Personally, I think this is a very sharp observation. The shift from 6v6 to 5v5 really does feel like a design solution to reduce the frustration caused by over-reliance on team coordination. It honestly reminds me of eaglercraft an online multiplayer sandbox building game, where the overall experience also changes significantly depending on how much the system depends on cooperation versus individual contribution.
《鬥陣特攻》前總監坦言後悔!過度強調團隊合作,最爛的玩家決定了比賽勝負
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Personally, I think this is a very sharp observation. The shift from 6v6 to 5v5 really does feel like a design solution to reduce the frustration caused by over-reliance on team coordination. It honestly reminds me of eaglercraft an online multiplayer sandbox building game, where the overall experience also changes significantly depending on how much the system depends on cooperation versus individual contribution.