Ripley Riley
Incorruptibles
13
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Posted - 2016.01.07 14:40:00 -
[1] - Quote
One Eyed King wrote:Penalties will be ineffective for anything other than driving people away from the game. Rewards for staying and playing despite being on a losing team, and despite entering the battle partway through are your best and most effective options.. I'm going to say I agree with you for the most part. Rewarding players for staying in battle would do more good, yes, but there still needs to be a penalty for leaving battles repeatedly.
Perhaps you get X "freebies" each day that you are not penalized for. This could help account for issues beyond the player's control like power or PSN outages. Beyond that you have some kind of penalty; temporary ISK reduction from public contracts or something similar.
Usually solutions to problems like this are one part carrot and one part stick, is all I'm saying.
Become the phoenix, rise again
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Ripley Riley
Incorruptibles
13
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Posted - 2016.01.07 18:07:00 -
[2] - Quote
One Eyed King wrote:I once suggested a "battles completed per battles deployed" metric. I think it would be useful to not only see how big the problem is, but to identify certain issues where people aren't choosing to leave.
You could also then reward those at the highest rates more significantly, while also varying the penalty so only the mercs most abusing the system are greatly penalized.
That being said, I think we are beyond more complex and nuanced solutions at this point in Dusts life cycle, as we can't even get much other than silence at this point.
I believe an over simplified reward system would be more effective than an over simplified penalty system. All of this reminds of WoW's rested experience system.
Many moons ago WoW had an XP mechanic that after X experience your character would get tired then only gain 50% XP from quests and killing monsters. You had to log out to slowly remove the penalty, and if I recall correctly, logging out in an inn removed the penalty faster.
Players HATED it. Blizzard decided to flip the penalty to a bonus. Everyone started in a normal experience gain state, then if you logged out your character would accumulate "rested" XP which caused you to earn XP 50% faster. Logging out in an inn filled your rested XP quicker.
Players liked rested experience a lot.
The end result was the exact same though: playing for too long caused your character to gain XP more slowly.
We can have the match bonus as so damn good that opting to leave a match before it's over is just plain silly. That might remove the need for a penalty entirely.
...but yeah, we might as well be theorycrafting about the ceiling tiles in HL3 at this point. What we're talking about isn't going to happen in the current iteration of Dust 514 (PS3).
Become the phoenix, rise again
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