XP/points, progression and gameplay don't match

I dunno if this goes in suggestions or mess hall but w/e.
Simply put, the way the points/XP award system is set up is not conducive to the gameplay or game design of Enlisted. Gameplay is fundamentally objective and team-orientated - zerg the objective, camp the capture zones and hold forward defensive fronts (basically WW1 gameplay and game design in what is supposed to be a WW2 game). Around that there’s other things like manning defensive emplacements (on certain maps), building reinforcement structures, setting spawns, spotting, destroying certain things, so on and so forth - all of these can be helpful to the team in attacking and defending - provided they are actually attacking or defending (the amount of times I fortified the objective only for none of the team to be interested in actually holding it is far too many and makes engineer a useless class often). However, the awards system for points and XP as well as the progression system is focused primarily on getting kills, and getting high kill counts at that. Aside from winning, there is almost no incentive for players to play the role of their class (aside from the OP nature of some classes) or for players to play the objective, defend or do things that go towards helping their team win. The best way to get points, XP and progression is to just get lots of kills, and this can be done even when your team is not even contesting the objectives. Getting kills is the best way to progress and get XP in this grind-obsessed game, afterall. In addition, this encourages kill farming, exasperates the issues with artillery and mortar teams, as well as those who like to camp in planes and blow up the entire map with their 250kg/500lb bombs. In some cases, it can also mean the best or most clued-in players will prefer to just get kills over playing the objective first and foremost. While there are larger (and I mean large) issues with overall game design, progression, the useless daily tasks, the battlepass and the already-stupid levels of grind - which I doubt the developers nor Gaijin will want to fix (because a lot of it is on purpose), the fact that XP, points and progression are weighted in this way is not helping at all.

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Agreed that playing the objective should provide a serious XP boost. I think racking up a lot of kills is part of the game, but the XP system shouldn’t prioritise it if the game has any pretense of being about teamplay and objectives. And kill farming should absolutely be balanced out of the game, cause it basically means there’s no challenge in getting a decent killstreak.

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Of course kills are still important, whittling down numbers fast enough - especially if you are getting pushed back - is an important strategy in Invasion and Assault. However I think the focus is almost exclusively on kills and that other things should net more XP, points and progression than what kills do. Earnings from kills should stay the same or at the very most be reduced by a very small amount, more/new ways of earning points (related to class play, objective play and team play) should be added, and they should be worth slightly more than kills in contributing to your total score and your XP earnings and progression at the end of the game. Classes is another big one too - playing your class role should level up that class faster than just racking up a bunch of kills with it do.

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At the moment it makes assault modes complete useless.
Tried to capture the building until I realized that I am the only idiot that tried it.
All others made themself comfortable in adjacent positions and killed ppl.

Of course we lost…

3 Likes

Yeah, I noticed on an invasion the guy with the most captures was way down the scoreboard, like #5, even though he had three times the captures of the top 3.

2 Likes

Totally agree…there should be bigger rewards for play the objectives,and just a little xp on kills…

1 Like