poopbum
Member
|
quote:
1) If players reach 1000 kills, only then are they allowed to access this special war-monger shop where they can purchase a much better weapon/shield/armour/etc. compared to those who didn't reach the goal. # This reward system won't be allowed. The recent raffle event during April's Fool war this year is something like this though, except with 1/4 the requirement but being luck based too. I am thinking we could go with this idea should the minimum requirement be much less than 1000, or perhaps even combine both raffle and 1k kills idea. Those with 1k kills(or 500 if that's too much) instantly get the item, those who crossed the lower requirement only will have chance of item. Actually this way the warmongers will be excluded from the raffle cos they already got the item, thereby raising the chances of casuals winning the raffle too. A win-win solution/improvement over the earlier war raffle IMO.(though better something than nothing)quote:
As to option #2 being game unbalancing, then it's already unbalanced. Warmongers basically already create that option my fleeing higher level monsters. I thought of a solution to this, though this solution will end up buffing things on the player's side. Why not give a killing streak bonus to players who don't flee and scored many kills in a row? I myself am one of those players who have a no flee policy and I am sure there might a few others like me as well. This will give players extra incentive to not "cheat" by sidestepping the stronger mobs.(right now in theory, it is possible for a war to be finished with the stronger mobs left untouched should everyone have a fleeing policy, which is kinda funny from a storyline perspective) My idea will be something like "every 5 consecutive individual kills nets 1 free individual kill" and when paired with a war currency system, that 1 free kill will also net a free "token" of it as well. There are plenty of ways this idea can be implemented, we can even throw in a passive damage buff similar to "ranged attack bonus" that resets on every flee/death but is slowly build up with consecutive kills till it reaches a cap.(and at cap, the above "free kill bonus" could be thrown in perhaps) War Currency idea is really awesome, but since it will involve in-game items players can't really do much to contribute to it unless they get hired as staff.(assuming those who are hired got the required skills to add on to it) This will take a lot of work indeed, well hopefully it gets implemented in the future before archmage. :P Something purely cosmetic like trophies on the other hand.... well TRB is already doing it. Plus gotta say that his medal events at times really got some players riled up. quote:
The treasure box is also good, like some of the wars have Guardian Missions that have treasure chests at the end. Would really love to see those in every war as well, and also since it gives us an incentive, as it isn't some permanent thing as well, it could be for free-players too? Another one I want to bring up also from previous pages is: war monster reward multiplier - where monsters in war-zones have better gold and exp, say about *1.3 to there original counterparts. This doesn't exactly alienate the player-base in terms of rewards, because if you didn't even participate at all, you are just in the for end-rewards. The journey wasn't important (which you would let others help you get there). So the journey should be rewarded to those who took it, or at least give them some form of incentive for walking the walk. There's a reason why I say treasure box instead of an outright gold/xp boost: Daily gold/XP gaps and the soft gold cap. The former especially will affect how many kills a player can get at most in a day. By putting the extra gold/XP into a separate component that doesn't count towards the cap, this issue will be solved though it requires more work to implement. Right now players are allowed to practically hoard more than 1 billion gold thanks to GGBs and I don't see what's the problem with having more options like these. My treasure box idea is supposed to be something like that except for various in-game currency only instead of items.(treasure box can contain war currency should we implement both of them btw)] quote:
I would if possible, dump even more gold to clear waves if anything, because gold isn't such a big issue anymore nowadays which is a good thing because we need to grind less to get stuff now. Hence, encouraging myself to war more, like putting in a penalty if we lose, actually does the opposite of what many think would push us to war more. So something like a "mercenary estates" huh? Sounds neat and why not? A gold sink that goes to something meaningful is always nice and it also combos nicely with some of the other solutions posted here that results in more gold for the players.
< Message edited by poopbum -- 5/23/2015 0:46:23 >
|