–This is a translation of a similar topic in RU section. Because I think the subject is important to the future of this game.–
Battle tasks have been discussed quite a bit since the update that brought new progression. There was plenty of criticism of specific aspects of the system. Here I’d like to list all the issues and flaws of battle tasks. The only thing I won’t bring up is the obviously (hopefully?) unintentional stuff like tasks that can’t be finished at your campaign level.
(Based on my shamefully extensive experience with various PC games.)
Kill X enemies with weapon Y
Doesn’t allow to play the way you want. The more specialized the weapon, the more it doesn’t allow to play to win. This ruins gameplay for everyone around.
Recommendation - It isn’t harmful only in the most general form that doesn’t restrict your weapons. Even if it’s restricted to the most common and universal weapon it still affects the players and makes them not think in terms of doing everything to win.
Kill X enemies of type Y (tanks / airplanes)
Doesn’t allow to play the way you want. Doesn’t allow to play to win. Your ability to finish it largely depends on the enemy and not on you. The enemy of desired type may not be within reach or he may even be not present at all, at which point you may as well quit the battle if you want to progress.
Capture X points
Doesn’t allow to play the way you want. Doesn’t allow to use some classes. Impossible to do in defense (so you might as well quit right away). Direct participation of all players in point capture isn’t just unnecessary, it also limits your tactics very much and makes the entire team more vulnerable. Thus it also doesn’t allow to play to win.
Build X fortifications
Doesn’t allow to play the way you want. Doesn’t allow to play to win. Winning is unnecessary for this task, risking your engineer by going where the team needs you is not effective if you want to finish the task as quickly as possible. Ruins gameplay for everyone around.
Do X battles in campaign Y
Doesn’t allow to choose goals and methods of achieving them. Offers no incentive to win. In attack it’s often faster to lose, and with this task you want the battle to be over as soon as possible. Especially if it’s in a campaign you aren’t too interested in.
Recommendation - Could possibly work as a weekly task.
Do X battles in game mode Y
Doesn’t allow to play the way you want. Offers no incentive to win. If you hate the game mode, you’re only interested in bringing the battle to an end as soon as possible. Which ruins gameplay for everyone.
Win X times
In theory it makes you want to win. In practice just makes players feel completely helpless. Average players have almost no impact on whether or not their team wins. Will make people quit battles that are perceived to be already lost. Which ruins gameplay for everyone.
Take X-th place
The only task that actually offers incentive to strive for maximum effectiveness. Except that it’s theoretically impossible to finish for a good portion of the playerbase. There’s no justification for existence of such tasks in a system where they are mandatory for progression.
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To sum it up, almost all tasks don’t allow to play the way you want. Most of them don’t allow to play to win. Some even make you want to lose (because it’s more effective). My prediction is that combined with an unending marathon created by battle passes, this system will make players burn out and lose interest very quickly.
The system must be made less harsh. It needs to allow people to play the way they want without sacrificing progression. It needs to allow people to strive towards victory in each battle. Moreover it needs to reward players for trying to win - each in their own way of course. This goes completely contrary to the system where battle tasks are mandatory for progression. It goes contrary to a system where battle pass is positioned as the main means of progression. I don’t have a clue how to make the necessary changes on a live game but I wasn’t the one who made the decision to launch the new progression without testing it first.
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I must also touch upon the battle pass since it’s connected to battle tasks.
This mechanic could be very useful for maintaining continued interest over long time. However, it only works as a side activity. By making it the primary activity (and even worse - the primary means of progression) developers are placing too much psychological stress on players. This will only lead to faster burnout.
For a battle pass to work without harming the game, it must contain predominantly cosmetic and secondary (non-unique) rewards. Practical and unique rewards must represent a tiny portion of game’s content. A good example is WT battle pass that allows you to get 4 vehicles out of 1000+ of unlockable vehicles anyone can get for free.