Joseph Ridgeson
warravens
3635
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Posted - 2015.04.05 03:22:00 -
[1] - Quote
Atlas Donovan wrote:Xocoyol Zaraoul wrote:Do something related to what Ghost Recon: Phantoms does (Hey, they directly ripped off how our strongboxes work with one of their latest updates, lol, goddamn keys)
Give a bonus for consecutive games up to some max like 4 games in a row or whatever. Lose this bonus if you go a day without playing. Lose this bonus if you exit a battle.
If you exit a battle, take a small hit to your loyalty rank as well. That wouldn't work either because someone's power goes out, Internet goes out, family emergency, ect So say I am playing, my power goes out....I can't play the next day because the electric company sucks? No good. First, DUST wasn't the first game to have strongboxes. I dunno if it was Valve but TF2 has had them sense at least September 30, 2010. I believe CS:GO uses the same monetization method.
To the second post: losing a bonus does not mean that the person doesn't get to play. The words were "lose this bonus if you go a day without playing" not "lose this bonus, you go a day without playing." So, basically:
First game, no bonus. Second game, 2% SP towards capping. Third game, 4% SP towards capping, Fourth game, 10% SP towards capping and 1% extra SP. This bonus incentivizes people to not want to leave because "ugh, I am at level 3 right now!" and the rewards are capped towards the high end. It also is added as a bonus for being a good player rather than punishment. This is important.
When World of Warcraft was in beta, the experience system worked like this: if you were Fatigued, you received 50% experience. If you were Rested, which happens when logged out at a city or inn, you received 100% experience. People HATED this. "You are punishing me for playing the game!" So they changed it ever so slightly. If you are not rested, you get 100% experience. If you are Rested, you get 200% experience. Now it is suddenly different. "Oh, even if I don't play that much, I am still getting Rested so I can catch up a little bit easier to the person that plays all the time!"
A bonus is something that positively enforces behavior and is generally more effective than a pure punishment.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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