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by usrusr
1539 days ago
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While I get the impression that many of those visual bling payables available today seem to give more of a disadvantage than an advantage, back in the days of 1.6 CS I caught myself in real life considering the contrast between what I wore and the environment I was passing through. Not because I was expecting to get shot at (I certainly wasn't), but because at the time it was so much of a routine consideration for me. Yes, visuals can be a competitive factor. |
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If these had no “gameplay” effect or “competitive advantage” based on environment, why do nation states spend money developing them and equip troops differently based on biome?
And why have some games had to patch their PvP to “outline” opposing players with a visibility border in the patches that follow certain “cosmetics”?
A more subtle advantage can arise from hitboxes in both hitscan and projectile games with customizers or cosmetics that change the mesh. There’s a reason some games are predominantly female characters in close fit gear.
Finally, even games that insist no gameplay or competitive advantage, are fully aware of “the meta”.
In Fallout 76, for example, PvP players learned to hotkey the “Nuka-Cola” drinks with special benefits. In a for money store, Bethesda allows you to purchase a robot junk collector that gathers Nuka-Colas for free. Rationale is it is just a QoL (quality of life) benefit, but in reality, it allows stockpiling a combat advantage to last longer in combat than the opponent. Same store also allows you to purchase “repair kits” for weapons and “bubble gum” that suppresses the survival mechanism around eating/drinking for an hour of game play.
Again, Bethesda’s claim is QoL not pay-to-win, but weapons repairable mid-battle away from one’s base certainly affects winning, and level of hunger/thirst affects damage multipliers and action point refresh (aka ‘mana’).
Lines keep moving.