QuickLoad wrote:Many games suffer from this, TF2 is the first one that comes to mind:
TF2 going F2P:
Good for TF2: More players, basically infinite players since this game is now free and has infinite, free copies.
Bad for TF2: New players, shittier skill sets, less coordination and less teamwork, more hackers.
overall I would call it a pro though, since those players will eventually become 'veteran' players or whatever the term is. obviously this will be a little bit off-putting to the 'veteran' players, but they will get over it.(or not!)
New players after 1.0 will never become ''veteran'' in the same sense that current vets. They haven't played PR when it was punishing and unforgiving. They have only played PR in the era of consolation awards in which DEVs and communities have made everything they can to make it easier for new players instead of letting them figure out things themselves. That's why they will never become truly good players as there is always someone to help them out, instead of them helping themselves.
Let me give you some examples. Back in the old days:
-No admins online usually, thus no balancing -> worse team would get raped until they got better
-Up till 0.9 or so, no TOWs, and tanks were immune to LAT -> lose your armor and HATs -> your team gets well and truly raped
-CAS overall a lot better asset
-DEVs not really listening feedback to make game easier -> if you get steamrolled, gitgud
-HATs, LATs required a lot more coordination and skill to achieve hits
-No rush rule, not even base rape rule on all servers
-Revive timer 1-2 minutes, no waiting for medic for 5 mins
-Deviation was terrible on some patches
Right now:
-DEVs to bail out shit players by making game easier for newcomers
-Admins always balancing teams after shit team being shit -> they will never learn
-Easy mode LAT & HAT
-Easy mode AAs
-Wide variety of effective anti-asset weapons (TOWs, FOB AAs, MANPADS, HATs, LATs, CE kit etc.)
-Rulesets to ban effective tactics (roadkilling, rushing, ''asset whoring'' etc.)
Overall modern PR gives incompetent players' a safe space were they can be incompetent and not have to become better. They will never become good if they don't get steamrolled time after time until they find the initiative to start developing their skills.