@K1X455 said:
If your players a guaranteed random gold loadout for every 50 and cobalt loadout 100 levels they gain, wouldn’t it be attractive for players to keep playing?
@Eox said:
Not sure how I feel about random Cobalt every 100 levels, but it’s definitely a big number so it can be justified.
I think I’ve been playing since March 2015, and I’ve just broken lvl.80, then consider how much cobalts have devalued since then due to the deluge of special editions, and I think it’s safe to say getting a loadout I probably won’t use every 100 levels, even if in cobalt quality, will be too much of a stretch reward for anybody to get excited about.
Plus, the arsenal progression crates or whatev the fuck they’re named are supposed to be the reward for continually playing and leveling.
Furthermore, both these ideas rely entirely on RNG and give very general rewards. A good reward should instill pride based on achievements, “emotionally” binding players to their accounts. A good reward therefore should not involve RNG and require players to invest toward that goal.
I previously outlined an idea for diamond loadouts that might work, where players can level up favourite loadouts cards to a final quality tier by accumulating play time on a loadout, then shelling out a bunch of credits, but that’s a very long term carrot as well.
Shorter term rewards might include unlocking titles that go before a clantag ( e.g. “Dominatrix” after receiving 500 “Dominator” badges, though this title in particular isn’t a great example as it encourages negative playstyles to achieve ), special trinkets ( e.g. loyalty trinkets ), store coupons ( reduces cost of store purchases or somehow converts all or a portion of cash price to credit price ), etc.
Keep in mind this kinda discussion involves player psychological manipulation ( having a carrot to encourage certain behaviour, even if that behaviour is harmless or beneficial, is by definition, manipulation ) and can quickly devolve toward advocating unethical practices.