Nicholas Carlyle, on 21 October 2014 - 12:10 PM, said:
Not missing the point. This game is boring, flat and predictable. That's why while these are good changes, it doesn't fix the game play problem.
Right now we 12vs12 on small, very predictable maps, with modes that are completely static.
There no real major guessing involved.
Just think about gameplay with dynamic secondary objectives to go along with a dynamic primary objectives. Where maps are big enough that there are multiple random spawn points for lances to drop in. And where an assault mech's decision on where to move actually hinges on the scouts on his team doing proper reconnaisance for the team.
THAT is a real game, THAT is a thinking man's shooter. What we have now is TDM. And we're rewarded differently for doing the same exact thing. But it doesn't suddenly make the game more fun or dynamic.
Don't get me wrong, I want better game modes too. And better objectives would be terrifc. Not disagreeing at all. But that is NOT role warfare. That is game mode design. Sure, some game mode design could enhance role warfare, but it won't create it.
the old reward system actively discouraged role warfare because it was all about dmg and kills. PGI has finally seen the light on this and is not only changing the model but actually encouraging playing specific roles.
Regarding the rest of your comments:
The current game play is not boring to me. If it bores you, that is your opinion and it is as valid as anyone.
As for bigger maps, I see what you are saying, and generally I agree. But people complain about the maps we have, saying they are too big. Imagine how folks would feel if they have to walk for 5 minutes just to get to the fight. They would hate it.
Scouting will always be fairly limited in MWO, although the new rewards help. Other roles (support, escort, tag, etc) may be viable though.
Edited by Sprouticus, 21 October 2014 - 12:43 PM.