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Post by Daniel Everland on Nov 11, 2014 18:02:20 GMT 1
Ninja Release Mega Thread
This mega thread will allow you to directly tell the developers of KoGaMa, exactly what you think of the new release. As always, bug reports will have to be posted in a separate thread, this is merely for feedback.
So, to kick it off, you can use the template below. You're free to write your own, this is merely if you're feeling lazy Do you like the release overall? What are some positive things about this release? What are some negative things about this release? Which feature is your favorite - and why? Thanks for your continued support, we appreciate it! - KoGaMa Dev Team
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Post by Jatsu on Nov 11, 2014 18:37:21 GMT 1
Ah, this is because of where I was giving feedback, huh? Here are the links to my older feedback if you're also interested in those: Release 1.20 - Leveling & Information Regarding Reset!Re: Release 1.20 - Leveling & Information Regarding Reset!Major Update Regarding LevelingRe: Major Update Regarding LevelingDo you like the release overall?Sure. XP is another thing to keep the interest of players and extend play times. I really would like to know if there's any underlying purpose behind it - as in, will it be used for the old proposed concept of unlocking content and features? Or will it be a purely competitive statistic? (Leaderboards would be nice if this is the case.) Either way, it does appear to be implemented in an appealing way that looks great, graphically speaking. What are some positive things about this release?The graphics and information displays! The new profile bar and XP progress bars, both web and ingame, look pretty decent. The leveling up animation also looks terrific. It really makes the leveling experience while ingame more interesting. What are some negative things about this release?Some XP objectives are exploitable, some more than others. Exploitable XP objectives makes the system feel less meaningful and fair towards all players. Those specifically so far would be collecting individual stars and to some extent winning games. Objectives need to consider common abuses such as spawn-fall-win games in order to less exploitable. However, objectives that require manual effort to earn XP are fairer to overfarm, especially for the dedicated players who spend hours to earn more XP. Which feature is your favorite - and why?Well, I consider the XP system a feature in itself, and that's the thing we're discussing here - so I'm not sure if it'd be fair to say it's my favorite. :P I will, however, go on to talk about the XP objectives and state that those related to edit mode would be my favorite. Building objectives like publishing content would be fantastic since it would incentivize and encourage more content creation. The build for X time objective is also pretty decent, but I personally feel that its reward doesn't match the amount of effort required to stay connected for a consecutive 60 minute period of time (and some players have connection issues, making this even harder!).
And lastly, I have no idea if you're looking for suggestions, but here are some XP objectives that I think could be fair for players. Small Gains- Player Kills (or on X Amount of Kills)
- Players should be rewarded for PVP interaction. Scoring kills reflects players' skill and how much time is spent in playing a game. However, player killing is exploitable by using secondary accounts and unfair advantages. Therefore, it's best to discourage this behavior by tuning down the XP reward amount to a very low value, so that it is not as beneficial to exploit - but still fun to receive when playing normally.
[/ul] - Commenting on Content
- Comments are a convenient way of expressing a player's thoughts and feelings. It often involves multiplayer interaction by spurring discussions, generating feedback, and boosting website activity. Additionally, when comments are found on content, it usually reflects how popular and engaging that content is, thus also enjoyable for content creators to receive. Of course, it is potentially exploitable through spamming, however, since spam filters exist on the website such behavior is already discouraged. Such negative behavior is even further discouraged by setting commenting to low XP gains.
[/ul] - Publishing Projects and Models
- Content creators are the life and blood of Kogama! These players are one of the major reasons enjoyable content even exists for the majority of players to enjoy. Therefore, giving players an incentive to build and publish their work by awarding XP is useful in making more content available. It rewards builders in addition to any recognition they receive from it and it encourages more activity in projects. Again, while exploitable through excessive use, abuse of this objective is discouraged by a low XP gain. Human nature tends to focus our intentions to find larger rewards for our work, so smaller rewards for actions we already pursue are simply nice comforts.
Medium Gains- Winning Game Modes
- Winning game modes takes time and effort in order to accomplish. Therefore, players should be rewarded for demonstrating their skill and dedication in games. Winning games by rounds, either through most player/NPC kills or most stars collected or min/max height, can be modified to award XP according to their relative round time and associated objectives in order to reduce exploitation.
- Receiving Likes and Selling Content
- As an indicator of both a player's popularity and workmanship, receiving XP for these objectives would help encourage players to be more interactive with the community and publish their content more frequently. In addition to content creation, we also might see a rise in content quality because content of higher quality tends to sell more consistently. While exploitable via multiple accounts, various countermeasures like IP tracking can catch duplicate entrees (kind of like on these forums).
- Buying Content
- Encouraging players to buy content helps the community feel freer to publish and spread content. This objective would also help encourage to spend more of their currency, which could potentially in turn increase gold purchases and playing time. Those that don't buy gold, would spend more time playing games daily in order freely earn gold which leads to additional ad revenue. Fortunately for this objective, if it is exploited, then it would means the developers are making revenue faster.
Large Gains- Accepting Badges
- Badges are already a coveted feature to work towards for players. By awarding XP when players accept badges, this would encourage their work and dedication to earning badges even more. For content highlights, this could especially mean increased content quality and workmanship. Additionally, awarding XP for accepting badges would also encourage players to open hidden badges sooner, which spreads badge rewards faster and increases that player's popularity. Since badges are mostly manually awarded, it is near impossible to exploit - unless a moderator or dev themselves decides to be overly generous.
- Sharing Content to Outside Media
- Spreading Kogama globally is, hopefully, one of the highest goals of the developers at the moment. Using a community of players to help market the game in addition to the developer's efforts is a smart way in order to achieve this goal. Players are already encouraged to share content through outside media and are awarded gold for doing so. By awarding XP in addition to gold, this could encourage this effort even further. As there is already a daily limit on this activity, it is not easily exploitable. Nonetheless, players that are more popular outside of Kogama will have great success with this objective, and all players that take part of this activity display their dedication to the game and community.
Other potential XP gains that could fit anywhere could be attributed to things like verifying e-mails, referring other players, or logging on daily. Dedicated players should be rewarded for the efforts. Encouraging players to be more dedicated will increase the amount of time they spend on the website, their activity within a community, and overall benefit Kogama as a whole.
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Post by Jom3es12 on Nov 12, 2014 14:30:09 GMT 1
Do you like the release overall?
Yes. The release is the reawaking, so to speak, of the former xp system. I can now delete the portion of my bio that tells people how much XP i have. What are some positive things about this release?
This is a way to tell other players how much a person plays kogama. The more xp, obviously the more a player has played. What are some negative things about this release?
Xp farming is just stupid. We will make terms for these people. Grinding and farming are different things though. The stars. They look bad. I will be glad to remake every star you have. Which feature is your favorite - and why?
Levels shown beside other players health bar. This is a cool way to quickly see how experienced a player is.
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Post by linedpaperguy on Nov 14, 2014 2:22:52 GMT 1
I like the release overall, it adds some incentive. The only problems are that they can be exploited, and there aren't very many objectives. However these can easily be fixed.
I think EXP should be earned from doing basic things in the game as well (Walking, Swimming, Driving, Hovering, Bouncing, or Jumping) in large amounts over time. For instance you have to walk say 1000 meters to earn EXP (just a random number) but let's say you only walk 500 meters and leave a game, you'll be able but to walk the rest of the 500 meters in another game. There could also be a limit to some of these things daily, however if they are done in large amounts, there isn't really a need. Nobody's going to just walk nonstop just for EXP and if they do, well, good for them.
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Post by Jatsu on Nov 22, 2014 0:32:10 GMT 1
News Announcement
Hello KoGaMians!
We recently released an update to the leveling feature, which now includese even more xp events. Here are the current events!
Client Do a 360 jump in a hovercraft - 1 xp Do a 360 jump on a parkour course - 20 xp Kill an enemy - 5 xp Jump on an Oculus eye - 5 xp Kill an Oculus in close proximity - 10 xp Build for 60 minutes - 100 xp Unlock all materials - 100 xp Win a game - 10 xp Add 100 cubes using the Cube Gun - 10 xp
Web Receive likes - 5 xp Selling models - 5 xp
Known Issues We're currently investigating an issue where you receive xp because someone else triggered an xp event. We're not quite certain how to reproduce this one, so if you figure it out, please write a report on the forum. We will of course send a bit of gold your way if you figure it out before we do ;)
Thanks for your continuous support
- The KoGaMa Dev Team I think the new XP objectives are pretty creative. It's also cool that they test a player's skill so that if they're successful, then they're rewarded for it. This serves to make games more interesting and might even affect creators' level design. For example, if a player wanted to design a hovercraft course, then they would also build jumping ramps in order to benefit from XP objectives - thus making it a more interesting game to play. Overall, it seems that gameplay will be the main determining factor of XP rather than content creation and website use. This should serve the feature well since the devs claim that players are playing games around 75% of the time. However, I still hope there will be more XP objectives offered for edit mode too. Please don't forget your content creators! That being said, some things can still be improved. With the addition of new skill objectives (360 jumps), it becomes more important to indicate to a player when the player succeeds in landing the objective correctly. It provides a sense of accomplishment and encourages them to play even longer in games. Something similar to the graphic animation when a player picks up a star would be fitting - essentially something to confirm to the player that they made a skill shot or skill maneuver. As stated in my previous post, this indicator doesn't have to be purely text or numbers. Graphical cues are sometimes sufficient because they allow a player to associate reward with them. Furthermore, an indicator would be helpful because it's no longer clear when XP gains are awarded. Again, the leveling update seems to be going well. I certainly like the graphical changes and additions that are being made. For example, the reduction of size of the level icon next to a player's nameplate looks great ingame! It's no longer as distracting as it was before. Furthermore, the inclusion of leveling information on the website is starting to come together nicely. There's more I could discuss and write about, but it's not related to the core of the update. I'm confident things will become clearer as time goes on and the XP system becomes more refined. Nonetheless, thanks again devs for the update and thanks Daniel for informing us of the changes.
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Post by Jatsu on Nov 28, 2014 16:57:33 GMT 1
Congratulations on releasing the XP system on the other servers!
It seems like it's a clean update, which is good. However, I'm concerned about something:
I understand the relevance of requiring more than one player in a game in order to unlock XP; it deters exploiting and encourages multiplayer interaction especially on popular games. However, wouldn't this high player amount requirement also discourage players from joining newly published games? I could be mistaken and overthinking this. Of course there are still incentives to join a new game because you earn gold for it. But I'm just curious if the focus on XP will cause players to ignore newer games entirely.
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