Big Team Battle is a lot of fun for my buddies and me, but it’s bothersome that we don’t start in each other’s team.
The games are enjoyable, but they are frequently chaotic because it is difficult for us to locate one another in a sea of a dozen blue-HUD gamertags versus the handful Green ones in your “squad.”
My friends and I are in the same lobby, therefore it’s strange that it doesn’t prioritise our presence.
Also, similar to Invasion, it’d be good if the spawn system allowed you to spawn near or on your team to make our strategies easier to organise. Because there was so much mayhem and disarray, one CTF game essentially degenerated into a slayer match.
On the issues of progression and challenges.
Medal-based games have the same problem of people grinding instead than playing.
Grifball was a concern for MCC. XP should give its highest honours to those that win games rapidly.
As a result, players are more likely to play to the objective rather than merely seeking to earn splatters in CTF games. I mean, there’s nothing worse than being down in CTF only to have the plainly superior team go into turtle mode in order to farm kills.
It’s a difficult issue to strike a balance.
However, in my opinion, the best way to acquire XP is to simply win.
Winning soon would provide a nice boost in terms of discouraging turtling or putting an end to farming. Medals and regular XP for playing the game would be below that.
The specific formula would need to be fine-tuned, but it should ideally fall somewhere where rapid wins don’t trump extended games to the point that long games become uninteresting, but medal farming never does.
On the other hand, I despise the idea that a long game in which both teams score twice and there is a lot of back-and-forth should result in less XP than a rapid win that was more due to poor matching than anything else.
These are just some random thoughts I’ve had since playing the game from Monday. Having a blast and love the look and feel of the game (plus the grapple shot rules)!
