Quxudica, on 15 November 2014 - 07:03 PM, said:
You can insult them however much you want, doesn't change the fact it's smart play. The goal of the game, as it currently exists, is simply to grind cbills for whatever you want to buy. If tagging everything and avoiding kills gets you more cbills than that's the clever thing to do.
Fact is there is no way to devise a scoring system that isn't either exploitable or alienating. Either it factors in assists heavily, thus allowing all roles a shot at the score, or it factors in damage and or kills heavily, in which case roles like scout are out of luck.
Funny thing is if they kept the score requirement lower, not halloween low but still lower than 130, it probably wouldn't be so bad since an average pilot would hit the threshold with a solid game - no need to worry about gaming the system.
side note, Leader Boards are almost always pointless in games as they will always be occupied by those that game the game, exploit or outright cheat. Outside of a regulated lan tourney environment they are just meaningless and cause problems.
This is objectively wrong. Though it is difficult to make a scoring system that isn't exploitable or alienating it is more than feasible. You do so by using rewards to promote intended or positive behavior from the perspective of design and making rewards more mutually exclusive. If the rewards system is pushing players into behaviors that benefit the team as a whole for the purpose of grinding CBills and XP then it is successfully manipulating or guiding players into promoted behaviors.
Using rewards that are exclusive to one another allows you to reward a large number of roles and actions equally without creating an exploitable situation where someone games the system by creating a mech designed to hit all of those equally paying but different roles rewards. This allows you to create high paying rewards that aren't achieved at the same time as blasting mechs, killing pilots and dealing damage. This means that the Assault that tanks the front and smashes the enemy line can be rewarded the same as the Light that scouts, spots, and skirmishes and they can be rewarded the same as the Heavy that provides escort and support to others. Mutually exclusive rewards means that the players that help the team and fulfill their own self defined roles determined by how they build their mech get paid well for doing well in that role without skewing earnings or allowing for "double dipping" on actions.
If you use a rewards system designed to prevent double dipping into roles then you limit the means of exploitation to that of collusion with the enemy team. Which should already be against the CoC, ToS or EULA and is something that can be setup to be more easily monitored and tracked. Using a rewards system in this fashion doesn't alienate players with how they play so long as they are achieving objectives and assisting the team, players that do well are rewarded well and players that do less are rewarded less (though still reasonably.) Just this small distinction provides a reason for players to seek to improve, if only to be more efficient at "gaming the system" (which is actually being gamed by the system.)
Creating a good reward system that doesn't create problems with exploitation or alienation among the players is much like creating a solidly designed and executed video game in the horror genre. It's less about having your players gaming the system and more about the system gaming the players.