Its a capture and hold mode, by displaying kill count above player head you promoting game ruining by farming kills, which is not a goal of this RBF, as results players just farming kills instead catpuring and hold points.
Or you could make RBF actually rewarding, so players try to win and not go in there for the lulz.
Or you could make RBF actually rewarding, so players try to win and not go in there for the lulz.
You think if they make RBF based on amount of skills its gonna be "fun" ? Not for those who farm kills now, because when everyone 100% playing on kills, there is no "farming kills". Those "kill farm enjoyers" only capable to farm kills because people focused on goals, when kills become goals there won't be any of "run in 10 ppl kill them all".
It's the oldest story in history of gaming - kill steal rat sacrificing its team members for better KD score while team suffer playing at disadvantage. Just stop show off rats and game will get better, because w/o attention they just leave.
Or you could make RBF actually rewarding, so players try to win and not go in there for the lulz.
As it currently stands RBF can't be played for objective seriously since the whole map is AIDS, buggy and not even balanced, not to mention that even the teams can happen to be 20 v 30 or worse since the nonesitent matchmaking there.
Yeah we can say "jus fix it" but surely they will...
Its kind of weird how PA never made any effort to add a team balancing mechanic to rbf. Its like.....why???
Its a capture and hold mode, by displaying kill count above player head you promoting game ruining by farming kills, which is not a goal of this RBF, as results players just farming kills instead catpuring and hold points.
agreed ive seen people lose entire matches fopr their teams just because they chased extra kill.
Maybe a different scoring system could be implemented. One that accumulates in score based on points captured, number or ticks a player stayed in the capture point to secure it, kills secured, and kills assisted.
Probably not high on the dev priority list, though.
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