Stop with this mental stuff, it's just plain rediculous. If run-and-gun is a successful way to play this game than that is what people will do. If it would require more caution and thinking than that's what people will do. People want to win. Right now you can play this game just like DoD and be pretty successful.
I wonder. How is it that people play much, much more cautiously in games like Raven Shield or OFP? Somehow they must do something inherently better than RO. Maybe it is because spawn-run-kill-die doesn't work in OFP as it does in RO?
CS is a poor example as the game is has much smaller maps with more or less fixed routes and requires players to play fast, fast, fast. The game is just different and hardly an example to show that this or that element can't work.
But you are right, I don't agree with YOU. But just because YOU think that way doesn't mean it's fact.
Yes, you're right that OFP and Raven Shield and games of that sort have a totally different pace. But even in games like that, I've seen people play the in-game equivalent of "run 'n' gun" and play as if they're suicidally brave. So, the mental aspect (or lack thereof) still is an issue in games like this. It's less that people take their virtual lives seriously and fear death, and more that the game and the way in which the avatar interacts with the game world force players to play that way. Which gets me back to my point about requests like this basically coming down to "But I want the game to play THIS way and screw all the rest of you and what you want."
Obviously, the run'n'gun aspect of those games doesn't work as well because of the accuracy of the weapons as well as the speed at which your avatar moves. RO is a different game, and is not designed to play that way, and the changes that would be necessary to make the game play like that, which is apparently your preferred playstyle, are radical and widespread.
Also, as I recall, don't OFP and Raven Shield use crosshairs and crosshair spread/conefire to affect accuracy? I seem to remember earlier games in the Rainbow 6 series using those. RO's approach is to have random movement with the barrel of the gun, but rounds go where the barrel points. Thus, if you can control your fire while on the move, you'll have a fighting chance of killing the enemy. In the end, though, the control is in your hands as the player, not in some algorithm buried in the game engine. I don't know about you, but I prefer that approach.
Now, if you guys are all hot and bothered to make the game slower paced and make weapon firing on the move less accurate, I've got a brilliant idea for ya.
Make a mutator yourselves.
Seriously. If it's that big a deal and you think this would be a really keen idea, make a mutator that:
- slows movement more than what we have currently.
- dramatically increases barrel sway while on the move.
- Either removes the respawn function, or multiplies respawn time on any map by a factor of between 3 and 5.
I think that's about as close to what I gather is your ideal game as you're gonna get in RO. Otherwise, accept it's flaws and recognize that you can't force other people to play the way you want 'em to.
And by the way, it's spelled rIdiculous, not rEdiculous. Sorry, pet peeve.