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Post by TekInFR33 on Nov 2, 2014 18:40:54 GMT 1
Read the post before you answer the poll!
I know the devs have been working pretty hard lately on this update, and I knew they had it planned since 2012 or 2011 even, but the new update brings up a big problem to the Kommunity. (haha, get it?) Anyway, the EXP grind has been made simpler by the collection of Stars. Though this is a great plan and the use of Stars has increased ten-fold, their use is not to make games collectathons, but instead grind-athons. Here’s some suggestions on how EXP can work out for the better:- Instead of 5 EXP for Stars, give 1 EXP
- Daily challenges; Complete certain tasks to be rewarded with EXP / Gold
- Accumulate EXP for staying in-game for a certain amount of time
- For killing another player, you earn 10 EXP
- Limit leveling to hourly, if not daily.
Of course, there are certain balances with this, that of which being the player killing. You could limit the amount of EXP per round when killing, so that you could help defend the base after you’re done slaughtering the enemy team. Another balance to this is the amount of EXP for a certain Pickup, say you have killed an enemy with a Rail Gun instead of a Revolver and you earned 5 EXP rather than 10. All of these can effect the new update as a whole, for better for worse. I’m open to suggestions and / or feedback from anyone, leave a reply!
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Post by linedpaperguy on Nov 2, 2014 21:54:41 GMT 1
I think that the levels should just be for likes your games get, and possibly daily LOGIN... but the challenges idea seems good too
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Post by Jatsu on Nov 3, 2014 1:17:12 GMT 1
I don't think awarding any XP for collecting individual stars is good idea. It's simply too exploitable and therefore not a good or fair source of XP. It's my opinion that game modes should award XP though. So if a game mode exists such as "collect X amount of stars", then winning the round should award the player XP. However, this could still be potentially exploitable in a spawn-fall-win game. Therefore, it's important to adjust how much experience is awarded based on how much time has passed and adding AFK redundancies (like the one that already added on the website).
Daily challenges are an interesting idea - but I'm not entirely convinced that its objectives would be entertaining to pursue. I fear it would become as much of a chore as visiting ten games a day for a minute each to earn gold. Even then, without a distinct purpose behind XP (aside from having a bigger number than other players), players aren't going to actively complete them for nothing. A bunch of other problems arise depending on the objectives themselves. "X amount of likes" or "publish a game" will result in reduced content quality. "Kill X players" and "collect X stars" would be hit and miss depending which game you join since there's usually no information about the game given beforehand.
Staying ingame for a predetermined amount of time works exactly like gold does. However, this doesn't guarantee that players simply won't AFK until the gold and XP is awarded and then leave. XP objectives should compliment a player's game experience, not completely define it.
Scoring points for killing other players would usually be a fair source to gain XP from. It falls under multiplayer interaction, which is good in sustaining a player's interest in the game they're in. However, it would still be exploitable to a degree - what's to stop a player dualboxing in a game to kill a character over and over again? Therefore, it should be minimized to a very low amount of XP gain in order to discourage this behavior, but still benefit genuine PVP interaction.
Limiting XP on a per game or per time basis would probably the simplest way of reducing the effects of exploitation. However, this also caps the efforts of dedicated players who actively and fairly seek XP for long periods of time. So, I'm not entirely sure a basic XP limit is the correct answer.
TL;DR: Uh... I pretty much said "no" to everything with the exception of player kills, but it should be at a very low XP gain.
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Post by TekInFR33 on Nov 3, 2014 5:46:26 GMT 1
I pretty much said "no" to everything with the exception of player kills, but it should be at a very low XP gain. Good enough, Jatsu. I re-read my ideas and your counters to them, and I would agree more with your counter-statements. I flung some ideas out there, and albeit they were rushed, but they were pretty good suggestions. Gaining player kills to earn EXP instead of stars is a great alternative, if not for the better.
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Cubik
Rookie
League of Legends: KXylo
Posts: 19
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Post by Cubik on Nov 3, 2014 10:22:38 GMT 1
Here's my personal opinion on XP and Levels for a game like KoGaMa.
Level and EXP system is not required in player profiles.
Like Jatsu said, it's very exploitable in a lot of ways. There will always be players who will want to gain XP and Levels faster than others. This will cause Spawn killing, or creations games such as Oculus Farms or Star Farms.
Instead, I think players should be rewarded with special Icons, Badges, Symbols or Items to show off their "Experience" in playing, building and living in the KoGaMa community.
The badge system that the Devs brought in really shined through; players have been actively playing and trying to earn those badges, and by having those badges, it does not mean necessarily that one player is better/higher/stronger than another player (that the leveling system would propose), but rather shows the Experience that they've gained through playing consistently within KoGaMa.
I do wish that the developers would implement the XP and Level system into individual games though; This system would have synergy with game modes that require Collecting Stars and Killing Oculus. In-game levels and player XP & Level stats saved just for that server would allow for new possible game pool for official RPG's in KoGaMa. Since they've already created a bigger system of XP and Levels for every player profiles, I'm convinced that this similar system could be implemented for individual servers that are currently running, as well as saving data for every player's XP and Levels within each game.
- Every time a player enters the game A, and if XP & Level Logic Box is present, record XP and Level into a small data pool of player's profile, every time before the player logs out of the game A's server. Every time he logs back into the game A's server, check the player's profile for game A for current XP and Level for that specific game, and load it.
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Post by TekInFR33 on Nov 3, 2014 19:26:04 GMT 1
Here's my personal opinion on XP and Levels for a game like KoGaMa. Level and EXP system is not required in player profiles. The badge system that the Devs brought in really shined through; players have been actively playing and trying to earn those badges, and by having those badges, it does not mean necessarily that one player is better/higher/stronger than another player (that the leveling system would propose), but rather shows the Experience that they've gained through playing consistently within KoGaMa. I do wish that the developers would implement the XP and Level system into individual games though; This system would have synergy with game modes that require Collecting Stars and Killing Oculus. You’re spot on, Cubik. And I too think that EXP needs to be implemented into different game modes and showing their stats on their profile; Level for slaying Oculus & Players, Level for amount of Stars Collected, Level for most games Won, etc. There is one problem to this. It’s their choice wether or not you would want to enjoy certain game modes or certain genres, so maybe they’re stuck with that one choice in the end. It’s a good plan, but I say this could just be another “Fishy Joe” if you know what i’m saying.
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Post by TekInFR33 on Nov 3, 2014 19:39:25 GMT 1
I don't think awarding any XP for collecting individual stars is good idea. It's simply too exploitable and therefore not a good or fair source of XP. And back to Jatsu’s topic, I think the idea of stars has basically become “Take this for EXP!” instead of “Take this to get this much closer to beating the game!” It’s kinda going back to the first time EXP was introduced; Each time you won a game, it would award you with 5 EXP. It wouldn’t show on your profile, the grind was much harder, and it would take a really long time to get to level 2, if there ever was one. This was way back when Kogama just introduced the new skybox logic, methinks, so as of then it was an unexpected and friendly surprise to the block boys of 2012.
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Post by Jatsu on Nov 5, 2014 9:45:14 GMT 1
I don't think individual games should have their own XP system. It's a cool idea, one that would work on a game that stands alone by itself - but it doesn't work well when every game on the website has to follow a predetermined template like Kogama does. It's better to leave XP as a global statistic that players can work on increasing over time. This keeps the feature's upkeep low by reducing complexity and prevents unnecessary confusion in games. This is the same thought process with saving systems. It's not going to happen because it would cost a lot of resources to implement for a low amount of benefit. It is not guaranteed that players would return to the same game in order to use it, thus the overhead of having saved data for players on every created game would be wasted on the majority of games that are eventually left behind.
There would be more benefit in expanding existing features. Consider tracked variables, like collecting stars and scoring kills, and apply them to the logic system. For example, a pressure pad with an additional function that conditionally works only if a player using it has enough score of something. Compared to individual XP and saving systems, no extra data need be created, stored, or processed in order to achieve similar functionality.
I really think it just comes down to redefining XP objectives so that they're not easily exploitable. These objectives shouldn't bluntly be limited either, because as Cubik stated perfectly, "there will always be players who will want to gain XP and Levels faster than others." The system merely needs to be fair for both casual and dedicated players alike. The main purpose behind XP should be an enjoyable goal to work towards, which should supplement their website and game experience, but should not solely define it. In other words, XP should be something that adds to a player's enjoyment of already existing features.
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