Of course it had a scoring system otherwise you couldn’t say which team won. What I’m saying is that I learned to play CTF without an XP system rewarding me every step of the way. Likewise for L4D (campaign), the game design taught me the world rules and actual, real, player experience showed me what worked best in different situations.
That last part IMO is the crux of issue with XP systems, they only reward behaviour that can be recognised.
Nope. I mean rambo medics running past downed allies, people bombing their own objectives and killing their team, mountain hiking. A currency system is a gimmick to take a bunch of random people who have no preexisting relationship or interest in each other and getting them to work together for self interested reasons. It’s just like L4D specials.
But they clearly have no investment in the currency system at all, they’re not even playing within the game’s rules so why think they’d adhere to an XP system? That would bring me back to my lovely persistent player ranking system. :stroggbanana:
This however isn’t what I mean by unpredictable humans. By which I mean players doing things outside of the XP model (but within the game rules) to benefit their team. I gave examples of this in previous posts.

). Just like that the pub/vanilla and a scrim experience should be the same. The only difference would be more team work and better opponents (no offence to pub players).
