The problem again with the lack of teamplay is this, as stated before by me:
1) Player needs to understand teamplay and its benefits
2) Player is willing to serve others
If these two rules don't apply means no teamwork.
The problem that we are discussing is that we have no teamplay, period.
- We have no respectable and known leaders who want to lead round after round.
- We have no teamplayers and even those who want teamplay fall into soloplay often.
- We don't have many players who understand teamplay.
- We definently don't have a lot of people people willing to help others and keep eachother alive.
- We have a lot of people who want to do what they want to do.
- We have a endless stream of "stick together" and it's effect is diminshed to say the least.
If we want teamplay we need players who want teamplay. Not gonna happen in puplic server.
Or we need the game to support teamplay heavily above individualism.
You are right about every single point, except of the one I marked.
The topic has become quite extensive, so I understand if someone didn't see ll suggestions that were made, especially as some of them were made in several postings. I think I should comprehend them as much as possible.
In fact I suggested the following things:
1.: Elect commanders who volunteer via forum vote. In my opinion this is the only way how the "proper" commanders can be elected, as this is a difficult decision and can't be done during an ongoing battle, so any ingame vote is inapplicable as solution. Especially because if you make it need a high percentage of votes, you will hardly ever have a commander, if only a few votes are needed, small clan squads could abuse it. They are commanders on the servers all the time, exactly like admins are admins on the servers all the time. But they can choose an option to leave commander modus for this match, of course.
2.: Improve the auto-/bannerbalance systemInstead of using banners and having a lot of leechers changing the banner to the one of whichever clan is currently dominating, you create "factions" on your character page or can join existing ones, where your application has to be accepted or declined. This way leeching and unneccessarily big bunches of people making things more difficult for autobalance are rendered obsolete. Also the new "faction"-balance has to distribute the factions as evenly as possible, and not all of them into one team. (Has this already been fixed recently? IDK). Commanders get put into different teams by default. If there are more commanders than two, the ranking of the forum vote decides who will be in charge. If there are less than two commanders (active), no one can be commander. (Everything else would be unfair)
3.: Implement a command system.Every player has to see this command system by default! He needs to leave actively to get out of it.
Allow the commanders to...
... give different orders for different classes
... set (different) flags (e.g. "wait here", "stay away from here"...)
... give general behaviour commands via hud (e.g. "Stay defensively")
... write screen messages (e.g. "CHARGE NAO!!!")
... write chat messages in his own colour
... perhaps elect non commissioned officers, who have some limited "suqad control" commands, helping out with micromanagement
4.: Implement a reward system for listening to commands.Be it small amounts of gold and XP or some special rewards like a new currency to buy some special looking weapons (without any outstanding stats), just give the players a new motivation for teamplay besides the sheer will to use or follow tactics.
Effects I am hoping for:
- Greed causes a good part of the server population to follow some of the orders
- The rest of the players will see more teamplay and follow for different reasons ("late" greed, being gangraped constantly, perhaps even some insights or enlightenments)
- Players will get used to teamplay. New players will learn playing the game with teamplay by default.
- After some time, hopefully, a good part of the community, perhaps even the majority (allow me to dream!) will recognize that teamplay...
... is a lot of fun
... doesn't take any longer than charging at the beginning of a round and then spending the rest in spectator mode
... makes you more successful and improves your K/D-ratio
... is neither complicated nor a great effort for your brain
... extends the time you're actually playing/fighting
- As soon as this stage is reached, a good part of the overall "cRPG skills" will be a common understanding of teamplay, making you do things that are not only the best for your K/D-ratio but also for the round of the match, simply by having learned WHAT to do WHEN, things you often enough see in other games.
When you play soccer/basketball on the playground with some other kids you don't know, you will still pass them the ball if you see they are standing free. You don't need to be friends (clanmates), or communicate at all (=use chat, need orders from a commander) to do so, it's as much part of the game as moving the ball.
At this point you can also remove the rewards for following commands, I bet people would still stick to teamplay, for a lot of (now) obvious reasons.