I don’t to see where grind and predictability makes for fun and depth. Nor do I see where playing a map with intentionally incomplete weapons/upgrades/tools just so you can earn them later is giving me more game, seems more like I miss out on a map due to grind.
The system you’re defending encourages reliance on XP generation rather than objective completion. It also takes zero consideration into account for team balance and so generally makes a strong team stronger.
I’ll admit I’m kinda plucking here from the ETQW style of upgrading based on XP. As you say Brink may be totally different.
And randomness is evil! If I remember correctly unlockable items like hats in TF2 dropped randomly as well in the beginning. It got quickly changed as too many kittens were killed.
Well Tok is saying it’s random not me. I just said that the in game drops should be overseen by the game not some arbitrary number to reach. It would also mean the whole team can benefit not just a single player (although I know it’s been mentioned you can buff other players). If your team is working well, you have less need for say extra armour so it’ll be harder to earn. In L4D the system works well and evens out the spikes and troughs of difficulty.
