Reduce the gain from killing people... problem solved also most Flank King right now is a total disaster, if you can keep yourself alive in in FL, and getting objectives is more effecient.


Reduce the gain from killing people... problem solved also most Flank King right now is a total disaster, if you can keep yourself alive in in FL, and getting objectives is more effecient.




I don't see how this would help. Personally, I prefer to have objective based PvP , the mode that I like least- usually because it's not easy to balance for- is "last man standing".
That being said- I want to have kills rewarded, I want to encourage active participation. I want people to see that they can't just show up and breathe and win. I don't see why that's too high of a bar.
I would rather go the route that it requires some minimum contribution to get rewards. The thing is- the best system that I saw compared each person's performance against others in in the same job for the same match- even with hundreds of players- so that eliminated some obvious ways of getting rewarded for no contribution.
Agreed on all points.I don't see how this would help. Personally, I prefer to have objective based PvP , the mode that I like least- usually because it's not easy to balance for- is "last man standing".
That being said- I want to have kills rewarded, I want to encourage active participation. I want people to see that they can't just show up and breathe and win. I don't see why that's too high of a bar.
I would rather go the route that it requires some minimum contribution to get rewards. The thing is- the best system that I saw compared each person's performance against others in in the same job for the same match- even with hundreds of players- so that eliminated some obvious ways of getting rewarded for no contribution.
Without job-specific thresholds it'll just be a new path to abuse. Like if it was damage-based, you'd have the non-combatants do something like drop a SCH plague and then go hide.
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