Zigmund Freud, on 05 May 2017 - 01:36 PM, said:
I would disagree. Partially. Yes, the game is about shoting stompy robots, but objective-centered games are not about delivering fuel cells, they are still about shoting robots, but make it a bit more interesting. I'm often piloting lights or light mediums, and it's awesome to fight other lights on the middle capture point, intercept fuel cells, or return to base to defend it from enemy lights. And scouting or spotting. It is fun and part of a game.
24/7 skirmish on the other hand is stupid meat grinder IMO, people would just bring 12 heavy/assaults if they could.
And please don't say that other game modes are about runing fuel cells or trashing bases. It's still about shoting robots, in lot of incursions or assaults or captions we end up with one side wiped out completely, and in lots there's like 3-4 mechs left on losing, so fat guys get their brawl in 95% of the time. But it makes MWO less boring. And it does give lights and mediums more action, and I mean fighting, not capping or fuel shipping.
The problem is, if a team wants to WIN, it stays together.
When you run off getting fuel cells, and your team meets the enemy team 11v12, they are severely disadvantaged in that combat.
Arguing "people play it wrong" is dumb. This ultimately isn't the player's fault, it's the fault of the design.
Now, I'm not going to focus on Incursion, as I've played a whopping two matches of it, but at MWO game modes in general.
How people play a mode is a direct result of how that mode is designed. There will always be an optimal path to success and players will suss that out extremely fast. Blaming players for playing to win is entirely pointless.
The mode has to be designed such that the optimal path to success leads to the best gameplay. That is HARD; particularly as players define "best gameplay" differently, but at least must be designed such that the optimal path to success isn't objectively terrible.
That's why MWO is, at any non-potato level, 24/7 skirmish. Because killing your opposition is the fastest, surest path to success, as you can do the rest afterwards. As I said before - two teams, one has two players run off and Do Other Stuff, that 10v12 combat is decided before shots are fired. Then you've got most of a team left to Do Other Stuff/hunt down two Mechs.
Sure, it's wonderful when you can get multiple small conflicts, but we've seen how well/often that works out in practice.
I don't want 24/7 skirmish. But that'll always be what MWO is, unless something substantial changes.
Simply wanting more depth doesn't make it happen, and insulting players for playing the game they have doesn't help either.