I leaving game

Meta is basically the word for current game status and stuff that lead you to be above others in terms of kills and wins (skill and brains included).

2 hours ago, avarshina said:

I am not a hard-core gamer nor a games developer, so please tell me what is this “meta” you guys (g4borg, you and others) speak of? And what changed?

 

Meta game example: EM weapons with gravity causing players to need to build to compensate more for ensnares and em damage.  gameplay teamwork needing adjustment to compensate for the tai’in’s many escape actions.  These are examples.  I can give more.

The basic gameplay of pvp is - team vs team to win match

meta game of pvp is - adjust builds and teamplay mechanics according to the most damaging weapons, the escapes available to ships, the duration of crowd control effects, etc.

 

Meta game changes based on balancing issues with content.  As mentioned before, meta game should come out naturally through the balancing process, not forced by a lack of testing and statistical evaluation of damage across ships or escape mechanisms.  Example: tai’kin can save up to 3 jumps, and also have a module that allows the ship to disappear and warp automatically if reaching a certain % of hull remaining.  Example of balancing attempt - disallow both modules to be slotted simultaneously.

 

How these modules affect the meta game - players and teams must compensate. Players compensate by adjusting their builds.  A team must adjust itself according to meta by accounting for the ships flown by the enemy.  As example, against tai’kin, a team much have a recon to disable disappearing, a tackler to disable the warping and slow down the target, and an ECM to make the target more accessible to damage.  This also implies that non-ellydium ships need an engineer on team, and cover fire to enact the tactics necessary to take down tai’kin.

 

So, while teams in pvp can take down tai’kin, it’s a forced meta game.  I hope this clears things up about what exactly metagame is.  If not, let me know and I’ll write out something that precisely explains “meta-game.”

5 minutes ago, he11cat5 said:

How these modules effect the meta game - players must compensate their builds by adjusting disables on ships, and to ensure success against tai’kin, a team must have a recon to disable disappearing, a tackler to disable the warping and slow down the target, and an ECM to make the target more accessible to damage.  This also implies that non-ellydium ships need an engineer on team, and cover fire to enact the tactics necessary to take down tai’kin.

4

Or just bring a gunship with Thilit or Thilit Jaguar. Gauss Mjolnir/Tharga works good too, T-rex MK2 tears Taikins apart at the beacon, and so on

On 8/10/2017 at 7:37 PM, AKmatiAK said:

Bye Star Conflict 8’((

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2 minutes ago, xKostyan said:

Or just bring a gunship with Thilit or Thilit Jaguar. Gauss Mjolnir/Tharga works good too, T-rex MK2 tears Taikins apart at the beacon, and so on

Which brings about another point of forced meta game.  A player must spend mono to get Thi’Lith for the auto targeting to compensate for hitting the tai’kin instead of a compensation from a “standard” weapon.  Yes, Thar’ga’s rotation factor hugely effects it’s ability to track tai’kin, but this gets more into personal player skill and tai’kin player skill.  Maybe I should work out a chart to give generalization to metal game… hmm…

 

Somewhat off topic - do you have a video link to someone using t-rex mk 2 to tear apart tai’kin?  I’d love to see it in action  ![:)](<fileStore.core_Emoticons>/emoticons/001j.png “:)”) 

meta is a gamer term for what works currently on the highest competitive level. so what is currently the leading type of ships or strategy.

 

in game design it is used a bit more abstractly, to refer to the sum of possible combinations players choose to play most frequently. but for game design, there is other models and terminology used afaik, besides, they are constantly shifting those

 

as the term is abstract usually it depends on the situation.

in mechwarrior online e.g. you have “meta mechs”, so the mechs which have the most viable builds in faction gameplay; in starcraft you would sometimes speak of “current meta is terran” to say the terran race is the most picked (usually the race with the most diverse amount of strategies), while you would also talk about “for terran, current meta is more bio”, to note, that most people go a certain tech route in the game - usually because it is the most viable and flexible one to take.

in star conflict, you would have said, “meta is gunships” to say, gunships are bread and butter if you get lots of hardcore players. you could e.g. say the “wolf-m” or “styx” or “kite” were typical “meta-ships”, but we never really had this kind of jargon; imho SC never had a very “stable” meta, except maybe in the first two years, something is always buggy, broken or new and cool.

other meta stuff would be which ships you pick in a group (“dedicated engineer”)

which dammage*/resistance is most prevalent (“thermal meta”)

etc.

u get the idea.

 

sometimes the “metas” players choose lead to the further “refinement” of the game, so not saying SC had no meta at all, e.g. the dedicated engi was very player driven, as far as kosty once said i think. so i didnt want to sound negative. i just mean… oh cmon you are in this boat a long enough time to guess…

 

*) yeah. two m. for the rakza.

I want to add here that you don’t need to be a meta-game master to play rank 15 pvp.  It’s there for everyone to jump in and get slaughtered or accidentally win, or skillfully win.  Players who gripe do so because they want competition / challenge, and to win.  With that said, Star Conflict would do great to have rank with a similar structure like Overwatch or League of Legends etc., so that highly competitive players can compete against players of similar skill.  The skill comes from both knowing the meta game, and ability to aim and shoot well, participating in teamplay effort, and complete objectives during the different pvp matches.

 

Star Conflict doesn’t have a constant rank gameplay yet, probably due to lack of players.  A game can’t exactly have a competition between 16 players of similar skill if there’s not 16 players online and seeking a match.

 

In short, if you like competition, jump in and test things out until you strike on what works for you.  Ultimately, what works for the player is the build the player should use.  Example: one player is better at using high strafe instead of high rotation in an r15 pve scenario (ice belt).  Typically, these builds will fall under the current meta game structure.  However, viable builds come out that don’t rely heavily on current meta game.  We call these “off meta,” and the same example could be used regarding one player being better at evading with strafe over rotation when in highly tense situations due to button location, etc.  That’s not exactly the best example, because that could be resolved, possibly, with changing the key mapping.  But, changing the key mapping doesn’t guarantee a fix.

 

Complexity ad infinitum.

I am just smiling - these all were wonderful answers ![:):](<fileStore.core_Emoticons>/emoticons/).png “:):”)

 

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On 8/11/2017 at 3:50 AM, AKmatiAK said:

I paid about 50 Euro, they won’t ban my account ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”).