@unfa Fundamentally I think every effort that is put into making an AFPS great for competitive play makes it less accessible. It's almost like they evolved themselves into extinction.
There is one meta that emerged from the base formula: Aiming, movement and map control, and every time that meta gets refined, instances of lucky breaks for low-skill players disappear.
When skill is all that matters, it will result in consistent blowouts between players with even minor differences in skill. And what tactics to use to build skill are often not obvious.
- Quake 1's RL was such a one-hit-wonder that you could score frags with it no matter how much you sucked, Quake 3's weapon set is honed so well that there is a different optimal weapon for every situ (though usually RL, LG or RG) and if you're not using it you die, and even if you are using it it's an aim duel with your opponent. If you have worse stack, you die. If your stack is even but your aim is slightly worse than theirs, you die
- Map control and cycling are hard things to get your head around or identify. You're getting creamed by someone who always has a better weapon and more armour than you and you have no idea why. AFPS games don't usually have a fluent way of communicating to you who is in control of the map.
- Same with movement tech. You cannot understand why your opponent is able to traverse from one side of the map to the other twice as fast as you. You don't understand why they always seem to be bearing down on you when you're weak, and ghosting you when you're strong.
It's a funny catch-22 because games like Quake Champions tried to introduce more variables into the game to break this meta, the players rioted and the player abilities were toned down to the point of being meaningless.
I feel conflicted myself because I love the idea of a game that just has absolutely no randomness or cheapness, but without that luck and cheese on my side, I just lose every match against everyone.