I believe most of the blame here is due to bounties, which often times put players at odds with what's best for the team. Maybe that person that refused to bank is one Large Blocker away from finishing their bounty and they're worried that if they don't get it *now* they may have to play yet another Gambit match, with no fuckin body wants to do. Maybe that person baby sitting the portal has to get invasion kills for theirs. Maybe they're burning their super on adds instead of the boss because their bounty tells them that they must get ability kills. Same with Iron Banner, where bounties that demand players get kills in a certain way means that capping zones is inherently devalued since doing X to make progress is harder to do if you're spending all your time trying to cap zones. If you want to get out of having to do an activity, the best way to play at some point is to ignore the zones entirely and get your kills.ahh so true. gambit is the worst. die within the first ten seconds of pve. have 14 motes and refuse to bank, go and die. stand around and wait for the portal and theyre a bad invader. dont bank when you have enough for primevil. did i mention a lot of dying? you go and hide from the invader, your teammates? =die die die. refuse to go kill blockers while motes are bleeding off. but the one thing theyre all really good at is stealing motes on the ground so you dont get any,
That is the inherent problem with bounties. They force players to choose between their own interests and desire to stop playing Gambit/Crucible/whatever...vs what's best to help the team win. IMO, any bounty design that compromises the team's ability to win first and foremost is poor design.