With no bases, no eco, essentially no sense of obligation.
The thing is in C&C4, skill is hardly a steep curve, and there is a limit to how skilled a player can be at this game, but when skilled players use real team work, that is when this game gets serious, unfortunately it turns out to be more then the typical player can handle.
The only way of beating good team work is good or better team work, and that is just something rarely seen in C&C4.
As I said, the distribution of obligation in this game is double edged.
Also after lvl 20, players see no need to stay till the end of a match.
The entire system actually encourages Rage quits.
Due to the distribution of obligation, wins and losses are not as important any more. This system has undermined the entire core of RTS, with out even any FPS safeguards like letting players drop in.
It has decreased the value of victory to the point that people aren't satisfied, and no longer care as much about winning or losing. So at the point the player feel he is haveing no fun, he can rage quit with a clean conscience.
Think of it this way, if you had to go to the restroom, during:
A. a classic RTS game (SC2, any other C&C, etc)
B. C&C4
C. FPS
how would you rank your hesitation of leaving the game?
It goes A, C, B
Since there is usually nothing you really accomplished that another player can't, and compounded by the lack of any resources or bases or even kill counts in FPS games to hold you there, C&C4 gameplay is just too shallow in the opinion of typical players.
Rarely do u find those who actually know the depth c&C4 does, such are Lobber and his Sexy time team, mainlly those who are at GR.org.
Everyone one else here may know, but not care any more, due to the other parts of C&C4 that were so disappointing.

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