|
Author |
Thread Statistics | Show CCP posts - 8 post(s) |
Soraya Xel
New Eden's Most Wanted Top Men.
518
|
Posted - 2013.09.05 13:44:00 -
[1] - Quote
This should be your comprehensive event-creating rulebook, right here:
- Keep it simple: Immediate accomplishment should equal immediate reward. Ideally, rewards should be doled out when the bar for them is met.
- Keep it trackable: If the player needs to reach a certain bar, that bar needs to be measured in the game. I lost out on the third tier of rewards last week, because I didn't know how many matches I had played.
- Align weekly events with weekly resets: Never ever ever start an event on Tuesday, Thursday, Friday, etc. Events should start on Wednesday downtime, when the skill bonus resets.
- All events need to run for 24 hours minimum. Referring to the scheduled fights events of earlier, there's no excuse for running an event in time for only one time zone to play. Every event should cater to your worldwide playerbase.
- Favor no gamemode. Things like capping bonus at 3000 WP, creates an abnormal focus on running events in one game mode (Ambush). In any event, be mindful of how certain limitations could favor certain game modes over others.
- Prevent AFK farming. Your anti-AFK tool is not enough. The minimum 100 WP per match to count for an event credit was a good start on this. |
Soraya Xel
New Eden's Most Wanted Top Men.
521
|
Posted - 2013.09.05 14:13:00 -
[2] - Quote
S Park Finner wrote: GÇ£Battles being fought in System-X will decide the fate of the gate between System-X an System-Y. If the backers of Faction-A win the gate will be destroyed.GÇ¥
[/list]
Just one point of commentary: There's no way CCP is going to let the DUST team destroy an EVE stargate. Especially given the likelihood of that literally isolating parts of space from the rest of the game and making them unreachable. |
Soraya Xel
New Eden's Most Wanted Top Men.
524
|
Posted - 2013.09.05 17:33:00 -
[3] - Quote
CCP Eterne wrote:We want to make things that are interesting and unique, so I think that's why we go with more complicated requirements. Are we overthinking this? Does making complex events fail to make them interesting and just make them... well... complex? Or are we doing complexity in them wrong?
The complexity of this event causes a problem, because it favors Ambush. It's basically a double SP event, and the added complexity doesn't actually improve the play experience at all. Complexity can be fine, if complexity benefits the player. In this case, it's just really awkward requirements for the sake of awkward requirements. |
|
|
|