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Timing is all about map control, in reality you dont need to use clock at all. You need to keep in mind what will be up next, the time difference between them, and set times in a way items wont spawn at the same time.
Timing or rather item control is so much fun cause you can do a lot with it. Use it as bait, delay, distrupt opponent, if you have lead you can even ignore it which would be impossible with frag limit.
What you call forced participation in most cases is just player mistake, rest is up to map. There is no such thing as "being forced to" on ztn in QL or Turbine in UT.
There was also argument of importance of aim, you can beat aim based opponent with superior control over items and weapons (one of the reasons why weapon stay and short respawn times are wrong). It is obvious that some players in certain aspects may be better than me, so I need to cover for it. This is where real depth starts.
For me simple jousting, fighting it out, a direct combat between players is what I call shallow. It may be fun, but in long run it is not enough to make me sweat. You can say D2 is all about prediction, that it is of utmost importance, but the point is that in the flat game with less aspects to it, there is actualy less prediction than in more complex competitive games.