and while that can create some fun friendly rivalries and companionship, it can also lead to another feeling of stagnation beyond any lack of skill or presence of luck (added context: this is all stuff ive heard from people who do play pvp in games, im not a pvp player, fighting other people in games literally drives me insane and its routinely shown to be bad for my mental and sometimes physical health to engage with it, so i cannot give credible examples of my own experience to back this up, its just what ive heard from people i value the opinions of)
I didn't quite understand what happened with the stage 1 loot- Did you use a command to change from roosts to forest and then proceed to say that you don't reset because you want to show every run is winnable? or what was the set_scene thing about
the context of the stream was different, we were testing stuff recently on each stage, but on the first run starting a win streak I don't mind playing on a different stage, thats how the conversation partly started. 99% of my runs though are not reset or modified for integrity's sake or whatever
I disagree with the comment at 9:59 while yes sometimes a large modpack can make a game less enjoyable I think most of the time it makes it a lot more fun. I much prefer modded minecraft over vanilla and modded terraria over vanilla terraria. Of course it also depends on the mods, you can absolutely ruin a game (I my opinion) with too many QoL mods, terraria is a great example, you have genuinely useful QoL mods such as veinminer which just saves time and not any grinding, or QoL mods that fix bugs. But you also have QoL mods that take out entire parts of the game, like the mods that allow you to just craft whatever rare item you would normally have to grind for. The main thing is that command just removes a portion of the game (rng) but doesn’t really add anything, whereas mods can add DLC levels of extra content to a game, so I don’t think its a fair comparison.
yep! i like that command is in the game and that people that love it can use it, i know people get weird about command on both sides of the aisle. There is definitely an air of it being an easier mode that gets people defensive and offensive about it
i think the only games that truly should never have sbmm is fortnite and other brs. i remember when getting a fortnite win was the most hyped and good feeling thing ever but now with lobbies full of bots and everyone on the same general skill lvl winning doesnt feel as impactful as it did back when you felt like you were a little fish in a sharktank and any fight could have that one crazy good player in the game. it really made the battle royale feel like a battle royale. tldr getting a win on old fortnite as the underdog was unrivaled dopamine
games like tarkov still dont have sbmm and i think it does capitalize on the fear that as a solo player you can go against a team of players better than you. but i dont think in super balanced match making games players should expect to either stomp other players constantly or be stomped constantly, and dependent on your skill level one of those would just happen all the time
@@RacesVideos very true to how fortnite was as well. I personally enjoyed the struggle and the grind to get even one victory in a play session. New gamers have it too easy 😤
your point about the "command players don't play past 100 hours" kinda sucks cause like normal people cant really dump 1k hours into a single game easily to get good and i really dont like your point of "rng doesn't matter you can always just get better" cause the time investment of getting better in this game is wayyyyyy too long 50 hours minimum and it vastly outweighs the time of fun vs the time of getting better that being said even though i disagree with you im still gonna watch your videos cause they fun and entertaining i just wanted to say i disagree
Normal players may not dump a ton of hours either across the board, but I do find it’s the players committed to learning more so that do when it happens. The thing about getting good applies to anything though, you HAVE to spend a lot of time to get good at something, and I think by your 50 hour standard that’s a very cheap cost. I don’t think everything should be free and there should be things to strive for if players want to strive for something, that’s why there’s also a million difficulties in this game so you don’t have to rely on your 50 hour skill to win like on drizzle (Appreciate you liking the vids!)
@@RacesVideos Thats me with Noita. I am approaching 700 hours played on that and I still keep going back to it. Nowadays I am able to kill enemies, collect gold, and wand build with ease. The only hurtle left for me in that game is completing the sun quest. Out of context you won't really understand, but an attempt takes many hours and despite how many perks you gathered, a polymorph death is always around the corner because getting polymorphed renders you helpless and strips away your perks until it wears off. I was only able to make the regular sun, but I keep dying when attempting the dark sun and I would still need to merge them. It can be pretty frustrating sometimes haha.
Why is there a debate at all about command? As great a game ror2 is I don't see it as a game that has to be played its intended game, its just meant to be fun. Games like dark souls or games that have a point to make with its game design I think are plenty valid, but ror2 is not one of those games. Command was put into ror2 the same way a difficulty setting was left out, making it just as intended as playing without artifacts.
i dont think theres a debate here, i think command is fine in the game same as eclipse is. that wasnt really the point of the conversation unless youre talking about the outer community?
At first when seekers of the storm released, Race advised people to downpatch their game as It was very buggy and mods didnt work on It, and named all items: "Downpatch your game". After some time passed he changed It to this. There were also other names but i dont feel like mentioning them.
i gotta say that i really dont agree when it comes to sbmm sbmm has some issues, it inherently pulls the game towards being much more competitive and straight up toxic. whether you want to or not youre forced into playing "the meta". experimenting with like silly dumb strategies and trying to make them work usually doesnt work out in the slightest since everyone is around the same skill level as you. if ur not doing ur best and givign yourself the absolute best circumstances then you probably wont win. additionally competitiveness automatically makes the atmosphere of a game less friendly, its sort of just in the nature of it also i want to point out that non-skillbased matchmaking doesnt rlly equal a free win? i mean i guess in certain circumstances it CAN, but if we use something like tf2 as an example, we can see that non-sbmm results in the player simply encountering both new players and players far better than you. its not like you dont have to try, or that you can do literally anything without consequences, but it does allow good players to try very weird and silly ideas for the fun of it, without getting their shit kicked in for not using "the meta" or simply not taking things seriously.
I don't want to take away your perspective of course, but this seems very single perspective oriented to me. 'You' want to use fun silly builds, but do your opponents want to lose to silly builds? Should they want to? Why would I want someone better than me in my lobby beating me with something silly? Wouldn't you just stop playing if you were in the bottom 25% of players and constantly lost against the other 75% instead of going against players you had a chance with? I think this is part a game designer fault that pushes too few builds into too meta, partly sbmm algorithm designs that aren't gradual enough, and also a social contract issue. When you log in to a game you have to understand both sides should have a chance to win and lose and express themselves and I think there's no better idea for a system than sbmm. When you consider both the bottom 15% of players and the top 15% of players you'll find without sbmm most of their games are going to be losses and wins respectively unless there's a specific replacement for skill lobbies in place. What it still sounds like you're describing is that you want to play against bot level players with fun mechanics from the pvp game you like, which is why I generally say people want pve games without realizing it. I don't think there's a way for players to enjoy being farmed for wins so players better than them can enjoy themselves. It's okay to still disagree with me btw and thanks for the response, I value conversation c:
@@RacesVideos ok so im gonna try and respond to everything here but i might honestly miss sm in this wall of text so bare with me ok so first off, i honestly dont think a new player would care or even notice if someone is using a joke-build or something thats really not viable at all. to them its just gonna look like they got killed by someone and thats probably gonna be that. i can see the argument for ppl on the medium skill-level vs the high 15%, but thats much less common and honestly id rather leave more opportunities for people to simply have fun with mechanics regardless of how viable they actually are. and yes, in an ideal world the devs would be able to perfectly balance a game so that a multitude of strategies are viable options against similarly skilled players, but the reality is that this is rarely the case, and metas tend to be fairly narrow. thats why i think keeping some skill-gaps between players is kind of important. i also dont really agree with your idea that i just want to play pve. i DO genuinely prefer pve over pvp overall, but pvp is inherently a unique experience from pve. you simply dont interact with a bot the same way youd interact with even lower-skilled players. either way i can say from experience that a match-making system such as the one in tf2 doesnt result in just farming new players. do you encounter ppl who dont know where they are or what theyre doing half of the time? yeah. but i much more often encounter people of a similar skill-level or greater. in reality non sbmm ends up in a mixed bag for the majority of players. sometimes you can employ weird and experimental strategies, sometimes it just wont work cuz u encounter someone that knows what theyre doing, maybe even more so than you. youre given freedom to experiment and have a casual form of fun while still being challenged. however as ive stated before, sbmm doesnt really let you have this mix, every player knows what theyre doing just as much as you and therefore it doesnt leave that same room for experimentation. also the thing you mentioned in ur video about just being exhausted from it is 100% true, thats another gripe i have with sbmm tho i will say that the low and high 15% thing is an issue. non-sbmm games have a tendency to be a bit hard to get into so the low 15% will have a harder time than they otherwise would have, and the high 15% end up in a situation where they'll encounter few players who can truly challenge them. non-sbmm also has its issues. tho i will note something, in non-sbmm, while it can be frustrating to lose to most other players, being surrounded by so many players who are better than you does also give you references on what works and what is possible, so even then its not all bad i dont inherently dislike sbmm, i just think its over-used. it has its place, and in my opinion thats in competitive. the casual mode should be casual, and sbmm goes directly against that
thanks for the response! I don't think you actually want to fight bots necessarily, but I think you enjoy, at least *sometimes*, being able to beat players for free or with lower effort based on what you've told me. You said you enjoy the mixed bag of fighting players who are better and worse. Players in the bottom 15% never have that privilege and just serve the same purpose to everyone else as a bot would, and to them I think its unfair that they would ALWAYS get into a lobby with players better than themselves in it unless strict sbmm was implemented. They need to have their own segregated lobbies or they will get farmed every time, it only takes one person above their level to completely ruin the lobby for them. Games aren't perfect though, and I do think there's a place for casual lobbies and ranked ones. But I just have empathy for people in 'mixed lobbies' that will never get the chance to enjoy themselves. If the solution is having non sbmm and sbmm lobbies in the same game okay, but it does split the player base a lot too. I just find it odd for anyone to relish the idea of beating players worse than them to have fun. How long does that fun last also, and is it worth someone else's lack of enjoyment? The social contract you accept when you play games is you want to win and lose and I'm glad you have the opportunity to experience both but you have to make sure everyone else gets that opportunity too otherwise people are going to stop playing, and the bottom 15% will keep getting recursively lost until no one plays anymore. I will say bigger the lobbies like battlebit or battlefield push this issue a little away, the more chaos and players in lobbies the more of a chance you can scrap a win by no matter how bad, sbmm or not. But the smaller the lobbies, the more skill based the game is, the worse its just going to be for a lot of people. I'm also not saying every game has to cater to everyone and give people wins for free, games i feel should have tons of skill and knowledge to get good at, and I think taking away those things sucks, but we can't just alienate people and farm them either lol. If you disagree still I think it's okay, I don't judge or anything, I'm just sharing. I think 5 years ago I had a totally different opinion on this, but the older I get the more empathy I just have for people wanting to have fun and I care about that a lot.
@@RacesVideos i do agree that the one bad thing about non-sbmm is that new players have a rough start, tho i consider it mostly a large issue right when someones starting, like during the period where a player still doesnt have a fundamental grasp on all the concepts and stuff. but once a player does grasp that, i think that the skill-difference becomes less of an issue for new players, and i say this as someone who has been new to non-sbmm games. at that point fighting people who are largely more skilled than you becomes more of a challenge rather than frustrating, since i actually know whats going on.. im just not like, good at utilising the mechanics yet, if you get me. maybe thats just how i view it tho, not everyone will find even that enjoyable. it does largely come down to which person youre talking to i feel with all this being said, sm that i could see being good is if new players were put into sbmm, sort of like training-wheels while theyre still getting used to the fundamental gameplay. the negatives of sbmm doesnt really appear among completely new players anyway, so it wouldnt rlly be a problem in that sense also i totally agree that the lobby-size matters like a LOT. using tf2 as an example again, its a big reason why it works really well in that game. 24 players is a lot, its a very chaotic game. so a lot of the time you can get kills and stuff in the chaos like you said and yeah, i get the empathy part, i dont like that it ends up being rough on new players but my point of view is that excessive competitiveness slowly drains the fun of a game by default, and id much rather keep the game enjoyable to dedicated players and people on the middle, than to keep the new players happy. in an ideal world everyone would be happy but usually thats either really hard to achieve or just not possible unfortunately.. tho maybe having sbmm for only completely fresh players could help sort of reaching a middle-ground.. maybe
@Race my dude wdym 100 hours? There are goty games that take less to complete. Althrough i agree command sucks enjoyment out of game, you shouldnt judge game by hours spent
@RacesVideos true, its important aspect for sure. But i believe others aspects still comes first just because games can be enjoyed by everyone, not just guys, who can spent 100+ hours, even if we talking about roguelike. Its just how you said it felt wrong, no offense
for sure, and to reiterate I don't think its the defining characteristic. I think we can agree to disagree mainly, but to break down my point it's important to not focus on static numbers like 100 and instead focus on proportions of numbers. Proportionally, I could spend more time in a replayable game with x and y elements in it, to me 100 hours isn't a lot, that same number could be let's say 10 hours or 5 hours for another person that doesn't play much. It's a proportional to the person and their experience with games
Mediocre cod RUclipsrs are a plague upon their own community. Like they spread this idea that sbmm sucks and benefits no one when they actually just want easy content from pub stomp matches.
I have returned with new, absolutely insane, information. There are accusations of black ops 6 having... *skill based damage* We have transcended blame shift and have reached new levels of cope. (There is a video by youtuber "TheTacticalBrit" discussing the subject, it's genuinely pretty interesting)
CoD players are so silly, they go "i just want to relax and play after a tiring day" okay... why are you trying to relax by playing a competitive PVP game? go play some stardew valley if you truly want to relax
the bison with crowbars was sbmm
i watch these kind of videos to observe your decision making
I got so much better at the game after I started watching these vids@@ThatguyfromtwitchNamelast
😂😂😂
I swear to God, problems in a person's personal life come up in the media they watch all the time. Im currently struggling through college, and im learning that im not passionate enough to make it through. I love the idea of graduating with a degree in psych and being a therapist, but my heart isn't in it. Im not enjoying the journey, so it's time to find something else to do. The conversation in this video about video games and people not being able to look at theselves and find out what they really want is very important. As a general PSA: if your doing something, even if your good at it, if you don't enjoy it stop doing it. Whether that's competitive gaming or a job that you hate. There are alternatives and people that will help you get there. Have a good day yall.
sometimes u just gotta thug it out tho
Both comments in this thread are valid. If you really want to excel and find joy in what you do, then of course, one of the big prerequisites would be to have that passion in the first place. However, sometimes, you have to really put in the time and work to get to the place where you want to be, even if that includes going through or completing things that don’t necessarily interest you. Plus, from another perspective, if you stick with the journey, you might find something new that interests you as well.
best of luck brother whatever route you take
so we're a quitter, got it
This is a great point, especially about not doing something even if you're good at it. Although I will say that it's VERY likely that you will dislike ANY job you end up doing in life to some degree, because that's what a job is: it's an activity that is generally so disliked by people that you have to pay someone money to do it. Gaming isn't a job because you don't have to pay people to do it; in fact, people will pay TO do it (not to be confused with content creation, which is much different than just gaming).
All of this to say that if you are good at something, you may want to think about doing it and then using the money you get from it to do something you actually enjoy. Chances are very good you'll end up having to do SOME job you don't like, might as well be one that you're good at (which hopefully means it pays well). Then look for meaning/happiness in OTHER areas of life. And if graduating with a degree and helping people really does appeal to you, then you may want to really think about making the sacrifice now to be able to attain that in the future. Advice from someone currently in grad school pursuing a degree in a field I really enjoy.
I can't hear SBMM discourse without thinking it's about Super Smash Bros Melee
Is that not what it's about, I don't know what the acronym stands for either 😂
@@savien6401 Skill Based Matchmaking. It's mainly people with 500 hours in a game complaining that they are not playing against children.
Honestly I do think there's an argument somewhere that bad SBMM leads to worse players dropping out of the game because they're losing too much, and then better players leaving because they killed the game, but I don't see it as an excuse to make every game like Fortnite.
Super Bash Mothers Melee
"Has there ever been a PvE MOBA?" Battleborn's death was really too soon, huh
The poor game was forced to survive under Overwatch's shadow right in it's release.
I swear, if that game came out a little later in OW's life we would be seeing Battleborn being played and maybe even updated to this day, with at LEAST a loyal community still playing it.
GEARBOX LISTENED THEY ACTUALLY DID
Yeaaaaa
15:38 Titanfall 2 multiplayer is mostly pvp, but there's random AI running around, who you can kill and get points for. It's not as many points as killing players or their titans, but it does technically help, since the players who want pvp will be focusing on other players and someone taking care of AI enemies is still helpful.
I personally think the whole command debate is really dumb, I view it as a sort of test mode, I play a lot of eclipse (currently working on e5 on all survivors) and when I get burnt out, generally after a particularly “unfair” death, I’ll hop into a drizzle command run and do a silly run stacking a bunch of 1 item like squid polyp or something just to cool down. I feel like this community has a serious fun gatekeeping problem in that regard. Yes, you aren’t getting the full experience if all you play is command, but that isn’t merit on its own to remove it.
I said several times throughout the vid I think it’s fine and I don’t want to take that away from players at all, in fact I still encourage people to actively play it if they want to. Don’t get too defensive now lol. The point was that a game like this very much benefits from something deeper. Also like I said there are better test modes personally.
15:40 I don't know how close it is to what you're asking, but back in the day of rotating alternate gamemodes League had a massive PvE event after the success of the Star Guardian gamemode, it was Odyssey. The champions (of the homonymous skin line) were rebalanced with acess to a ton of extra modifiers dropping randomly that would be absolutely stupid broken for a PvP setting, there were different difficulties and the hardest mode even required a bit of tryharding.
I remember cooking a Sona modifier build that could infinitely spam Q>E>Q>W>R, the ult would fire in 8 directions and "rebound" every time it hit an enemy, covering the whole screen in ultimates every few seconds. I had to build like 6 Seraph's to get enough mana to last a whole stage.
I also had a lot of fun on my first URF season, because it was available against bots, the next time it was only pvp, so every game was a stomp for a 1 million mastery yasuo/katarina/fizz main tryharding the shit out of the for fun mode. And then it was all random URF, so people kept quitting to get the broken character.
Since then Riot has shifted focus to the e-sports and competitive side of League, as per their own official statements, most of the alternate gamemodes are gone forever, it's all ranked this and climb that. I don't like games where my positive experience translates directly to someone else's negative experience or vice versa, so I quit. I'm not the target demographic anymore, probably never was, it's been a journey of self-discovery, in and out of gaming: I'm a sensitive puspus, it makes me a good empathetic friend but also a terrible receiver of banter/trashtalk/bm, so I play games accordingly now.
I have no strong opinion about SBMM because I don't play many PvP games that include it, but what I think people are asking for is to return to that feeling of a game server being a social space and not a working space. I used to play Counter Strike and Quake as a way to spend time with a group of maybe ~100 like-minded people who played on the same server as me. I got good enough to beat most people on that server, and I knew I could move on to a 'harder' space if I wanted to improve further. I felt like I had agency. Now that even casual modes of counterstrike or MOBAs have a hidden stat tracking how good I am I feel compelled to be in more of a 'work' frame of mind than a 'social' one when playing those games, and that pulls a lot of the fun out of the game for me. I love the frustration of learning and improvement, but I want to engage with it on my own terms, and I miss being able to mix that frustration with hanging out in a shared public space.
As a sidenote: Risk of Resources is very fun to watch because it feels like you guys have captured that spirit of mixing a social space with a competitive/improvement focused space. Congrats ;)
i agree with that in a sense too. but i think thats just the issue when switching to matchmaking from server style stuff. when it comes to matchmaking systems i think sbmm is the way to go, but when it comes to server stuff it definitely is different vibe i dont think games have a lot of these days, for better or worse, different era definitely
i play so little pvp that i had no idea what sbmm was until like halfway through the video lol
i think that my main gripe with sbmm (more specifically ranked gamemodes with hidden mmr) is that the game is putting you in harder lobbies that it thinks you should be in while not giving you the rank. like for example you could be ranked gold in a game then be put in a diamond lobby if youve been playing like a diamond player but get stomped and lose rating despite playing in a rank way outside of your current ranking. i like the idea of sbmm but i do think that devs can do a better job with it.
thats also a fair perspective. its possibly its not being done right across the board, but i dont play those games so i dont know
i feel like this perfectly describes the issue, i stopped playing so many games because their competitive modes all worked like this and it is so frustrating sometimes. The feeling of still being able to win a game like that is good, but you are statistically at a disadvantage and get punished for losing the same as you would with a more evenly balanced game.
SBMM and EOMM are a spook. We've had skill systems for years and they work, it's called ELO ranking. EOMM is about manipulating the game experience to profitize gameplay itself.
I use command sometimes like Raydans does challenge runs because I play on console. So like I can only use 1 item in each tier, or only these 5 items or ukuleles is my greens only item in simulacrum with swarm on lol or science and electric build only on electric arti was really fun as is 100% corrupted void fiend (+500 hours and like halfish way through my eclipse climb)
I also do this
By the way, the alternative to SBMM is CBMM (Connection based matchmaking), which has the advantages of being easier to monitor cheaters through and making games less laggy for every player as a whole.
I played Destiny 2 PvP for a while, and I can confidently say that CBMM is way better for any gamemode that isn't ranked, especially given the server issues of modern games.
yeah I was also thinking about d2 pvp (having >1k hours in it) and I agree that cbmm makes the game a lot more enjoyable in most gamemodes. unfortunately d2 pvp is one of the worst pvp experiences ever designed so it's hard to talk about it seriously in the context of pvp games lmao
also one reason why cbmm feels so much better than sbmm in destiny is bc of the lack of dedicated servers. with sbmm, at a high skill bracket you have so few players that the lag/connection issues makes you want to blow your brains out
In league of legends, there was a mode called Odessy, and it was 5man coop PVE and it was SICK AS HELL.
There were several difficulty levels, and progression/unlocks to farm for new ability modifiers.
I miss it even now
thank you kami for this gift racesBliss
I think the way I got 20 hemm stacks was to use command for like 15 backup mags and just found a stone titan stage 2-3 to spam on lol
The main SBMM issue is similar to the command and RNG one that you layed out. In the old days, we had no SBMM, and games had a lot of variance. Sometimes you stomp, sometimes you get stomped, sometimes it's a close game. This kept things fresh. This is kind of like how with RNG, every run is different. On the other hand, with SBMM, every game is relatively equally difficult, as it's always putting you with people just like you. This is like how every command run is the same.
The other issue is improvement. In RNG runs, you would start out sucking and losing plenty of runs. Over time as you improve, you become more successful as more runs become winnable. Similarly in the old days, you practiced and improved, and your performance on average would go up over time. With SBMM it's like if every run scaled to how good you are. It's one thing if you get good and choose to limit yourself or make things harder (like you using Umbral Mithrix, playing eclipse, and not looping, or an FPS player using bad guns, learning to quickscope etc) so you have more fun. It's another if the game immediately scales to your skill so you never feel like you improved at all. It removes that fundamental reason to improve in the first place. If the enemies immediately scale and become harder when I improve, what's the point in bothering to improve? The final issue with that is that your reward for improvement is that games just get sweatier, and thus less enjoyable. The only weapons used become meta, the only strategies used are the most degenerate exploitative ones, the only level of focus that people play with is maximum.
A confounding factor is that we used to have servers that could self police, or we had lobby systems. Old COD for example in the post server era had a lobby that stayed together. They would generally start off chill, and then get sweatier with each game, so people could self select for difficulty (you get stomped, you leave and find an easier lobby, you are bored, you just stay till it heats up). The lobby would also team balance every match based on previous match performance (this was also great at adapting to you deciding to do dumb shit like go knife only, unlike SBMM, which often assumes you are always playing at your median level). Now, lobbies immediately break up, so it can re match you based on SBMM.
Another confounding factor is that it tends to REALLY break if you get to super high skills. If you're top 1%
or better in a game, it often gets fucked trying real hard to balance. It can't find people to match you, so it makes your whole team trash, the enemies are all mid-high. Your entire team gets SLAUGHTERED, and you are basically in a 1v6. It creates a match where one entire team of players has a shit time, every single game. In the past with mixes of players, that doesn't happen mostly, as everyone usually has people they can compete decently against unless they are big statistical outliers.
The main crux that is at the heart of SBMM is it removing reason for improvement. If you let people see their SBMM rating, that is called ranked, and the reason to improve is to try and push the rating as high as it can go. That's a mode you intentionally choose to go into to sweat your ass off.
The final issue is friends playing together. In the old days, with skill variance in a lobby, a low and high skill person play together. Low skill player statistically has some other low skill people to compete with in the lobby, mid skill people to learn from, and high skill ones to die to. High skill person has high skill to compete with, and kills everyone else. Now low skill has no one to compete with, dies to everyone, and high skill has to compete with everyone in the lobby, while trying to carry.
It's just really awkward adding elo systems to modes in games that are meant to be casual. It's also a clash between types of players. There are old players who grew up in times when you had to start out and be trash, then work your way to becoming better. There are also newer players who don't want to put in time being worse than most people. It's also an issue with player skill increasing in these games. In the old days it took less to be good than now. It's a higher mountain to climb now.
Either way, it's here to stay. It increases retention rates for casual players (who are the newer ones mostly), which means bigger playerbase as most people are casual, which means more microtransactions.
On buddy of mine loves Command, Swarms and, Sacrifice. Literally does that Hell Fire Planula build. My issue isn’t that he uses these sure, play how you want but he insists these items are actually really good and refuses to understand that command breaks the game entirely.
Yeah of course I don’t want to take away anyone’s joy of playing a game a certain way either! But yeah that can be very annoying lol. Someone who thinks they know it all without ever trying to interact with something normally, kinda like someone who read a book on painting telling a painter how to paint lol
a bit late, but I think there's a difference between casual competitive and actual competitive. The casual competitive crowd doesn't care about improvement, they care about their rank and ego. The competitive players usually just want to improve. I played comp Splatoon 3 back in high school, and my goal was to never be at the top, it was to improve and always be getting better. That path got me to top 200 global. Did I care that I was top 200 global? No, my goal was always the same, to just get better. Same thing is currently happening in Valve's Deadlock. I'm not that good, but I know I'm getting better. Even though I'm ranked in only the top 40%, I'm satisfied because I see improvement every day. SBMM is meant to help people improve, not boost their ego.
I really do love the ror2 themed podcast rambles, ty for the content race
The video goes live right after gearbox makes an video about reworking on seekers of the storm 😭😭
i love that intro by the way omfg, definitely do those more often that was hilarious xD
I think the big issue that people against command have is that they see it from a black and white perspective, either someone is a "Command player" or a """real""" player, with no inbetween. If you run command, you HAVE to be bad at the game, and you HAVE to have low hours, because anyone who's played long enough to do everything "legit" has at least 400 hours in the game and plays the game "the right way," unlocks achievements "the right way." Command and Drizzle exist for a reason, to give new players a fun time, and to let players get absurdly hard challenges unlocked sooner.
What I personally have used command for is to unlock survivor abilities or items that I just desperately didn't want to grind 20 hours for. Namely, so far I've done it with Huntress's no-hit achievement to stack Brooches without wasting 10 hours finding the perfect run with 6 of them on the first two stages, Bandit's Hemorrhage challenge (mentioned in the video, I feel vindicated), and a handful of weird challenges like MUL-T's "Gotcha!" because I didn't feel like resetting 50 times to find a run where I have Preon and get an imp overlord before my AOE is enough to kill it before I can even fire the Preon.
Do I enjoy Command runs? Sure, sometimes they can be fun. But I don't do them because I'm "bad" or want to "avoid playing the game the right way" to get achievements, I do it because while I have tons of free time now, I won't soon, and I want to get the most enjoyment out of that time as I can. I've done 99% of the achievements legit (Except the prismatic trial one for bandit, screw that I aint waiting twelve weeks to get a good seed), but that 1% is the ones I wanted unlocked sooner so I could enjoy the game more. Sure, I used Command to get them, but at the end of the day I still unlocked them myself, AND now I get to play more of that character in a more fun way, without spending my whole time doing so feeling like I need to be working towards some goal, I can just... Play the character, with an ability I like more.
yeah to be clear nothing i said goes against that and im happy you find fun in the game however you choose, and i have people in chat also say they sometimes do the same thing. it has nothing to do with your character as a person lol, i just think statistically, players who are given more rng play longer. the thing is also there just are a lot of people in those 'either or' camps, so while its not totally black and white its statistically closer to that than a range of players on either side. id also probably encourage you to just cheat to get the achievements though if youre worried about time!
@@RacesVideos Yeah! I apologize if it sounded like I was accusing you of falling into that "black and white" viewpoint, I just meant for the community at large. I also have cheated in a singular achievement, the one I mentioned above (merc's second special) just because I knew I'd be wasting my time trying to find a good seed. For everything else, I really do still enjoy unlocking stuff, I just prefer to guarantee I can unlock it within a run or two, so it's my own skill getting me the item/ability, not RNG.
Also, I definitely do enjoy non-command runs more most of the time, I just use command for fun and casual runs, and do the rest as artifactless (until I get an executive card after I've already looted all 4 multi-shops on the stage, then I start to miss it, lol)
9:27 although i agree with your overall point, it was actually the other way around. minecraft was only survival and creative was added a bit later because players requested it. it wasnt even notch's idea and he never considered it. hes mentioned it a few times
alright so youre talking about the 'creative mode' im talking about before minecraft was defined as either. it had no survival code, you had no health, you had nothing in pre alpha, this is what minecraft started as, a creative mode, and i know that because i played it during that era. infdev and beta was when survival and game mechanic elements were added and way later the pre alpha creative mode was added back in
@@RacesVideos I stopped playing for years when the hunger bar was added added because it just stopped being the game I fell in love with, it almost feels like Notch altered his vision in the wake of that first wave of Minecraft Let's Plays. There is a sweet spot for me between creative/Artifact of Command and feeling like a chore to play (not everyone wants to commit to hundreds of hours in a game), and I think there are a lot of people who feel similarly. I just think most people aren't able to articulate what that sweet spot is for them.
thats also a fair thing. people play cookie clicker, not everything has to be "engaging", i think its just that most things have to have the *capacity* for engagement. and that's different to everyone, some things don't provide enough for some people, some provide too much and become overbearing
I think “dreaming” should be limited in “win streaks”. Feels cheap when you dream of sand, air, and fire every run
some people have that opinion more strongly than others. i can say it doesnt matter that much if you just looked at win history, you'd still see the same people that win keep winning those runs. but it definitely does make it easier and does push you away from the moments where the game shits the bed with the credit system
Shortest mithrix fight ive seen from race
when you said that command players only have fun for 100 hours, i felt that. i literally only played command when i first found out what it was, played around 100 hours and got burnt out. since sots came out, i've already player 150 hours with no command. rng is what makes this game replayable and enjoyable indeed!
"Very rarely a player goes into a game and be like: i want to suffer" *stares at The Witness* 🤣
they want to they just dont realize it (✿◡‿◡)
This may be off topic, but did anyone else noticed that elites at some random moment of the game start spawning 10 times more frequently to the point that the game become impossible to play? Or is it just my imagination?
starting at the third stage the elite pool changes, the new one including gilded elites. because of a coding mistake the new pool has its cost reduced, so elites spawn at almost double the intended rate. incidentally, they just dropped an update like 5 minutes ago which supposedly fixes that
@@IamClipsus From my experience the new update makes things better, but by stage 4-5 it's still 90% elites sometimes, though other times it feels normal. Seems more volatile than before, but still more fair.
My issue with COD's SBMM isn't my enemies, its my teammates. I haven't played since MW 2019 but back then at a certain point you get set as a "carry" and you'd get teamed up with people who should really be blacklisted from lobbies that I'm in. I'm not saying im a top 1% player but I'm way to high to be in a lobby with someone who is in the bottom 2%.
i think discussion around HOW things are balanced is totally fair game. but if we take statistics about player skill level across the board, without sbmm chances are youd have a similar skill level teammate most games anyway. so id say they could probably improve things a bit though and balance lobbies as a collective than just balance some scales though sure
@@RacesVideos IMO I think the old school lobby system was a better filter because you'd just match hop until you found a lobby you liked and generally that would just be your daily session but I don't think SBMM is bad just its execution is flawed. I agree that most people who don't like SBMM are just pooping their diapers because they get G checked every 3rd match by someone who can actually think and shoot straight
If only there was a name for the feature that takes the player's skill into consideration when making matches...
@@zerrus8781 Not every COD has ranked unfortunately
@@RacesVideosWhat I don’t understand about modern SBMM in modern CoD is that they develop that game as if it isn’t there. Why are there killstreaks and rewards for pubstomping if the game is doing everything in its power to prevent it. CoD is an arcade experience where pubstomping was kind of the goal. Nowadays it feels like a suffer grind simulator. Once you’ve finished grinding camos why would I continue to play a casual game that has rigorous skill matching that makes the game a chore to play?
I get nothing in return for playing sweaty games and no visible rank to prove that I’ve been in those sweaty matches. The old game feel of CoD is long gone.
23:35 the new stage 5 is only really dark for me because the gamma boost setting doesnt work, its not supposed to be as dark as it is
first come first serve matchmaking was the youtube guides of the past. You learned to git gut one slap at a time
True but also it felt like there were fewer games that were available to play so you put up with it even if you were bad. Now players will just stop playing lol
I'm all for some MMR system in my multiplayer games. It's really reinforcing that when I'm playing weird for challenges, that it's matching me against people who fly around and insta-beam me. It's like, I wonder what it'd be like if I just played the game in a normal way and cared about the number of kills on the scoreboard instead of a long-term goal.
Maybe the real SBMM was the friends we made along the way
is that why my friends suck?
Siphoned + race dll + raw skill = upload
As a kid I used to love playing around with console commands and action replay to break games and do "the funny". I see my nephew do the same thing now and likoukd think "why isnt he just playing the game?" until I realized I used to do the exact same things. Theres just a certain point of aging or maturity where that stops being fun I guess, and now I like playing the game the way its meant to be played.
first race vid where ive seen my chat lol
I almost feel like I want to add to the Cod SBMM thing because SBMM is THE reason I quit Cod entirely. I won't even go back to play campaign or side modes, I hate what the game has become.
So Cod has implemented SBMM in every aspect of the entire game and riggs it based on your performance. If you're doing bad, it pins you against other bad players. If you're doing good, it gives you artificial lag that makes you play worse.
And this system is implemented in every online playlist, even non-ranked playlists and Zombies. It's not fun. And this is coming from someone with a competitive fighting game background as well. I enjoy the competition but competition isn't the only way to have fun. And seriously, if I'm trying to play the PvE game mode with friends and the game says, "looks like you haven't died in awhile, let's lag you out," I'm not going to stick around. I don't understand how people enjoy it.
I do wonder if it's possible to make a more casual-oriented pvp game. I don't think it's possible, mainly due to how everyone's mindset is these days on the internet. For example tf2 always had a more relaxed side while having a coexistent sweaty-stomping side, they both still exist at a similar ratio as in the past but the casual is slowly getting cornered it feels. I haven't played any other pvp games of a similar calibre.
I found solace in Sky: Children of the Sky, it's a relaxing explorative mmo (for your first few hours) which later becomes just a relaxing mmo, with the reek of "hey this guy has something cool, wonder if I can get it too" which is either answered with: It was an event in the past, gone forever bozo; once a year thing, gotta wait; and most likelyyyyyyyy microtransactions yayyyy.
Guess it gets the bills and servers paid but it really reeks when playing regularly.
what if stage recap somehow showed you where the missed items were on the stage as you are leaving?
Two ideas I have in mind are: It shows you individual screenshots of all the (chest, etc...) from a bird's eye view. ---OR--- A minimap pops up with pips/dots of where the stuff was.
Would really hype up the rage.
The artifacts are literally mods that you don't have to pay for and download after the game releases to make it more fun after you've played the game a lot. I don't think you need to get mods for things like theory crafting unless you have like 1000+ hours and have exhausted your enjoyment of the base game, especially when command is a perfectly good alternative
I play command ROR a LOT (I have nearly 400 hours and I'd say at least half of that is probably in command) but that's entirely because I enjoy filling out the log-book and I'll be dead and buried before I'm doing a normal run while actively trying to get environment logs- they are so annoying and take so many tries and I hate them but I need that stupid book to get to 100%
Would you consider duel-streaming on RUclips and twitch? I am following your twitch account but I don’t want to watch 6 minutes of ads every 10 minutes.
insane that twitch has fallen to that kind of standard isnt it
@@RacesVideos it absolutely is.
Today i learnt distant roots have double the spawn rate, AND I FUKIN HATE THAT STAGE
i think command is just for the power trippers that just want a game to shoot stuff and see pretty colors
Yay void friend run
Edit : oh wait no
To just add something real quick to what you said about PvP players just wanting to play PvE, thats exactly the reason why the zombies mode has gotten bigger in each call of duty, people just dont realize it.
Yep lol
9:02 I think you're forgetting that there is not an insignificant amount of people who have 100+ hrs yet have no clue eclipse exists
Less about eclipse and more about the normal game mode, I just associate the two closely in my head cause eclipse is “normal” to me
@@RacesVideosWhat i meant was many people may not know that they can use mods and console commands for theorycrafting/testing things, just like many still don't know about eclipse, i guess i just worded it poorly😅 I too only play eclipse nowadays, so i understand where are you coming from, but i think command must be an option. It's a great sandbox for newer players to discover hidden interactions
SBMM would be fantastic if implemented properly. But when i used to play apex with SBMM and I would win one game I knew it was time to get it for the day cause the game takes winning one game as “This guy is a pro.” Would literally see apex predators the game after a win with 3-4 kills
about sbmm i really enjoy vallorant and genuinely want to improve but when i play valorant i get worn out after abt 2 or 3 matches but when i play risk of rain i can play for hours
What was that mod that telled you what you missed? Never seen that one before. Great video as always though!
5:51 I agree race but yu can’t forget about the proportion of console players that probs don’t even know of a method to just cheat the unlock or achievement onto profile, I just view command as a method of the creators allowing players to just have free rain with the item pool to achieve spesfic desired goals without having the fuss of RNG, n I think rng is a vital component of my personal fun within the game, but yk as u said it’s player choice ultimately
Yeah and I mentioned that, but that’s why I also said testing scenarios aren’t what drive majority logged playtime for total population even if they’re nice to have
Why play Command when you can play Commando? Yeehaw.
hey Race, when do you plan to play on the sots patch? just curious.
today
fuck yeah hope i catch the stream
the only constructive critique ive heard about sbmm, is that sbmm has a problem at certain points of the games lifespan, where there arent enough players around a certain skill level, so you keep getting matched up with the same people over and over and over again, and while that can create some fun friendly rivalries and companionship, it can also lead to another feeling of stagnation beyond any lack of skill or presence of luck (added context: this is all stuff ive heard from people who do play pvp in games, im not a pvp player, fighting other people in games literally drives me insane and its routinely shown to be bad for my mental and sometimes physical health to engage with it, so i cannot give credible examples of my own experience to back this up, its just what ive heard from people i value the opinions of)
I didn't quite understand what happened with the stage 1 loot- Did you use a command to change from roosts to forest and then proceed to say that you don't reset because you want to show every run is winnable? or what was the set_scene thing about
the context of the stream was different, we were testing stuff recently on each stage, but on the first run starting a win streak I don't mind playing on a different stage, thats how the conversation partly started. 99% of my runs though are not reset or modified for integrity's sake or whatever
I disagree with the comment at 9:59 while yes sometimes a large modpack can make a game less enjoyable I think most of the time it makes it a lot more fun. I much prefer modded minecraft over vanilla and modded terraria over vanilla terraria. Of course it also depends on the mods, you can absolutely ruin a game (I my opinion) with too many QoL mods, terraria is a great example, you have genuinely useful QoL mods such as veinminer which just saves time and not any grinding, or QoL mods that fix bugs. But you also have QoL mods that take out entire parts of the game, like the mods that allow you to just craft whatever rare item you would normally have to grind for.
The main thing is that command just removes a portion of the game (rng) but doesn’t really add anything, whereas mods can add DLC levels of extra content to a game, so I don’t think its a fair comparison.
If you don't like command don't use it. Sorry if this is a really wild new idea to some of you.
yep! i like that command is in the game and that people that love it can use it, i know people get weird about command on both sides of the aisle. There is definitely an air of it being an easier mode that gets people defensive and offensive about it
as a 14 yr old i cant verify ur facts. i hate playing command
How do we increase the gunner reload bar size?
Attack speed
i think the only games that truly should never have sbmm is fortnite and other brs. i remember when getting a fortnite win was the most hyped and good feeling thing ever but now with lobbies full of bots and everyone on the same general skill lvl winning doesnt feel as impactful as it did back when you felt like you were a little fish in a sharktank and any fight could have that one crazy good player in the game. it really made the battle royale feel like a battle royale. tldr getting a win on old fortnite as the underdog was unrivaled dopamine
games like tarkov still dont have sbmm and i think it does capitalize on the fear that as a solo player you can go against a team of players better than you. but i dont think in super balanced match making games players should expect to either stomp other players constantly or be stomped constantly, and dependent on your skill level one of those would just happen all the time
@@RacesVideos very true to how fortnite was as well. I personally enjoyed the struggle and the grind to get even one victory in a play session. New gamers have it too easy 😤
your point about the "command players don't play past 100 hours" kinda sucks cause like normal people cant really dump 1k hours into a single game easily to get good
and i really dont like your point of "rng doesn't matter you can always just get better" cause the time investment of getting better in this game is wayyyyyy too long 50 hours minimum and it vastly outweighs the time of fun vs the time of getting better
that being said even though i disagree with you im still gonna watch your videos cause they fun and entertaining i just wanted to say i disagree
Normal players may not dump a ton of hours either across the board, but I do find it’s the players committed to learning more so that do when it happens.
The thing about getting good applies to anything though, you HAVE to spend a lot of time to get good at something, and I think by your 50 hour standard that’s a very cheap cost. I don’t think everything should be free and there should be things to strive for if players want to strive for something, that’s why there’s also a million difficulties in this game so you don’t have to rely on your 50 hour skill to win like on drizzle
(Appreciate you liking the vids!)
@@RacesVideos Thats me with Noita. I am approaching 700 hours played on that and I still keep going back to it. Nowadays I am able to kill enemies, collect gold, and wand build with ease. The only hurtle left for me in that game is completing the sun quest. Out of context you won't really understand, but an attempt takes many hours and despite how many perks you gathered, a polymorph death is always around the corner because getting polymorphed renders you helpless and strips away your perks until it wears off.
I was only able to make the regular sun, but I keep dying when attempting the dark sun and I would still need to merge them. It can be pretty frustrating sometimes haha.
Why is there a debate at all about command? As great a game ror2 is I don't see it as a game that has to be played its intended game, its just meant to be fun. Games like dark souls or games that have a point to make with its game design I think are plenty valid, but ror2 is not one of those games. Command was put into ror2 the same way a difficulty setting was left out, making it just as intended as playing without artifacts.
i dont think theres a debate here, i think command is fine in the game same as eclipse is. that wasnt really the point of the conversation unless youre talking about the outer community?
why are all the item names 'old joke'?
I THOUGHT YOU WERE MOCKING HIM BUT ITS ACTUALLY THAT LLLMMFFAAOOOO
At first when seekers of the storm released, Race advised people to downpatch their game as It was very buggy and mods didnt work on It, and named all items: "Downpatch your game". After some time passed he changed It to this. There were also other names but i dont feel like mentioning them.
i gotta say that i really dont agree when it comes to sbmm
sbmm has some issues, it inherently pulls the game towards being much more competitive and straight up toxic. whether you want to or not youre forced into playing "the meta". experimenting with like silly dumb strategies and trying to make them work usually doesnt work out in the slightest since everyone is around the same skill level as you. if ur not doing ur best and givign yourself the absolute best circumstances then you probably wont win. additionally competitiveness automatically makes the atmosphere of a game less friendly, its sort of just in the nature of it
also i want to point out that non-skillbased matchmaking doesnt rlly equal a free win? i mean i guess in certain circumstances it CAN, but if we use something like tf2 as an example, we can see that non-sbmm results in the player simply encountering both new players and players far better than you. its not like you dont have to try, or that you can do literally anything without consequences, but it does allow good players to try very weird and silly ideas for the fun of it, without getting their shit kicked in for not using "the meta" or simply not taking things seriously.
I don't want to take away your perspective of course, but this seems very single perspective oriented to me. 'You' want to use fun silly builds, but do your opponents want to lose to silly builds? Should they want to? Why would I want someone better than me in my lobby beating me with something silly? Wouldn't you just stop playing if you were in the bottom 25% of players and constantly lost against the other 75% instead of going against players you had a chance with? I think this is part a game designer fault that pushes too few builds into too meta, partly sbmm algorithm designs that aren't gradual enough, and also a social contract issue. When you log in to a game you have to understand both sides should have a chance to win and lose and express themselves and I think there's no better idea for a system than sbmm. When you consider both the bottom 15% of players and the top 15% of players you'll find without sbmm most of their games are going to be losses and wins respectively unless there's a specific replacement for skill lobbies in place. What it still sounds like you're describing is that you want to play against bot level players with fun mechanics from the pvp game you like, which is why I generally say people want pve games without realizing it. I don't think there's a way for players to enjoy being farmed for wins so players better than them can enjoy themselves. It's okay to still disagree with me btw and thanks for the response, I value conversation c:
@@RacesVideos ok so im gonna try and respond to everything here but i might honestly miss sm in this wall of text so bare with me
ok so first off, i honestly dont think a new player would care or even notice if someone is using a joke-build or something thats really not viable at all. to them its just gonna look like they got killed by someone and thats probably gonna be that. i can see the argument for ppl on the medium skill-level vs the high 15%, but thats much less common and honestly id rather leave more opportunities for people to simply have fun with mechanics regardless of how viable they actually are. and yes, in an ideal world the devs would be able to perfectly balance a game so that a multitude of strategies are viable options against similarly skilled players, but the reality is that this is rarely the case, and metas tend to be fairly narrow. thats why i think keeping some skill-gaps between players is kind of important.
i also dont really agree with your idea that i just want to play pve. i DO genuinely prefer pve over pvp overall, but pvp is inherently a unique experience from pve. you simply dont interact with a bot the same way youd interact with even lower-skilled players. either way i can say from experience that a match-making system such as the one in tf2 doesnt result in just farming new players. do you encounter ppl who dont know where they are or what theyre doing half of the time? yeah. but i much more often encounter people of a similar skill-level or greater.
in reality non sbmm ends up in a mixed bag for the majority of players. sometimes you can employ weird and experimental strategies, sometimes it just wont work cuz u encounter someone that knows what theyre doing, maybe even more so than you. youre given freedom to experiment and have a casual form of fun while still being challenged. however as ive stated before, sbmm doesnt really let you have this mix, every player knows what theyre doing just as much as you and therefore it doesnt leave that same room for experimentation. also the thing you mentioned in ur video about just being exhausted from it is 100% true, thats another gripe i have with sbmm
tho i will say that the low and high 15% thing is an issue. non-sbmm games have a tendency to be a bit hard to get into so the low 15% will have a harder time than they otherwise would have, and the high 15% end up in a situation where they'll encounter few players who can truly challenge them. non-sbmm also has its issues. tho i will note something, in non-sbmm, while it can be frustrating to lose to most other players, being surrounded by so many players who are better than you does also give you references on what works and what is possible, so even then its not all bad
i dont inherently dislike sbmm, i just think its over-used. it has its place, and in my opinion thats in competitive. the casual mode should be casual, and sbmm goes directly against that
thanks for the response!
I don't think you actually want to fight bots necessarily, but I think you enjoy, at least *sometimes*, being able to beat players for free or with lower effort based on what you've told me. You said you enjoy the mixed bag of fighting players who are better and worse. Players in the bottom 15% never have that privilege and just serve the same purpose to everyone else as a bot would, and to them I think its unfair that they would ALWAYS get into a lobby with players better than themselves in it unless strict sbmm was implemented. They need to have their own segregated lobbies or they will get farmed every time, it only takes one person above their level to completely ruin the lobby for them. Games aren't perfect though, and I do think there's a place for casual lobbies and ranked ones. But I just have empathy for people in 'mixed lobbies' that will never get the chance to enjoy themselves. If the solution is having non sbmm and sbmm lobbies in the same game okay, but it does split the player base a lot too.
I just find it odd for anyone to relish the idea of beating players worse than them to have fun. How long does that fun last also, and is it worth someone else's lack of enjoyment? The social contract you accept when you play games is you want to win and lose and I'm glad you have the opportunity to experience both but you have to make sure everyone else gets that opportunity too otherwise people are going to stop playing, and the bottom 15% will keep getting recursively lost until no one plays anymore.
I will say bigger the lobbies like battlebit or battlefield push this issue a little away, the more chaos and players in lobbies the more of a chance you can scrap a win by no matter how bad, sbmm or not. But the smaller the lobbies, the more skill based the game is, the worse its just going to be for a lot of people.
I'm also not saying every game has to cater to everyone and give people wins for free, games i feel should have tons of skill and knowledge to get good at, and I think taking away those things sucks, but we can't just alienate people and farm them either lol. If you disagree still I think it's okay, I don't judge or anything, I'm just sharing.
I think 5 years ago I had a totally different opinion on this, but the older I get the more empathy I just have for people wanting to have fun and I care about that a lot.
@@RacesVideos i do agree that the one bad thing about non-sbmm is that new players have a rough start, tho i consider it mostly a large issue right when someones starting, like during the period where a player still doesnt have a fundamental grasp on all the concepts and stuff. but once a player does grasp that, i think that the skill-difference becomes less of an issue for new players, and i say this as someone who has been new to non-sbmm games. at that point fighting people who are largely more skilled than you becomes more of a challenge rather than frustrating, since i actually know whats going on.. im just not like, good at utilising the mechanics yet, if you get me. maybe thats just how i view it tho, not everyone will find even that enjoyable. it does largely come down to which person youre talking to i feel
with all this being said, sm that i could see being good is if new players were put into sbmm, sort of like training-wheels while theyre still getting used to the fundamental gameplay. the negatives of sbmm doesnt really appear among completely new players anyway, so it wouldnt rlly be a problem in that sense
also i totally agree that the lobby-size matters like a LOT. using tf2 as an example again, its a big reason why it works really well in that game. 24 players is a lot, its a very chaotic game. so a lot of the time you can get kills and stuff in the chaos like you said
and yeah, i get the empathy part, i dont like that it ends up being rough on new players but my point of view is that excessive competitiveness slowly drains the fun of a game by default, and id much rather keep the game enjoyable to dedicated players and people on the middle, than to keep the new players happy. in an ideal world everyone would be happy but usually thats either really hard to achieve or just not possible unfortunately.. tho maybe having sbmm for only completely fresh players could help sort of reaching a middle-ground.. maybe
@Race my dude wdym 100 hours? There are goty games that take less to complete. Althrough i agree command sucks enjoyment out of game, you shouldnt judge game by hours spent
I’m not, through the context of a roguelike though, a concept based on replayability, I think it’s an important discussion
@RacesVideos true, its important aspect for sure. But i believe others aspects still comes first just because games can be enjoyed by everyone, not just guys, who can spent 100+ hours, even if we talking about roguelike. Its just how you said it felt wrong, no offense
for sure, and to reiterate I don't think its the defining characteristic. I think we can agree to disagree mainly, but to break down my point it's important to not focus on static numbers like 100 and instead focus on proportions of numbers. Proportionally, I could spend more time in a replayable game with x and y elements in it, to me 100 hours isn't a lot, that same number could be let's say 10 hours or 5 hours for another person that doesn't play much. It's a proportional to the person and their experience with games
Will you ever make a false son video?
Not until they fix that shit lol
Why is everything, called old joke?
too old of a joke for you sadly
Mediocre cod RUclipsrs are a plague upon their own community.
Like they spread this idea that sbmm sucks and benefits no one when they actually just want easy content from pub stomp matches.
I have returned with new, absolutely insane, information.
There are accusations of black ops 6 having...
*skill based damage*
We have transcended blame shift and have reached new levels of cope.
(There is a video by youtuber "TheTacticalBrit" discussing the subject, it's genuinely pretty interesting)
CoD players are so silly, they go "i just want to relax and play after a tiring day"
okay... why are you trying to relax by playing a competitive PVP game? go play some stardew valley if you truly want to relax
because
First
L takes
okey (✿◡‿◡)