CQC

Hello,

Recently I have tried to play some CQC again. I´ve gotten into very few matches with like two or three other players. Most of the time I was sitting in the lobby waiting for other players to join.
I´m aware that this is the state of CQC for some time now. There have been many suggestions how to improve the situation. Since I have no overview of all that has been suggested over the years please forgive me if this has been mentioned before.
In my opinion CQC in general is a great asset of ED for various reasons. I don´t even think it needs major changes or additions at this point. That made me wonder why so few people play this part of the game, or rather, why people try it, even like it, but don´t come back.
My thought was that besides other reasons one reason could be related to the statistic section. Some of the statistics can be seen by other players as well. The ones I´m concerned about are the negative ones: deaths, losses and their respective kill/death and win/loss ratios.
If CQC only had, or only showed the positive or neutral stats like wins, kills, XP and so on it could be more rewarding for players. It would feel like an achievement when they get their first kill or even first win in a match, no matter how long it took them, or what they have tried to get there.
They would not permanently be confronted with their amount of losses or deaths, their losses would simply have no consequences. They would instead have the chance to catch up, at least statistically, with the best players out there if they put the effort into it.

My conclusion is to remove the shame section of the stats, both in CQC and in the main game, which are mainly the four stats mentioned above, and see what happens. The effort for that doesn´t seem high, even if only considered an experiment.

I realize that the change would be a very small one, and every player has their own reasons for playing or not playing CQC. There is not just one. The idea is to have something like a chain reaction:
  • Start removing potentially negative elements that prevent people from playing.
  • When player numbers increase, players will find matches.
  • When players find matches, more players might join.
  • Further on, other issues might be solved.

In the end, the success of CQC depends on whether players like it or not. I believe there are more players who like the game mode than actually play it.

Best regards
ET
 
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