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BARRACKS => Suggestions => Topic started by: omeganx on December 17, 2017, 08:02:58 AM

Title: Rewards Suggestion: Performance Based Rewards
Post by: omeganx on December 17, 2017, 08:02:58 AM
I'm not 100% but based on the stats after each mission, it seems that I get a rating but I don't receive a reward for my personal performance.  IMO I think everyone should receive their personal amount of character/faction/Gold for their performance and then we get the choice option. To me, I find it odd that the one who may carry the team, could end up without anything(wants a blueprints but so does the other guy) or a little of whatever he wants(everyone picks the same reward). I dunno, thoughts?
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: Dr.D on December 19, 2017, 02:16:06 PM
I like the idea because i meet a "problem" 3 times now.
I fight very well with 2 players against one of the top ranked antagonist and we gonna win the story, but for some reason the player who was the host and didn't do anything (almost the only things he's do is die again and again to try to run on the antagonist) he leave the match.
So restart of the last wave (so annoying when you do it good and the antagonist do many mistake).
So i become the host but 3 players against a sniper who's shoot the protector then this time the antagonist was more concentrate to the protector and no more the "suicide" guy.
After a moment the "suicide" guy, who's was the host relog into the match and we lost 3 seconds after he come.
So by luck we have a blueprints i didn't know why but who's get it, yes the "suicide" guy.
Annoying...
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: Black_Adder_ on December 19, 2017, 03:01:19 PM
What if the "Suicide guy" actually was the only one in your team who did the mission objectives and died all the time just because the rest of team kept randomly shooting infinitely respawning mobs without any actual contribution to the mission progress?
It is rather impossible to evaluate someones performance in the game where mission goals aren't exactly just "go from point A to point B, kill everything that moves in the process and the dude with best kdr is the king". This actually is one of those rare games where team play matters and the outcome of the mission can't be decided by just one player.
I just can't imagine any kind of algorithm on how to evaluate single player performance in RotBP.
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: gearedbeast on December 19, 2017, 03:09:46 PM
What if the "Suicide guy" actually was the only one in your team who did the mission objectives and died all the time just because the rest of team kept randomly shooting infinitely respawning mobs without any actual contribution to the mission progress?
It is rather impossible to evaluate someones performance in the game where mission goals aren't exactly just "go from point A to point B, kill everything that moves in the process and the dude with best kdr is the king". This actually is one of those rare games where team play matters and the outcome of the mission can't be decided by just one player.
I just can't imagine any kind of algorithm on how to evaluate single player performance in RotBP.
I agree with you up till the suicide tactic. I do believe the whole "carrying the team" doesn't apply to this game because most objectives has nothing to do with k/d ratios, but if someone is kamikazing most of the match and even logs out they are not helping the team.
the game does need to take away the team pool reward system though. Having 3/4 people going after the same reward (gold/blue print) isn't rewarding.
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: PersonMcHuman on December 19, 2017, 05:43:21 PM
I am fully on board with players who do more, getting more, and players who do less (or drag the team down) getting less. Just played a round of In Shock that took over twenty minutes, and we had 31 deaths...at least twenty of those deaths being from the guy playing Hans. He would literally just jetpack into the middle of the fray and start shooting, and then complain when we didn't somehow magically save him from the horde he jumped into. Followed by him getting electrocuted and then flying all over the place, sharing the shock with the rest of the team. Of my three deaths, two were because of that. He then got his full share of gold, despite his lack of help in actually completing the mission.
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: Dr.D on December 19, 2017, 06:35:07 PM
What if the "Suicide guy" actually was the only one in your team who did the mission objectives and died all the time just because the rest of team kept randomly shooting infinitely respawning mobs without any actual contribution to the mission progress?
It is rather impossible to evaluate someones performance in the game where mission goals aren't exactly just "go from point A to point B, kill everything that moves in the process and the dude with best kdr is the king". This actually is one of those rare games where team play matters and the outcome of the mission can't be decided by just one player.
I just can't imagine any kind of algorithm on how to evaluate single player performance in RotBP.
So for you the objectives is only to kill antagonist ? (i didn't say the 2 others players and myself was concentrate only to shoot at npc, i kill the antagonist 8 times and the 2 others kill him too, many times compared to the suicide guy, who's kill it only 2 times, but i'm here for say who's have the big one, only if he not leave, we win, but just because he was the host, when we migrate we have to restart all the wave at only 3, so maybe the antagonist was too much concentrate on kill him easily, for boost he's score too, and yes it's help hus to kill the antagonist with traps and anbush, but after he understand owr tactical when he have the possibility to restart he was more "good" for anbush him and he was concentrate at shoot the protector to finish the most quickly the mission after this).
 
There are many things who's can be, to evaluate solo players performance (like how much time you survive with aleph/and with max aleph, kill assist, do the objectif of the mission, how much time you kill the antagonist, how much time he kill you,...) and many things who's can't be implementate too (like cover a players when he try to restore his life because he rush just like he was invincible and he was trap by so much npc,...).
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: omeganx on December 20, 2017, 08:16:32 AM
In many team-based games solo performance is measured. This is from games like Rainbow6 Seige to MOBAs and (best example) Overwatch, where they gauge your healing, Objective kills/defense, time on objectives(if you need to hold the point). However, if someone is great at killing then you can get your points through pushing and attacking the objective. Lastly, you can gauge personal characters performance like Harec: # Headshots in Stalk mode/ Alicia: #Dmg while airborne/Lycus: #Dmg shield absorbed/ June:#ally health healed ETC.
I could come up with a few for each char but then it'll be working for free. lol
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: MSE_Karen on December 20, 2017, 11:27:18 AM
Hi omeganx,

All I can say is that we are working right now in some major changes for Raiders of the Broken Planet's progression system. They are going to take some time to be implemented but we hope they solve some of the problems the players have in this area.

Thank you!
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: omeganx on December 20, 2017, 11:29:46 PM
Hi omeganx,

All I can say is that we are working right now in some major changes for Raiders of the Broken Planet's progression system. They are going to take some time to be implemented but we hope they solve some of the problems the players have in this area.

Thank you!
Oh no problem, I was more curious about the rest of the community's POV. I wasn't sure if it's only bothering me. Look forward to your update on WIPs. Thanks for the reply!
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: Adrian_123 on December 30, 2017, 01:59:33 PM
Individual stats and rewards can lead to a wierd competition.

Like letting teammates die on pourpose to steal aleph from elite enmies and be the one that acomplish the mission.

That could be worst than the actual system.
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: omeganx on January 03, 2018, 11:27:53 PM
Well I guess a lot of things could be worse, but I doubt in a game where you share lives, you will get that many pple wanting to waste their life-pool for extra credits that which may, in-turn, prevent them from getting anything. I think the idea will promote "doing your part".
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: PersonMcHuman on January 04, 2018, 01:41:22 AM
Or it will lead to people actually making an effort to pull their weight, rather than doing the bare minimum, or even less than that, in the case of those parasites that just join games and do nothing the entire time (but still make sure to grab up their unfair share of the rewards).
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: Quanrian on January 18, 2018, 09:59:39 PM
I think so long as the performance isn't compared that's not so bad. Perhaps, just shown on 'that' person's screen. As it stands, you couldn't make changes now without redoing several graphical elements and I have to assume that is what they have or are planning to do. I just hope it doesn't become a flood of statistics but maybe... that information could be noted elsewhere for personal use and of course bragging! I'd especially like to know what my highest ratings are per mission kind of like a high score table would normally do.
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: LordDraco3 on January 19, 2018, 01:08:32 AM
I think so long as the performance isn't compared that's not so bad. Perhaps, just shown on 'that' person's screen. As it stands, you couldn't make changes now without redoing several graphical elements and I have to assume that is what they have or are planning to do. I just hope it doesn't become a flood of statistics but maybe... that information could be noted elsewhere for personal use and of course bragging! I'd especially like to know what my highest ratings are per mission kind of like a high score table would normally do.

Yes! It seems difficult to judge "performance" in an objective-based game that also requires doing not-objective things. A player shooting the gunships is just as important as the player clearing the enemies off their back, is just as important as Iune healing people, or Kuzman shocking lots of damage spread out to help get kills, but making few kills himself. Just a lot of factors to consider.

BUT I would love to have a personal statistics page to see how I'm performing
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: OutlawSiamang21 on January 22, 2018, 03:30:38 PM
To the Dev team keep it up. I have a reward suggestion it might help but what if the system rating tied more in. So basically where if you get an 8 rating or higher you get guaranteed a bp drop. Have the bp still be random but give us a guarantee on hard work. The rest of the reward system is kept nicely in my opinion. I just feel that a guaranteed drop with 8 and 8+ ranks should be rewarded albiet still keep the wheel it adds a competitive edge. Hey I absolutely love the game, nice knockout the park with this indie. Thanks for the Shae card upgrades love them, makes grinding even more enticing to make a build where I can make players new and experienced fear and respect Shae.
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: LordDraco3 on January 24, 2018, 07:10:59 AM
still keep the wheel it adds a competitive edge.

Noooooooooo.... the blueprint coin flip is literally the worst mechanic in this, or any other game, that I have ever played in my life. I nearly deleted the game for good after losing one of those as my *very first* mission reward ever. It showed me that you can spend 20-30 minutes playing and winning to get ZERO rewards. I have also lost 90% of them that I have to compete for, and it just makes people hate their team mates.

Don't see how it adds "competition" to vie for a blueprint vs. nothing on a reward screen that is picked completely randomly with no player input or possibility of pushing the odds in your favor.

Only time I saw Smoking Daisy appear was in a game of all Lv0's and everyone jumped on it. Nice to play that mission 100 times, see the BP you want, and lose it to someone that's played the mission once. Tooootally competitive  ???
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: Quanrian on January 25, 2018, 05:35:01 AM
Since people are complaining about X amount of time not equaling a reward it might just be easier to implement a time versus reward system. Ergo, you play for x amount of hours and get a specific reward. However, this will mean there are no shortcuts and you will 'have' to play for longer periods of time to reach the arguably better rewards. This is why in part such systems are vanishing. No one really wants to earn anything anymore as it's shifted heavy to instant gratification. This is all cloaked behind randomness to prevent the whole system from collapsing in on itself once people inevitably run out of things to get that are shiny and new! Give me my shiny! I need my shiny right now! In closing, this is why people don't like raccoons even though they have jazz hands!
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: LordDraco3 on January 25, 2018, 09:53:04 AM
Since people are complaining about X amount of time not equaling a reward
...
 No one really wants to earn anything anymore as it's shifted heavy to instant gratification.
...
collapsing in on itself once people inevitably run out of things to get that are shiny and new!

Yeah that's not the point anyone is making.
There is still a time vs. reward factor to be considered with the idea of respecting a player's time. It currently requires over 100 hours of play to farm enough gold to get the current roster of characters unlocked. In a game like this one, that's insane. I think I said in another thread, Overwatch grants the use of every single character even as they add new ones, and I don't see that game collapsing in on itself aaaaanytime soon.

I said it would take over 100 hours to farm that gold, which is only if that was all I earned at the average rate I estimated of 2k gold per 15 minute match (hard to estimate when some games can take 30+ minutes and give less gold, and losses). That means no character cards, faction cards, weapons or lore.

This is literally the same back-and-forth discussion surrounding Battlefront II, as soon as people realized it would take 60 hours of focus-farming, and earning NOTHING ELSE BUT GOLD, just to unlock 1 character. Then they would have to hyper-focus on gold to get another character,gaining no exp or rewards towards anything else. Literally. Exactly. The. Problem. That. Raiders. Has. Right. Now.

Also I love raccoons.
Title: Re: Rewards Suggestion: Performance Based Rewards
Post by: Quanrian on January 27, 2018, 05:27:11 AM
There were some raccoons here but they left quite suddenly when we kept discussing skins... no idea why... Could be because they found that stash of shiny things we were hiding from... oh no I've already said to much...