OK, I’ve purchased the $5 standard edition of Hardline and played it for a bit, and the people’s comments about health distribution in Hardline make more sense to me now, but I don’t see it as an argument for tag-replenishment in Bf1.
In Hardline, medkits are different (or at least I think they are, I use med packs in Bf4), in that they can only be thrown down once every so often, and then there’s a cooldown period of like 1 minute or so before they can be thrown down again. I’m guessing that a lot of the times when people who’ve played Hardline had issues getting health, that the person they wanted the health from couldn’t actually throw down another medkit. Because that was the situation when I was playing Hardline just now, and I wanted to throw health down for players, like I would have in Bf4/Bf3/BC2/Bf2… but I couldn’t.
That hasn’t happened before in Battlefield, and if these same people play Battlefield 4, they’ll know there’s no shortage of health distribution anywhere. So, if Battlefield 1 doesn’t use the Hardline system, then there’s no reason to have tag-replenishment, because the players are already good at taking care of health/ammo distribution, and any exceptions are just that.
Another way that cooldowns on health distribution may affect how frequently someone accommodates a request for health is that they know that once they drop it, they won’t be able to do so again for another minute. This could lead to players holding on to their health drops until they need it, or until they’re closer to a place of battle, where they think it will be more needed. After playing a single game, this is how I changed my behavior regarding my health distribution, because this was the more strategic way to use health. In Battlefield 4, and earlier Battlefields, there isn’t a cooldown on dropping health. And so people throw it down all the time, everywhere.
It sounds to me like the argument Hardline players are making for tag-replenishment is due to the particular way health/ammo distribution is implemented in Hardline.
Also, the overall player skill level in Hardline is not as tight as it is in Battlefield 4. On my very first game, in which I was seeing the map for the first time, and didn’t even know what the gameplay objectives were, I had K/D of 13/4, while just running around, exploring. On the second game I played, in another map I’d never seen, I didn’t check the scoreboard before I quit, but I think I was around a K/D of 18/8. I wasn’t playing at my top form, but it felt relatively easy to quickly target opponents and win gunfights, compared to Bf4… which suggests to me that things like health distribution might not be as focused on by the players, who aren’t playing as tightly as players are in Battlefield 4. I would think that a larger player-base that Battlefield 4 has encourages higher competitiveness, since there are more high-skill players, forcing everyone else to tighten their skills.
Also, there are hardly any players playing Hardline, and if there were truly problematic players, where they weren’t distributing health, as opposed to simply not being able to throw down a new healthkit, then it’s possible that it is the same player, or the same couple players, being encountered across games. There literally are more servers for Bf2, BC2, going than there are for Hardline.
But the biggest reason for healthkit issues in Hardline is surely due to the cooldown on dropping health. People could be asking for health all they want, but if the health carrier can’t throw down health, due to the feature’s design, then the person asking for it isn’t going to get any. That’s not because the health carrier is selfish, but because that’s the game’s mechanical design. DICE can avoid those issues in Bf1 by simply not using Hardline’s style of replenishment-drop implementation.
And since Hardline’s style of replenishment-drop is clearly dissatisfying some of Hardline’s players, and creating confusion between players, and turning players against players, who are blaming the person, rather than the game mechanic, I think that Hardline’s particular implementation of replenishment-drops is not a positive design, and should not be used in Battlefield 1.