cRPG
cRPG => General Discussion => Topic started by: EricCire on January 13, 2011, 03:55:08 pm
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Gold system effects the gameplay (Poll for Game Play purposes only)
Gold system Gameplay effects (Positive and Negatives)
1. Gold for kills + Close combat gold
-Positive: Close combat (positive for some) giving infantry gold for kills + fighting close, and far distance archers only gold for kills.
-Negative: Close quarters combat leeching, Close combat (negative for some), Stolen kills
2. Close combat gold only (old system):
-Positive: Close combat (positive for some)
-Negative: Close quarters combat leeching, Close combat (negative for some)
3. Gold for kills + plus hits:
-Positive: No leeching (Everyone has to fight), spread combat (positive for some)
-Negative: Spread combat (negative for some), Every man for them self, Stolen kills
4. Gold for kills+ time:
-Positive: spread combat (positive for some), rewards for killing
-Negative: Long distant Leeching, spread combat (negative for some), possibly too many archers, Stolen kills
5. Time only (new system)
-Positive: spread combat (positive for some)
-Negative: Long distant Leeching, spread combat (negative for some)
6. Gold for hits + time (additional poll option)
-Positive: spread combat (positive for some), rewards for hitting (anyone can get points)
-Negative: Long distant Leeching, spread combat (negative for some), possibly too many archers
Feel free to state any Negatives and positives.
You can switch your option anytime
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Well that 3rd one would be a pain for new players who start as weaksauce peasants, thats for sure :P
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I wasn't aware that right now you get gold for kills. I thought it was only time.
Positive: keeps the fight close
That is not positive. It's only positive if you are:
1. Vision impaired
2. Too dumb to be tactical
3. Love grind
There's nothing positive in battles that look like sheep going for slaughter, herded nicely. It's below human beings.
-Negative: Long distant Leeching
Leeching is, in most cases, not negative but positive thing that counters grind. Some will leech because they always want to play in plate, which is bad. But some will also leech because xp gain to level is grindishly slow, in which case grind should be blamed not leeching.
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How about the point : I like it the way it is now ?
Or is this just targeting people who DONT want the current system ?
I want to quote chadz concerning the "reward for kills" because he once made a great point.
(i dont know his exact words but it went like this)
If youre fighting with an enemy and some mate kills him you're like...
F### YOU with the gold/kill reward
F### YEAH without
My concern is that all systems, which reward for kills, would end in an increase of rage, killstealing, spam and all kind of effects that impact the game when people become angry/pissed. I think we got enough of them now.
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How about the point : I like it the way it is now ?
Or is this just targeting people who DONT want the current system ?
I want to quote chadz concerning the "reward for kills" because he once made a great point.
(i dont know his exact words but it went like this)
If youre fighting with an enemy and some mate kills him you're like...
F### YOU with the gold/kill reward
F### YEAH without
My concern is that all systems, which reward for kills, would end in an increase of rage, killstealing, spam and all kind of effects that impact the game when people become angry/pissed. I think we got enough of them now.
This poll is for everyone.
We need to see the majority preference for gameplay.
That is very true. I always feel like someone stole my kill.
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You missed an option:
Gold for hits+ time
I'd go with that.
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I'm totally fine with the current system... but there shuld be some kind of glorification for kills. Maybe not gold or xp but something that would reward players who care about kill /death ratio on their char. Even something symbolic like darker font colour on char name when your kill/death ratio is positive.
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the current system is fine, but you do need some sort of reward for getting kills as a way to try and get the leechers to fight.
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Close combat gold/xp leads to the mob mentality and discourages flanking. Good riddance to it.
I would like to see a bonus for kills or hits, perhaps only if you kill someone of a higher level.
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Extra Poll option inserted (Option 6)
Gold for hits + time.
You can switch your option anytime
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This is not enough. A simple "kill" doesn't mean anything. Killing a peasant or even someone of lesser level than you shouldn't give you any bonus.
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The new system is awesome, team work is easier to do people aren't forced into clusters or mobs, maps are actually being used more to their full capacity instead of "RUSH THE RUINS" "RUSH THE TOWER" I like it a lot.
Giving rewards for kills is a DUMB idea, if implemented I will actually be mad when someone comes to help me out killing the enemy because he may take my kill and steal my extra gold or xp.
Where as now, when a team mate comes and helps me out I'm grateful even if I don't get the silly +1 next to my name under kills.
Please don't give rewards for getting silly +1's next to your name under kills, that is not a sign of skill, that is a sign of scoring the last hit.
In fact please DO NOT reward people for getting hits at all, because that will just lead to mass spamming all trying to get the reward bonus, it's already bad enough trying to kill 1 guy with 5 team mates all spamming for the kill.
The way it is now, people KNOW they have to KILL the enemy to WIN and get the ROUND MULTIPLIER up that should be reward and incentive enough to help out your team.
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Extra Poll option inserted (Option 6)
Gold for hits + time.
You can switch your option anytime
I vote for this one, although Memento_Mori did have pretty good arguments concerning the hit thing. So while I want this one, I would not mind we just kept the one we have now. I really like the fact that you know you will always get xp/gold, even if you are killed in the first 5 minutes by a random arrow/bolt/THEFUCKISTHATALANCETHROUGHMYHEAD!?!?!
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Best would be: Gold for kills, supporting others, good teamwork, reading battle, awareness, warning others, etc. Since there is no method to estimate all this, the current system is best and comes close as possible to that i think.
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I love the new system, hated the old blob v blob grind of crpg. I can't go back now. Give it up please.
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current system is great because it rewards teamplay and doesn't punish tactical play. Teamwork is encouraged wich i fail to see in any of these options and because of the multiplier you also have a very very good reason not to leech. 1 player often decides wether you win or loose.
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All of your opinions are good. This tread can give us all an understanding of what's best for the game-play and the majority.
A lot of good points being made. Keep it coming...
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New system wins Thanks everyone for voting :)
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The current system is the best implementation. If you're a new player (or a new character for that matter) you aren't penalized for simply being new or starting fresh unlike the old system. Since this is a team oriented module, that style of play should be rewarded. Not simply having a high kill score as others have pointed out. That would discourage team play.