Thanks for organizing your points well, usually it's really hard to respond to these kind of threads.
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Originally Posted by Sliekz
The idea looks wonderful on paper and it's given gangs incentive to raid, no doubt. However, without other necessary components and a few adjustments, the point system serves as a tremendous blow to gang PKing.
I've seen players removed from gangs because they had negative points, I've seen perfect raiders run at 20 HP in fear of going negative when they had easily dropped me from 80 to 0 a year ago. I see old players who just like to pk dip into large negatives while lesser pkers that run at half health skyrocket into double digit positives. Kill stealing has become a sport within gangs.
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Gangs don't lose points upon death. If a BB member kills a BH member, BB gains one point. BH loses none.
When I redid the points system I made sure that gangs wouldn't be penalized directly for dying (although if another gang gains a point they are effectively penalized anyway). The problem was that some people were abusing the system. A BB member would quit BB and join BH, and then let his BB friends kill him over and over at 3 AM when no one was online.
Because of this, gang leaders were asking us to add a "deaths" count so that they could see which members were allowing the other gangs to kill them repeatedly. We added this, and made it "subtract" deaths from kills to show their net score, or how much they helped the gang.
For this reason, it's hard to remove deaths and still prevent abuse of the points system. Even if we remove the net points, it wouldn't solve the problem unless we stopped showing deaths.
I don't like this problem either and I tried to solve it a while back, but failed. If you have any suggestions, I'm listening.
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ii. Gang rewards
Again this is nice, but it only caters to a single gang at the end of each week. As of recently Black Holst has been that gang, boasting an all-star team of players that dominates events and raids. Anybody who wants to "win" can easily join BH and reap the rewards.
This often leaves other gangs demoralized and creates an overall negative atmosphere when they receive nothing for their efforts.
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We intended to expand the point rewards to work based on the number of points you had rather than if you were winning. We did this to an extent in the gun rack by making it so that certain slots were locked until your gang reached 500 or 1000 points that week. This way it encourages the gang to get points, even if they don't win.
If you have any suggestions for more rewards which can be added, or a better way to do rewards, feel free to make a list and I'll see about adding them.
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iv. Money
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Originally Posted by Sliekz
In the current state of game, do you think players will want to work over 10 hours for a Mp40? (while it's inadequate in comparison to what the other 20% have?)
Furthermore, do you think these same players are willing to work 400 hours for a rare/powerful gun? (assuming they're making a consistent $2000/hour for a gun that costs $800,000)
This alone turns many potential players away from era. What needs to be available is not accessible through a rational time frame.
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I agree, which is why we're starting to make it easier to get guns by placing most of them in shops and giving money for kills, which helps to promote PKing and prevent grinding.
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v. Suggestion / assists
My second suggestion is an "assist" system. It would work somewhat in conjunction with the first suggestion, regarding the encouragement of more "engaging" fighting.
For example, lets say a member of an opposing gang takes off 70% of my HP and his buddy rushes in and finishes me off to get the point. That would leave the main damage dealer pointless, right? With the assist system, the person who damaged 70% of my HP would recieve an assist for his efforts and after x assists (i.e. 3), he would generate a point. Assists visible in profile if possible.
These two components alone would help lift gang pking from its current state. However there is still little incentive unless you are the top gang, which brings me to my next suggestion.
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The gang points system originally calculated kills/deaths based on the amount of damage a player did rather than actual kills and deaths (like in Sales' KOTH), but gang leaders were against this idea when I was developing it so we switched to actual kills/deaths. If there is consensus for this to be done now it would be a fairly easy addition. I think it would be simpler than the assist system you recommended.
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v. Suggestion / salary
My third suggestion is aimed to:
(...)
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I'll let Sales comment on this. I know his gang system has been in the works for a while now but it's looking very nice as of recently, and I'm helping a bit with it too. I think he has some plans for earning money via gangs.
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v. Suggestion / money
Last small suggestion -- increase cash earned from pking from $1-10 to $20-$25 when it's gang related, anything at all that pushes gangs to raid would be nice.
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Gang kills give $5-25 now. I don't want to increase it too much to prevent rapid inflation; we have already spawned $161,506 via death money (although the new gun shops have removed more than $5m so it's not noticeable right now).