At the moment Confrontations, and Conquests, are unfortunately quite hated game modes, and many players simply refuse to play them. I like to play both of them, but the player base hates them mainly due to the following problems which can be often confusing and illogical:
Winning first point too quickly (before 800/850 tickets) penalizes the attacking/capturing team as their tickets do not go over 1,000. This makes very little logical sense, and most players don’t understand how this mechanic works.
It seems (might not) that winning an objective and afterwards losing the next objective doesn’t give the same amount of tickets to each side, and the side that is initially on defensive and wins the next objective seems to have an advantage. In any case, knowing at ANY point during the fight where one is standing (are we winning now or are we losing?) would be very beneficial.
Once the tickets get low/close to 0, the side that is the last one to gain objective (often in a very close manner) is extremely advantaged from the perspective of the whole fight and what overall transpired in the fight and it is not very logical for many players when to push, and when it is perhaps better to wait a little bit before trying to win an objective to “time” running out of tickets when it is more beneficial.
One of the proposals how to fix the above problems with Confrontation could be to give a fixed number of tickets to both sides, and DO NOT give any new tickets for winning objectives (just make the ticket bleed slower so the games would not be too quick nor would last forever and have a defined end - either winning 3 objectives, or bleeding the enemy side of their tickets). Simply, we ought to make the game understandable for any player that just picks the game up and the above 3 game mechanics/issues (1st one being absolutely illogical) seem to make this game mode very confusing to many.
Conquest game mode is a problem as well and most players complain about how quick Conquests are - simple fix here as well => slow the ticket bleed.
I enjoy both Confrontations and Conquests, but many teammates and players in general just don’t want to play them and want to desert them for the above described problems.
Thank you for your consideration in fixing and saving these game modes!
Conquest is really fun when you’re playing against real players. So that issue should (hopefully) be fixed in the coming update.
As for confrontation, I think they need to increase the grace period for capturing points. It depends on distance really, when there’s a big gap between points, you have to grab an engineer and set a rally down immediately or the point is lost. Which leads to the stupid back and forth for hours that people get.
On top of that, it should get to a point (let’s say, 20-30 minutes) where the game ends and whoever has more reinforcements or whoever has captured the most cumulative points wins.
I don’t like this idea since it gives up pretty big incentives to play the objective properly.
The best solution I can come to think of is to decrease the reinforcements for capping the other points but the middle point. This will prevent all 3 scenarios you pointed out.
If one team manages to push the other team to their own half, they should never lose (like today).
I disagree.
Such logic only encourages to push objectives hard, not really considering your own losses.
And that’s what makes current confrontation interesting. You are either win by conquering objectives or completely annihilating eneme manpower.
But I agree, rewards for reconquering objectives is too high and often very unfair.
Yeah, I put it too sharp. What I mean. it’s very frustrating to almost cap the last point on the enemy side and still lose.
And since the reinforcements are equal all over the board - like today it doesn’t encourage you to do anything but save lives and try to capture the first objective on your own half. Not convenient at all.
Yeah, as I said, the best solution I can come to think of is to decrease the reinforcements for capping the other points but the middle point. And also increase the timer (grace period) like @AdRock2621 said, especially for the center point. That would give both teams an equal chance to capture it.
Ticket bleed from losses will still play a huge part regardless.