Glorious 2010 cRPG, sure it was stupid and ridiculous and mean to new players and what not. But it did do one thing better than the current cRPG. The xp and gold rewards system. Now for those newmy old friends who weren't there. You got xp and gold when an enemy was killed within a certain radius of you. The amount of xp and gold you got was based on the level of the player that died. The guy who got the kill got exactly the same as the guy standing 20 m to the side. If I would have to guess I'd say the radius was about 20 m, don't clearly remember though. The radius also might have been larger for cav. The xp and gold you got this way was displayed on the top right and I think you got 100% of that if you won and like 40% if you lost.
The maps back then had a lot of random plains as well. Back then there were no slots and hybridizing was easy. Which means almost everyone had a shield and a lot of people had ranged, there were hardly any pure ranged or pure anything really.
Here is a video to get an impression, it also features the xp barn, although a classic, it was basically shit gameplay, but further in the video there are some more open maps. Quite an early video so a lot of peasants.
http://www.youtube.com/watch?v=P32SuOJExR8I am going for a bulletpoint system now, because otherwise this post is going to reach Joker level.
How did battles look like back then?- Loose sticking together
- Shieldwalls, with a skirmishing phase and then a big melee
- Ranged stuck near the infantry, so did cav.
- Cav was not OP in open maps, due to people sticking together.
- When you closed in on an archer, they mostly switched to melee, because they had armor and weapons and everything (except if this archer was K-something_Khan, he would run away with 12 athlethics and clutch rounds like this on his own against 10 enemies :p)
What did you not see?- Spawnrushing cav
- Half the team circling one way, half the other way
- Everyone spreading out like a retard
- Chasing kills, got you a lot less xp than turning around and facing the mob
- People in braindead grinding mode effectively suiciding
In short, they were epic and team focused battles, where everyone was forced to stick close to the fight and ranged and cav actually supported infantry.
Now I am not arguing that the old system was perfect, but it sure beats the multiplier and the mentality it creates. I think area based xp has some great benefits that greatly increase the amount of teamplay and greatly reduces the amount of retardedness that people who value teamplay have to put up with. Really the problem which the OP describes is caused by the reward system which simply needs an overhaul. Take the good elements from the 2010 system and the current system and improve the game by a fuckton.
Also on the note of more open maps, I agree, but not randomly generated maps. Just generate some good flat plain maps and put those in as fixed maps instead of the randomly generated ones. Otherwise a random plains map ends up as a 'I camp my hill you camp yours' 8/10 times. Or is simply barely traversable. It's just a simple matter of generating until you have a good one and saving the terrain code, I could make a dozen if the map lord approves.