1. #11
    Last night I just sort of realized that you can score wh*re like mad just by death-matching; the objectives and losing really doesn't matter, making this game-mode and the economy as the OT suggest really little more then another 'Casino Special Weapon Prize For Mass-Murder' game... At least I know how to level faster I guess...

    Share this post

  2. #12
    Arad1's Avatar Player Experience Manager
    Join Date
    Mar 2011
    Posts
    526
    Has the point been made that you receive bonus experience for defending capture points? That is one way you are rewarded for holding ground.

    This is an interesting conversation, I see two particular points here:

    1) Game modes could stand to be diversified
    2) Perhaps more incentive needs to be given for defending?

    Discuss.
    Share this post

  3. #13
    JoshHardenburg's Avatar GRO Community Leader
    Join Date
    Mar 2012
    Location
    NW, Pacific Ocean; 180° by 100°E
    Posts
    556
    When attacking a point, if a player cap's 80% of the point then dies, that player should still be rewarded a capture. Too many times have I held a point by myself or with one other person then I die and the point gets capped while I am on respawn.

    I think their needs to be a yellow zone in front of the cap points. This yellow zone would offer defenders additional points for killing players making a dash for the cap point.
    Share this post

  4. #14
    Originally Posted by JoshHardenburg Go to original post
    When attacking a point, if a player cap's 80% of the point then dies, that player should still be rewarded a capture. Too many times have I held a point by myself or with one other person then I die and the point gets capped while I am on respawn.

    I think their needs to be a yellow zone in front of the cap points. This yellow zone would offer defenders additional points for killing players making a dash for the cap point.
    Exactly... Points should be rewarded continuously for capture time, then doubled at completion -- this would dramatically move game-play away from the 'random respawn death-match' that it unfortunately is... It's simple Game Design 1001, the issue GR:O presents the Player with is: do you want to collect points with certainty for kills, or camp on an objective, trying to defend it from limited cover with no counters to some of the means the other team has to kill you -- for a hit and miss chance that amounts to luck more then skill at maybe getting a few extra points -- points that you can equal or surpass by 'running & gunning' like in so many other arcade shooters.

    The defining moment is points delivered a function of skill & initiative, and certainty that if I complete a skillful action I'll get those points -- if I can kill more Players by choosing my own ground of attack, then the limited real estate I must defend -- even if I get fewer overall points the more certain outcome is where most Players will ultimately gravitate. And any issue that presents in a closed beta will be magnified to absurd proportions when kids with more time on their hands exploit the game's limitations.

    Share this post