Results 61 to 64 of 64
04-10-2012, 12:08 PM #61
The Regular guns had a ranking system to them and that was a bit obnoxious (like the fact you had to level the PPSh to get the standard issue magazine (!)) but in comparison to other games it was not too bad. Issue I always felt with RO2 was it introduced a ranking system to a game that previously rejected rankings and leveling up aggressively.
Not saying it was not obnoxious, just it was an unnecessary addition to the series.
04-10-2012, 02:56 PM #62
- Join Date
- Jun 2011
You could of course under the former school of design offer soft rewards like points, or even kills, but it just isn't as immediately satisfying - cognitively - as fragging someone.
You could of course also be rewarded by stuff like extra XP which is already something implemented in current games. But imagine if the system was designed with a bit more care so you really do have to work together for the xp reward. Perhaps it could track the amount of time spent around teammates. Perhaps it could be prompted by the player himself. For example, you could specify a "teamwork command" from a drop down list. The other player hears it, follows it, and the system recognizes it because you've specified it, and upon completion a sizeable amount of XP for both. Yay!
04-10-2012, 03:10 PM #63
04-10-2012, 06:36 PM #64
- Join Date
- Jul 2012
People don't seem to realize that BF3 has a system like this. Join a game, create a squad and as squad leader keep giving commands by using the comm rose "Give Order" on flag icons. If your teammate do things within that area you get more points. In fact, if you are very cynical and your team doesn't follow orders, you just keep moving your "command" to wherever they are going. You will almost always end up in the top 5 on the server if you do this....
Also BF3 gives you more points for team actions if they are done to your squad. More for reviving squad members, more for giving ammo to squad members, more for killing the person who just killed your squad mate (I think though that one may just be for the team). Stuff like that.
As you said though, most people don't notice and points don't have the psychological impact of a kill. People want to be doing something when playing. Being an MAV pilot may be one of the best team oriented activities in BF3, but people would rather whine for DICE to nerf the soflam than take a crucial individual action to help the team win. How do you design teamwork around that?