"Stunt" being the polite version. Sabotaging would be the less polite version.
Essentially, in many MP titles, you'll get these cutesy objectives ranging from defeting a certain number of opponents, or a kill streak, to killing 5 people in 10 seconds while standing on foot and holding the gun in your teeth.
Obviously, some of these are organic enough, while others are not so much, often to the point where the person doing the thing is actively detrimental to the other players on their team (either in co-op or versus).
With the "Gamees as Service" stuff, this often manifests in "Daily Quests" of some variety, usually tied into earning whatever the microtransaction obfuscation currency is. The addition of a time limit only furthering the tendency for the chase to end up resulting in subpar contribution.
For an example of the organic variety, Monster Hunter World's weekly bounties are simply hunt completions of various targets. It might be a monstr you have no real reason to otherwise touch, but there's no weird gimmick stuff to do, just straight up completion. And the reward is just a trade-in coupon to skip RNG grind for some of the rarer drops.
For some less organic ones, well. The recently defunct Paragon (a MOBA) would commonly include kills as one of its. For those who haven't played a MOBA, chasing kills is not exactly the best plan in the world (and the support character in the team arguably shouldn't get kills at all ideally). They did eventually shift it into a kills or Assists, as that second goes.
Fortnite (Save the World) has a litany of the things sending people off to find oddball things around the map or play as classes they may or may not have actual characters at level for, or using random matchmaking (which if you play with a regular group, is terrible). Though it does have a 1/day option to switch the quest (and you can backpile up to 3, they're only "Daily" in how you receive them).
Warframe is in love with the concept. A whole tier of upgrades locked behind the idea (Riven mods) though without the timegate. Also your Mastery :evel (required to use higher tiers of gear and occasionally get into missions) is based around levelling up weapons and waframes (classes, for those unfamiliar.), so boosting that essentially means you have to constantly be running some subpar gear. And every mission has an xp b onus attached to some sort of challenge.
Destiny 2 was also littered with the things. Although like most(all?) the xp in Destiny's endgame, they were so inconsequential I don't even remember if they ticked up the bright (cosmetic microbait) engram or the faction ones. But they literally had daily missions on every single activity of the same vein.
In a singleplayer environment, these thigns range from boring collecthons and completionist fodder, to unqieu gameplay challenges. But in an MP environment, it just seems like horrible design to compensate for some other lack that ultimately will create a byproduct of toxicity as players are constantly afflicted by team mates being off task and doing nonsense.
Essentially, in many MP titles, you'll get these cutesy objectives ranging from defeting a certain number of opponents, or a kill streak, to killing 5 people in 10 seconds while standing on foot and holding the gun in your teeth.
Obviously, some of these are organic enough, while others are not so much, often to the point where the person doing the thing is actively detrimental to the other players on their team (either in co-op or versus).
With the "Gamees as Service" stuff, this often manifests in "Daily Quests" of some variety, usually tied into earning whatever the microtransaction obfuscation currency is. The addition of a time limit only furthering the tendency for the chase to end up resulting in subpar contribution.
For an example of the organic variety, Monster Hunter World's weekly bounties are simply hunt completions of various targets. It might be a monstr you have no real reason to otherwise touch, but there's no weird gimmick stuff to do, just straight up completion. And the reward is just a trade-in coupon to skip RNG grind for some of the rarer drops.
For some less organic ones, well. The recently defunct Paragon (a MOBA) would commonly include kills as one of its. For those who haven't played a MOBA, chasing kills is not exactly the best plan in the world (and the support character in the team arguably shouldn't get kills at all ideally). They did eventually shift it into a kills or Assists, as that second goes.
Fortnite (Save the World) has a litany of the things sending people off to find oddball things around the map or play as classes they may or may not have actual characters at level for, or using random matchmaking (which if you play with a regular group, is terrible). Though it does have a 1/day option to switch the quest (and you can backpile up to 3, they're only "Daily" in how you receive them).
Warframe is in love with the concept. A whole tier of upgrades locked behind the idea (Riven mods) though without the timegate. Also your Mastery :evel (required to use higher tiers of gear and occasionally get into missions) is based around levelling up weapons and waframes (classes, for those unfamiliar.), so boosting that essentially means you have to constantly be running some subpar gear. And every mission has an xp b onus attached to some sort of challenge.
Destiny 2 was also littered with the things. Although like most(all?) the xp in Destiny's endgame, they were so inconsequential I don't even remember if they ticked up the bright (cosmetic microbait) engram or the faction ones. But they literally had daily missions on every single activity of the same vein.
In a singleplayer environment, these thigns range from boring collecthons and completionist fodder, to unqieu gameplay challenges. But in an MP environment, it just seems like horrible design to compensate for some other lack that ultimately will create a byproduct of toxicity as players are constantly afflicted by team mates being off task and doing nonsense.