Strill, on 03 November 2011 - 04:05 AM, said:
You mention that aligning in-game rewards with good gameplay will fix things. Ironically, in-game rewards in WoW are aligned with BAD gameplay. For example, in WoW you are rewarded for killing enemy players, even though that is not the objective, and is very often detrimental to success. With the short respawn times, a single player who simply distracts two enemy team members away from objectives for just 15 seconds has accomplished the same end as if he had blown himself up and taken two enemies with him. The distracting player's contribution allows his team to outnumber their enemies elsewhere, putting his team closer to victory. Even if he dies, his team will still be better off, yet the two players who eventually kill him get rewarded by the game, and even worse, think they've contributed to their team!
Good point. I should state no system will ever be perfect as there are things that a system cannot give any sort of validation and reward for even when it is well deserved. I do not advocate that the game should validate and reward players all the time, or that it is the only part of creating a better expeience at all - just one component
This is also where community comes in. Something WE have to work on. When someoen does somethign selfless to help you or for the win - TELL THEM that was good work. Convesly, when someone is being a crappy unhelpful player, do nto cuss them out as they will not respond well to this. Engage them in chat in a more friendly manner and you might lead them to better thinking.
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Even then there's more to consider than just in-game rewards. There is entertainment as a reward. How enjoyable is the objective to begin with? In World of Warcraft, the objective is to sit on top of a flag for three (or more) minutes, even if no one else is there. That's really really boring, which is another big reason why perverse incentives are such a problem in WoW.
Oh you are spot on there. This can be overcome with good game design in some cases. Defnding a point behind enemy lines will never be done even if it is crucial. However, the use of a commander who can be more dynamic in commanding where to go and why brings more purpose.
again, the attitude of the individual is variable and requires human interaction to change not just designed way to steer in the right direction.
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As for making sure individual contributions are rewarded, while assist points do help, the biggest problem is with rewarding support players. For example, the devs have stated that one of the main ways they plan to differentiate the game from other MechWarrior titles is through information warfare and electronic warfare. One might imagine an unarmed light mech devoted completely to scouting. How would that player be rewarded?
If the scout got opints for every mech killed that was on his sensors because he was providing data to his team and should be rewarded you could gain addition poitns without even doing much except your role. Perhaps the scout calls in arty strike from a commander - they might share the points from damage. If theer are capturable points then scouts would be likely ones to do some behind the lines capturing and get additional points that way ... lots of options but it depends on how the game types are going to be setup.
The old system that they lower your weight the more points you earned against bigger mechs in MW4 might also help light mechs.
Good points though man - its late here so forgive me if i am rambling