Professor.Oak wrote:Fine. How about proper limitations? To be able to rank your server, TDM maps can have a max of 16p, SQDM a max of 24, Conquest a max of 32, Rush also with a max of 32 (BFBC2 formula) and Conquest Large/Assault anything from 32-64. Everything above that is unranked. I think this kind of system would work great. Less clusterfucking and more casual teamplay games. Everything gets else put in unranked and/or "modded".
Sir, you really don't have to be a dick about it. I do understand your opinion, and it makes sense, but Venice is about freedom with your game. If you like low ticket or low player count servers, you make your own, and community will decide whether they like it or not. You don't have to/ you can't limit other players just because of your ideas, this is like being Herr Göbbels of Venice.
Furthermore, I think supporters of this idea would be new players, who often lose encounters, and think that with less encounters, they would s*ck less. But if every encounter in which they engage they lose, and also the time intervall between encounters (because of 16-24 max players) is rather huge, they will get tired of it pretty quickly.
I've been thinking about how DICE should've kept players motivated after they've unlocked every weapon, every camo and every gear.
It sounds stupid I know, but how hard is it to work a texture to a template? They could've added countless amounts of 'em. (like 25 per weapon)
They would be awarded after heavy work, so they would essentially be assignments even for the base game.
File sizes could be bearable. (especially if we could be allowed to delete single player -not co-op - files, as they hog space for nothing essentially.)
More important, tactical ones could be unlocked first, (like the M416's Woodland camo) then there could be some really about customization and looks, like a metal black skin for weapons that are sort-of yellowish by default. (M-Tar,SCAR-H)
NoFate, can we haz?