(09-15-2018, 03:55 PM)Durandal Wrote: honestly I thoroughly enjoyed the 3 hour long furballs of old.
I'm on call 24/7 for my grandfather, who can't move on his own due to cerebral palsy. There's probably some parents in the community in a similar situation with kid needs.
I simply wouldn't have time for that nonsense even if I did enjoy it, which I don't.
b/b trading wasn't that much of a great dynamic, we all know how it went. The opposite side would focus whom they thought is the weak link and he'd be instructed to evade for hours while getting fed by his friends. The only part that was interesting was keeping up with who was b/b drained to switch targets, but it was still overall barely interesting.
I don't think it's a problem that can be fixed with the lack of engine access as it's not possible to experiment with true utility/assist roles. It's going to boil down to community preference: short group fights or hours long group fights.
Quote:]honestly I thoroughly enjoyed the 3 hour long furballs of old
I think you are definitely in the minority here.
Endless fights (by endless we're talking 12 hours sometimes) were fun on HHC because they were drop-in, you could join or leave at any point. They also were much more dynamic and interesting because everyone was shooting and dodging at the same time. Also there was immediate gratification because of deathmessages happening every 30 seconds + rampages, amoks etc.
Disco groupfights are an exercise in not falling asleep and noticing when your target bounces off an asteroid. If you're fighting someone who is flying at least a slightly good at dodging, you may have 30 minutes with absolutely NOTHING happening (source), especially in asteroid fields. There may be fights with no kills on one side because once one target dies, there usually is very little the losing side can do to come back aside from counting on the winner's sportsmanship to provide a duel at the end.
Enabling trading reload would just make those issues more apparent.