One way to 'fix' CoH - rewards for pain
It should be pretty obvious by now that CoH is far from a perfect gameplay experience whose imperfections won't ever really get fixed. But an effective technique to soften the inevitable imperfection impacts on the player can 'fix' a lot of what ails the CoH player.
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I seriously don't see how something like this could work. I don't have any pain points that lead me to log out. I log out because I have other things to do, because my legs start falling asleep, because I get hungry, or because I want to hang out with real-life friends. I also idle around in the game for long periods of time chatting with people or while poking these forums or fiddling with builds. I sometimes switch characters rapidly to check markets, to get badge credit on different characters, etc.
Can you imagine trying to watch the kind of activity patterns I'm describing and trying to figure out why I logged out? I sure can't.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
In fact, the only complaint that they'd have is that there isn't anything to complain about, thus keeping the statement true: "Someone will always find something to complain about".
But as of now? No. Even the highest rated games with the best gameplay mechanics still have their critics.
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Half the time when I log out of the game, it's because I either walked away from the computer and forgot the game was running, or because I Alt-Tabbed to the forums and took too long. Besides, when I'm pissed off at the game, a reward isn't really going to make me feel better. When I ragequit because a boss killed me three times in a row, a "there, there baby" reward as compensation isn't going to make me any less angry, not will just auto-killing the boss for me (which actually won't happen).
Besides, this sort of system is infinitely gamable by players. It's hard to design something that's SO complicated that players would never be able to figure it out, post it on the forums and let people earn rewards while watching TV or something. It works in real casinos for the same reason P&P games work so well - there are real people at the controls. Real people tend to have good judgement and are smart enough to tell when they're being duped. A scripted programme isn't going to be anywhere near as applicable, as the days of the Matrix are still some ways away.
Basically, the spirit of this idea (outside the Suggestions and Ideas forum) is good, but I don't think it could work in practice.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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Such a system could be gamed (pun intended) in so many ways it's not even funny.
The second half of the technique is to offer loyalty rewards with perfect timing. When the tracking system notices that a particular player is close to reaching his specific pain point, a friendly attendee is dispatched to the player, with a nice greeting and some loyalty rewards - some coupons to the steakhouse, some free tickets to a nearby show, or even small denominations of cashback - and the gamer is suddenly happier to leave on a high note (there's a Seinfeld reference there too...).
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If the intent is that they "leave on a high note" I'll eat my hat.
I mean, maybe that's the corporate spin, but let's be realistic here.
The intent is to milk the rubes for more $$$.
Also, Harrah's is an absolute toilet (at least the one in Vegas), it doesn't surprise me that they'd try to bribe people to stick around.
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If the intent is that they "leave on a high note" I'll eat my hat.
I mean, maybe that's the corporate spin, but let's be realistic here. The intent is to milk the rubes for more $$$. Also, Harrah's is an absolute toilet (at least the one in Vegas), it doesn't surprise me that they'd try to bribe people to stick around. |
All the casinos in vegas bribe their customers to stay longer,
hello free booze.
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In many ways Patrol XP already does this. If you leave on a bad note and you don't feel like logging in for a few days (at least on that character) when you come back any debt you earned is gone and you've got a bit of patrol XP stored up so your advancement is faster than normal making you feel happier. It's not about ensuring a good leave so that you come back, it's an MMO you will almost certainly come back, but it gives you a good experience when you do come back.
Besides, if the devs were datamining dropped missions and were aware of my pain points, they'd already have stopped having contacts give me "Defeat <count> <faction>" missions.
--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
http://www.mmodesigner.com/?p=34
One Matt Miller's thoughts on risk/reward in MMOs
TL: DR of it There is no risk, just time:reward
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@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Now, given we have so many people with so many different ideas of what their "pain points" are, how on earth would this even work? Automatically give me bonus whatever for logging on to a VEAT? Give someone else a bonus each time they're hit with speed boost? Reward everyone for sitting through Freedom broadcast chat for an hour?
It's one thing when you have people watching other people - watching expressions, body language and other cues that say "That person is getting frustrated, that person there isn't." An MMO just isn't going to be able to do that. Anything else ("Killed X times in Y minutes," say,) is just gameable.
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Lots of suggestions showing up in General Discussion the past couple days. Maybe people forgot there's a Suggestions forum.
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In COH, you might ragequit after your fourth defeat at the hands of Captain Mako, but you don't cancel your subscription. Well, I'm sure someone out there has, but that person probably wasn't/would never be a long-time player anyway.
When I log off, I either do it because something in real life needs to be taken care of (i.e. work, sleep, food, time with people, etc.), or because I just accomplished something in the game. I log off after finishing a task force or story arc WAY more often than after I fail at one.
Getting handed a recipe after I die won't make me stick around longer, because something like that isn't what would make me quit.
http://www.mmodesigner.com/?p=34
One Matt Miller's thoughts on risk/reward in MMOs TLR of it There is no risk, just time:reward |
I'll amplify by saying the other thing I've been saying for nearly as long, and its the logical consequence: reward isn't a thing in an MMO, its a rate of earning. Your reward for doing A is to achieve X rewards per minute. Your reward for doing B is to achieve Y rewards per minute.
This is not a trivial distinction. During CoV beta it was said that if stalkers could stealth a mission and click the blinkie at the end without fighting anyone they could achieve "free" rewards without "risk." But that's not the right way to look at that situation. The way to look at it is to ask what the reward per minute is for stealthing a mission and clicking the blinkie, given that critters give rewards too. If that *rate* was lower than the rate of earning for someone who plowed through, then stealthing wasn't a "free" reward, it was actually a reward penalty. The penalty for not fighting, basically.
Once you start thinking about rewards in terms of time, the logical next step is to think about them in terms of rates. I don't mean that the rate is important, I mean the rate is the reward itself. A purple drop is not a reward unto itself. A purple drop an hour is a fantastic reward. A purple drop a century is not. And when you think about rewards as rates and not things, you should draw the *next* logical inference, and that is that rather than think about "higher than normal" and "lower than normal" rates of reward earning, there are "rewards" (which are higher rates of return than the statistical average) and "penalties" (which are lower rates of return than the statistical average). And its ok to have things that have "reward penalties" that nevertheless have an actual reward.
This creates the opportunity to create non-conventional gameplay diversity. Only combat has "risk" in even remote terms. Only combat can incur debt, and therefore only combat has a penalty. But in this reward-rate view, activities that generate rewards can have a design-penalty associated with them that makes them viable as alternate gameplay, but not actually "rewarded" activity in that sense. For example: allowing players to actually use stealth to accomplish a mission. For a mission reward designer, the question isn't "should it be possible to earn a 'reward' for doing that?" It should be "what should the penalty for doing it that way be, and does the reward(rate) reflect that penalty?"
I think its a small distinction that disguises a major difference in perspective.
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I'm very much into reading that blog, as an insight into the designers mind.
Rate of reward, and especially the distribution of that in play is something that can be looked for and controlled. You really want a continuous distribution, not necessarily a true 'normal' in stats terms, but you certainly want to avoid a heavily skewed bimodal, where one particular way of playing has a so much greater rate of earning.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Highly doubtful. It would have to be perfection in such a degree that not even the most critical of video-game critics can think of anything bad to say about it.
In fact, the only complaint that they'd have is that there isn't anything to complain about, thus keeping the statement true: "Someone will always find something to complain about". But as of now? No. Even the highest rated games with the best gameplay mechanics still have their critics. |
Sure I've met a few who say they don't care for it, I'm convinced they were lieing so they could be "different" and "original".
As for the idea of the system. I think it's an interesting idea, but highly flawed.
1.) If it's automatic, it'd be too easy to abuse the system. Take a long time on TFs on purpose, die a lot on purpose and get extra stuff then finish or quit the TF anyway and get extra rewards.
2.) If it's not automatic, it's not going to be worth the money to have how ever many people sifting through thousands of logs to see if people had too much "pain" and if they were faking it.
3.) The concept is flawed in context to an MMO. In a casino, people stop playing because they lose a ton of money and they don't want to continue going. Some nice gifts may make them change their minds, but an MMO isn't like that. The only thing people lose is time and most of them don't get so frustrated they cancel their subscription. Also in a casino, no one is going to lose 10 grand intentionally so they can get a free night at a 200 dollar room. In an MMO, people would probably do a lot of things badly knowing they'd get rewarded for it.
4.) You're essentially rewarding people for playing badly, which messes up the whole Risk Vs Reward the game is balanced around to a large degree.
However I hate to be completely negative and I wouldn't mind some sort of status screen at the log in page telling me how much time I have left to earn the next day job badge I'm in range for. Or how much Patrol XP is built up or coming my way in the next few hours. Or how many charges on my day job powers etc I have building. That would be a cool thing to be able to peruse Patrol XP Day job badge\power status from log in without having to log in to each different toon.
"Where does he get those wonderful toys?" - The Joker
As for the idea of the system. I think it's an interesting idea, but highly flawed.
1.) If it's automatic, it'd be too easy to abuse the system. Take a long time on TFs on purpose, die a lot on purpose and get extra stuff then finish or quit the TF anyway and get extra rewards. 2.) If it's not automatic, it's not going to be worth the money to have how ever many people sifting through thousands of logs to see if people had too much "pain" and if they were faking it. 3.) The concept is flawed in context to an MMO. In a casino, people stop playing because they lose a ton of money and they don't want to continue going. Some nice gifts may make them change their minds, but an MMO isn't like that. The only thing people lose is time and most of them don't get so frustrated they cancel their subscription. Also in a casino, no one is going to lose 10 grand intentionally so they can get a free night at a 200 dollar room. In an MMO, people would probably do a lot of things badly knowing they'd get rewarded for it. 4.) You're essentially rewarding people for playing badly, which messes up the whole Risk Vs Reward the game is balanced around to a large degree. |
Right now, debt is a form of penalty that scales upward more or less linearly with lower player skill to a relatively small maximum, then peaks and levels off. If you die you have to burn that debt off. Dying more often means having to burn off more debt, so the penalty actually accelerates with lower skill up to some point. Then debt peaks and the penalty increases linearly based on the percentage of time you spend in debt. Then you hit the debt limit: you're perma-debt and can't possibly get any worse.
The CO penalty is actually somewhat harsher in terms of mechanics. You get weaker when you die, which increases the probability that you will die again. This is an accelerating penalty until you hit the penalty cap that accelerates faster and harsher than the accelerating penalty due to increasing debt.
But in both cases, the reward system disproportionately penalizes lower than average skill. Someone that is twice as far away lower than average skill is actually penalized more than twice as much, at least till both systems saturate. It really shouldn't do that. In our case, the penalty is so low that the reward system tends to swamp it out in most cases so this effect isn't as easy to notice, but its there. Its a bit easier to witness in CO.
The game should strive for an equilibrium point in the reward system where the better you are, the harder it is to get even better and earn even more rewards. It should not "reward" skill in the sense of allowing speed to buy even more speed in accelerating fashion. And similarly it should do the same thing in reverse: it should not amplify lower skill into even worse earning.
By allowing debt to buy performance, we soften the downside without eliminating it. Someone who has less skill will always earn rewards slower, just not in an accelerating downward fashion. I think that makes MMO reward systems easier, not harder to balance.
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I didn't read anything else... cept for this...
rewards for pain |
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My City Was Gone
Here's an idea that I think would work in the context of an MMO, albeit with an additional tech requirement, that parallels the "loyalty programs" that casinos have to some degree. Suppose that players had a "pain meter" that incremented by one point for every point of debt you earn, to some maximum level on the meter. And suppose you could "spend" those pain points on things like, say, large inspirations that were bind on equip so you couldn't trade them (the tech requirement we currently don't have here). Basically, the pain rewards would be something to take the edge off of "losing" but their benefit would be less than the cost of going into debt in the first place, so they would not be things players would deliberately die for (unless they didn't care about leveling speed at all and were willing to go slower for those rewards, which is not a problem). If the pain costs scaled with debt amounts per level, I think it would be a way to, in a sense "reward failure" but in a completely reasonable way. In fact, it would address an issue with the reward/debt system.
Right now, debt is a form of penalty that scales upward more or less linearly with lower player skill to a relatively small maximum, then peaks and levels off. If you die you have to burn that debt off. Dying more often means having to burn off more debt, so the penalty actually accelerates with lower skill up to some point. Then debt peaks and the penalty increases linearly based on the percentage of time you spend in debt. Then you hit the debt limit: you're perma-debt and can't possibly get any worse. The CO penalty is actually somewhat harsher in terms of mechanics. You get weaker when you die, which increases the probability that you will die again. This is an accelerating penalty until you hit the penalty cap that accelerates faster and harsher than the accelerating penalty due to increasing debt. But in both cases, the reward system disproportionately penalizes lower than average skill. Someone that is twice as far away lower than average skill is actually penalized more than twice as much, at least till both systems saturate. It really shouldn't do that. In our case, the penalty is so low that the reward system tends to swamp it out in most cases so this effect isn't as easy to notice, but its there. Its a bit easier to witness in CO. The game should strive for an equilibrium point in the reward system where the better you are, the harder it is to get even better and earn even more rewards. It should not "reward" skill in the sense of allowing speed to buy even more speed in accelerating fashion. And similarly it should do the same thing in reverse: it should not amplify lower skill into even worse earning. By allowing debt to buy performance, we soften the downside without eliminating it. Someone who has less skill will always earn rewards slower, just not in an accelerating downward fashion. I think that makes MMO reward systems easier, not harder to balance. |
Fantastic idea. Especially in regards to Inspirations or large inspirations.
You die a bunch, you get pain points built up and obviously you need help. The game gives you inspirations which you can use to help yourself out, but that aren't so valuable anyone wants to game them. Selling them on the Auction house, even the big ones won't net you enough to make it worth going into debt for them.
Perhaps it could be bound to the same sort of thing we have when we level up and get all the large inspirations put on us at once.
You've achieved 50 thousand pain points, you obviously need help. Press F12 for a free round of inspirations to get you over the hump.
You wouldn't be able to trade them, it wouldn't be worth going into massive debt for 1 minute of inspiration buffs... I like this idea. This could work.
"Where does he get those wonderful toys?" - The Joker
By allowing debt to buy performance, we soften the downside without eliminating it.
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--NT
They all laughed at me when I said I wanted to be a comedian.
But I showed them, and nobody's laughing at me now!
If I became a red name, I would be all "and what would you mere mortals like to entertain me with today, mu hu ha ha ha!" ~Arcanaville
Short form:
Taking a page from Harrah's casinos, I propose CoH consider adding rewards for going through 'painful' gaming experiences. Essentially trying to make players feel like a million inf even though they've just lost 2 million inf.
Longer form:
Inspired by the Radiolab podcast series on 'choice'. One sequence in that series discusses a technique the Harrah's casino chain uses to keep its gamers happy despite everything about going to a casino is arguablly a bad choice.
The first half of the technique is tracking their players. They offer a loyalty card program to their players. When the players use their cards, the casino is able to track their habits and determine their 'pain points', essentially the point at which their losses are enough to convince them to stop playing, and presumably leave feeling bad about the casino.
The second half of the technique is to offer loyalty rewards with perfect timing. When the tracking system notices that a particular player is close to reaching his specific pain point, a friendly attendee is dispatched to the player, with a nice greeting and some loyalty rewards - some coupons to the steakhouse, some free tickets to a nearby show, or even small denominations of cashback - and the gamer is suddenly happier to leave on a high note (there's a Seinfeld reference there too...).
CoH could try a technique like that. When the game detects a player is near his limit for a session, a thank you reward could leave the player logging on a high note. A player is on a pvp losing streak? Give him a special cluster of merits. A team is taking twice as long as expected and with three times as many deaths as expected to finish an Imperious TF? Dispense a couple extra recipes.
Perhaps change the logout screen such that the player is given a summary of loyalty rewards he would earn if he remains logged out for different lengths of time. This way the summary could also incorporate existing similar elements like day job rewards. For example, say you were in a CoH session whereby you were trying to take on the rikti war zone ship raid but was getting wiped too much by maguses to the point where you're too frustrated to continue playing. The game detects your pain point and prepares a special set of rewards for you. The logout screen tells you that if you stay logged out for 4 hours, you'll get a loyalty reward of 40 vanguard merits in addition to your character gaining 4 hours worth of patrol xp. If you stay logged out for 8 hours, you'll get 80 vanguard merits and a bonus to recipe drop percentages for a small time (and patrol xp). The 12 hour mark can give you 120 merits, recipe drop bonus, and a psi-damage immunity temp power, (and patrol xp).
Determining the pain points is probably the trickiest thing, but I imagine the game has many good hooks in it to do so. Perhaps even sending in a verifiable /petition for in-game abuse can be enough for a gm to assign some loyalty rewards to the victims. The bug hunter badge would become no longer the only reward a dev can assign for good /bug reports.
It should be pretty obvious by now that CoH is far from a perfect gameplay experience whose imperfections won't ever really get fixed. But an effective technique to soften the inevitable imperfection impacts on the player can 'fix' a lot of what ails the CoH player.