Prvo da pomenemo da je x25 lol ekipa kao sa 6-og seeda uspela da zabeleži iznenađenje prošle subote i dobije balkanski Adria EUNE turnir, 48. po redu. Nije bila značajna konkurencija ali neki gejmovi nisu bili ni malo laki. Roster je bio sledeći: Top: Duke Anton, Jungle: Mihov Kurajber, Mid: Blanky, Adc: Plox, Supp: Clox. Izborivši pobedu protiv ekipa “Hemija” iz Bosne u osmini-finala, i “Best Duo Brazila” u cetvrt-finalu, susreli su se sa već poznatim “Inflammable Flammables”. Taj gejm im je ujedno i najteže pao ali su uspeli da savladaju druge nosioce turnira. U finalu su se sastali sa “Genijalnim Starcima” gde se desilo kompletno odšrafljivanje ekipe koja je nosila prvi seed. Evo i Bracketa:
Poredjenja radi Adria 48 finale je gledalo oko 60 peek viewera na streamu, dok je proslu adriju, 47- gde su igrali Sponzors Pls, gledali preko 300 ljudi. Bez obzira na manju popularnost, na twitchu su padali razni komentari poput “često se pojavljuje x25 u polufinalima i finalima”, do “Marin on Smurf acc”. Padale su i psovke nažalost, doduše ne na račun timova.
Ono što je bitno je to da se x25 zagreva za fortunu, i da polako ulazi u formu, što su pokazatelji kako na turniru tako i u inside informacijama sa dynamic rankeda i x25 grupnih chatova. Meta je interesantna, trenutna sinergija u timu funkcionise, a na fortuni ce ovoj ekipi biti i prvi nastup na LANu.
Apelujem na sve fanove kako x25 komjunitija tako i lola da se pridruze okupljanju i isprate eSport događaje koji slede!
Još jedno učešće ekipe na nedeljnom turniru ESL Adria, ovog puta 47. po redu, prošlo je laganim prolaskom x25 tima do finala. Preskočivši prvu rundu zbog dobrog seed-a, prva dva gejma (Round of 16 i Round of 8) su praktično bili zagrevanje. U polufinalu su se sastali sa ekipom pod nazivom Doomday Bunnies koja je iznenadno došla do polufinala čak sa 17-og seeda. Posle manjih nepravilnosti i neslaganja (ekipa Doomdaya nije pozvala pauzu kad je trebala) x25 tim se plasirao u finale, gde su ih dočekali popularni Mantraši pod sakrastičnim nazivom Sponzors Please.
Iako važe za jednu od najboljih ekipa na turniru, u polufinalu su igrali protiv Kalu-a i kompanije, i izborili plasman u finale posle malo duže od 30 minuta. Finale je naravno bilo favorizovano Sponzors Please strani kako zbog individualnog performansa i ranka, tako i zbog velikog iskustva u igranju online i lan mečeva. Bez obzira što su igrali protiv jedne od najjačih ekipa na ovim prostorima, x25 je držao even lejnove sve do nekog 15og minuta kada su Sponzors Please poveli sa 4-0 posle par kilova na botu. X25 ekipa je uspela da se održi u gejmu do 30-og minuta kada je crew na čelu sa Milicom Todorovic presekao, uzeo team fight, barona, i zatim gejm.
Bez obzira na poraz, x25-ica polako pokazuje da kao ekipa sazreva i da će u buduće kao organizacija moći da se bori i protiv najjačih igrača u regionu.
Some say that intelligence may be approximately described, but that it cannot be fully defined. Decartes’s definition of intelligence is the ability to judge true from false. Wordsmyth Dictionary says it is the capacity to learn, reason and understand. World Book Encyclopedia has probably the most interesting one: “. . . the ability to adapt to the environment.” Intelligence is surely not a single, unitary ability, but rather a composite of several functions.
When it comes to gaming, the extern functions of intelligence represent a connection with the rest of the players, with the environment, with the game and its engine, as well as with the situations that arise and develop at certain points. A few functions that are significant for the competitive gaming are integrated into the intelligence, such as: learning, perceiving, imagining (and creativity), calculating or judging, adjusting.
“The trickiest part about gaming intelligence is how to make yourself useful.”
Learning the game
In competitive gaming there is no upper limit when it comes to learning a game. There will always be a team that comes up with a new strategy, or a new patch launched by the developers or a new player that creates a play unlike any seen before, which will be analyzed and processed. If we don’t take into consideration the initial learning of the game (tutorials, basic skills, first steps, etc.), we skip right to the so called META learning. META is when someone is following rules that aren’t set by the game, but the rules set by players to maximize your chance of winning. By comparison, whether it’s medicine, technology or physics in question, new things are being discovered each day and we ought to stay in touch with these innovations. Let’s say that the shift in all of these things is some sort of META. If you want to stay in touch, you have to be familiar with META and to learn it over and over again. META is always changing, through patches, upgrades, as well as collective or individual influence on a game. The one who knows how to make the best use of it, the one who understands best of current META, has the best chance of being better than the rest. Is it possible to learn some things wrong? That is, perhaps, the biggest disadvantage of learning.
Perceiving around you and your character
If intelligence is the ability to adapt to the environment, then the best thing is to take a good look at that environment and observe it carefully. The environment in competitive gaming varies and some of them require a quick reaction, better said cognitive and physical speed, because certain situations only last a few tenths of a second. Perceiving can be affected by the experience in gaming and by the knowledge originally gained, therefore different players may see the same thing from a different angle. In some way, perceiving in gaming is sometimes being realistic and knowing your own limits, for example what’s your real rank. Most frequent phrases you can hear from people who do not follow properly this step is: “I have bad teammates”, “they had too much luck” or personally my favorite “I just couldn’t do anything there”. The next step after perceiving is understanding the purpose as an individual player, understanding what’s you job and what is your position in team, fight or place.
Imagination and creativity
How to win a game? How can we make this fight happen? Can you find a completely new way to beat the opponent? Can you create a new META? These are the things that are directly connected to the knowledge you have about a game, and they are complementary. On one side, if you succeed to win a game with a completely different approach, someone will start to learn from that new approach. On the other side, you can’t just spontaneously win a game in a completely new creative way if you don’t have the acquired knowledge that you have to apply during the process of inventing and creating.
Calculations and speed reaction
Or “in game” judgment. What is worth and what is not? How can you find a way to kill or survive? This is probably the most important function when it comes to “gaming intelligence”. Some games need speed and quickness in calculations. In Hearthstone a player can spend a lot of time thinking and planning the next move, and the one afterwards. But in Counter Strike you have no more than 0.3 milliseconds… best case scenario. Does the speed of the output in calculations affect the generalized term of competitive gaming intelligence? Spanish born philosopher George Santayana says that “intelligence is quickness in seeing things as they are”.
Adjusting your game accordingly
The trickiest part about gaming intelligence is how to make yourself useful. Everyone has their own talent. Someone can be a nerd and be good when it comes to gaining knowledge, someone has amazing reflexes, while other ones can see “in the future” or predict plays. The problem is when you can’t see where you belong. Being able to adapt and adjust gaming behavior, knowledge and skill to the challenges is as good definition of gaming intelligence as any I know.
Emotional Intelligence (EI) in virtual battlefields
Online games are a social phenomenon. The Emotional Intelligence model developed by Peter Salovey and John Mayer says it is individual’s ability to process emotional information and use it to navigate the social environment. Some say it’s an inborn characteristic while others assert it can be learned and strengthened. People with high EQ tend to have better mental conditions and cautious play-style, they can see things from a whole different dimension, especially in online battlefields. They also have better leadership skills and effective communication.
Imagine you know the player’s emotional behavior or the emotional structure of a certain team that you are playing against…or your team’s mindset, its weaknesses and strengths. How can you use that kind of information and convert it into your advantage or improve quality of plays? Is there really a motivational boost in some moments when you do or say something emotional? Is there a chance that you can use someone’s current emotional-social state and utilize it in your own favor? How can you make a key player to become nervous, the best one to get scared or the weakest one to do his very best?
There are few steps how you can use them in the virtual matches:
– Perceiving Emotions: The first step in understanding some type of player’s emotion is to perceive them accurately. In many cases, players release non-verbal signals such as aggression in their play-styles, fear of making the decisions or impatience…
– Reasoning with Emotions: Next step is using those emotions to promote thinking and in-game activity. Emotions are prioritizing stuff that we can see sometimes, we respond emotionally to things that garner our attention. Examples: you can get pretty hyped if you pick up multiple kills, or get nervous if today is not your day and you can’t make any of your shoots. Anyhow, you should see if hype or nervousness makes you better or worse player at that moment.
– Understanding Emotions: Emotions that we perceive can carry a wide variety of meanings. If someone is expressing angry emotions there is a cause for it. What might it mean? Researching those types in the background, or “under the hood” can lead us to the complete picture of what is truly happening with the player. Negative emotions can reveal conflicts between important players and positive ones can show the synergy they have.
– Managing Emotions: This is maybe the hardest part. It’s the crucial part of EI. The highest form of self-control is demonstrated during the tense moments of an eSport game when players are obligated to control their emotions. Jump back to the reasoning with emotions and examples: managing emotions is when you can control your own hype after a killing spree, or see negative emotions that surround you when it’s not your day on shot-calling, or calculations, and suppress them.
Emotions are a key aspect of communication as well. If a whole team, or only a couple of players can control their emotions, the greater are the odds of them playing better. Emotional intelligence (EI) in competitive gaming is the ability to recognize one’s own and other player’s emotions, to discriminate between different feelings and label them appropriately, and to use emotional information as a guide to play-style, to develop synergy with other players, and sometimes to boost yourself or others.