It came upon me after watching a Back 4 Blood video,
The Intention
Outside their core concept, both games have some things in common: Co-op, zombies, guns and melee, customizable perks, and projecting objectives to progress. The closest links are their goal to be Co-op games, while providing us with a perk system that can be tuned to fit many play-styles, like a swift ninja, heavy gunner or durable tank. The finale intention is that you come together in a group of 4 and play the game.
The Problem
The freely customizable perk systems undermines the idea of the developers: A co-op game, where you fight as a team. Here come the players, like B4B speed-runners and STW jailers, that take these systems to the extreme to create play-styles that were never intended by the developers. Focused loadouts so viable that they work as standalone or carries, like Stoneheart Farrah or Fragment Flurry Jess. The only difference between B4B and STW is how the competitive nature of speed-running doesn't intend to interfere with public matches, while jailing can interfere with public matches.
My View
Dear u/Magyst and
The Solution
Jailing shouldn't be shunned by the developers, but neither be seen as a standalone. One player shouldn't be able to control the entire situation of as co-op match by themselves, at least not without any effort. Farrah and trapping would achieve the same goal, but through actively playing. The developers should stop attempting to suppress jailing in general by breaking the entire balance of the game, and rather embrace it as a group effort.
STW is a co-op game, so why shouldn't jailing be co-op as well?
You can't change those people who want to solo a co-op game, but I call upon you, damned Epic Games, forgotten developers and the lone survivors u/Magyst and
Cheers!
Source: https://www.reddit.com/r/FORTnITE/comments/sftz43/the_key_to_solving_jailing_lies_in_the_concept_of/