[QUOTE=Kendle;446157]I find myself now only playing a few rounds then leaving. It’s not so much boredom though as frustration.
- Spawn times are too short.
Short spawn times have one advantage: they get you back into the action sooner, which is supposedly necessary to grab the attention of today’s “must have it all right now” generation of gamers (love to see the research that suggests this is the case however).
But short spawns also have a number of serious disadvantages:
a. Completing objectives becomes very problematic. You can’t put defenders in spawn long enough to do anything.
C4, for example, takes 2 spawn cycles to explode, meaning defence have to be really really bad not to get a defuse, meaning attack need multiple attempts to get a plant down, and it’s usually luck more than anything else that gets the job done.
Activating the controls on Camden, or getting the EV stated on LB, usually involves lemming rushing the objective, getting it done a bit at a time until eventually the dice falls in your favour and you get it to 100%.
No real sense of achievement because you’ve done it in spite of the game mechanics, not because you used them to do the job the way it’s supposed to be done, attacking as a team, securing an area, covering the objective guy etc.
b. Short spawns encourage rambo behaviour. No need to work with team-mates or play smart, because if you die you’ll be back in the action seconds later.
c. Short spawns makes the Medic revive function fairly useless. Little reward for risking your neck to pick up a team-mate because he’ll be back before you know it anyway.
d. Short spawns makes F/Ops fairly useless, because if you run out of ammo just rambo out, get killed, and you’re back fully stocked within seconds.
etc.
- Objectives are poorly designed.
a. EV is too slow, the game can only progress as fast as the EV can move, which makes it seem like it’s dragging.
b. Carry objectives are terrible. The route is away from or towards the other team, making it a meat-grinder at one end or the other. Plus not being able to shoot while carrying puts the attacking team at a big disadvantage, plus having to carry more than one makes it repetitive and boring as well as frustrating.
c. Lack of side objectives, would like to see forward spawns, ET style command posts, constructibles (ladder / scaffolding to access an alternative route etc.)
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Small player base. We need way more people here to ensure servers are being used.
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Poor quality player base. Too many playing for frags only, and too many obsessed with making this game ET2 / ET:QW2 and not enough focussed on what a mass market might want. i.e. too many vested interests. This could be lightened by opening up the game to more players as well. Too much influence from too few people, me included![/QUOTE]
agreed with all this things !