Now I know it may seem strange to complain about balanced teams already when it rarely happens currently, however I do feel there are a few points worth touching on now so when games do become more balanced in general we will have the best experience possible. There is also what I believe is an imbalanced skill requirement between Objective mode and Stopwatch mode that I will try and quickly touch on. As this threads title says, these are my current issues with balanced teams and many of you may or may not agree with what I am about to say, so please let everyone know your feelings on the subject also…
Second Attacker Advantage / Objective Mode Attacker Advantage
This is something I have brought up in the past and the Echo stats did at least confirm my feelings that the second team to attack was winning around 10-15% more matches on average. I would love to see a big graph of avarage completion times compared to time left to see if we can notice a correlation between second round attackers and long round times. I would also love to see the number of overtime objective completions on Objective mode. Anyway, my concern is that the closer the teams are balanced the more likely the second attacker advantage is to play a role in the outcome. While this is a problem in its own right, I feel it is linked to the other issues that I will mention in this post. Such as…
Defender Bias Resulting In Extended Round Times
Obviously quite a simple concept… Attackers technically need to be higher skilled compared to the defenders in order to do the objectives quickly. My issue with this falls into two separate concerns, one being that each map does not have a lot of objectives and secondly the lack of in game progression results in a loss of interest and/or increased frustration levels. I very rarely see two even skilled teams both set decent times on a map. More often then not even teams are taking almost the complete length of time to get a completion resulting in a strange perception in game balance the second attacker advantage playing a little more of a role then on imbalanced teams.
The Perception Of Balance
The balance perception I mentioned is also quite simple, due to the length of time for each objective, while you are on the defending team you feel like you are actually stomping a low skilled team until you feel like you have made a huge mistake when they finally take an objective, but on attack it feels like you are playing vs people that are much better then you. Honestly feels its more about managing stress/frustration levels rather then actually having skill. Now I am not going to lie, this is likely more a frustration to me due to my short temper, though I do believe that a definite frustration due to a games mechanics will effect the vast majority of long term players eventually. I feel even when you are playing like a super human the game still makes you feel like your playing poorly. On top of that, when you do feel your playing well, its normally muted by the fact your likely full holding a team for 15 min on the first objective and it feels boring.
Sky High Stress Levels
I have tried to ask myself again and again why I do not feel this way with some of the games I play. The answer I keep coming back to is a mixture of distraction, comeback potential and mechanical feedback. When you compare games like Counter Strike, Dota 2, TF2, LoL and Quake to Dirty Bomb you realise you do not have this constant clock ticking away just stacking on pressure and even boredom in some cases. You almost always feel like you are able to make a comeback and when you realise you cannot its an instant GG (Dota, LoL and Starcraft) and your pressure, stress and frustration is instantly released. The use of builds in Mobas, economy in CS and map control in Quake all work as distractions that lower stress and frustration levels. Something outside of your play/skill to think about, even if it is just for a few seconds every now and again. Dirty Bomb does not really contain any break from the constant action and I think 30min of something this intense is simply too much for the majority of players (providing they are playing to win).
What I Believe Can Be Done To Improve This
Really, I guess that its quite simple in my mind. Shift the balance of power towards the attackers so that balanced teams would result in much shorter matches that would minimise the feeling of frustration and also would mean teams would be have to be massively out of balance to result in a full hold. Also simple things like ending the match when there is 55 seconds left and a C4 has not been planted and ending the match the instant that the second attackers win rather then waiting for the end of the timer.
These are the bare minimum changes I would personally like to see.