Republic Veteran
Join Date: Jun 2012
Posts: 799
Reward Brackets for Mission Completion

Platinum Reward Tier
No Deaths, Shortest Completion time bracket. Rewards 2 Very Rare MK X or XI items..

Gold Reward Tier
Very few Deaths (1-3 deaths in total across entire team), Short Completion Time Bracket. Rewards 1 random Very Rare MK X or XI item.

Silver Reward Tier
Some Deaths, Medium length completion time bracket. Rewards 1 Rare MK X or XI item.

Bronze Reward Tier
Several Deaths, long length completion time bracket. Rewards 1 Uncommon MK X or XI item.

Players are rewarded for a collective Team Effort.
This removes the pressure to perform in terms of raw DPS races, or a combination of both Damage and Healing done for Crystalline Catastrophe. Eliminates any future introduction of new content which may shift balance for Healing or Damage contributing factors.

This encourages Support behavior to keep team members alive, as well as still supporting damage output and successful mission objective completion.

Backfilling Missions

Make it optional to Opt In to Backfill active FE which are missing players. Add additional rewards for players opting to queue as backfill.
Default setting for players joining PvE queue should be to NOT opt in for Backfill, but only join fresh new missions being formed.

Pre-Start Phase

All Queue events should have a 30 second pre-start countdown phase. Phase starts counting from the moment the first player enters the map. This allows all players to enter the map before the mission starts.

Information Delivery

Do away with the ridiculous information overload NPCs present at the beginning of events. Educate players on the finer points from Instructor NPCs located in choice key locations around the game or in more informative options available from the PvE queue. This could further be solved utilizing mandatory Gatekeeper Missions which takes a player through a simulated version of the actual missions.

Do away with mid-mission popups, these are extremely disruptive to gameplay, not to mention a detriment to anyone with a cloak, as they aren't coded utilizing the code which doesn't drops cloak on interaction dialogs.
Commander
Join Date: Dec 2012
Posts: 488
# 2
06-14-2013, 02:09 PM
Quote:
Originally Posted by aexrael View Post
This encourages Support behavior to keep team members alive, as well as still supporting damage output and successful mission objective completion.
You'd probably just see increased hostility when nub1et dies multiple times, doubly screwing over the team, directly through the death toll and indirectly through reduced DPS leading to longer completion times.

Teamwork and solo queues are not compatible. The top finisher rewards are solely to keep individuals motivated, even while on a team full of mouthbreathing neckbeards, and I find that to be a key distinction between this and other MMOs (most take your approach of collective rewards, crushing the soul of anyone who actually tries while engendering entitlement in those who couldn't hack it in the first place).

Could a better reward structure be developed? Sure, but not for anything that can be queued individually.

Quote:
Originally Posted by aexrael View Post
Do away with the ridiculous information overload NPCs present at the beginning of events. Educate players on the finer points from Instructor NPCs located in choice key locations around the game or in more informative options available from the PvE queue. This could further be solved utilizing mandatory Gatekeeper Missions which takes a player through a simulated version of the actual missions.

Do away with mid-mission popups, these are extremely disruptive to gameplay, not to mention a detriment to anyone with a cloak, as they aren't coded utilizing the code which doesn't drops cloak on interaction dialogs.
These are actually good ideas. The mission pop-ups are next to useless, and worse if you use a cloak. More and better (optional) tutorials is never a bad thing.

Last edited by millimidget; 06-14-2013 at 02:16 PM.
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