Winning a game. So this isn’t as much of a problem as it is a suggestion for the game to promote replayability along with teamwork and strategy. I’m sure a lot of people understand what I’m talking about when they join an Official Team Objective server, or even a King of the Hill server and see no one even attempting to go for the objective because either;
A. It is simply too hard without the entire team’s coordination, which is near impossible to ask of each and every one of your allies
B. Everyone simply wants to farm their weapon kills for the next type of weapon. This attitude directly contributes and causes A.
Because the matches do have a time-limit and an official end to them, winning a possible hour long match should feel glorifying and rewarding. Winning a game doesn’t directly benefit me in any way, so why would I try to win when I can be busy farming up for my next mace?
Someone might argue that “Well if you are doing the objective, kills are probably bound to be achievable if you are near the objective or trying to complete it.” This is very hard to argue because normally when someone attempts to do an objective, they have absolutely no way of defending themselves and will probably end up racking up the death count to end the game with a very negative K/D ratio. Which isn’t very fun.
Examples: -If you’re holding a torch to light the way for your ships, you have no way to block or attack without completely losing your ability to complete the objective (throwing the torch). Even if you do successfully work to light the fire and die when it is 99% lit, the other team simply makes all of your progress worthless by standing there for 10 seconds.
-If you are attempting to shove the battering ram, you stand there holding it in complete immersion and cannot move or attack. An easy kill for any class who spots you with little to no reward for trying to conquer the castle.
-If you are going to slay the King’s heirs in their hobbit-holes, you will have to attack a wooden door while people will simply wail on you from behind.
-If you are defending the King, you should obviously be more than willing to give your life for him which ends up happening a lot if you are standing there taking the hits for him.
-If you are attempting to raise the flag in King of the Hill, you will just be a sitting duck trying to gain control of the square while you try to block the onslaught of people trying to farm their kills.
My point is not to give these actions an easier way to do them.
The main point is, why am I trying to do these things? As much as I like dying for an objective, it doesn’t effect anything in the scheme of things. And what is stopping me from just leaving a match when we are not winning? These are things that make this game “that game on the side” which it has more potential than that. It deserves to be a game that I can enjoy AND want to play for hours at a time.
Some people might say,“Well, don’t play Team Objective if you don’t want to participate. Play Team Deathmatch and just kill people like you want to.” This isn’t what I want to do because the idea of an awesome seige on a castle or a chance to defend my honorable people from the invading forces gives that feel that this game brings of a true Medieval war between two factions that want to represent their color and fight for their hometown glory. Who doesn’t want to be a badass knight slicing their way to honor for the crest on their chest?
Fighting other people is encouraged through the weapon unlock system. You get a kill, you get closer to a bigger and badder weapon that you’re excited to get and see the destruction it can bring. This is cool because it keeps me playing and on the lookout for easy kills on my enemies.
Winning the game is a whole different story. I don’t care if my team wins or not, but I want to because I believe that’s what this game is about.
So… How can the developers make it so winning feels rewarding? This is an area that simply relies on the developers ability to incorporate rewards. In many other games, a person unlocks characters and items. Well… You start with all four classes and the weapons are already unlockable through kills. So what else is there?
The big thing in a lot of now competitive and extremely popular games is a rating of some sort or groups that people can be classified in. You gain rating by winning and lose some by losing; or you get closer to a new group classification (New|Intermediate|Pro) the more you win. If this is too complicated and unfathomable, then make some style upgrades for an outfit change the more wins a person has. I don’t mean to be another “Add helmets” or “Add customization” poster; and that is not what I am begging for; but I believe the producers absolutely need something to keep the players trying to win, trying to outplay their opponents, and… well playing.
TL;DR There should be a reward system for Winning matches instead of just for kills. This promotes a player attitude that is solely based on getting kills and leaving whenever, switching teams whenever, but mainly no sense of caring about the satisfaction of being a victor of a match.
Also feel free to post if you agree and have a suggestion about a win-reward type system that could help the developers and improve the game’s satisfying combat with immersing after match glory.