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Great Orb Project rework D&D

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Seasons Past

Seasons Past

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Yusou Bhoroi said :
Options which link to individually scored orbs, encourage people to steal orbs, from others, and prevents efficient, total-score-oriented play - as often effective strategies rely on some players scoring more than others, simply because that's more tik-efficient (whether that be in terms of ensuring everyone is actively moving orbs, in an efficient manner, every tik of the game... or in terms of general spawn distribution being weighted to one side of the map, thus making it more efficient for the person on that side to feed them close to the Altar, for others to score).[...]

Having gone back and forth on scoring methods, I'm now in agreement on this. Free riding sounds bad on paper, but when you compare it to active sabotage, there's no contest. I've learned that it's a myth that anyone can be forced to contribute toward a goal, let alone equally. Attempting to impose this restriction merely gives reason for people to find ways around the rules, which ultimately brings the legitimacy of those rules into question.

A solution to the individualism-collectivism dilemma can't be found in one being dominant over the other, as either the individual will benefit at the expense of the group or vice versa. You can't force someone to be a team player - but I think you can align the interest of the team with the interests of each individual member. The way to do this is deceptively simple: show that each person has more to gain from playing by the rules than by subverting them.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

17-Dec-2022 05:07:57 - Last edited on 17-Dec-2022 05:43:59 by Seasons Past

Seasons Past

Seasons Past

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Yusou Bhoroi said :
[...]This part of play (getting the highest possible score) is the main driver for continued play (both competitive against other players, and on an individual basis, against one's own maxes), past current rewards, and it would be a shame to change the aspect of the game which has proved the most enduring, and successful.

That's also the reason why I'm not in favour of making it an activity with a limited score target, after which the Altar ends; doing so would remove much of this, and hinges around a more nebulous, and less reliably countable factor, of number of tiks taken, to get that score. While that seems a similar game incentive, it actually causes a subtle change which removes much of the existing motivations, and achievements.[...]

This helped me see things more clearly. Limiting what others can achieve not only kills the intrinsic motivation to contribute to the team but also removes the incentive to improve one's own potential.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

17-Dec-2022 05:35:04

Seasons Past

Seasons Past

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I've had a couple more thoughts on this:

The main issue seems to be the success of the team being held at the mercy of each individual player. To address this, one would need to make sure of two things:

1. Each player is skilled enough to help the team through their actions, and
2. Each player wants the team to succeed.

The first part can be addressed with a single-player game mode; this would provide a "practice mode" where players could learn the game on their own time before joining team games.

The second part is the more difficult issue. Assuming that detrimental participants can't be fully avoided, the question becomes "how can we make it as easy as possible for genuine players to exclude malicious actors, while suffering the least harm possible?"

To answer this, I would suggest:

1. Remove penalties for leaving games. This would allow players to quit a game en masse and begin a new one immediately if they're being sabotaged.
2. Allow players to hand-pick team members when starting a new game. This option already exists informally with friends/clan chat, etc. Still, it would be nice to have a more structured method like the one used in Barbarian Assault.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

19-Dec-2022 23:39:42

Seasons Past

Seasons Past

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Rikornak said :
I got to agree with the others, the d&d mechanic is not enriching at all - it's possibly not worse than status quo, but I can't see any benefit by restricting how much you would be able to play.

In general I would

- Cut the team mechanic - it really doesn't fulfill any purpose in here.
- Significantly increase the amount of currency obtained, maybe even considering consolidating the currency with runespan points into let's say wizard tower tokens, with GOP offering higher rates if done right. Master runecrafter is so insanely overpriced, if you're trying to get it via GOP instead of vic, thalers or especially runespan.
- Significantly increase the experience and runes gained. Guardians of the rifts would be a roughly fitting guideline for that aspect.
- Rather than awarding rune essence for a finished round, players would receive runes and experience for each orb scored. In order to prevent players to wildly interact with any orb in their environment, any orb scored would count so if they scored something themselves in the past 20 seconds or so.

I definitely like the idea of consolidating tokens. That way players could play the Runespan and still earn Runecrafting Guild rewards, while the items sold by wizards Finix and Rinsit could be earned through the Great Orb Project as well as the Runespan. The master runecrafter robes are certainly overpriced; they should be realistic to obtain in ~10 - 20 hours of single player games. Depending upon implementation, currency could be partially refunded on release to players who had already owned parts of the outfit prior to a price rebalance.
Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

21-Dec-2022 19:30:39 - Last edited on 21-Dec-2022 19:31:55 by Seasons Past

Seasons Past

Seasons Past

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Awarding runes and experience directly for each orb scored I think would be far more rewarding than handing out rune essence which drops on the ground half the time. I also agree that the experience reward should be significant. As the Great Orb Project involves highly active gameplay, I think it would be reasonable for experience earned through the minigame to rival and exceed that of the Runespan. Spirit of Forinthry ~ Runecrafting: Magic Armour ~ F2P Extensions ~ Dragon Slayer improvements ~ New Player Experience

21-Dec-2022 19:33:57

Yusou Bhoroi

Yusou Bhoroi

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I've been forming a response to some of what you've posted, but keep getting side-tracked too much, and can't yet edit it down enough to post here (and there's even more that I've still got to include...).

For now, I've posted it here , but I'll be slowly editing it, as I have time, remember missed points, and can think of better ways to word it all.

23-Dec-2022 10:54:22

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