
Originally Posted by
Hitzel
This isn't real life, it's a game that know nothing but winning, losing, and drawing. There is no selling out, no family to betray, no friends to lie to, no fortunes to own - none of that. There are no civic virtues in a game, only military virtues. Don't get hung up on things outside of the game, because they don't matter. The game allows them, so you must learn to allow them too.
It was an example of why winning isn't always honorable.
People can do things in games to achieve top of the scoreboard points and MVP and whatnot but not actually be the person in the game who was most reactive, helpful, and skillful. You get it, just an example.
Okay, let's look at your trap example. Let's say that spawn traps become the way to win in this game. Okay, I can see that. Here's the problem though - I feel you're describing it in a situation where one team is playing to win and the other is not. Yeah, that sucks (no matter what strategy is dominant, it's a problem with this game's matchmaking), but what happens when BOTH teams are playing to win?
In your situation, one team wants to win engagements in a way that allows for spawn trapping for as long as they can keep the trap going. Makes sense. But the strategy doesn't end there. Players are going to want to find ways to prevent or stop the traps, then also find ways to prevent the preventing so they can keep trapping, and so on, and so on.
Eventually, players are going to be "pushed" to find strategies that make the concept of spawn trapping seem wholesome and fair - and the cycle will continue. Players will explore the game's depth and push the game forward. That's real strategy.
It applies to a game where both teams want to win also. If so, then the main strategy becomes "who can spawncamp the other team before it happens to them." Which really isn't fun to fight against, even if you planned to do it to the other team first.
But think about it. If both two teams are playing a serious match with the intention to win, isn't that called competitive? Is it not true the competitive scenes of any game follow a type of rules that prevent people from using cheap and unfair strategies? Competitive usually houses "the best of the best." If a competitive ruleset has to ban lots of content from the game just to have a structured game, is everything balanced? Is it fair? Just food for thought.
I think that playing to win like I described above is way more fun than playing with an arm tied behind my back. Being a part of a game's evolution is awesome, and being able to consistently beat strong opponents is even more awesome.
Who is a strong player? A strong player someone who consistently wins against all others. A strong player will not give you a chance, and he will do every legal move that the game allows in order to win. I have no respect for someone who plays by made-up rules to follow some kind of "honor" and holds himself back (I mean this as a player, I don't lose respect for anyone as a person based on how they play a videogame).
All that being said, what is NOT awesome is a team of 6 hardcore guys vs a team of 6 random newbies playing the demo. That happens WAY too much in this game, and it's a problem that must be solved.
This all brings me back to the point I keep making about Motivator camping. Motivator camping just happens to be the "now" thing. Just like your spawn trap example, the community needs to start applying tactics to stop camping, to stop the stopping, etc so this game can move forward. I know how to beat it, and I've been trying to guide people in the right direction for a while now, but everyone's content to just complain about it instead of trying to win and I'm usually flamed for being a 'booster' or something dumb like that. If the community at large allows the game to stagnate here at the camping stage, then the community deserves all the problems it faces because of it.
However, if people start adopting the Motivator as part of the game and use it along with other tactics and tools to move the game forward, they deserve all the fun and awesomeness that comes with it. Have you ever been in a game where both teams are working together with healers, strong slayers and sneaky flanks? That's the most fun I've had with a shooter in a LONG time because of how much strategy and teamwork takes place.
Over time, this community is bound to mature to the point where every game is full of people knowing what they are doing, and it's going to be awesome. The issue that needs to be overcome now is getting the newbies to learn how to play now so they don't leave before they've learned. If the community can do that, this game will have a bright future. If it can't, than this game will have a dangerously low population by next year. I personally will stick around for that, because I want to play this game at a high level no matter the size of the community, but we should still do our best to make the community grow.
I've got to leave for work now, but I'm interested to see what everyone here thinks random people can do to beat camping and make it less popular.