Does the system encourage competition?
To an extent.. but a better question would be "Does the system encourage
healthy
competition?".. to which the answer would be a resounding: No.
As covered in previous areas, the only rewards from actually playing, come from being able to score just one orb more than the opposing team.
What compounds this, is the fact that if a score is tied for an altar
both teams lose out
.
-this was intended to be a quick-fix for the previous case, where both teams got half-win points, which was being exploited (albeit only for a few hours, on release), but actually had the effect of completely ensuring mismatched games, to avoid overall loss, and did nothing to discourage AFK games which prevent ties.
(Indeed, the prevelance of forced-losing on newcomers, greatly increased AFK's allure - not that it needs any increase, to become dominant, as we can see with other Minigames).
All this leads to people favouring, and being driven towards ensuring one-sided matches, at any cost, not competing with close-matched opponents. It encourages those who don't yet know the game, to compete in an unhealthy way, win all, or lose all, in a system where winning is prevented, and improving isn't rewarded even when it's permitted.. indeed, new players get slammed down, regardless of any improvements they make - so why bother.
(I've personally never been in such a situation, having been lucky enough to have come to the content as part of a pre-established group, that was all about playing together, and didn't care about the in-game rewards, so were immune to the effects of the system. However, I am well aware of what happens to newcomers, how it affects competition, and how it makes them feel, having kept a close eye on it, throughout Gop's history, and studied the system carefully, to trace the causes - not only alone, but with others who have shared their own experiences).
09-Jan-2017 05:01:12