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Seeing player rank is important if the game expects me to perform better than rest of my team. The whole balancing system assumes a higher ranked player can carry lower ranked players, not knowing who my actual useful teammates are would make prioritizing my actions a lot harder.
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Seeing player rank is important if the game expects me to perform better than rest of my team. The whole balancing system assumes a higher ranked player can carry lower ranked players, not knowing who my actual useful teammates are would make prioritizing my actions a lot harder.
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There's such a thing as griefing in other games, where people intentionally play in a manner detrimental to their team. These actions don't have to benefit the perpetrator in game terms. In Zero-K there's game mechanics that practically beg to be abused in a spectacularly useless way in the name of personal fun, all at the expense of your team that has to carry your detrimental behavior.
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There's such a thing as griefing in other games, where people intentionally play in a manner detrimental to their team. These actions don't have to benefit the perpetrator in game terms. In Zero-K there's game mechanics that practically beg to be abused in a spectacularly useless way in the name of personal fun, all at the expense of your team that has to carry your detrimental behavior.
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I'd like to repeat myself too, since there's this perverse idea that hiding some colored icons and numbers would somehow make people tolerate losing and general shitty behavior. I don't care what you call the room, what label you put on it or who is welcome. If the objective is a player vs player victory with teams involved, everyone has a responsibility to contribute. Imagine joining a casual football game and just having a smoke all game instead of playing, or keeping the ball to yourself because you like the attention.
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