Quote Originally Posted by ThirdChild_ZKI View Post
Simply put, Shatter is Chess, but most people just want to play Checkers.

Play the objectives in Shatter. No seriously. Play Shatter. All your damage/kills mean nothing if you don't win.
These are probably the two biggest points of Shatter that people actively fight against that make this mode seem like such a failure to them. It certainly isn't as successful as Seize, but the mode hasn't killed PvP; that's on the framework that constantly invalidates older modes by giving practically no incentives to run them and are left to collect dust.

And while I'm sure there are probably some unjust vote-kicks, I know there's probably two sides to every story (as there usually is). People can be down-right defiant to the detriment of their team. Going for battle highs and battle fevers (smartly) is one thing, but a lot of people don't know how to do that and usually end up just tunnel-visioning on their target before 5+ enemies pick them off as a straggler before they realize their team has been pulling out or they have over-extended. This 3-team system rewards the team that engages last or not at all because they are free to double-team the team of their choosing or go after objectives that more often than not win the game. This mode really just exacerbates that relationship more than previous modes have.