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Indy Strizer
Osmon Surveillance Caldari State
252
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Posted - 2015.01.10 16:39:00 -
[1] - Quote
People who say "squad up" are just projecting their own dependence on squads to win.
The squads that most people envy are basically the video game equivalent of group of friends who decided to knock on your door and burglarize your home or form a band or started their own business. They work together towards winning, they want to win, they know how to win, they understand what it takes... and they all agree that they have to do their own part.
I usually feel like I'm in a good squad when I hear others understanding that they're going to lose and why. There's a difference between understanding and blaming, sometimes they mix together a bit- this is especially most apparent with people I've played with in Faction Warfare-
Blaming: "God damn it, it's all because of how bad shield tanking is!" or "This is so unfair how they're Q-syncing against us!"
Understanding: "******* blue dots won't clear the uplinks above the letter, but I can't do it because I'm in a logistics suit and I'm the only one laying uplinks and they keep getting destroyed!"
EDIT: The difference to me is that one sounds more like helplessness or broad generalizations of things they can't change and the other tends to sound like battlefield awareness and a request for help.
The squads that you're describing being in is literally the real world equivalent of gathering random people from a grocery store and asking them to play a complicated game that got infamy from it's negative reviews, brutal new player experience, unfulfilled expectations, bad matchmaking, offensive moves in customer relations, stories of developer studio mismanagement, complicated skill tree, complicated fitting... and against the squad I previously described.
Now I'm not certain how many blue dots there are, but they are irredeemably awful at this game. Even if we put people together in squads automatically, they could not compete with better players... because they're better...
Let's not kid ourselves, putting 5 people in a squad won't make the players any better than they were already are.
Squad with people who a basic grasp of the game- you have a fighting chance.
Squad with people who cover you, split up to hold objectives- you start winning more often.
Squad with people who with prototype gear for PC or with playstyles complementary to your own- you dominate.
Good players tend to cluster together and this upsets people, even more with the recent changes, they try to cling to winning easily and in comfort...
And why shouldn't they? It's just a game after all...
I'd say learn to market yourself or keep joining random squads or forming your own, if you're good eventually you'll get a random corporation or chat channel invitation. I accomplish these impressions in militia gear and I'm definitely not a great player.
The truth is that everybody wants something, whether it's somebody reliable, or somebody who can stomp, somebody who can hold a conversation, somebody who can logi, somebody who gives them ISK, somebody to take out vehicles, somebody who is a girl, somebody who isn't a fat girl, somebody who is a sexy girl, somebody who is a girl who will have sex with them and sometimes they want somebody who can be a "yes man" and agree with whatever they say even if it's wrong or stupid.
Sad, but true. |
Indy Strizer
Osmon Surveillance Caldari State
256
|
Posted - 2015.01.10 22:03:00 -
[2] - Quote
I honestly don't blame players for grouping up, in my mind, it should be part of the game.
There was supposed to be both a progression in the player and the player's character, you network, you get skills, you get experience, you get training, this is something that I and many other players wanted from Dust514...
Unforunately, it seems that CCP didn't consider how much a difference there would be between players with this type of simultaneous in game character progression and player progression... Not that I did either honestly.
To succeed in Dust 514, you have to be good at FPS, dedicated to grinding SP, be motivated to win battles, psychological tough enough to weather consecutive defeats, knowledgeable of how fitting and skill mechanics work, have video game social skills and... probably... more that I don't know since not even I would consider myself a successful player and it's a lot to ask from people in a video game.
Dust 514 really is like any other game, you play and you get better... but, the big difference is that the difficulty does not escalate as you get better, it's just unpredictably inconsistent. Sometimes you get stomped, sometimes you don't.
For the longest time, we've had a game with a very discouraging new player experience where public matches were contaminated by passive ISK, contaminated by players with more knowledge and skill points, contaminated by players who know plenty of fellow skilled players to squad up with...
All those amount to resources, resources that new players don't have.
Is that fair?
It's complicated, it's a question that even the greatest of philosophers of Dust haven't solved, but we all agree that it's not easy or pleasant...
I can't blame the people who squad up for ruining the game because the game should've always been about having to squad up, gathering forces, and doing all that good stuff. It'd be gratifying, sure, I could have a fair fight every time, but then the game would get monotonous or worse- monotonously gratifying where I might as well be playing a mobile game that wants to nickel and dime me to poverty at that point.
I like the occasional challenge of overwhelming opposition, but it wears me down too if it's constant. It'd be nice if new players could experience the same experience of progression that I did, I was lucky to be taught by some of the best players honestly and when I came in, everybody else was new- now end game worthy players appear in the first level to kill the learning experience for you if you're starting out. |
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