Please consider the following scenarios, which make up 90% of my games so far. Please keep in mind that i am NOT talking about competitive clans here, but casual multi-player (which keeps any game afloat commercially)
Attacking
[ol]
[li] on attack, my casual team-mates do a charge, then get pushed the hell back to spawn.
[/li][li] at this point most of them will be medics.
[/li][li] they all bunch up at the first choke, while the enemy team suppresses and snipes them
[/li][li] and heal each-other, and revive each-other.
[/li][li] When supplies end, they die, only to be revived a few seconds later with a FULL supply meter, to go re-join the medic-party.
[/li][li] I and the occasional (rare) other player go to complete the main objective, but the medics don’t help of course, they’re too busy with their medic party.
[/li][li] i’m left to face most of the enemy team alone and unable to ever complete the objective.
[/li][li] we lose the match
[/li][li] [B]THEY EACH GET FROM 7K to 10k XP while i can barely get 2-3K, even when i sometimes manage to miraculously complete an objective ninja-style. They even get more points the the top enemy players who did not complete any secondary objectives because they were too busy owning my team
[/li][/ol]
Defense
[ol]
[li] my noobie team bunches up near the big yellow objective, to get constant points from defending it. They do what the game tells them they should do.
[/li][li] that makes them sitting ducks (at worst), or campers (at best)
[/li][li] when i try to go out and hold a few key positions/routes (i.e. guarding the shortcut around the gate on container city) i get zero objectve points because i’m too far from the main objective, and i only get XP from kills, which is low.
[/li][li] i also get very few points from buffing / helping other people because they’re mostly parked near the main objective
[/li][li] i can’t play anything other than soldier because i will run out of ammo every time (all my team are medics & engineers), and anyway they wouldn’t want to leave the safe, XP-giving location of the main objective to go re-supply me and risk dieing in the process.
[/li][li] i’m again left alone against most of the enemy team, which eventually kills me (i do make mistakes too), and rushes the point to slit the throats of my half-asleep team.
[/li][li] i get most of the kills and the lowest XP (or among the lowest) from my team.
[/li][/ol]
Core of the poblem:
The XP system:
[ol]
[li]on attack: rewards people who don’t even try to complete objectives, and are effectively responsible for losing the match (while penalizing those who do try)
[/li][li]on defense: punishes people who engage in tactically sound gameplay, because they are not acting like bots and bunching up near the objectives.
[/li][/ol]
I feel this is nothing short of bad game design, stemming mainly from the lack of proper objectives. The command posts are sad excuses for objectives since they mainly distract from the main objective instead of working to complete it.
The health boost and supply boost is insignificant for casual players, and if people can’t work together for one objective, what made the devs think they’ll be able to do it for 2 or 3 different ones?
my proposed solutions would be:
- [li]on defense: add another type of objective, for any class: “Defend key point” (named off the top of my head)
[/li][ul]
[li] These objectives would point the player to the nearest position of tactical importance, which also has the fewest players guarding it (these positions would be pre-set for each different map - just ask any pro player that’s spent any significant play time on the maps and he’ll tell you)
[/li][li] They would be rewarded as long as they hang around in that area to defend it
[/li][li] Diminishing returns would be in effect, so the rewards would decrease the more people are defending that spot.
[/li][li] if there are more than one people on the spot, if one of them selects “Defend key point” objective again on the wheel, it would point them to the nearest point that has less people defending it.
[/li][/ul].
[li]on attack (this is harder to fix, but this is the best i’ve got so far):
[/li][ul]
[li] make the XP from healing scale in accordance to amount healed. Currently they get 75 XP for each heal, regardless of amount healed.
[/li][li] add diminishing returns in for spamming the same ability over and over in the course of a few minutes. If people stop getting huge XP from medic parties they will switch to another class and actually contribute to the game.
[/li][li] we could have the equivalent of “Defend key position” for the attackers, which would be “capture key position” described above, and would work the same way.
[/li][/ul].
I think my suggestions, if implemented, would actually serve to educate both casual people (and score junkies coming from other games) in the art of true objective-based team multiplayer, just as single-player servers to educate in regards to weapons and game mechanics.
