i feel like you should make missions based on reaper, soldier 76 and cassidy
they already have a heck ton of lore on them so why not use that to your advantage to create stuff out of it
This was very fun to play on, and I am looking forward to the next installments! I am wondering how you did this, as I dabbled in the workshop in Overwatch 1, and since it's missing in OW2... Yeah.
Anyway, the PVE mission was decent overall, I am not good with Widowmaker, and I foudn some sections to be... Unforgiving at best. Like, when you need to stay within an area for 30 seconds. It rivals with Widowmaker's core character as a sniper, as she doesn't belong on objectives since she is an easy target with her low damage output, and slow rampup damage.
I had fun with this, and I will make sure to check out the next episode when it comes out
there are alternative "code engines" should i say like zez's workshop recreation
also the mission is based on using the environment at your best for cover so act smart no brawn
its also a passive playstyle you need to have so be patient
I get that and all, but for me, I did not enjoy the sitting around praying I don't die sections as Widowmaker, a sniper who works best not on the battlefield. Lets just say I died many times due to being out in the open, but forced to do so to complete the objective
thank you for the feedback! yeah i totally understand what you mean. have you used the interact button i assigned as a health pack with 15 second cooldown?
some tips:
take cover when needed, dont be afraid to leave the circle to find health packs or hide. the timer won't deplete when leaving the circle.
oh crap, you are the second person to say that! how could i make it more obvious? there is a small message after leaving spawn room, that may not be enough
the playstyle is rather passive which is not common for PVE modes in overwatch. actually knowing when to attack or when to take cover got me when i played this. Like the popular PVE mission now like rush hour is glorious but had the same playstyle as the others i played before which is aggressive gameplay from what it looks to me.
However its obviously not perfect as (don't take this personally its just feedback) the game is rather "unusual" basically feeling random... like we are mainly just be asked to kill a random set of particular enemies and yes there is capture points but in these days now its a dead task
welp thats all i got here for now. Hope it does something :o
thank yoouuuuu for the feedback! im glad you like it. did a bit of tinkering just now so dead enemies dont just disappear right after objective complete
heres a few tips to make these missions more diverse:
create a few puzzles. make them easy and they will be enjoyable but lack the challenge or make them hard giving out the challenge but may cause frustration if the players are "petty"
create custom enemies like changing their name and giving them a whole new kit and stats.
possible intro and outro cutscenes
since your PVE mode is single player and has a passive playstyle. create a stealth mechanic
27 Comments
how's development of the next mission going? or you taking a good christmas holiday break?
its going well. doing some dummy bot spawns atm
you think i can playtest your next mission? might be able to help you this way as i am on the ello hell workshop server as big brain 2.0 (lmao)
sure! i'll contact when ready
i feel like you should make missions based on reaper, soldier 76 and cassidy
they already have a heck ton of lore on them so why not use that to your advantage to create stuff out of it
next will be junker queen :)
dude... even sombra knows no lore about junker queen
i guess we can have junker queen fighting federal omnics
This was very fun to play on, and I am looking forward to the next installments! I am wondering how you did this, as I dabbled in the workshop in Overwatch 1, and since it's missing in OW2... Yeah.
Anyway, the PVE mission was decent overall, I am not good with Widowmaker, and I foudn some sections to be... Unforgiving at best. Like, when you need to stay within an area for 30 seconds. It rivals with Widowmaker's core character as a sniper, as she doesn't belong on objectives since she is an easy target with her low damage output, and slow rampup damage.
I had fun with this, and I will make sure to check out the next episode when it comes out
there are alternative "code engines" should i say like zez's workshop recreation
also the mission is based on using the environment at your best for cover so act smart no brawn
its also a passive playstyle you need to have so be patient
I get that and all, but for me, I did not enjoy the sitting around praying I don't die sections as Widowmaker, a sniper who works best not on the battlefield. Lets just say I died many times due to being out in the open, but forced to do so to complete the objective
thank you for the feedback! yeah i totally understand what you mean. have you used the interact button i assigned as a health pack with 15 second cooldown?
some tips:
take cover when needed, dont be afraid to leave the circle to find health packs or hide. the timer won't deplete when leaving the circle.
Oh, no. I did not know about the interact button. But nah, I stood my ground to complete the objective.
oh crap, you are the second person to say that! how could i make it more obvious? there is a small message after leaving spawn room, that may not be enough
how comes you don't add the cutscenes and dialogue to the main code which is this one?
main code is a "speedrunnable one". cause I couldn't figure out how to add a skip cutscene option. should be the other way around, i agree
in the easys way of doing it
variables and abort if condition is false wait times...
if i say anymore it would be hard to understand
ok! thnx
interesting concept...
the playstyle is rather passive which is not common for PVE modes in overwatch. actually knowing when to attack or when to take cover got me when i played this. Like the popular PVE mission now like rush hour is glorious but had the same playstyle as the others i played before which is aggressive gameplay from what it looks to me.
However its obviously not perfect as (don't take this personally its just feedback) the game is rather "unusual" basically feeling random... like we are mainly just be asked to kill a random set of particular enemies and yes there is capture points but in these days now its a dead task
welp thats all i got here for now. Hope it does something :o
thank yoouuuuu for the feedback! im glad you like it. did a bit of tinkering just now so dead enemies dont just disappear right after objective complete
heres a few tips to make these missions more diverse:
create a few puzzles. make them easy and they will be enjoyable but lack the challenge or make them hard giving out the challenge but may cause frustration if the players are "petty"
create custom enemies like changing their name and giving them a whole new kit and stats.
possible intro and outro cutscenes
since your PVE mode is single player and has a passive playstyle. create a stealth mechanic
all these sound good, but im not all that much of an expert at workshop yet. maybe once I learn it more! thanks!
puzzles could be fun actually.
is there a way i could assist you?
i just learnt to do a cutscene just now. its been added in a new code!
in regards to the cutscene... pretty good for a first cutscene however maybe change the wait times to be longer for like one more second
true! thanks :)
errm... ok but you didn't answer my question.
how can i assist you?
oh! sorry, im not sure atm but i can keep in contact in case I am struggling with something :)