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- Exalted Heroic Member
It is not never falling that makes us strong,
It is rising every time we fall.
- Ghandi
IF YOU SEND ME A GROUP INVITE I WILL BLOCK YOU
Posted by: Nokterne
That is one possible solution, and MLG has done this, however the hardcoded mechanics of the game (jump hangtime, running stop-start time, etc) as well as the relation between the physics and the maps in the game (changing the gravity ruins all the jumps) make completely solving the issue through custom options impossible.
Fair enough.
Like all other words, "skill" is used to describe a concept. In this case, it describes either an individuals ability to do something, or the amount of ability required to use or do something effectively (ex. It takes skill to get a headshot with the Sniper).
Yes but ultimately what matters is results. Provided you keep within the rules of the game it really doesn't matter what weapon is more 'skilled' or not. What matters is the player(s) that won.
I think you are using the term "mindset" improperly, as well as over simplifying what defines skill in video games. Summarizing the elements I posted into three categories doesn't really get us anywhere.
I'm just trying to justify my theory of 'Skill'. Everyone keeps saying 'Don't use rockets it's unskilled' or 'MLG Customs only! There's no skill otherwise!' but no one actually takes the time to think about it and ask 'Is it more skilled? Why is it more skilled? What is skill?'
IReally? Did you notice the importance of the armour power-ups? Notice how in the second match, the location of the encounters in that game rotated around the spawning of the armour?
Again I'm just a non-Quake-playing spectator but to me it really didn't seem to change much.
You have to ask yourself, is the game controlled by who sees whom first and gets the initial shot or is it controlled by the weapons and powerups or is it a combination of both?
Personally I think it's the first one, Sight Based.
In the context of Quake III, these are two of the best players in the game. Quake III is vastly different from AC4, so you can't really compare skill between the two.
My point is that it's the player, not the game that has the 'Skill'. If one of these top AC4 players was to begin playing Quake III, they'd rock the Quake world since they're used to a much faster, mentally-draining game.
In your case, your mindset was affecting your tactics. You were impulsive, you weren't thinking, and this was affecting how you were playing.
Your actions within the game and your mindset are separate entities, with no clear correlation. Some people play extremely well when angry or frustrated, and others let it affect their game too much and begin to play recklessly.
Now, if you are talking about an aggressive vs. defensives mindset, I would say that you are confusing the term "mindset" with "strategy."
Again it's just a Po-tay-to/Po-tar-to argument.
I guess I'll bring wikipedia into this then...
"A mindset, in decision theory and general systems theory, refers to a set of assumptions, methods or notations held by one or more people or groups of people which is so established that it creates a powerful incentive within these people or groups to continue to adopt or accept prior behaviours, choices, or tools."
So a Mindset is how you address a situation and how you use particular methods to deal with it, in addition it's your assumptions in-game which allows you to adopt particular ideals and tactics.
"A strategy is a plan of action designed to achieve a particular goal."
Whilst a Strategy is a plan designed to achieve a particular goal, in other words a way to win the match. This would equate to a game plan.
I don't think MLG has forgotten at all. It actually seems to me like they have compromised in many areas to make their gametypes more familiar and true to Halo 3's core elements and strategy.
The base strategy has been weapon control. MLG has changed it to spawn control.
They've completely forgotten the base strategy.
[Edited on 05.20.2009 10:23 AM PDT]