Is it just me or does the crew lock function make absolutely no difference in motivating people to stay in the match but then also punishes the people that stay in the match at the same time? I start a match only to have four people instantly leave, so obviously they don’t care about their crews being locked, but then my team gets absolutely demolished & are being spawn camped into oblivion. So instead of spawning my last vehicle to just feed the enemy team camping our spawn, I leave. Only to have my crews locked after fighting the entire game & not feeling the need to feed the enemy team another kill as well as cost me more money by losing another vehicle for no reason. I get why this mechanic is in the game but it’s so beyond broken & useless that the people it’s meant for don’t care whatsoever about it so it really only ends up punishing people that did nothing wrong. Maybe the answer is to change the parameters for applying the crew lock then make the punishment progressive to discourage the actual problem players from just leaving when they get the notorious full up tier?
Dude for real. Some games go super sideways and because I am not streamer good I die a couple times and then get punished for not wanting to spawn a 4th or 5th time.
Especially if I get wrecked enough to not have any actual kills… like why make me spawn again?
It’s not pointless, it guarantees that you ODL in the next match as well. Genius design
One thing that annoys me is when you J out after getting crippled and the game punishes you for it, like whu-?
I agree.
But
Its very hard to program for human intention and specific circumstance. So you get mass punishment.
I get why its there, but shorten the time where you can get a crew lock and shorten the duration
Completely remove spawn points for ground vehicles. Give players unlimited respawns, but with a cooldown (for example 3:30–4:30 seconds depending on the vehicle type or BR). Keep the spawn point system only for aviation (planes and helicopters), as it already works reasonably well there.
Right now dying once or twice early in the match often means you sit in the menu for the rest of the game. With unlimited respawns (with cooldown) players could stay in the fight longer, try different tactics, and the games would feel less snowbally.
Turnarounds in mass shooters are rather rare as every experienced player knows where enemies will respawn even with dynamic spawns in case the front shifts or spawns get overrun by enemy forces.
Game objectives are from a holistic pov just a necessary tool to ensure that players know where they find something to shoot at.
Different tactics or stay in the fight longer is myth - players dying first without receiving power-ups (wt=CAS) will die in infinite loops, no matter what they try. Snowballs happen even in perfectly balanced lobbies (with partner-spawn). Google "Lanchester’s Law"s - happens irl.
Example from gaming:
Not sure if you have ever played SW Battlefield 2015 - a shooter with great graphics, immersion and unlimited respawns.
I remember a specific 20 vs 20 match of Walker Assault on the Sollust map (Lava and shit). My team was pinned down for 15 minutes in our spawn zones (dynamic apawns, rebels were retreating) - with no real cover. Tie fighters above you hammering every thing what moved, AT-ATs and AT-STs vs Infantry - a nightmare.
My experience granted me the 1st rank of the looser side - with 8:0 kills sniping 7 Tie fighters and and AT-ST with DLT-19X. My team had on average more than 30 deaths per player - and the poor soul on the winning team needed 96 or 98 kills (less than 5 deaths) to get his 1st place.