Warzone Farming Solutions

So there are a lot of threads where people are expressing alarm at the increasing trend of organized Fireteams doing the three base cap and then spawn killing the other team instead of going for the core. A lot of people have expressed the opinion that this is ruining Warzone for more casual players. As someone who mostly is only able to get on for a couple hours a day, I tend to fall into that camp. I used to play pretty exclusively Warzone, but if you only have time for 4-6 Warzone games in a given day even having one or two of them devolving into an extended period of getting spawn killed makes playing the mode a lot less attractive.

That said, I’ve noticed that a lot of people are suggesting various tweaks and solutions to the problem in the range of threads about the issue. I figured maybe I’d start a topic specifically for suggesting and discussing those ideas so they don’t get lost in the sea of people simply registering their dislike for the practice. Please don’t reply without some ideas of how to fix the problem, there are plenty of threads for making complaints already on the board.

I’ve had some ideas myself which I’ll post down thread when I get the chance, but in the meantime, what would you like to see 343 do to address the rise of Warzone kill farming?

Best idea I’ve seen so far would be to create a safe zone to spawn in the core ONLY when the core is exposed. ie. Energy shield in the 2x back corner.

That way if everyone sit in the safe zone, enemy team wouldn’t be able to farm kill.

> 2533274872647908;2:
> Best idea I’ve seen so far would be to create a safe zone to spawn in the core ONLY when the core is exposed. ie. Energy shield in the 2x back corner.
>
> That way if everyone sit in the safe zone, enemy team wouldn’t be able to farm kill.

I like the out of the box thinking. The problem is that if everyone is sitting in the safe zone, the match is basically over. There isn’t a huge difference between this and calls for a Mercy Rule where the losing team can quit or surrender or something. In my mind, a solution to the problem would encourage the attacking team to go for the Core while also encouraging the defending team to try to protect it or cap bases, the way the mode was meant to be played from the start

> 2533274839690428;3:
> > 2533274872647908;2:
> > Best idea I’ve seen so far would be to create a safe zone to spawn in the core ONLY when the core is exposed. ie. Energy shield in the 2x back corner.
> >
> > That way if everyone sit in the safe zone, enemy team wouldn’t be able to farm kill.
>
>
> I like the out of the box thinking. The problem is that if everyone is sitting in the safe zone, the match is basically over. There isn’t a huge difference between this and calls for a Mercy Rule where the losing team can quit or surrender or something. In my mind, a solution to the problem would encourage the attacking team to go for the Core while also encouraging the defending team to try to protect it or cap bases, the way the mode was meant to be played from the start

Well we can decide to spawn in the core and work our way out, maybe win the game back. Or if it is getting out of hand sit back and enjoy the view on our core being destroy.

Idea2: Set a timer to destroy the core 6-8 minutes, if the enemy is not able to destroy the core in the allowed time, their armory is capture by a group of covenant/forerunner similar to mini-boss with 2x 25 points

Reward teams for winning a game quickly. At the moment, the longer a match, the higher the REQ and XP rewards. It should be the other way around. A team that is good enough to destroy the enemy core in less than five minutes desearves more REQ points and XP than a team that needs twenty minutes to win.

> 2533274938827434;5:
> Reward teams for winning a game quickly. At the moment, the longer a match, the higher the REQ and XP rewards. It should be the other way around. A team that is good enough to destroy the enemy core in less than five minutes desearves more REQ points and XP than a team that needs twenty minutes to win.

Amen. I agree with this.

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> > 2533274938827434;5:
> > Reward teams for winning a game quickly. At the moment, the longer a match, the higher the REQ and XP rewards. It should be the other way around. A team that is good enough to destroy the enemy core in less than five minutes desearves more REQ points and XP than a team that needs twenty minutes to win.
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> Amen. I agree with this.

Must agree as well.

I think that if you created a protected zone in the base for people to spawn in, the attacking team would just camp it

I like the idea of a timer on the core. That’s the way my thinking has been heading. A timer on the Core where if the enemy doesn’t destroy or at least damage it, something happens to change the dynamic.

My initial thought was maybe after the timer runs out attackers in home base are teleported to their closest held Armory or Garage and the Core stops being exposed for a minute or two, giving the defending team a chance to reorganize and maybe mount a counter attack. Basically creating a Warzone Assault minigame where the attacking team has a limited amount of time to destroy the Core. I think the timer for the attackers would have to be short, like 2-4 minutes, instead of a full 6 minute timer like in Warzone Assault, as I don’t see much difference between being kill farmed for 6 minutes waiting for the clock to run down and being kill farmed for 5-10 minutes waiting for the other team to hit 1000 points. Both would be unpleasant. If attackers only had a brief period before they lost their advantage temporarily though, they might be more motivated to go for the Core. Whatever the case, the time limits would have to be balanced in such a way to encourage players who are trying to be sporting would still have a good shot at the Core while discouraging kill farming. Possibly part of the equation would be weakening the core, or adding time to the attacker’s countdown as the Core is damaged?

My other idea would be keeping the 2-4 minute countdown clock on the Core before the defending team gets additional spawn locations behind enemy lines? Like adding a new “counter attack” option for respawning for the defending team outside the central base . That would mean that teams that are kill farming instead of destroying the core would suddenly have to contend with enemies at the central base which removes part of their advantage if they take too long trying to get at the Core, which would provide motivation to keep trying to nail the objective.

Heck it could be as simple as adding a Drop Pod Req that only unlocks once your Core is exposed. Players with the card could have the option to do a delayed spawn (maybe another 10 second time) with a Drop Pod animation outside one of the bases, possibly with a couple reskinned marines to represent ODSTs who rush the base with you (or maybe even some system for a couple teammates to claim a Pod and join the spawn, although that might be a little OP). This could be paired with an announcement to the attacking team that Drop Pods are incoming giving them a chance to try to get back and defend the base that is about to be attacked

> 2533274938827434;5:
> Reward teams for winning a game quickly. At the moment, the longer a match, the higher the REQ and XP rewards. It should be the other way around. A team that is good enough to destroy the enemy core in less than five minutes desearves more REQ points and XP than a team that needs twenty minutes to win.

I like that too, it might be the simplest intervention and really does make a lot of sense. At the very least, REQ and XP rewards for winning a quick game should be increased enough that they are competitive with REQ and XP rewards for killing the majority of the bosses, capping and holding all bases all game long and getting a large number of kills. Would be a fairly elegant solution that doesn’t fundamentally change the game mechanics, rewards organized teams for being organized and makes it a lot less likely that the losing team would have to suffer through an extended farming session

The one weak point I see is that while it might be true that a lot of Fireteams that farm are doing it solely for REQ and XP rewards, there are probably also a bunch of Fireteams and Companies that are equally or more interested in the Commendations and/or Achilles. Which they get for actually killing Spartans. Even if they are primarily after REQ and XP, the fact is that Commendations also give REQs and Boosts that give XP, so there would still be some motivation for farming. I mean if winning a game in 5 minutes gives you about the same about of REQ and XP points as farming for 15-20 minutes, but farming for 15-20 minutes also lets you build Commendations that provide additional REQ and XP, then a lot of players might figure it makes more sense to keep on farming

The incentives are out of whack. There’s no reason to destroy the core currently. No commendation exists for it, nor any REQ bonus, stat bonus, or reason of any kind. Until the incentives for destroying the core outweigh the joy most get in repeatedly killing other players, nothing will change.

What about if the Core itself had some kind of defensive capabilities? Say if every 2 minutes after being exposed it released a defensive shockwave that dropped attacker’s shields throughout the base (not unlike the effect from the Halo CE campaign where Master Chief’s shields dropped after resetting the generators on the ring). That way anyone trying to camp spawn points would suddenly have a lot of their advantage removed, giving defenders a bit more of a fighting chance? Heck, organized defenders could even time their spawns to wait for the shockwave

I’m just brainstorming

A few thoughts:

  1. Skill match teams as promised (at the cost of matchmaking speed).

  2. Match team sizes (at the cost of matchmaking speed).

  3. Incentive for quickly destroying the core.

  4. Add a self destruct key as a new REQ card and call it “Wildcat Destabilization.” Everyone on your team must requisition it after your core is exposed and, when they do, it causes an overload and records a loss.

> 2533274862181038;13:
> 4. Add a self destruct key as a new REQ card and call it “Wildcat Destabilization.” Everyone on your team must requisition it after your core is exposed and, when they do, it causes an overload and records a loss.

Piggybacking off that and my last brainstorm. What if it was a rare or ultra rare REQ card that players could take that would cause the core to unleash a defensive wave that weakened or even killed all attackers in the base?

I dislike the idea of any type of surrender option personally, it would definitely make sense in farming situations, but in non-farming situations players on the losing team would probably abuse it. I mean say one player on your team is having a bad game, but the rest of you are having fun. After a hard fought match, the enemy team manages to expose your Core, what is stopping that one player who is upset that they aren’t doing well from ending the game for everyone who is enjoying it?

> 2533274839690428;10:
> > 2533274938827434;5:
> > Reward teams for winning a game quickly. At the moment, the longer a match, the higher the REQ and XP rewards. It should be the other way around. A team that is good enough to destroy the enemy core in less than five minutes desearves more REQ points and XP than a team that needs twenty minutes to win.
>
>
> I like that too, it might be the simplest intervention and really does make a lot of sense. At the very least, REQ and XP rewards for winning a quick game should be increased enough that they are competitive with REQ and XP rewards for killing the majority of the bosses, capping and holding all bases all game long and getting a large number of kills. Would be a fairly elegant solution that doesn’t fundamentally change the game mechanics, rewards organized teams for being organized and makes it a lot less likely that the losing team would have to suffer through an extended farming session
> The one weak point I see is that while it might be true that a lot of Fireteams that farm are doing it solely for REQ and XP rewards, there are probably also a bunch of Fireteams and Companies that are equally or more interested in the Commendations and/or Achilles. Which they get for actually killing Spartans. Even if they are primarily after REQ and XP, the fact is that Commendations also give REQs and Boosts that give XP, so there would still be some motivation for farming. I mean if winning a game in 5 minutes gives you about the same about of REQ and XP points as farming for 15-20 minutes, but farming for 15-20 minutes also lets you build Commendations that provide additional REQ and XP, then a lot of players might figure it makes more sense to keep on farming

I agree. Maybe making incentives for destroying the core could be a first attempt to solve the problem, since it’s simple and doesn’t change much of the game. If that is not enough, then 343 should consider more radical changes.
The success or failure of the idea of offering rewards for quickly destroying the core will depend on balancing the economics of the game. There should be a clear advantage to destroying the core fast and moving on to other games that you could potentially win just as quickly against farming kills in one single game for 15 minutes.
Alternative idea: Release another exclusive piece of armor, like Achilles. But in order to get that armor, your Spartan Company will have to destroy 1000 enemy cores.

Destroying the core should give some kind of reward for the team.

Also, the game should keep track of every player who inflicts damage on the core and give extra req points based on the amount of damage inflicted but only for the winning team and only if they destroy the core.

> 2533274938827434;15:
> > 2533274839690428;10:
> > > 2533274938827434;5:
> > > Reward teams for winning a game quickly. At the moment, the longer a match, the higher the REQ and XP rewards. It should be the other way around. A team that is good enough to destroy the enemy core in less than five minutes desearves more REQ points and XP than a team that needs twenty minutes to win.
> >
> >
> > I like that too, it might be the simplest intervention and really does make a lot of sense. At the very least, REQ and XP rewards for winning a quick game should be increased enough that they are competitive with REQ and XP rewards for killing the majority of the bosses, capping and holding all bases all game long and getting a large number of kills. Would be a fairly elegant solution that doesn’t fundamentally change the game mechanics, rewards organized teams for being organized and makes it a lot less likely that the losing team would have to suffer through an extended farming session
> > The one weak point I see is that while it might be true that a lot of Fireteams that farm are doing it solely for REQ and XP rewards, there are probably also a bunch of Fireteams and Companies that are equally or more interested in the Commendations and/or Achilles. Which they get for actually killing Spartans. Even if they are primarily after REQ and XP, the fact is that Commendations also give REQs and Boosts that give XP, so there would still be some motivation for farming. I mean if winning a game in 5 minutes gives you about the same about of REQ and XP points as farming for 15-20 minutes, but farming for 15-20 minutes also lets you build Commendations that provide additional REQ and XP, then a lot of players might figure it makes more sense to keep on farming
>
>
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> Alternative idea: Release another exclusive piece of armor, like Achilles. But in order to get that armor, your Spartan Company will have to destroy 1000 enemy cores.

That’s a neat idea, but I think it would need to be much higher than 1000 enemy cores. The farming Companies should have no problem taking out cores so it would be a very temporary fix

Simplest solution, and the one I support, is changing Achilles to reward based on victories rather than kills. Encourages those that are capable of spawn camping everyone to finish the game as quickly as possible.

I’m glad to see the community at least noticing this issue and brainstorming ways to solve it. Whatever the case, I hope that a solution can come up soon by 343i. Because at this rate, these 12 party teams will take over that mode and will severely impact the population of Warzone.

10 minute timer on the core. Capture a base or it self destructs because I dunno. That’s plenty of time to determine if a match is a lost cause.