10dollas said:
1-Fun constitutes a completely different meaning for different individuals. For some it is competing and going against the odds, and for others it is having a casual fair game with your buddies (need for affiliation). 1vs20 odds is a miserable time spent for the latter type of individual and under no circumstance should they be forced to endure such circumstances in a damn game.
2-This statement is valid under the conditions if you're trying to fulfill the need for achievement.
Fun as you stated constitutes different things for everyone but online multiplayer is a situation whose
primary focus is competition, and competition is about facing challenges, some adverse, and then overcoming it. It's like coming into a MMO and complaining about the fact that you have to interact with others. If you want to entertain yourself is some self-mastubatory orgy, then don't play in a mode whose focus is on competition between teams and also expects some degree of cooperation between team mates. The latter of which is abandoned when you leave the game.
You might as well camp the idol in Plunder as well. After all, you get a hell of a lot more kills that way and you risk barely dying at all since everyone else is focussed on scoring. This often happens in CTF type matches where some asshole doesn't do anything but stalk kills by ignoring the objective of the match.
It's not the game's fault you aren't playing 'Everybody is a winner!'. Try Modern Warfare, the whole idea of kill streak perks there is to make people feel good, even as it removes, to a degree, the personalization of aiming, shooting, stalking and maneuvering for a kill. Something anti-thetical to a first-person shooter.
For you 1 vs. 20 is something you cannot enjoy because you dwell on the negative. You give up all hope and run. I see any situation as potentially winnable provided I play well enough. It may be impossible, but there's no way to know unless you try and the benefit to it all is deity level status. There is no other choice, you HAVE to kill everyone, and guess what? On occassion you can and will.
Statistically, it's the 1 guy who is advantaged in outnumbered situations, not the 20 people vying to kill the only guy they can kill. Even in this game, you can expect your k:d ratio to increase substantially, merely because the most they can kill is one, while you can kill as many as crowd around you as they compete for your one death.
These are worlds guided by rules. It takes a person a fixed length to spawn, they run/walk at fixed rates, and you can expect to know where someone is without actually seeing them. In games like CS you know where the probability of their head is through a wall given such a time, and this allows you to shoot through them given a particular timing or sound. This is all without factoring human behaviour into the equation.
Boosters like Situational Awareness aren't as advantageous as they appear. The position of your spawn, the position of the line of battle, the relative position of your teammates and enemy deaths all give away where an enemy is and the booster is worthless once line of sight is established. As was noted by another poster, this can be manipulated to advantage. The only reason they 'work' is because the vast majority of people don't have real life versions of the booster and have difficulty putting two and two together.
People running to the grenade launcher in Temple or the Idol in Ice Cavern are the ones that know this best. They usually end up running into a grenade thrown by someone who could never have seen their location, but simply based on the rate of running and time, the grenades land in a position that have a high probability of being filled by someone speeding to it, and that only happens because they aren't bright enough to have factored that in beforehand. If they stop advancing because of a grenade, they give up positional advantage to an enemy that will be better armed with AoE attacks.
Ultimately, it then becomes a game of one ups manship as one mind is pitted against each other, as it should be. Unfortunately, you can feel that most people are reactive thinkers while all the good players are proactive. The best matches are those where proactive thinkers spar against each other.
Just
attempting to do the objective will ratchet you into the number 1 or 2 spot in most public matches, and most people don't use their brains to actually adapt to the information they can learn off of the game. Why is it that the number 1 person on the team can attain zone captures a factor of 4 times larger than others? Why does someone on a team have no captures and a 30 vs 1 k:d ratio in plunder on the
losing team?
10dollas said:
No not everything in life should cater to you, but if a corporation is selling a product, they better be damn sure there product caters to their target market or else they will be out of business very shortly. thats hardly irrelevant
I already hit up on why this absurd.
Frankly, by quitting things you don't like, you
are the exception. There are 10 players in a match in this game, and it's the 1-4 jerkoffs that leave the game that are the problem. You
are the minority per match played and people that quit are the ones that create a cascading scenario where one quitter influences others to quit because they didn't like that someone quit and put them into a disadvantage. It's a self-sustaining habit.