A better solution for kiting would be to lessen the huge close range damage. (Without killing their effectiveness farther away.)
This way running after archers wouldn't be a one or two shot death, and the pursuers would get a lot more chances at catching the running archer.
And if you just can't catch the runner, why are you going after him in the first place? Leave it to someone else.
That leads to the same kind of problems as with camping. Someone
will have to kill that guy.
So, there's a situation where you desperately want to push inside enemy lines and out of the arrow rain. And the camping enemy wants to keep that from happening. If you want to win, solve the tactical problem. Or just camp yourself, some patience can bring victory as well.
Nice words. But words don't magically solve problems.
So, people quit rather than play the game and deal with the problem.
Why are tactics dead in cRPG?
Is it because we pander to these people who won't even try?
You shouldn't reverse things. We play games because we want to have a fun time, not the other way around.
You can't blame the players for doing what they do, and since you cannot change the behavior of players, it's the game that needs to be changed accordingly to what the players make of it.
Situations when both teams camp are the absolute worst moments in this game. It's very understandable players try to get away from these situations by the most effective means since there is no fun and no xp/gold to be made.
Also, "tactics" does not equal "testing which team will be bored first".
For me, the best thing that can happen to battle mode to fix all the camping is changing the gamemode's objective. The goal shouldn't be killing the other team, I think it should be much closer to something like a conquest mode.