For people unaware, the creator of the video (Eddventure) is a Guilty Gear Strive champion. He won at CEO 2023, so he has experience with competitive gaming. It also explains the main focus on Guilty Gear when explaining the archetypes.
"No player would quit from being grappled" Coney I am a tried and true grappler player in every game, rarely enjoying any characters that don't have a command grab (and then they need a strong strike throw game). In the arcade days people would physically try to fight YOU IRL if you played grapplers, fist fights broke out from getting command grabbed. When Tekken 7 first came out I (unintentionally) made my friend quit the game forever because I kept piledriving him as Jack.
Or Kazuya in smash he perfectly fits the description of potemkin in the video "Whose core strength is that if he ever gets close to you, the round ends almost immediately, but is weakened by the fact that he has an incredibly difficult time actually getting close to you due to his poor movement, attacks, and poor reward at his longest ranges"
This is why we play sets in fighting games. Should the better play win every game? No, there is always some element of randomness. Should the better player come out on top if sufficient number of games are played? Sure. Does that need to carry over to Mario Party? no. that shit should be random.
One and done! Whether I win or lose, I leave if I've been satisfied or if I find the player non stimulating to play against or if I find them annoying to continue with! It's a one and done until I say so or till you say so which is also fine.
No the better player shouldn't always win because he DOESN'T always win. Even in funny fictional storied to illustrate points and morals, the tortoise and the hare the hare should easily win, but through ego and hubris loses. The match isn't automatically given to the hare both sides are expected to play it out because he might not. All of this irrelevant to the video itself but the idea of it and the title I take a little issue with.
The better player can easily always win in any game that's solvable. This only doesn't hold for most games because most games are designed to not always be won by the better player lol
2:44 ngl the sick ass harmonic solo kinda took my attention away from everything else and i had to replay that section 7 times to fully appreciate the extent of Coney and chat’s dialogue
An inevitable roadblock in the conversation of SBMM is that you have tons of players who don't want to play, they just want to win. A fair fight isn't fun for them, stomping out newbies all day is what they enjoy. It would be eady to write them off as a minority that shouldn't be playing in the first place, but they are a more significant portion of the whole community than most realize and will make their voices heard.
I feel like the argument against skill based matchmaking boils down to "I want to beat players worse than me" and nothing else. It seems like the experience would only be bad for players who are inherently worse at the game. Excuse me for being a silver level player wanting to play casually not wanting to be against someone who has Diamond level MMR and not have a single chance in hell to do anything.
for sure. like coney says "i don't want to be on all the time" but like with no SBMM everyone but the best guy in the server DOES have to be on all the time.
Coney wants to shit around and not try, but also wants to win because he deserves it because he's better. Literally the definition of having your cake and eating it too.
I think the main problem of the argument is always one of two extreme with either side not giving leeway, its either "I don't wanna try and just wanna pub stomp." or "I don't want to play against 'good' players all you want to do is bully people like me that are new." When the main problem is that its almost always toned too far in recent games but the issues you don't notice it until you get to the point where they shove you into the high MMR lobbies. Should new players be forced to que into Mr. 7,200 Hours? No, but that also doesn't mean that "good" players should also be forced to que into a glorified Diamond II match just because they popped off on a casual game three nights ago and haven't played since.
@@TheDoor616 tbf depending on the game i think this makes sense. Like some games should just have a silly do whatever mode but ngl 9/10 people don't actually want casual modes with no SBMM they just want Ranked with no effect on their ranking so that a bad game doesn't do anything or so that they can try out wacky/new stuff
Speaking as an average silver player myself, I'm not a fan of SBMM if it's in casual modes. I like the chaos and it lets me play with my higher ranked friends without turning me into a punching bag for the enemy team every game.
having just read the title and not watched anything, I would say retention. A bad player may become a good player, but only if they stick around. so if you find a way to give them a few sweet little feel-good wins, they might stick around long enough to git gud for realsies
The problem with modern gaming (looking at you COD) is when that retention is just a giant blinking marquee arrow that points to the in game shop to buy the newest meta loadout / character.
15:35 This is absolutely grappler brain cope I'm afraid Zoner option select "Yay man, 99 seconds of straight up unfun pushback projectiles that chips you and you can hit highs and lows with it with no endlag COOL DESIGN" VS Grappler option select: "Awesome man, I struggled to win a round, then next round I lost 2 interactions and lost. super fun, we 'BOTH' worked so hard man yeah, do your hands hurt?" (Strive Potemkin propaganda reeee)
How did the actual meaning of “a stomp is never fun” fly over Coney and all of chat’s head? A stomp is never fun for the stompee and only occasionally fun for the stomper, gradual and slow-adjusting SBMM is the perfect solution. The Diamond players SHOULD be kept out of my casual Bronze lobby where none of us are good enough to even recognize the mistakes we’re making.
I like getting stomped if the playerstyle of the stomper is cool. Sometimes you see someone using such a unique strat that you become in awe of the fact it works.
Nah, being good at a game and stomping bad players is fun for 100s if not 1000s of hours. It's not the same type of fun as a close match, but it's generally more enjoyable. It just sucks to be stomped.
Why do games let Mr. Doesn't Beat Games win? I'd say if everyone is an even playing field, like no variance between characters, everyone did the same, etc., then yes, the better player should win. But since a majority of games aren't like that, nah, there's so many things that can affect the outcome, even if they get lucky and win when they could be horribly bad.
I feel like an aspect of this argument that doesnt get brought up enough is that most people dont know how to have fun when they are losing/about to lose. Winning the game, while the goal, should not be the main focus of the enjoyment of said game. Learning things in those losses that allow you to win future games are a different kind of satisfaction imo, but alas learning itself is also discouraged or described as being not fun itself depending on where you live so its mildly a societal problem as well
Shout out to edventure for playing jack o for like 2 years, winning a tournament after a super long time, and dropping him for Sin. A goat if there ever was one.
2:43 So unbelievably wrong. Ssmm helps people who are ass since it makes it so they don't play someone who will whoop their ass. People complaining are people who got good at a game, and are mad that they aren't winning any more often than before they put 100s of hours into it.
It's both. There are people who just want to go scrub stomping without playing against anyone above the age of 5 and there are those who got good too. Idk why we don't just have ranked for some games to replace the absence of high kdrs or wlrs but what I really don't get is why we can't have all options. Ranked (with sbmm) unranked (with skmm) and unranked (without sbmm)
I don’t know why but Coney trying to read this guys name in a heavy Italian accent when he’s actually Russian (and I’ve watched enough top level chess to know that guy is aggressively Russian!) is incredibly funny to me! (5:01)
15:40 players will quit when they felt they did nothing in a match and lost for it. Zoning or guessing against a grappler incorrectly three times feels equally as bad
The main reason opinions on this differ is the perceived importance of winning or losing a game. People who think the result shouldnt be important tend to favor not having skill based matchmaking even if it means getting stomped sometimes because there isnt any importance or weight to it happening. The more important you think the result of a game is, the more you would want to be paired fairly against those like you. But there are more to video games than winning or losing, it should be enjoyable to be playing at all. That is the reason video games exist in the first place, right? Every multiplayer game feels the need to have a rank system or some kind of recurring reward because that gets people hooked. It keeps people coming back to the same game to improve/rank up. Designers of multiplayer games want you chasing the rewarding feeling your brain gives you for winning. The problem of this of course, is that it begins to have more importance in one's life than it should. For example, I used to grind Rainbow Six Siege Ranked for 12 hours a day, Minimum. Coney has stated he had a similar experience with League of Legends. As a person who has ACTUALLY gone through it, I wish I hadn't. All of the hours I spent trying to rank up in a game, I could've been doing something better and more real with my life. It's the same with any other addiction, it begins to not be a reward, but a requirement to live. It makes games feel like work, and not the fun they're supposed to be. TLDR: If games don't "hit" the same as they used to, its because developers of many video games use your desire to win, to get you hooked on the game. Touch grass, unironically.
IMO the issue with SBMM will always end up being the algorithm used. If it's bad people will complain, if it's good no one says anything. There is no such thing as a true casual mode especially in a game like Valorant or SF6 because no one actually wabts random matchmaking because they don't want to randomly match into JWong and lose to Wazzler, this was the issue with Justin playing MVC2 on every console because someone who played the game for the first time would get matched into JWong and immediately lose because obviously he is better.
I do wonder- if hypothetically someone were to make a CPU realistic enough to mimic a mid-level player, and some of those were *secretly* sprinkled in a “skill based” matchmaking system for high level players instead of having you beat up a newcomer, if that would give the best balance of giving players a chance to turn off their brain and have fun stomping “someone” while also having them risk encountering someone real that’s actually around their skill level…
I think the controversy stems from the term "better player". Should the person with the most experience and skill win EVERY TIME? No Should the person who is playing the better game at the moment win EVERY TIME? Yes. Which is why SBMM is so important, to allow the skill gap to be small enough for either player to have a chance. If the gap is close it allows the space for the "worse" player to overcome the odds. Without it, competitive games are either no fun because you feel you will never win, or no fun because you'll never have a challenge.
Sorry to be that guy, but paladins has (might be had soon) a really unique solution to over watch attack defend problem. In siege all the maps were kinda long. Then there is a control point in the middle, some king of the hill happens and winner gets a payload cart they have to push into the enemies base. You get a point for capturing the control point, then a point for stopping the cart or defending your base from the cart. The game ends after 4 points, but that 4th point never comes from a successful defense. It felt like a marriage of 5CP and payload from tf2. Also the game did not have character switching mid game. Games would usual last 20 minutes. Honestly its my fave mode for a hero shooter. Handled a lot of problems that overwatch had
I forget the version, but my buddy had me play this Naruto game like a decade ago. There was a guy, I think his name was Daedra or something like that he chose. Long story short he proceeded to shoot homing exploding paper birds at me from the furthest away spot on the map killing me like seven times before I rage quit lol
coney when i was a freshman in highschool my friend actually did Deathstroke me from fullscreen (while laughing the entire time) and i straight up never played injustice again
For the people don’t quit if they get grappled to death thing I think what he meant is that when you get grappled to death, you feel a bit cheated because “oh I could’ve won that if he didn’t get lucky with that grab into whatever” Whilst if you get zoned to hell and back you’d probably think “nevermind, I’m not even gonna try because bullshit like this doesn’t even give me a chance to get close, nevermind hit” The first one is just as frustrating but you have hope
20:28 also thats not 100% true, some characters also got v meter by being "better" too because their skills had utility or were straight up part of their bnb. Just a bit of "well acksually 🤓" Its been forever but I'm certain characters like Karin and Akuma had ones you were able to put out there as part of strings and i know you were trolling if you didnt throw out Ibuki's every five seconds since it yanked her hurtbox back
If what defines "better" is skill, then by that alone it can't guarantee a win every single time, since there could be fatigue, where the player performs worse than their skill, or maybe other distractions. So the answer is no. (Though this is not talking about randomness in competitive games, just answering the title question)
It does depend on the game but the reality of the situation is the better player usually always wins and when they don't that is what is called an upset. It is a balancing act but there is always someone better than you
Recently I’ve grown to appreciate the option to turn off ranked in fortnight and just have fun shooting some bots or players of a similar caliber to bots, sometimes it’s fun to win, and you don’t have to have the greatest challenge to still feel like you accomplished something and have fun
To answer your question, I think grapplers would be a lot more frustrating if they were allowed to be great. And I dont mean just good, because Geif in SF6 is considered pretty viable for instance, but I mean great as in a grapple equivalent to JP or Happy Chaos. I think zoners reach higher tier spots more often than grapplers which shifts the perception a bit, along side what he said in the video about zoners preying on frustration more than other archetypes.
14:50 my friend tried getting me into guilty gear. I got perfected by their potemkin repeatedly. in an attempt to sandbag they only used mega fist. Coming from smash I thought you can just shield grab or use some kind of move to beat it out. Apparently i was to supposed to use a DP which apparently Gio doesn’t have or something like how its not a traditional one. Regardless im not learning the z pattern to get perfected in a different way.
Nah I have several friends who quit smash because they didn’t know how to deal with wizard choke tech chase from Ganon or DK cargo throws. Grapplers definitely ruin player experiences, maybe even to the same degree as zoners.
The video is kinda wrong about snipers only effecting a small line. Thats it hitbox but thanks to snipers hitscan its threat range is actually wants important and covers a much larger area.
Maybe it’s a hot take, but in my mind having the V-trigger mechanic or whatever it was called making fighters need to alter their combos to make sure their opponent doesn’t get some strong “counter skill” fully charged makes things more interesting at least from an onlooker’s standpoint.
The prime example of COD that people (rightfully) always bring up for SBMM and stomping lobbies is weird to me, because it's almost always brought up to be like "I don't want to try at the game and improve, I just want to get the nuke" but... you had to try and improve to get to the point where you were stomping other people, or you'd still be the one getting stomped. I think people enjoy improving, but mostly when the game just distracts them from the fact that they are trying and improving. Also, there was a study on SBMM that showed people were way happier with it on, even though they didn't know what was going on or that they were part of a study
The better player shouldn't always win because if they did there would be no point playing the game. I'm better than my friend at but that obviously doesn't translate to a 100% win rate. But any specific match should be won by the player who played better in that specific match.
Players definitely will quit if they get grappled to death. As someone who plays a lot of grapplers, people get frustrated feeling they get killed with one or two moves like a command grab the same way they get frustrated when they feel like they can't get in on a zoner. It doesn't matter the different techniques and skills the other player is using to beat them. It's just them seeing this powerful technique they don't know how to beat and not wanting to deal with it. It's why grapplers are almost always rated highly on tier lists when games first come out and gradually fall down once people learn how to actually fight them.
What if, like in chess, you switched sides (characters) in fighting games every round? It wouldn't work in an existing game environment where most players are specialized, but it could be interesting on a new title. Even better, make it a rematch option so you know your opponent is salty about a MU loss.
To be fair, comeback mechanics aren't necessarily just about making sure the worse player wins sometimes, they're also about minimizing the effect of snowballing in general. If the impact of an early advantage is too significant, it opens up the possibility that the worse player wins because they happened to win the first interaction. To put it in fighting game terms, the worst case scenario is that you acidentally make basically Samurai Showdown when you didn't intend to. The first touch is all that matters. So comeback mechanics can be necessary for games that intend to have the best player win all the time too, but they usually need to be skillful or small advantages to do that. Things like reversals/burst/parries are (kinda) like a comeback mechanic, a tool that's very effective specifically when you're behind (on defense), but also very skillful. Compare and contrast with a blue shell, which is extremely powerful and generally won't backfire on you, no matter how much more skilled the other player is.
Hey Coney, Me here. Ill answer your question. Potemkin was top tier in +r and people loved it. This one small piece of evidence leads me to believe you are absolutely correct and i will ignore all other pieces of evidence! Grapplers forever!
Comeback mechanics are important in games with multiple phases like for example card games likes Magic and Mobas like Dota. How would a control deck in Magic ever win against an aggro deck without strong strong control tools like board wipes which allow them to come back. How would a character like Medusa or Anti-Mage in Dota ever be good without some way to come back from a gold and experience deficit after getting absolutely dumpstered in lane because they are so atrocious got the first 25 minutes of the game.
People who say sbmm is bad because it means you can't use the game to turn off and chill out should be ignored, because they themselves are ignoring actual relaxing games and insisting their competitive multiplayer shooter that has to be played with complete strangers online is the only way it can be done. If you can't see the problem with doing that, you need help
Can only speak for myself but I will 1000% quit a game if I'm getting grabbed or rushed down on a lot. That shit feels more frustrating than zoning for me. Both suck though.
Hey coney I’m someone who quit tekken because I got grappled to death. I’ve quit out of games against zoners but never just stopped playing a game because of one
Oh hey, Coney made a video with a similar premise to mine, I wonder what his is ab- 😳
In all seriousness, I’m glad you enjoyed the video, thanks for watching!
Holy shit eddventure
Hey, it's the source of the video!
HOLY SHIT ITS THE GUY WHO MADE CHESS 2
Make a better video next time, this shit is ass.
Coney is the most consistently wrong guy I will hear out every time
For people unaware, the creator of the video (Eddventure) is a Guilty Gear Strive champion. He won at CEO 2023, so he has experience with competitive gaming. It also explains the main focus on Guilty Gear when explaining the archetypes.
So shit Jack'O jumpscare
"No player would quit from being grappled"
Coney I am a tried and true grappler player in every game, rarely enjoying any characters that don't have a command grab (and then they need a strong strike throw game). In the arcade days people would physically try to fight YOU IRL if you played grapplers, fist fights broke out from getting command grabbed. When Tekken 7 first came out I (unintentionally) made my friend quit the game forever because I kept piledriving him as Jack.
"I don't think players necessarily quit if they get grappled to death"
Oh no he's already forgotten how much people hate King
he forgot his victims
Forgot people used to get stabbed for throwing too much too lol
Or Kazuya in smash he perfectly fits the description of potemkin in the video
"Whose core strength is that if he ever gets close to you, the round ends almost immediately, but is weakened by the fact that he has an incredibly difficult time actually getting close to you due to his poor movement, attacks, and poor reward at his longest ranges"
Nothing like the Brawl Dedede main saying “players won’t quit if they get grappled to death”
This is why we play sets in fighting games. Should the better play win every game? No, there is always some element of randomness. Should the better player come out on top if sufficient number of games are played? Sure.
Does that need to carry over to Mario Party? no. that shit should be random.
One and done! Whether I win or lose, I leave if I've been satisfied or if I find the player non stimulating to play against or if I find them annoying to continue with! It's a one and done until I say so or till you say so which is also fine.
@@DANCERcow you're a criminal and secretly no one likes you.
play out the set.
No we play sets because the better player in the end will win always. If you think your better but you lost do with that what you will.
@@defianthound407 ...that's exactly what I said bud. A lucky player can steal a game here and there, that's the whole point of sets.
@@defianthound407 bro just said what the original comment said
Time to Cone, fellas
I don't watch video games to Cone.
Cone tuesday!?
I love that idea!
Where my coners at
I'm a cooner
Enough.
No the better player shouldn't always win because he DOESN'T always win. Even in funny fictional storied to illustrate points and morals, the tortoise and the hare the hare should easily win, but through ego and hubris loses. The match isn't automatically given to the hare both sides are expected to play it out because he might not. All of this irrelevant to the video itself but the idea of it and the title I take a little issue with.
The better player can easily always win in any game that's solvable. This only doesn't hold for most games because most games are designed to not always be won by the better player lol
2:44 ngl the sick ass harmonic solo kinda took my attention away from everything else and i had to replay that section 7 times to fully appreciate the extent of Coney and chat’s dialogue
It sounds SO familiar but I can’t place where it’s from
Outskirt stand from Pokémon Colosseum
@@JazRO_bless you, i knew I heard it before and the exact vibe I imagined when I heard it all makes sense now lmao
An inevitable roadblock in the conversation of SBMM is that you have tons of players who don't want to play, they just want to win. A fair fight isn't fun for them, stomping out newbies all day is what they enjoy. It would be eady to write them off as a minority that shouldn't be playing in the first place, but they are a more significant portion of the whole community than most realize and will make their voices heard.
Whats sbmm
@@derpaboopderp1286 skill based matchmaking
@@derpaboopderp1286 Super Bash Mrothers Melee
Coney deathly frightened of any mention of Dead by Daylight fearing chat will continue to ask is hilarious
I feel like the argument against skill based matchmaking boils down to "I want to beat players worse than me" and nothing else. It seems like the experience would only be bad for players who are inherently worse at the game.
Excuse me for being a silver level player wanting to play casually not wanting to be against someone who has Diamond level MMR and not have a single chance in hell to do anything.
for sure. like coney says "i don't want to be on all the time" but like
with no SBMM
everyone but the best guy in the server DOES have to be on all the time.
Coney wants to shit around and not try, but also wants to win because he deserves it because he's better. Literally the definition of having your cake and eating it too.
I think the main problem of the argument is always one of two extreme with either side not giving leeway, its either "I don't wanna try and just wanna pub stomp." or "I don't want to play against 'good' players all you want to do is bully people like me that are new." When the main problem is that its almost always toned too far in recent games but the issues you don't notice it until you get to the point where they shove you into the high MMR lobbies. Should new players be forced to que into Mr. 7,200 Hours? No, but that also doesn't mean that "good" players should also be forced to que into a glorified Diamond II match just because they popped off on a casual game three nights ago and haven't played since.
@@TheDoor616 tbf depending on the game i think this makes sense. Like some games should just have a silly do whatever mode but ngl 9/10 people don't actually want casual modes with no SBMM they just want Ranked with no effect on their ranking so that a bad game doesn't do anything or so that they can try out wacky/new stuff
Speaking as an average silver player myself, I'm not a fan of SBMM if it's in casual modes. I like the chaos and it lets me play with my higher ranked friends without turning me into a punching bag for the enemy team every game.
having just read the title and not watched anything, I would say retention. A bad player may become a good player, but only if they stick around. so if you find a way to give them a few sweet little feel-good wins, they might stick around long enough to git gud for realsies
The problem with modern gaming (looking at you COD) is when that retention is just a giant blinking marquee arrow that points to the in game shop to buy the newest meta loadout / character.
15:35 This is absolutely grappler brain cope I'm afraid
Zoner option select "Yay man, 99 seconds of straight up unfun pushback projectiles that chips you and you can hit highs and lows with it with no endlag COOL DESIGN"
VS
Grappler option select: "Awesome man, I struggled to win a round, then next round I lost 2 interactions and lost. super fun, we 'BOTH' worked so hard man yeah, do your hands hurt?"
(Strive Potemkin propaganda reeee)
How did the actual meaning of “a stomp is never fun” fly over Coney and all of chat’s head? A stomp is never fun for the stompee and only occasionally fun for the stomper, gradual and slow-adjusting SBMM is the perfect solution. The Diamond players SHOULD be kept out of my casual Bronze lobby where none of us are good enough to even recognize the mistakes we’re making.
Becayse Coney doesn't care lol. It's for view
for the anti-SBMM crowd (cod fans, sports game fans, etc), the only way a game can be fun is if they're the stomper
I like getting stomped if the playerstyle of the stomper is cool. Sometimes you see someone using such a unique strat that you become in awe of the fact it works.
Nah, being good at a game and stomping bad players is fun for 100s if not 1000s of hours. It's not the same type of fun as a close match, but it's generally more enjoyable. It just sucks to be stomped.
@@zs9652 Yeah, it's fun the first time, maybe. Then what lol.
Why do games let Mr. Doesn't Beat Games win?
I'd say if everyone is an even playing field, like no variance between characters, everyone did the same, etc., then yes, the better player should win.
But since a majority of games aren't like that, nah, there's so many things that can affect the outcome, even if they get lucky and win when they could be horribly bad.
Sorry, Coney, I already watched this video.
I feel like an aspect of this argument that doesnt get brought up enough is that most people dont know how to have fun when they are losing/about to lose. Winning the game, while the goal, should not be the main focus of the enjoyment of said game.
Learning things in those losses that allow you to win future games are a different kind of satisfaction imo, but alas learning itself is also discouraged or described as being not fun itself depending on where you live so its mildly a societal problem as well
Shout out to edventure for playing jack o for like 2 years, winning a tournament after a super long time, and dropping him for Sin. A goat if there ever was one.
2:43 So unbelievably wrong. Ssmm helps people who are ass since it makes it so they don't play someone who will whoop their ass. People complaining are people who got good at a game, and are mad that they aren't winning any more often than before they put 100s of hours into it.
It's both. There are people who just want to go scrub stomping without playing against anyone above the age of 5 and there are those who got good too. Idk why we don't just have ranked for some games to replace the absence of high kdrs or wlrs but what I really don't get is why we can't have all options. Ranked (with sbmm) unranked (with skmm) and unranked (without sbmm)
I don’t know why but Coney trying to read this guys name in a heavy Italian accent when he’s actually Russian (and I’ve watched enough top level chess to know that guy is aggressively Russian!) is incredibly funny to me! (5:01)
If they didn't then coney wouldn't have gotten into smash
15:40 players will quit when they felt they did nothing in a match and lost for it. Zoning or guessing against a grappler incorrectly three times feels equally as bad
Dude played brawl d3 do not let him lie like that xD
0:00 If they did, then Coney would’ve never would’ve made it in the competitive Brawl Scene
"Bro I LOVE stomping people out!"
Coney 2024
17:31 WTF DID SUPPORT PLAYERS DO TO CATCH THAT STRAY
The main reason opinions on this differ is the perceived importance of winning or losing a game. People who think the result shouldnt be important tend to favor not having skill based matchmaking even if it means getting stomped sometimes because there isnt any importance or weight to it happening. The more important you think the result of a game is, the more you would want to be paired fairly against those like you. But there are more to video games than winning or losing, it should be enjoyable to be playing at all. That is the reason video games exist in the first place, right? Every multiplayer game feels the need to have a rank system or some kind of recurring reward because that gets people hooked. It keeps people coming back to the same game to improve/rank up. Designers of multiplayer games want you chasing the rewarding feeling your brain gives you for winning. The problem of this of course, is that it begins to have more importance in one's life than it should. For example, I used to grind Rainbow Six Siege Ranked for 12 hours a day, Minimum. Coney has stated he had a similar experience with League of Legends. As a person who has ACTUALLY gone through it, I wish I hadn't. All of the hours I spent trying to rank up in a game, I could've been doing something better and more real with my life. It's the same with any other addiction, it begins to not be a reward, but a requirement to live. It makes games feel like work, and not the fun they're supposed to be.
TLDR: If games don't "hit" the same as they used to, its because developers of many video games use your desire to win, to get you hooked on the game.
Touch grass, unironically.
IMO the issue with SBMM will always end up being the algorithm used. If it's bad people will complain, if it's good no one says anything.
There is no such thing as a true casual mode especially in a game like Valorant or SF6 because no one actually wabts random matchmaking because they don't want to randomly match into JWong and lose to Wazzler, this was the issue with Justin playing MVC2 on every console because someone who played the game for the first time would get matched into JWong and immediately lose because obviously he is better.
I do wonder- if hypothetically someone were to make a CPU realistic enough to mimic a mid-level player, and some of those were *secretly* sprinkled in a “skill based” matchmaking system for high level players instead of having you beat up a newcomer, if that would give the best balance of giving players a chance to turn off their brain and have fun stomping “someone” while also having them risk encountering someone real that’s actually around their skill level…
Rivals' comeback mechanic is making it extremely difficult to land a ko move after someone misses their confirm windows
I think the controversy stems from the term "better player".
Should the person with the most experience and skill win EVERY TIME? No
Should the person who is playing the better game at the moment win EVERY TIME? Yes.
Which is why SBMM is so important, to allow the skill gap to be small enough for either player to have a chance. If the gap is close it allows the space for the "worse" player to overcome the odds. Without it, competitive games are either no fun because you feel you will never win, or no fun because you'll never have a challenge.
Zoners are a "shame on you" type character while grapplers are the "shame on me" archetype
Sorry to be that guy, but paladins has (might be had soon) a really unique solution to over watch attack defend problem.
In siege all the maps were kinda long. Then there is a control point in the middle, some king of the hill happens and winner gets a payload cart they have to push into the enemies base. You get a point for capturing the control point, then a point for stopping the cart or defending your base from the cart. The game ends after 4 points, but that 4th point never comes from a successful defense.
It felt like a marriage of 5CP and payload from tf2. Also the game did not have character switching mid game. Games would usual last 20 minutes. Honestly its my fave mode for a hero shooter. Handled a lot of problems that overwatch had
Lets go Paladins shills, this game does so much correctly it's just low budget so people will never give it a shot and for that I cry
I don't mind smaller come back mechanics but the really big ones like Baron in League is more annoying than anything
I still love you Coney even if you have the wrong opinion that SF4 looked bad.
Nah he was cooking
SF hasn't looked good since they went 3D
The reason I play games is to have fun, and as soon as I stop having fun, I stop playing
Starting the video asking if the better player should always win while playing double dash music is the most ironic thing ever ever experienced
not the "in stark contrast" lmfaoo
I forget the version, but my buddy had me play this Naruto game like a decade ago. There was a guy, I think his name was Daedra or something like that he chose. Long story short he proceeded to shoot homing exploding paper birds at me from the furthest away spot on the map killing me like seven times before I rage quit lol
You were close. It’s Deidara
Ahh yeah the bomb spam. A true naruto classic 😂
Ain't no way this is how Kenny Omega got his signature move's name
coney when i was a freshman in highschool my friend actually did Deathstroke me from fullscreen (while laughing the entire time) and i straight up never played injustice again
For the people don’t quit if they get grappled to death thing I think what he meant is that when you get grappled to death, you feel a bit cheated because “oh I could’ve won that if he didn’t get lucky with that grab into whatever”
Whilst if you get zoned to hell and back you’d probably think “nevermind, I’m not even gonna try because bullshit like this doesn’t even give me a chance to get close, nevermind hit”
The first one is just as frustrating but you have hope
20:28 also thats not 100% true, some characters also got v meter by being "better" too because their skills had utility or were straight up part of their bnb.
Just a bit of "well acksually 🤓"
Its been forever but I'm certain characters like Karin and Akuma had ones you were able to put out there as part of strings and i know you were trolling if you didnt throw out Ibuki's every five seconds since it yanked her hurtbox back
If what defines "better" is skill, then by that alone it can't guarantee a win every single time, since there could be fatigue, where the player performs worse than their skill, or maybe other distractions. So the answer is no.
(Though this is not talking about randomness in competitive games, just answering the title question)
It does depend on the game but the reality of the situation is the better player usually always wins and when they don't that is what is called an upset. It is a balancing act but there is always someone better than you
Recently I’ve grown to appreciate the option to turn off ranked in fortnight and just have fun shooting some bots or players of a similar caliber to bots, sometimes it’s fun to win, and you don’t have to have the greatest challenge to still feel like you accomplished something and have fun
To answer your question, I think grapplers would be a lot more frustrating if they were allowed to be great. And I dont mean just good, because Geif in SF6 is considered pretty viable for instance, but I mean great as in a grapple equivalent to JP or Happy Chaos. I think zoners reach higher tier spots more often than grapplers which shifts the perception a bit, along side what he said in the video about zoners preying on frustration more than other archetypes.
I personally think it's okay if zoner players don't enjoy or play a game :)
Coney, "throws are cheating" are like 25% of scrub quotes
Because everyone know coney desperately needs a win
14:50 my friend tried getting me into guilty gear. I got perfected by their potemkin repeatedly. in an attempt to sandbag they only used mega fist. Coming from smash I thought you can just shield grab or use some kind of move to beat it out. Apparently i was to supposed to use a DP which apparently Gio doesn’t have or something like how its not a traditional one. Regardless im not learning the z pattern to get perfected in a different way.
Yoooo Gitaroo Man ost at the end! Peak game.
18:41 Nah Coney wilin with that 💀
Nah I have several friends who quit smash because they didn’t know how to deal with wizard choke tech chase from Ganon or DK cargo throws. Grapplers definitely ruin player experiences, maybe even to the same degree as zoners.
The video is kinda wrong about snipers only effecting a small line. Thats it hitbox but thanks to snipers hitscan its threat range is actually wants important and covers a much larger area.
Also the analogy works a lot better for area denial than sniping especially sentries
the better player should usually win unless the better player is playing a dedicated grappler. then they should always lose
Maybe it’s a hot take, but in my mind having the V-trigger mechanic or whatever it was called making fighters need to alter their combos to make sure their opponent doesn’t get some strong “counter skill” fully charged makes things more interesting at least from an onlooker’s standpoint.
The prime example of COD that people (rightfully) always bring up for SBMM and stomping lobbies is weird to me, because it's almost always brought up to be like "I don't want to try at the game and improve, I just want to get the nuke" but... you had to try and improve to get to the point where you were stomping other people, or you'd still be the one getting stomped.
I think people enjoy improving, but mostly when the game just distracts them from the fact that they are trying and improving. Also, there was a study on SBMM that showed people were way happier with it on, even though they didn't know what was going on or that they were part of a study
I think Coney should always lose because it'd be really funny.
People who say 'yes' are the better player
12:31 Terry my goat😭😭😭😭
17:32 Keria needs to Pyke hook Coney
The better player shouldn't always win because if they did there would be no point playing the game. I'm better than my friend at but that obviously doesn't translate to a 100% win rate.
But any specific match should be won by the player who played better in that specific match.
Awesome Coney video!
this no mmr matchmaking take is terrible, trust me you dont want it. theres a reason basically no game ever does that lol
Coney it’s because I’m the worse player and I have a job and love my family and the better player probably has issues with their father.
I loved when that person said why skill based matchmaking is bad and then Coney proved his point by disagreeing
Players definitely will quit if they get grappled to death. As someone who plays a lot of grapplers, people get frustrated feeling they get killed with one or two moves like a command grab the same way they get frustrated when they feel like they can't get in on a zoner. It doesn't matter the different techniques and skills the other player is using to beat them. It's just them seeing this powerful technique they don't know how to beat and not wanting to deal with it. It's why grapplers are almost always rated highly on tier lists when games first come out and gradually fall down once people learn how to actually fight them.
What's the song at the end?
What if, like in chess, you switched sides (characters) in fighting games every round? It wouldn't work in an existing game environment where most players are specialized, but it could be interesting on a new title. Even better, make it a rematch option so you know your opponent is salty about a MU loss.
SOMEONE PLEASE TELL ME THE SONG THAT PLAYS AROUND THE 8:00 MINUTE MARK. PLEASE.
That’s “Stimulation” from CVS 2
@@Acul779 I LOVE YOU SO MUCH
@@BigGuytheStilted I gotchu homie :)
LETS GOO EDDVENTURE GOT THE CONEY COSIGN
To be fair, comeback mechanics aren't necessarily just about making sure the worse player wins sometimes, they're also about minimizing the effect of snowballing in general.
If the impact of an early advantage is too significant, it opens up the possibility that the worse player wins because they happened to win the first interaction.
To put it in fighting game terms, the worst case scenario is that you acidentally make basically Samurai Showdown when you didn't intend to. The first touch is all that matters.
So comeback mechanics can be necessary for games that intend to have the best player win all the time too, but they usually need to be skillful or small advantages to do that. Things like reversals/burst/parries are (kinda) like a comeback mechanic, a tool that's very effective specifically when you're behind (on defense), but also very skillful. Compare and contrast with a blue shell, which is extremely powerful and generally won't backfire on you, no matter how much more skilled the other player is.
I like the new outro
what is the outro music?
6:25 Sunken Cost fallacy coney..... DON'T FALL FOR IT! It will make your life better
15:40 play against big band or zangief as a newbie and come back to me. Not even close imo
Hey Coney, Me here. Ill answer your question.
Potemkin was top tier in +r and people loved it. This one small piece of evidence leads me to believe you are absolutely correct and i will ignore all other pieces of evidence! Grapplers forever!
"should the better player always win?" Not if multiversus has something to say about it. 8v
Comeback mechanics are important in games with multiple phases like for example card games likes Magic and Mobas like Dota.
How would a control deck in Magic ever win against an aggro deck without strong strong control tools like board wipes which allow them to come back.
How would a character like Medusa or Anti-Mage in Dota ever be good without some way to come back from a gold and experience deficit after getting absolutely dumpstered in lane because they are so atrocious got the first 25 minutes of the game.
NO WAY I WANNA WIN SOMETIMES TOO 😭
People who say sbmm is bad because it means you can't use the game to turn off and chill out should be ignored, because they themselves are ignoring actual relaxing games and insisting their competitive multiplayer shooter that has to be played with complete strangers online is the only way it can be done. If you can't see the problem with doing that, you need help
battleship chess is a banger game
If you press 0 Coney shits the bed... very disturbing
It you can't win through luck, you're not the better player. Because you don't have better luck than me.
It think we have some pretty crazy grapplers now. They are all not so bad anymore 😅
I'm SO glad Dead by Daylight wasn't discussed when it comes to skill.
15:40
No way a tekken 8 king player just said this
7:25 NIKOOOOOOO
CONEY TIME
Can only speak for myself but I will 1000% quit a game if I'm getting grabbed or rushed down on a lot. That shit feels more frustrating than zoning for me. Both suck though.
2:33 cc is the comeback mechanic
Hey coney I’m someone who quit tekken because I got grappled to death. I’ve quit out of games against zoners but never just stopped playing a game because of one
Whats the meta that allows you to play "badly" and win consistently?
i love you coney even though you make me almost crash my car sometimes
roa2 does lack a comeback mechanic huh... alright lets get rage in there
17:27 man why supports gotta be catching strays ;-;
17:35 that's a Coney brand insane take brcause you kinda need a support lol what could possibly qualify them as being bad at the game
Let the better player win and from now on the only bonus star tha tapears in mario party is for how many stickers you have used. Happy spamming
FELLAS