There are a few things that irk me about the MP community for A2.
I acknowledge that 3/4 of the complaints we hear are a result of an release still in it's infancy and that the real community mods have yet to be released. We should all consider that a little patience is in order.
I'm typically a helo flight or persistent fight kinda player and I almost always play PvP - I enjoy the game only in cases where I fly human players in/out or have an environment that allows me to out-maneuver, out-smart, or roadside bomb a human opponent, over time, and with the devices of my choosing.
Nothing about Co-Op is ever really enjoyable for me. It used to entertain me in the A1 days but now I selfishly see a dynamic and complex engine being under utilized. Don't get me wrong; Co-op is great for squad play and even better for unit training. I fail to see any significant reward for chasing magic stars disguised in an OPFOR uniform. IMHO, the real thrill is in the combat, hunt, or the ambush of human opponents.
I see a multitude of COOP servers that are typically always empty. I see smaller TEAM games that are often locked. There are a few worthy PvP servers out there but they are full often, suffer from hacks, and/or contain highly restrictive gameplay. By restrictive I mean lack of new or substantial weapon diversity, inadequate transportation, or poorly thought-out battle dynamics.
A good example of this would be the BerZerk Sobor missions that annoy the shat out of me for having one car and one bike for OPFOR / no HMV for BLUFOR and no DMR. Even some of the potentially awesome AAS maps still hang too much restriction over the player. Players are encouraged to fly to the AOs but the lack of ground transportation usually translates into some day 1 pilots flying you into the forest. Hiding in a marker, waiting to blast someone while hoping said marker turns another color is an equal annoyance.
I wish to propose that the community entertain a focus shift away from COOP & restrictive play and consider competitive, persistent environments that allow emergent behavior. I'd like to see the player decide his/her loadout, squadmates, and mission objective. Giving the players problems to solve via more dynamic objectives, rather than destroying 8 radio towers at random towns will keep this simulation alive with the competitive crowd. Players need to carry more gear; no real need to restrict players to 4 clips and a satchel...know what I mean?
I don't think many of us purchased this title to fire virtual weapons just to make noise. In my opinion, the folks over at RP-Mods have the right idea. I still can't seem to get access to Chernarus Life to check it out but if I'm to use Sahrani Life RPG as a measuring stick - will it turn into a one sided BLUFOR LIFE where the opposing force needs to spend 6 hours to compete, only to be kicked / banned when doing what the role prescribes?
Recently, I spent time conceptualizing an alternative to the status quo of COOP/CTF/DM/WF. The end result was a detailed and "well" thought out, draft mission plan. My central idea is not an innovation; It's been done in ARMA and touched on in the countless missions we've all played through the years. It is most certainly a product of observation of these forums and the game servers and in convo's had with individual players on both.
I don't possess the scripting know-how to realize what maybe considered a new game mode, but it looks great on paper and when layed out in the misson editor. While I've had some parties interested in developing my concept; If there is interest by a developer here I'd be willing to forward you my write up and discuss it further in the spirit of adding to the community and realizing what I feel could be a very fun game mode or scenario.
I don't lay claim to greatness or even 1337ness; I simply would like to see some more attention given to emergent behavior (combat) scenarios that don't require tower hopping or marker hugging.
Thanks for reading and I hope I gave ya something interesting to chew on for a bit.
-L
HOME
Reply With Quote
