[quote=“Watsyurdeal;173615”]Really the only way to fix bad players is education
If I were to make a multiplayer game, I’d have 4 key things
- Community Servers with no levels or ranking, just leaderboards the communities set up.
- Matchmaking for Ranked play, in a standard format that everyone has to abide by
- A mandatory tutorial that you MUST play in order to play Ranked, no exceptions.
- Everything that affects gameplay would be given right away, only unlockables would be cosmetics. [/quote]
And I’d also add on top of your suggestions : Maps that do not have a gritting machine funnel layout.
On public games, I feel like people generally get mad slower when getting stomped on defense than they do on attack. Mostly because attack is incredibly hard against people that are truly defending the objectives, when defending keeps some good pack of fun even if you’re losing by a huge margin (in most cases, I’m not talking about proper stomps with spawnkilling situations etc…).
To me, most of the map have at least one massive design flaw. Lack of side routes and huge choke points in most of them. Dome was probably an answer to that, but it’s just a shooting range if you know how to defend properly.
And to be honest, I feel like they could improve some of the existing maps simply. For example, on terminal and bridge first objective, there are simple solutions that could provide attackers an advantage point (i.e. make the terminal’s tunnel really useful by adding an exit just near the luggage stockpile) and force the defenders to take some risks instead of the usual full hold.