[QUOTE=Humate;404203]That would be marvellous.
edit: :magicpony:[/QUOTE]
In short, at the end of the match you get to vote for your Most Valued Player and maybe even a least valued one. This would give some real life recognition to individuals from their team or even the opposing team. IMO it allows you to recognise even the smallest action and reinforce it with a player. Say for example that when you was doing a plant and this guy just comes out of nowhere an keeps the enemy off your back long enough to plant and win the match. You can recognise that, say how much it helped. Now that guy may have been nowhere on the leaderboards but he gains recognition for a positive action during the game.
Would players buy into it or just abuse it. I’m not totally sure but if we’re going for utopian ideas then this is something I’d love to see built upon the old GG at the end of a match.
[QUOTE=shirosae;404218]A game mode in which the point is to achieve some sort of twisted stat-meddling gameplay? Might be fun to try a silly unserious game mode like that. I imagine it’d be a bit like the tk-fest Hoggin’ maps on ETQW Nirvana.
It’s not so much that I feel cheated, as much as it is that I feel like I’m not playing the game any more. It’s like Brink’s lottery spread. I aim and shoot, and the effort doesn’t really have any influence on the outcome. I act more like a chauffeur for an automated system than a player. As soon as you introduce mechanisms which alter gameplay to the extent that they allow bad players to win, I’m no longer playing against players, but playing against some automated bot.[/quote]
I guess we’re maybe looking at this from different ends of the spectrum. I’m trying to create an environment where both sides are challenged over a period of time, sort of a co-op competitive mode. Whereas I think you’re saying that the enjoyment comes, in the majority, from winning or trying to win. I get that and it’s probably the biggest hurdle for something like this to overcome, it’s making me think more and more that this would need to be trailed alongside something else. Where people can opt into the experience rather than feel force and rail against it regardless of how it plays.
I also don’t think this should be something that allows a poor team to win. It’s more a handicap system based on live data. Reactive matchmaking if we want to make up names. It should in the most part bring teams to a closer level so that a game can be played out without either side being impacted by real world practicalities.
This actually gives me another idea. Perhaps a different approach would be to take an individual’s “skill score” (I still don’t agree with that but I’m brainstorming here) and when a player joins a server the AI does a calculation based on the teams overall skill score and then makes adjustments from that point. This then wouldn’t impact the actual results during play but instead just ensure teams remain balance during play. As I typed that I thought of some issues/exploits but what the hell brainstorming isn’t meant to be perfect.
Honestly, I think that if you’re going to alter gameplay mechanisms based on winning/losing, you might as well just replace leaving players with a bot, rather than taking all the players and filtering their interactions through a bot. At least then a fair battleground has a possibility of surviving.
The W/L thing I concede; ideally ratings are things that you can’t refuse delivery of by alt-f4ing. Matches won/matches started, then.
It has to be pointed out that right now the battleground is constantly being changed but only in the respect of the winning team. Score more XP, get better unlocks, become more useful, become more powerful. I’m just trying to turn that idea that good players need better things while bad ones don’t. There is only so far that you can take the whole, L2P, idea, especially when at times it’s simply a matter of luck in whether you’ll be on a good or bad team.
If your system is going to change gameplay mechanisms, like alter weapon spread or spawn times or health or spawn locations or anything that does enough to be effective when the teams are imbalanced, they’re also going to function when the teams are balanced and one side is just beating the other.
This isn’t like some resignation that we need to rely on people to balance games. It’s an active choice; I want people to balance games. Some people are losers who don’t get that games are most fun when balanced. No amount of XP reward or game director is going to change that. At least this way, the game starts to suck when stuff is unbalanced. If you had an automated system in place which was effective at balancing the game so that matches were always tied or nearly tied, would there be any reason for players to even try to balance the game?
I think the most you can do is try to design your game mechanics so that there’s the least benefit from doing obnoxious stuff.
Well I’ve said that such a system wouldn’t grant permanent changes and any changes would be triggered on a stepping scale so there there is wiggle room aplenty between teams where no chances occur or only occur in equal measures (ie, both teams get access to new weapons etc).
I’m totally with you on it being best done by people, I honestly wish it could. It would be awesome if there was a way to shuffle an entire playerbase with accurate team balancing then build a match around that, even filling in gaps as people left. But it’s probably not going to be possible for a very very long time.
Problem is players are ultimately dicks and don’t balance for ****. They’re happy being on the winning team, rage if they’re on the losing team. Even if you’re not one of those players you end up impacted by that behaviour. There are work arounds but they’re not solutions. Ultimately what I’m talking about is meant to replace the XP system and a dependancy on measuring individuals and trying to link that to their value in the team and so distributing upgrades, instead it allows an AI system to do it based on team performance. I sort of corrupted that a little in order to leverage in this balancing redundancy.
You’ve convinced me there are serious problems with it, if nothing else your perception of the idea is a valid concern, and yet I’d still love to see how it would play out. Ultimately I game for fun, if we could round off the rough corners of playing online and still let skill be a deciding factor then I think we’d see a lot more good matches.