Sorry, but that is the dumbest argument ever. You are making something permissible that should not be. Farming isn’t just winning a game by a lot. It is purposely going out of your way to make a game reach a standstill where you hold control and are literally taking advantage of and spawn killing the whole team whilst refusing to move the game forward to its end when at any moment amongst the farming, you could.
You can be playing with randoms or with a few friends and still get farmed. No matter what you say, camping in the base, running around with powerups, and energy bayonets, spartan charging, whilst having aerial vehicles as well as tanks/wraiths/ghost/gauss warthogs, and refusing to destroy the core while spawn killing is not acceptable at any level.
I disagree that the farmers themselves, though scum, should face a reprimand. The true core problem is that Warzone is extremely poorly designed. The way the base system, scoring system, and the core mechanics tie into the spawn placement and the map design STRONGLY incentivises farming. Each home base in entrenched in a bottleneck with one way in with the exception of Apex with two. As your spawn placement is tethered to the bases you do or do not hold, one highly coordinated mob can overwhelm any single base at a time from a team of randoms, one by one allowing them to personally choose their opponent’s available spawn locations until only one remains. You know where they will be predominantly operating at any one time, and when you destroy them, you know where they will be forced to come back in. On top of this, Warzone progressively awards players REQ points for the least efficiently they can defeat an enemy team. After pushing an enemy to the core, the game gives absolutely zero incentive to go for the core unless you are heavily losing, and need to do so for a clutch comeback. If a team who is hundreds of points ahead has their enemy cored, the losing team are essentially stuck in an officially facilitated spawn trap. The match will reward the winning team for ignoring the objective as long as possible, giving them more REQ points over time. The system should be the exact opposite at the least. The game should start with a maximum value of awardable REQ points that will be awarded at the end of the match, and the longer the match drags on the value of the award, win or loss, will decrease over time. In addition, a nice bonus should be added on to the winners takeaway if they can achieve a core destruction. That way, the game would incentivise actually accomplishing the objectives, rather than incentivising ignoring them as it does now. My system would leave Warzone’s balance and gameplay entirely intact, it would just heavily reward teams for swiftly decimating their opponents and ending the match as quickly as possible, rather than sitting on their enemy home base and spawn killing them for fifteen minutes. There are multiple other heavy balance-wrecking issues with Warzone, but I’m only addressing why farming is a problem specifically.
> 2533274827747852;4:
> I disagree that the farmers themselves, though scum, should face a reprimand. The true core problem is that Warzone is extremely poorly designed. The way the base system, scoring system, and the core mechanics tie into the spawn placement and the map design STRONGLY incentivises farming. Each home base in entrenched in a bottleneck with one way in with the exception of Apex with two. As your spawn placement is tethered to the bases you do or do not hold, one highly coordinated mob can overwhelm any single base at a time from a team of randoms, one by one allowing them to personally choose their opponent’s available spawn locations until only one remains. You know where they will be predominantly operating at any one time, and when you destroy them, you know where they will be forced to come back in. On top of this, Warzone progressively awards players REQ points for the least efficiently they can defeat an enemy team. After pushing an enemy to the core, the game gives absolutely zero incentive to go for the core unless you are heavily losing, and need to do so for a clutch comeback. If a team who his hundreds of points ahead has their enemy cored, the losing team are essentially stuck in an officially facilitated spawn trap. The match will reward the winning team for ignoring the objective as long as possible. The system should be the exact opposite at the least. The game should start with a maximum value of awardable REQ points that will be awarded at the end of the match, and the longer the match drags on the value of the award, win or loss, will decrease over time. In addition, a nice bonus should be added on to the winners takeaway if they can achieve a core destruction. That way, the game would incentivise actually accomplishing the objectives, rather than incentivising ignoring them as it does now. My system would leave Warzone’s balance and gameplay entirely intact, it would just heavily reward teams for swiftly decimating their opponents and ending the match as quickly as possible, rather than sitting on their enemy home base and spawn killing them for fifteen minutes. There are multiple other heavy balance-wrecking issues with Warzone, but I’m only addressing why farming is a problem specifically.
Can I nominate you for President? That is an amazing idea
> 2533274827747852;4:
> I disagree that the farmers themselves, though scum, should face a reprimand. The true core problem is that Warzone is extremely poorly designed. The way the base system, scoring system, and the core mechanics tie into the spawn placement and the map design STRONGLY incentivises farming. Each home base in entrenched in a bottleneck with one way in with the exception of Apex with two. As your spawn placement is tethered to the bases you do or do not hold, one highly coordinated mob can overwhelm any single base at a time from a team of randoms, one by one allowing them to personally choose their opponent’s available spawn locations until only one remains. You know where they will be predominantly operating at any one time, and when you destroy them, you know where they will be forced to come back in. On top of this, Warzone progressively awards players REQ points for the least efficiently they can defeat an enemy team. After pushing an enemy to the core, the game gives absolutely zero incentive to go for the core unless you are heavily losing, and need to do so for a clutch comeback. If a team who is hundreds of points ahead has their enemy cored, the losing team are essentially stuck in an officially facilitated spawn trap. The match will reward the winning team for ignoring the objective as long as possible, giving them more REQ points over time. The system should be the exact opposite at the least. The game should start with a maximum value of awardable REQ points that will be awarded at the end of the match, and the longer the match drags on the value of the award, win or loss, will decrease over time. In addition, a nice bonus should be added on to the winners takeaway if they can achieve a core destruction. That way, the game would incentivise actually accomplishing the objectives, rather than incentivising ignoring them as it does now. My system would leave Warzone’s balance and gameplay entirely intact, it would just heavily reward teams for swiftly decimating their opponents and ending the match as quickly as possible, rather than sitting on their enemy home base and spawn killing them for fifteen minutes. There are multiple other heavy balance-wrecking issues with Warzone, but I’m only addressing why farming is a problem specifically.
i agree poor map design; other games have eliminated spawn killing loopholes in the past why now do they act as if nothing can be done about it. it is very irritating to have to sit through 15 minutes of spawn killing and to be forced to not quit because facing a ban, it is like 343 designed this intentionally imo,
> 2533274827747852;4:
> I disagree that the farmers themselves, though scum, should face a reprimand. The true core problem is that Warzone is extremely poorly designed. The way the base system, scoring system, and the core mechanics tie into the spawn placement and the map design STRONGLY incentivises farming. Each home base in entrenched in a bottleneck with one way in with the exception of Apex with two. As your spawn placement is tethered to the bases you do or do not hold, one highly coordinated mob can overwhelm any single base at a time from a team of randoms, one by one allowing them to personally choose their opponent’s available spawn locations until only one remains. You know where they will be predominantly operating at any one time, and when you destroy them, you know where they will be forced to come back in. On top of this, Warzone progressively awards players REQ points for the least efficiently they can defeat an enemy team. After pushing an enemy to the core, the game gives absolutely zero incentive to go for the core unless you are heavily losing, and need to do so for a clutch comeback. If a team who is hundreds of points ahead has their enemy cored, the losing team are essentially stuck in an officially facilitated spawn trap. The match will reward the winning team for ignoring the objective as long as possible, giving them more REQ points over time. The system should be the exact opposite at the least. The game should start with a maximum value of awardable REQ points that will be awarded at the end of the match, and the longer the match drags on the value of the award, win or loss, will decrease over time. In addition, a nice bonus should be added on to the winners takeaway if they can achieve a core destruction. That way, the game would incentivise actually accomplishing the objectives, rather than incentivising ignoring them as it does now. My system would leave Warzone’s balance and gameplay entirely intact, it would just heavily reward teams for swiftly decimating their opponents and ending the match as quickly as possible, rather than sitting on their enemy home base and spawn killing them for fifteen minutes. There are multiple other heavy balance-wrecking issues with Warzone, but I’m only addressing why farming is a problem specifically.
This.
Warzone seems like a good idea in principal; each team start off with low grade weapons and slowly as the fight goes on you get access to better and better weapons and vehicles. Sounds awesome!
But the opposite is true. Once one team gets the upper hand, the game assist in making the powerful more powerful and the weak weaker, kind of like a messed up version of the British Government, but I digress.
The problem continues when you realise that earning 1000 points to end the game is worth more REQ points than just destroying the Core out right. And so farming is born.
The reason 343 wouldn’t have picked up on this in the testing phases is because its not in their nature to abuse their own product. When they play test, they do it to have a good time and play by the rules, playing with good sportsmanship because they are against the people they work with. And they are sat in a room all lined up next to each other for easy team work.
In the real world, people are ruthless, and have no concern as to whether the opposing team have a good time or not. All they want is to get the sweet REQ points to unlock their next gold pack. The problem also worsens when 343 dangle the Achilles armour in front of them and tie it to the Kill commendations.
This might have been a different story if the armour was tied to the Crunchy Centre commendation.
Well when i play in a fireteam we dont really talk much about achilles. We just play, talk about random things to each other and stuff
Maybe if they didint have the minimum 10mins mark ppl would not complain abt getting farmed
Otherwise its just waiting for that 9min++ mark
> 2533274810945725;7:
> > 2533274827747852;4:
> > I disagree that the farmers themselves, though scum, should face a reprimand. The true core problem is that Warzone is extremely poorly designed. The way the base system, scoring system, and the core mechanics tie into the spawn placement and the map design STRONGLY incentivises farming. Each home base in entrenched in a bottleneck with one way in with the exception of Apex with two. As your spawn placement is tethered to the bases you do or do not hold, one highly coordinated mob can overwhelm any single base at a time from a team of randoms, one by one allowing them to personally choose their opponent’s available spawn locations until only one remains. You know where they will be predominantly operating at any one time, and when you destroy them, you know where they will be forced to come back in. On top of this, Warzone progressively awards players REQ points for the least efficiently they can defeat an enemy team. After pushing an enemy to the core, the game gives absolutely zero incentive to go for the core unless you are heavily losing, and need to do so for a clutch comeback. If a team who is hundreds of points ahead has their enemy cored, the losing team are essentially stuck in an officially facilitated spawn trap. The match will reward the winning team for ignoring the objective as long as possible, giving them more REQ points over time. The system should be the exact opposite at the least. The game should start with a maximum value of awardable REQ points that will be awarded at the end of the match, and the longer the match drags on the value of the award, win or loss, will decrease over time. In addition, a nice bonus should be added on to the winners takeaway if they can achieve a core destruction. That way, the game would incentivise actually accomplishing the objectives, rather than incentivising ignoring them as it does now. My system would leave Warzone’s balance and gameplay entirely intact, it would just heavily reward teams for swiftly decimating their opponents and ending the match as quickly as possible, rather than sitting on their enemy home base and spawn killing them for fifteen minutes. There are multiple other heavy balance-wrecking issues with Warzone, but I’m only addressing why farming is a problem specifically.
>
>
> This.
> Warzone seems like a good idea in principal; each team start off with low grade weapons and slowly as the fight goes on you get access to better and better weapons and vehicles. Sounds awesome!
> But the opposite is true. Once one team gets the upper hand, the game assist in making the powerful more powerful and the weak weaker, kind of like a messed up version of the British Government, but I digress.
> The problem continues when you realise that earning 1000 points to end the game is worth more REQ points than just destroying the Core out right. And so farming is born.
> The reason 343 wouldn’t have picked up on this in the testing phases is because its not in their nature to abuse their own product. When they play test, they do it to have a good time and play by the rules, playing with good sportsmanship because they are against the people they work with. And they are sat in a room all lined up next to each other for easy team work.
> In the real world, people are ruthless, and have no concern as to whether the opposing team have a good time or not. All they want is to get the sweet REQ points to unlock their next gold pack. The problem also worsens when 343 dangle the Achilles armour in front of them and tie it to the Kill commendations.
> This might have been a different story if the armour was tied to the Crunchy Centre commendation.
You know what else had cool progression over time? Invasion, I really miss that game mode. Yeah we have Warzone Assault but it truly isn’t the same. Remember planting the bomb on Invasion: Breakpoint. Or taking the core to the Phantom or Pelican? It even unlocked more parts of the map too.
> 2533274812438213;9:
> > 2533274810945725;7:
> > > 2533274827747852;4:
> > > snip
> >
> >
> > This.
> > Warzone seems like a good idea in principal; each team start off with low grade weapons and slowly as the fight goes on you get access to better and better weapons and vehicles. Sounds awesome!
> > But the opposite is true. Once one team gets the upper hand, the game assist in making the powerful more powerful and the weak weaker, kind of like a messed up version of the British Government, but I digress.
> > The problem continues when you realise that earning 1000 points to end the game is worth more REQ points than just destroying the Core out right. And so farming is born.
> > The reason 343 wouldn’t have picked up on this in the testing phases is because its not in their nature to abuse their own product. When they play test, they do it to have a good time and play by the rules, playing with good sportsmanship because they are against the people they work with. And they are sat in a room all lined up next to each other for easy team work.
> > In the real world, people are ruthless, and have no concern as to whether the opposing team have a good time or not. All they want is to get the sweet REQ points to unlock their next gold pack. The problem also worsens when 343 dangle the Achilles armour in front of them and tie it to the Kill commendations.
> > This might have been a different story if the armour was tied to the Crunchy Centre commendation.
>
>
> You know what else had cool progression over time? Invasion, I really miss that game mode. Yeah we have Warzone Assault but it truly isn’t the same. Remember planting the bomb on Invasion: Breakpoint. Or taking the core to the Phantom or Pelican? It even unlocked more parts of the map too.
The thing about Invasion was that it was a staged game, with objectives that changed after the first is complete. It was fun because it remained balanced in each stage.
Warzone doesn’t. Imagine a game of Invasion where in the final stage where you have to stop the team from taking your core to the Phantom, but the team had access to tanks and power weapons, while you were confined to spawning with base weapons and inside a room that only has 2 exits? It would suck big time!
> 2533274827747852;4:
> I disagree that the farmers themselves, though scum, should face a reprimand. The true core problem is that Warzone is extremely poorly designed. The way the base system, scoring system, and the core mechanics tie into the spawn placement and the map design STRONGLY incentivises farming. Each home base in entrenched in a bottleneck with one way in with the exception of Apex with two. As your spawn placement is tethered to the bases you do or do not hold, one highly coordinated mob can overwhelm any single base at a time from a team of randoms, one by one allowing them to personally choose their opponent’s available spawn locations until only one remains. You know where they will be predominantly operating at any one time, and when you destroy them, you know where they will be forced to come back in. On top of this, Warzone progressively awards players REQ points for the least efficiently they can defeat an enemy team. After pushing an enemy to the core, the game gives absolutely zero incentive to go for the core unless you are heavily losing, and need to do so for a clutch comeback. If a team who is hundreds of points ahead has their enemy cored, the losing team are essentially stuck in an officially facilitated spawn trap. The match will reward the winning team for ignoring the objective as long as possible, giving them more REQ points over time. The system should be the exact opposite at the least. The game should start with a maximum value of awardable REQ points that will be awarded at the end of the match, and the longer the match drags on the value of the award, win or loss, will decrease over time. In addition, a nice bonus should be added on to the winners takeaway if they can achieve a core destruction. That way, the game would incentivise actually accomplishing the objectives, rather than incentivising ignoring them as it does now. My system would leave Warzone’s balance and gameplay entirely intact, it would just heavily reward teams for swiftly decimating their opponents and ending the match as quickly as possible, rather than sitting on their enemy home base and spawn killing them for fifteen minutes. There are multiple other heavy balance-wrecking issues with Warzone, but I’m only addressing why farming is a problem specifically.
This would HELP, quote on quote, only and specifically HELP, but not really resolve much. At least SOME farmers would not care about the req points and persist to still farm. Unless 343 literally made it possible for the req points to dwindle to zero. Also the longer the team getting cored holds outs, the more reqs they get, this way, at least people don’t feel that everything that is happening to them is negatively affecting them.
> 2535460752631391;13:
> > 2535446429352181;3:
> > Disagree, I’ve been farmed maybe 5 total times in 600+ games, it’s not THAT big a deal.
>
>
> Same here… never really happens to me.
> 2533274980224085;15:
> “Yeah, you don’t HAVE to play half of the game you paid for, even if you enjoy that half when it goes well! Quit complaining and go play Arena!”