Arcturus_Shielder wrote:
However, I'm struggling with this notion that the new gen of PR players are dumb kids on acids aka COD kiddies. Because not only is COD from my generation (27 years old) - even though I don't play the recent ones -, but you seem to forget that it's no kid with a misconception of a mil-sim (or an attempt of) that will download a mod of a 6 year old game - or the very least, rarely. I will even dare to say that it's moronic to label people like this as it is an easy scapegoat.
I've personally never bought into the 'mainstream infection' theory. It is true that those kinds of players have no idea how we play. I watched an obviously console based gamer reviewing BF3 during Beta and he said he wasn't a Battlefield fan either, meaning he never played, meaning he was a CoD fan, and as he ran around dolphin diving he kept complaining about how he got killed as he ran around corners with no conception of cover. He thought he'd out played a guy by running around a corner and prone diving and turning around to shoot him.
However that kind of player isn't our problem. My feeling is that most people are just not very dedicated, even if they're interested. A lot of players really aren't very smart about gameplay. They crest ridges, they walk far and away from their squads, they aren't snappy about doing what the SL says and their situational awareness is really god awful. I was tasked with overwatching my squad while playing the AR and I had one guy left with me to cover my back. I ended up looking behind me and shooting a guy, instead of it being my cover man who was supposed to be doing that. He had clear instructions and still couldn't help himself from doing that tunnel vision thing of looking straight towards the direction of travel that the squad was moving in, even if he was not moving at the time.
Players are dumb and it takes exceptional patience and personality in an SL to push them to play smarter. Its also impossible a lot of the time if they're just not willing to put the effort into being better.
I have no solid theory as to why its 'declined' in recent times, the quality of gameplay, but I suspect that if in the past things were actually better that perhaps it was the departure of a lot of great leaders that lead to this situation. Maybe our SLs just aren't as numerous or as high quality as they used to be. But then I have nothing to substantiate this.
I think we should return to ticket count + asset attribute changes and discuss how that affects the psychology of players. If they're more lazy and afraid of assuming responsibility than before. Because to me, this the only thing that could ever make sense.
I think that part of it may be that some of the subtle changes have affected team play. Overall fun has been sapped at times by retarded flag reorganizations on certain maps in new versions. Little balance shifts. For all we know we had a nice balance of teamplay and fun in a game version that was far from our goal for realism.
Maybe we're in the interregnum before the next 'happy time' comes again. Or not. Who knows. All I know is that I try to create the best atmosphere in my squads and work with anyone who will. Sometimes though its a dry well on some servers.
Wicca wrote:
This discussion for me is how to make PR more teamwork based, and less focused on map defined goals, such as capping flags and taking out caches.
And as I continued to counter-point you you acted like I was being mean. Its gonna take a lot to convince these guys that a military game would be better without an objective.
I have always thought, that giving more responsibility to the player, will make him do more. Giving him less responsibility, IE telling him where to win, is a bad thing. The ultimate goal is to kill, and not get killed.
In my experience its the opposite. Responsibility without direction means that you end up with people as left and right as possible. Some will do this, some will do that. Some will play smart, some will indulge their desire to just 'fuck around' with assets or something. Without the impetus of "we have to cap that before they push us back to the bleed flag" then its much harder to rationalize why someone is hurting the team by not doing what someone is saying.
You don't believe Commanders are necessary Wicca. With no objectives, and no commanders, how do you expect squad leaders to agree on what to do? Every single thing every SL sees becomes the only important thing going on in the map because they're in thier little bubble. At least with a flag you can see that you're winning or losing and can gauge the value of your little firefight to towards the larger teamwide effort. Maybe you should kill these guys, maybe you should disengage and get to the objective. We have cache intel so its probably not worth it to chase these insurgents down who are half a map away from where the team is staging to attack.
People are smart enough to learn that, "that is where the enemy is, this is where i should position myself" And from that notion, they are also able to remain in a cap zone. But the next level after that is just where is the enemy, and then coordinate with team to eliminiate enemy. If your team does not coordinate, then they will lose.
I don't see why having flags mitigates the need to coordinate over the destruction of the enemy. The problem with flags most of the time is that teams don't coordinate so you end up with guys just being on the flag to keep from losing as others go off and gratify themselves with some kills in buttfuck4kp6. When you have a team actually working together you're not just gonna sit on the flag, you're gonna be moving all over the place, fighting to get an advantage over the enemy, hit him as he attacks your flag, or attack his supply routes so you can keep him from getting a FOB up on the flag you're attacking.
Describing it in such a way that we should remove flags so that we can focus on working together to kill noobs as a team is saying the new version of PR should be:
Project Reality: Team Deathmatch
I find it hard to describe your idea in any other terms. There is no game out there that has no objectives aside from killing the enemy which isn't called a "Deathmatch mode". Deathmatch is the simplest and least intellectually stimulating mode of combat. Its the lowest level. The highest level is being able to play a killing game and refraining from killing someone cause it hurts your ability to achieve your objective.
PR has reached the level of the latter. Games that we all hate tend to be the former.