Re: Removal of live Cap and impact on SL/Teamwork
Posted: 2022-04-13 06:59
As others have pointed out this change was meant to remove some artificial information that you gained from the cap bar. Not for realism sakes (spoiler there are no flags in r/l
), but to change gameplay. Hiding the cap bar completely would be no option at all.
One common tactic that others already mentioned was to just peek into cap radius, check if you are capping and play passive if you are. We do not think that this is peek gameplay and wanted to force attackers to be more aggressive and seek out enemies. So the intend was never to make game slower or more passive.
From the games I played so far (on different servers with different amount of "veterancy" in team), the communications did not change with the reduced accuracy of capping status. Squads still report that they are capping, that they need help to push a flag or that they need help defending. Feeling when the enemy has advantage was something you already had to do before when defending as you would never see the bar move.
You also raised some valid concerns, that we are thinking about.
Regarding knowing when you outnumber tunnel rats: Getting a team to stop throwing themselves into the meat grinder was already nearly impossible with live updating cap bar as well. Tunnels or other hard to breach places are an issue on all game modes and will continue to be one. These are mostly map issues and fixing those through game mechanics is always difficult. We are looking into other ways to deal with this, but I think the cap bar plays little to no role in this.
Regarding getting feedback on your actions: The psychology is sound and players love to get instant rewards, but we break it already a lot in PR for sake of creating fog of war. For example only getting credited a kill after the victim respawned is in the same category. Additionally the defenders of a flag never had this instant reward mechanic either.
One common tactic that others already mentioned was to just peek into cap radius, check if you are capping and play passive if you are. We do not think that this is peek gameplay and wanted to force attackers to be more aggressive and seek out enemies. So the intend was never to make game slower or more passive.
From the games I played so far (on different servers with different amount of "veterancy" in team), the communications did not change with the reduced accuracy of capping status. Squads still report that they are capping, that they need help to push a flag or that they need help defending. Feeling when the enemy has advantage was something you already had to do before when defending as you would never see the bar move.
You also raised some valid concerns, that we are thinking about.
Regarding knowing when you outnumber tunnel rats: Getting a team to stop throwing themselves into the meat grinder was already nearly impossible with live updating cap bar as well. Tunnels or other hard to breach places are an issue on all game modes and will continue to be one. These are mostly map issues and fixing those through game mechanics is always difficult. We are looking into other ways to deal with this, but I think the cap bar plays little to no role in this.
Regarding getting feedback on your actions: The psychology is sound and players love to get instant rewards, but we break it already a lot in PR for sake of creating fog of war. For example only getting credited a kill after the victim respawned is in the same category. Additionally the defenders of a flag never had this instant reward mechanic either.