I'll say it for you. The 360 community blows BUCKETS OF ASS. Don't sugar-coat around me.L33tsauce_Marty said:Eh, your playing on the 360 right? Well I'll try to say this as nicely as possible...the 360 community BLOWS.
...I choose to address your points, but I'll try my damnedest to be level-headed about it. I'd like this to have a peaceful resolution, even if that resolution is only a stalemate.Nova Tendril said:At this point I'm done. If you want to end the argument then fine but if you want to address my other points than go ahead.
A good idea, a sound and logical (even to me) compromise, but it only works on paper. It's also about habit - friends stick together. Especially in the face of the unknown. In this case, it would be random people of whom you have no idea will perform. For example, if they're a godlike team, then I for one would like to 'suffer' with my friends. I'm overreacting, but the idea of having a friend on the team that kicks my ass to be terrifying and insulting. Contrariwise, I may feel guilt for beating the team (because I defeated my friend, who I stick with through and through).Nova Tendril said:You could set it up so that some of your friends are on infected while other are on survivors. That way you always have a balance between human players and bots. It would also discourage people from leaving if your friends stay.
I iterated previously, numerous times, that it doesn't hamper anyone's enjoyment. Please read this carefully and tell me if there's anything you still disagree with (if I don't get it right).Nova Tendril said:Also the difference between my logic and your logic is that mine doesn't hinder the ability of other players to have fun.
At the end of the day, reputation only exists as a way of refining who you play with. If I were to repute someone badly, it would be because I do not want to play with them again. That is fine, considering the millions of others they could play with. As mydogisblue said (indirectly), not many people care about the reputation system anyway.
It only evaluates someone as a player (and doesn't even do that well, because I have not seen anyone with more than a month's of subscription under his/her belt go below 4.5 stars).
I have a feeling that this argument would not even exist if not even the person feedbacked against can't see their result.
It's not a "steer clear of this guy" signpost (as only YOU can see the specifics of your reputation). It's so you don't have to play with them again if you don't want to. If you both frequent the same game, then you will be pretty likely to meet them again (Burnout Revenge does this to the extreme by actively pointing out when you see an old rival). What the negative reputation does is make it less likely that you see them again. It ruins nobodies' experience of the game.
I find it helpful and informative, because I can reflect on my own negative feedback and improve myself as a social person. That, I feel, is a good system, if not for the aforesaid swaying of the chances.
I have said that. I am exhausted.