|QUOTE (RedDaggerXL @ Thursday, Aug 22 2013, 16:10)|
| @Honest Bill "Give us a reason to fight each other, and also give us plenty of reasons to team up and work together. That's how you create a great multiplayer game. ".|
..."f*ck team deathmatches". Que?
My point is simply this... Give us actual context behind the violence. I don't have any real problem with team deathmatches. My point is, that they have absolutely no meaning. Why are we running around killing each other? what's the actual player goals and motivation?
But like i said, i have no problem really with team deathmatch because i don't have to enter it.
I hear you.. Except that there aren't any reasons for it. Sue they've added looting players to V. Which is a step in te right direction for me.
I'm not asking for people's freedom to be tamed at all, i'm asking for actual context to be added to it. Tell me, what would you find more interesting, chasing a players blip around the map and killing him as soon as he spawns for absolutely no reason?
Or would you prefer if players in free roam had a crew which was holding a certain territory, you can then go to their territory and extort money from all the local businesses, until the crew comes to try to kill you and then a battle ensues over who gets to control the territory and expand their crew holdings and influence?
You see, i haven't removed your ability to kill whomever you so choose, all i've done is given you an actual reason to do it, and something to be gained or lost from it.
That's just one small example. There are multiple ways they can add context to the game.
As for everybody griefs. I disagree. I neverdo it. Do you know why? Well i'll tell you, it's not because i consider myself a 'moral' player or any of that crap, it's because i find it so incredily boring and pointless... Why would anyone bother? Because there's nothing else to do. I don't think players should have to make up their own reasons to pretend that their actions actually have some meaning. I feel it should be supported by actual tangible game mechanics.