| Improve aether rewards for stalemates | |
|
+5Pulkit Bobba Gimli LSLarry Juggernaut 9 posters |
Author | Message |
---|
Juggernaut
Posts : 306 Join date : 2013-05-05 Age : 26 Location : Inferno Castle
| Subject: Improve aether rewards for stalemates Sat May 24, 2014 6:19 am | |
| Just a thing here, I think aether rewards should keep improving after getting 40k+cp for example is 40k give aether 50+ Victory 15+ Defeat 100k cp should give another 50V+ 15D+ then 200k cp, 500k cp, 1M cp etc. (in other words longer wars more cp and better rewards) To improve aether rewards for those long and desmotivating stalemates when a side take forever to win or lose | |
|
| |
LSLarry
Posts : 279 Join date : 2014-01-20
| Subject: Re: Improve aether rewards for stalemates Sat May 24, 2014 9:15 am | |
| Good idea! +1 and all that supportive stuff. | |
|
| |
Gimli
Posts : 175 Join date : 2013-12-22 Age : 25 Location : South Africa (+02:00 of Meridian)
| Subject: Re: Improve aether rewards for stalemates Sat May 24, 2014 11:18 am | |
| | |
|
| |
Bobba
Posts : 782 Join date : 2013-07-19
| Subject: Re: Improve aether rewards for stalemates Sat May 24, 2014 3:42 pm | |
| It would make more sense that a longer war = more Aether. And it would make losing purposely give almost no Aether (since your faction hasn't been fighting = no Aether). This is the solution that the developers probably should have done for light faction letting itself lose when the Olympus server was about to be closed, as opposed to stripping away almost all the Aether reward from the losing faction. Your idea is both fair and it still can't be abused by losing on purpose.
+1000 | |
|
| |
Pulkit
Posts : 158 Join date : 2013-11-30 Age : 27 Location : Undisclosable.....
| Subject: Re: Improve aether rewards for stalemates Sat May 24, 2014 10:07 pm | |
| Excellent Idea +1 from me too | |
|
| |
Claudandus
Posts : 585 Join date : 2013-10-21
| Subject: Re: Improve aether rewards for stalemates Sat May 24, 2014 11:22 pm | |
| +1 as well. Those who fight the most should get the most. The faction they've chosen shouldn't matter (maybe a little bit). | |
|
| |
Tibr
Posts : 698 Join date : 2013-08-21
| Subject: Re: Improve aether rewards for stalemates Sun May 25, 2014 1:36 am | |
| - 1
Remove aether from the game alltogether. The way it is designed right now it is contraproductive for motivation of an average player. This has not always been like that. But right now i dont see any way for the system to be helpful. It only creates a synthetic endgame goal preserved only for the best cadidates to get a free ticket to the next videogame addicts therapy session. | |
|
| |
Claudandus
Posts : 585 Join date : 2013-10-21
| Subject: Re: Improve aether rewards for stalemates Sun May 25, 2014 2:17 am | |
| - Tibr wrote:
- - 1
Remove aether from the game alltogether. The way it is designed right now it is contraproductive for motivation of an average player. This has not always been like that. But right now i dont see any way for the system to be helpful. It only creates a synthetic endgame goal preserved only for the best cadidates to get a free ticket to the next videogame addicts therapy session. Could you elaborate on why Aether exactly is contraproductive for motivation? Before the Aether rewards there was no incentive whatsoever to even win the game. Removing them would make winning totally pointless again. | |
|
| |
Tibr
Posts : 698 Join date : 2013-08-21
| Subject: Re: Improve aether rewards for stalemates Sun May 25, 2014 3:10 am | |
| In short: - faulty win/loss design with uncertain cycle duration apparently aiming on 6+ months - average playtime of a random player is far shorter than aether becoming of any interest - mostly useless aether items (yes it is useless to buy a cheap aether item no matter what you think about "better AP cost". 5-10 AP benefit in 4000 AP army is a joke). - some items are good, getting them within average time of interest is close to impossible and limited to a handful of ppl. - aether being a motivator to end game cycles applies only to the same handful of ppl. All the rest doesnt care. - to all the rest its something they will never get, realising that is demotivation. - all it offers, is a synthetic "end-game" goal for less than 10 ppl in the game. Something you cant reach unless you play at least 6h a day over 6+ months Very casual friendly, right? - it used to be different while rankings were having fame. The reward table has never been good tho, despite a lot of protest and opinions on the forums. - also one needs to recognise the fact that so far earned aether was partially exceptional and very close to abuse of game mechanics (2nd olympus score). -> Having or not having aether items in the game at current state has a positive impact on a minority while being demotivational or at best ignorable for the majority. This wont change unless there is a different approach to ending game cycles. I wouldnt criticise aether as a whole if it would benefit more than 10 players, also if it would benefit players before they lose interest (think about how many players who did get aether got it while they quit or stopped battling right after). Even improving aether rewards for longer lasting game cycles wont extend the players interest as long as the limiting factors are how and how often games end. | |
|
| |
Juggernaut
Posts : 306 Join date : 2013-05-05 Age : 26 Location : Inferno Castle
| Subject: Re: Improve aether rewards for stalemates Sun May 25, 2014 7:17 am | |
| - Tibr wrote:
- In short:
- faulty win/loss design with uncertain cycle duration apparently aiming on 6+ months - average playtime of a random player is far shorter than aether becoming of any interest - mostly useless aether items (yes it is useless to buy a cheap aether item no matter what you think about "better AP cost". 5-10 AP benefit in 4000 AP army is a joke). - some items are good, getting them within average time of interest is close to impossible and limited to a handful of ppl. - aether being a motivator to end game cycles applies only to the same handful of ppl. All the rest doesnt care. - to all the rest its something they will never get, realising that is demotivation. - all it offers, is a synthetic "end-game" goal for less than 10 ppl in the game. Something you cant reach unless you play at least 6h a day over 6+ months Very casual friendly, right? - it used to be different while rankings were having fame. The reward table has never been good tho, despite a lot of protest and opinions on the forums. - also one needs to recognise the fact that so far earned aether was partially exceptional and very close to abuse of game mechanics (2nd olympus score).
-> Having or not having aether items in the game at current state has a positive impact on a minority while being demotivational or at best ignorable for the majority. This wont change unless there is a different approach to ending game cycles. I wouldnt criticise aether as a whole if it would benefit more than 10 players, also if it would benefit players before they lose interest (think about how many players who did get aether got it while they quit or stopped battling right after). Even improving aether rewards for longer lasting game cycles wont extend the players interest as long as the limiting factors are how and how often games end. Then how reward people for being loyal to the game and play it for long time? are you meaning that people that spend many time in this game dont deserve a better reward? I agree with you in 2 points, first many aether items are junk especially armors and some artifacts very hard to get, and varius dont have better stats than GL items, the other point I agree is that people should not play just to win or get rewards I agree that the game should not implement something that force the people to play to get something, everyone "should play for (fun) and when they want", but that dont mean that people who plays a lot dont deserve better rewards and give good rewards to people who is mostly inactive, and yes I think aether rewards should be increased a little more and dont mostly based on rankings. With this suggestion I am not saying increase rewards to the best ranked people I am saying increase rewards for many cp getted in long wars and stalemates. | |
|
| |
Tibr
Posts : 698 Join date : 2013-08-21
| Subject: Re: Improve aether rewards for stalemates Sun May 25, 2014 8:05 am | |
| The mechanic is missing its point as long as the game cycles are eternal. Whether top 3 players get a cookie after a year of trying or not, doesnt change it. | |
|
| |
Juggernaut
Posts : 306 Join date : 2013-05-05 Age : 26 Location : Inferno Castle
| Subject: Re: Improve aether rewards for stalemates Sun May 25, 2014 8:22 am | |
| - Tibr wrote:
- The mechanic is missing its point as long as the game cycles are eternal. Whether top 3 players get a cookie after a year of trying or not, doesnt change it.
All games are based on that ranking style, top players deserve their ranking for their (big sacrifice of time) and sometimes (money) to get the best ranks. You should not play just for the rewards, its for fun. But I can agree that devs should increase rewards for average people possibely include more players for aether rewards and increase aether getted as well but I would like more make this based on general cp getted than the rank of the player, but other thing here is before aether rewards rank just was (vanity) and was unuseful being on a good rank. | |
|
| |
Boboknack
Posts : 375 Join date : 2014-02-09 Location : Denmark
| Subject: Re: Improve aether rewards for stalemates Sun May 25, 2014 11:43 am | |
| I think the map should be fitted with waypoints(borders-areas), when a faction reaches a certain waypoint the top faction players(or maybe the entire faction?) gets a reward, could be an aether item or "just" a aether reward(or a certain bonus when the game is won or lost). This may be an extra incentive to push harder and take risks, the could open up the map and create a bit more dynamic gameplay, the stalemates are a pest when it comes to morale and wanting to keep playing! Could this be made possible? As long as the influx of new players is as small as it is, at the moment - the stalemates will continue! | |
|
| |
Claudandus
Posts : 585 Join date : 2013-10-21
| Subject: Re: Improve aether rewards for stalemates Sun May 25, 2014 10:24 pm | |
| I agree that in stalemate situations a goal far away as aether rewards are not much of an incentive. But still better than no incentive at all. I don't see why removing aether rewards all together could do any good.
The 8 hour cycles were, just prolong the game. They were no good idea to begin with. I am surprised that we are still stuck with them. Another way to speed up the game a little, would be smaller cp containers.
But everything that makes the game faster makes the guild related part of the gameplay less important.
If we would alter a few things that produce stalemates and shorten the time it takes for one faction to win the game to 3-5 weeks, we would have to change the uprade times and costs for guild regions accordingly in order not to destroy the guild related part of the game. | |
|
| |
Juggernaut
Posts : 306 Join date : 2013-05-05 Age : 26 Location : Inferno Castle
| Subject: Re: Improve aether rewards for stalemates Mon May 26, 2014 4:44 am | |
| - Claudandus wrote:
- I agree that in stalemate situations a goal far away as aether rewards are not much of an incentive. But still better than no incentive at all. I don't see why removing aether rewards all together could do any good.
The 8 hour cycles were, just prolong the game. They were no good idea to begin with. I am surprised that we are still stuck with them. Another way to speed up the game a little, would be smaller cp containers.
But everything that makes the game faster makes the guild related part of the gameplay less important.
If we would alter a few things that produce stalemates and shorten the time it takes for one faction to win the game to 3-5 weeks, we would have to change the uprade times and costs for guild regions accordingly in order not to destroy the guild related part of the game. Did the guilds receive a refund for their walls and upgrades loss after taking down the enemy capital? and is not they should | |
|
| |
Juggernaut
Posts : 306 Join date : 2013-05-05 Age : 26 Location : Inferno Castle
| Subject: Re: Improve aether rewards for stalemates Fri Jun 27, 2014 2:57 pm | |
| | |
|
| |
SKL0 (real)
Posts : 8 Join date : 2014-06-28 Age : 29 Location : Canada
| Subject: Re: Improve aether rewards for stalemates Sat Jun 28, 2014 9:42 pm | |
| - Ulises21 wrote:
Did the guilds receive a refund for their walls and upgrades loss after taking down the enemy capital? and is not they should As far as i can tell it is not refunded, based on past maps. | |
|
| |
Gimli
Posts : 175 Join date : 2013-12-22 Age : 25 Location : South Africa (+02:00 of Meridian)
| Subject: Re: Improve aether rewards for stalemates Mon Jun 30, 2014 2:13 am | |
| You may have forgotten but you can downgrade the walls and supplies. So just before light wins you can downgrade them. This only gives half but it is better than nothing. | |
|
| |
Sponsored content
| Subject: Re: Improve aether rewards for stalemates | |
| |
|
| |
| Improve aether rewards for stalemates | |
|