Desertion: reduction via carrot rather than by stick

I want to have fun.
I take my fun squad.
Some competetive dipshit circles meta equipment.
I have to take my meta equipment to not be in a disadvantage.
I don’t use my fun squad anymore.

That’s the issue.

3 Likes

Excellent post! Some great ideas!

You catch more flies with honey than vinegar.

I desert because the game lacks basic options and functions that you would expect to find in any game like this.

Currently, matchmaking is a lottery. The ability to select which server you want to connect to, which game mode you wish to play, and which map you wish to play on is not there. It should be.

My experience is that I have been presented with maps and game modes that I just don’t want to play. Sometimes over and over again (e.g. Oasis North, Oasis South, Oasis assault, Oasis conquest, Oasis anything really).

I exit and re-join the lottery until I am presented with a map and game mode I do want to play. Its not uncommon for me to exit 10+ matches (sometimes closer to 20).

This becomes tedious and annoying for me (and possibly others who are playing on the server I exit).

This, of course has nothing to do with the game play (OP flamethrower or anything like that).

Using a small player base is not an excuse for lazy game development. There are websites that suggest the game is played 30,000+ people on a daily basis.

I would suggest that providing these basic functions (in combination with your suggestions) will help to reduce the rate of desertion.

Again, great post. Hopefully some of your ideas will be implemented.

This was not supposed to be an exhaustive list of reasons why people desert / get frustrate, but rather an attempt to tackle some of the more universal points and lower hanging fruits without getting into huge discussions that amount to opinions about fundamental game design philosophy. :smiley:

I for instance don’t really see automatics as a problem - this is rather a problem of the map design. A lot of the maps are basically cqb-oriented which means they favor assaulters and flamers by definition, withoit even considering that you always fight at the cap. This can be partially resolved by having maps with more medium open distance like some of the moscow maps. Trying to somehow reduce the rotation of assaulters in berlin/ stalingrad makes almost no sense to me. Having said that, it’s not an easy thing to balance as having too open maps will basically make advancing too hard as well.

Anyway, maybe i will also change my mind after the merge when people do 3x flamer squads on constant rotation but right now it’s not an issue for me.

As for the defense issue, i don’t see it the same way (depending on campaign ticket balance) i still think defense is easier, though i play solo so it’s a different experience. Would be happy to try a setup where defense gets advance knowledge of the next point(s) but also maybe tickets of their own - but that’d have to be a new experimental game mode.

“Full auto meta is crap”
“BA are stupid useless crap”
“Flamethrowers spam is crap”
“Grenades spam is crap”
“Mines are crap”
“OP tanks are crap”
“OP planes are crap”

Jeez, God forbid someone actually plays WHATEVER THE (D)UCK HE LIKES after spending MONTHS grinding and unlocking stuff, huh?

But noooo, of course if anyone dares killing me with a weapon class other than my beloved, he’s an uncultured meta sh(u)tter.

i sub everything, first time i got crew block made me instantly uninstall WT

Forget the stick, that only stings and isn’t enough of a punishment worthy to change things

Forget carrot, that’s not a reward, a delicious pie or stew is a reward in addition to…

What we need is a Sledge Hammer, smash deserters into smithereens so they either go away permanently or stop doing it, there is no middle ground or space for weakness with this, otherwise it will continue

Also you failed to mention many other reasons why people quit

such as seeing what team mates or what opponents are in the same match, Losing first objective fast, seeing too many human opponents on the other team and knowing they are in premade squads and full tryhard sweatmode players that should really only play against each other in their own high tier matchmaker

you are looking at this from a weak perspective of only clean reasons why people disconnect, there are far more not so clean reasons, some people see a particular individual that is known for building terrible fortifications everywhere and they leave, or they just sit in the aa all game, so they leave, or they know a player only snipes, they leave, or they see a guy known for being suspicious of hacking, so they leave, or they only looking for match where they can farm with tank or plane or they are losing and want winning matches, or the match is a steam roll etc…etc…

I yesterday had several matches of 5, 6 and even 7 players leaving matches form just one team, matches that were reasonably contested and would have been better if the quitters played…Sorry but the carrot won’t do, neither will the Stick, It’s time for the SLEDGEHAMMER :hammer:

The next day, you’ll be complaining about bots only matches.

A month later, servers will shut down.

3 Likes

Um, what? How is this an issue. It’s the game design. It’s not a “team deathmatch” scenario. If you cap, you win. If you don’t, you lose.

yeah it’s intentional game design, really small objectives perfect for full auto squads, surprisingly haven’t we any low RoF premiums, have we? oh the coincidence. Game design is set up to make money not to be played fairly

with design like this the best strategy is to rush the point with assaulter squads which is exactly what’s wrong with it

i like how hll managed to pull this off, you have stronghold which is just like objective in enlisted but additionally you get to control the area around it, so every other non-assaulter class has its place to help the team, everyone has its place, meanwhile in enlisted if you’re wielding low rof weapon you’re bassicly screwd, you’re either forced to push with bolt or stay away and contribute nothing, bcs killing outside objectives isn’t viable since you can spawn literally street away from objectives anyway

tldr i just expect more from this game rather than press W and shoot around

2 Likes

Again, it wouldn’t be so much of an issue if actual fortifications were able to be put into place. If you look at the map design from a fundamental level, over 80% of the objectives would be a lot more fair if fortifications were able to be effectively used. Full auto squads would still be used but their effectiveness would drop significantly due to the approach. The approach is SUPPOSED to be the contested area, before the actual objective. It’s the medium range in which semi-autos and even bolties have their place. However, due to how quickly the attackers advance, there is no time to prep this area adequately to make the approach difficult. Therefore leading to nothing but CQB fights.

This is why I push so hard for fortifications.

We have bad full auto premium squad, but still good for join the spam

I’m sat here bewildered that people are so upset by full autos. Complaining that assaulters need to be restricted, so then we arrive at the point of what about things like the AVS? You can use it in semi-auto but fire very quickly, are we going to restrict semi-auto guns for balance? What about guns like the FG42? It’s a rifle, but it has full auto, are we going to restrict that too?

What it seems like is people whining they can’t aim properly, and wanting the skill ceiling to be brought to the skill floor, which will kill any notion of a competitive FPS? How would they advertise a bot shooting simulator where you can’t even bring the famous full auto guns like the MP40 or Thompson into a game because some people dislike going close quarters with some of the best CQB guns in the game… Blows my mind…

it seems that the way out for you is simply to insult people with whom you disagree or do not understand.

we don’t mind full auto, but we just think it’s too much at the moment, like the whole game resolves around it whether you have lot of assaulters or not. Of course too much assaulters will cause other soldier types to perform worse, it’s not skill issue, it’s literally the purpose of these weapons.

i already said what this game could do against all of this and what i mean specifically. All this makes gameplay dull in my experience, i expect something more. It’s not even about full auto at this point, it’s about the shallow design of the game that lets you abuse it.

summing up someone said back in the CBT fights were slower, more brutal, and over all more immersive due to no end game weapons spam, and it perfectly reflect what i am striving for.

2 Likes

So shoot them with your battle rifles like the dogs they are, as they helplessly spray a hail of bullets around you

To be honest some things are a bit off, the AA-gun-in-the-corridor was just plain stupid and I’ve recently seen some shitters who do nothing but bring the biggest squads they can, give them all large grenade pouches and just throw phosphorus all day. That is pretty cancerous for basically everyone. They get massive teamkills but you simply cannot defend the cap zone, because IT IS LITERALLY ON FIRE THAT PHASES THROUGH SOLID WALLS

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Indeed, the player’s preference for automatic weapons is not the problem; the problem is that the game design encourages the player to engage large numbers of enemies at extremely close range in order to gain control of the area. In this case, what else can the player use other than SMGs and ARs?

On immersion:
image
Indeed, only being able to use 4 submachine guns in a squad ruins the immersion for me, I love playing as shock troops so please give me 7 x SMG and 2 x LMG

do not forget these platoons didn’t fight at 200x200m…
i wouldn’t mind this type of squads if play ground were x times larger, as submachingun squads would be really good at what they ment to be - close range, problem is when the whole game is close range :wink:

this is perfectly visible in lone fighters for example, fights tend to be at larger scale, because it’s more difficult to advance without accompany of bots, thus there’s more usage of rifles and the moment you choose to bring assaulter this means you’re really have an opportunity to go full close range

something that would fix game design is rally point distance standarization, 60-70+ m away from objectives and assaulter squads already would be more well tuned. Right now you can spawn assaulter squad often 40m from objective, so you’re avoiding all the threat from distant fire… consequently there’s no downside for assaulters, and i love rock paper scissors concept

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Essentially stalingrad Engineer squads

I’ve changed my mind about desertion punishment

And It’s because the game will never actually fix balance and the issues that create quitting

therefore quitting is the only solution

And this incoming BR system change is only going to create more reasons to quit matches, so forget about reducing desertion

the design of the game keeps moving in a direction to create more desertion and not reduce it, so the discussion is pointless

1 Like