[QUOTE="goblaa"][QUOTE="DigitalExile"]
Personally I feel there's a fatal flaw in a large number of players like that.
Take something like TF2 for example, which has a maximum of 32 players. While the objectives are very clear you'll quite often find two groups of players. Those trying to acheive the goals, and those playing deathmatch, i.e, standing around not doing anything towards the objective, or to help the team. This is because they feel that "someone else" will take care of it. Now, if you look at that same game with a smaller amount of players you'll see everyone has to pull their weight or face the consequences of slacking off (dying a lot, losing the objectives etc).
Apply this to a game with 256 players (and correct me if I'm wrong but those players are spread across various games?) and you get a lot of people wanting the top score rather than achieving the objective. The best way to combat this is to make the achieving the objective more rewarding, encourage players to go for the objective rather than each other. Encourage players to help each other etc. Granted, I haven't actually played MAG, but it seems as if there's no reason or reward to do anything other than deathmatch.
II_Seraphim_II
Ya know, warhammer 40,000 (yes, I know it's a table top game and not a video game, but games are games) had this same exact problem. it used to be you got points for killing enemies, and points for securing objectives. But it was always easier to just sit there and shoot down the enemy than to risk your neck for an objective. So no one ever grabbed the objective and every game ended up being a giant deathmatch.
So, in the new edition, they just dropped points for causing casualties. The game is now simply decided by who has control of the objective at the end of the time limit. all of a sudden, people stopped camping and now the game is very action packed with units running and flanking all over the place. At first everyone thought that the game would just end up with no one fighting, but it wasn't long before people figured out that dead men can't hold objectives. :P
Imagine an online FPS that didn't reward exp points for killing, but instead for grabbing objectives.
Leveling up is the problem. Back in the days with games like UT2004, in the node capture game modes, everyone went for the objective because that was the only way to win, and the only thing that made sense. but ever since this whole "get points and level up" system was introduced to FPSes, most people care more about getting xp than actually winning the match. So if a player finds a great camping spot that allows them to kill noobs and rack up xp, they will ignore any objectives that are needed to win. In essence, the introduction of xp and leveling up made everyone selfish and less likely to work as a group.Then stop giving out exp for kills. Make kills worth nothing. Make only objectives worth exp. You can't grab an objective without killing (you really can't) and you can't get exp without grabbing objectives.
Problem solved.
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