How to make less omnis turn coats?
1. invert %XP side
-> better XP for losers
winners already have towers+advantages.
2. make people who want to change side be neutral for 48hours game play before they can do so.
3. put a flag on traitors, so everybody know what kind of friend they should be.
Re: How to make less omnis turn coats?
Quote:
Originally posted by Bakuterian
1. invert %XP side
-> better XP for losers
winners already have towers+advantages.
That was suggested in the beta because the testers saw the run away affect happening, i guess the funcom designer didn't care. besides NW wasn't suppose to work it was just a scam to get the game back on the shelf, which umm also didnt work.
/me thinks the bb staff was reassigned to the unemployment line due to another funcom failure.
Is the titanic sinking? will the pilot of the ship get thier head out of their *** in time????
~aqua
Re: How to make less omnis turn coats?
Quote:
Originally posted by Bakuterian
13. put a flag on traitors, so everybody know what kind of friend they should be.
You know..I really like this idea. It would seem to make sense that Omni would have a list of employees that went to the other side and some kind of tag would be in order. It could follow for clan that went omni as well. Switch sides, get a tag in your info that shows you as a traitor to your original side.
Re: How to make less omnis turn coats?
Quote:
Originally posted by Bakuterian
1. invert %XP side
-> better XP for losers
winners already have towers+advantages.
WE told them to do this in the Notum Wars beta as a means to implement a dampening effect versus the avalanche. It made sense as well in that working against the disadvantage of fewer overall towers/org/personal advantages ought to net you better 'real' life experience.
So, while one side was beating the crap out of the other side owing to the unbalance of numbers and advantages, the other was catching up more quickly through learning quicker via the XP bonus.
The way they did it is completely retarded. Even worse that the discussion over this was one of the biggest during the beta.
If you want a game system like this to be fun, you need to implement the 'bend but don't break' mindset. Means by which each successive conquest becomes harder and harder and nets you less and less of an advantage. Always possible, mind you. But, nothing like the utter nonsense we have now where each successive victory makes you stronger and hence each battle after that easier and so on until it becomes a joke.
The highest level towers should have been the most difficult to defend for example. Not so damn powerful that they can practically defend themselves while their guild goes and hunts at Primus Camp or Tarasque.
Re: Re: How to make less omnis turn coats?
Quote:
Originally posted by Bionitrous
The highest level towers should have been the most difficult to defend for example. Not so damn powerful that they can practically defend themselves while their guild goes and hunts at Primus Camp or Tarasque.
Never thought of that but I think your right. lv 250 bases should be the hardest to defend.
fact of the matter if one side wins the game is over, thats it done complete, fun over... so why not balance the game like was suggested in beta. Why even have a beta if you release a buggy game and didn't listen to the feedback.
~aqua
Re: Re: Re: How to make less omnis turn coats?
Quote:
Originally posted by Aqua
Never thought of that but I think your right. lv 250 bases should be the hardest to defend.
fact of the matter if one side wins the game is over, thats it done complete, fun over... so why not balance the game like was suggested in beta. Why even have a beta if you release a buggy game and didn't listen to the feedback.
~aqua
The Risk/Reward ration is completely Fubar'd. You get incredible bonuses for a lvl250 tower that are bestowed upon 300 people and you only need about 15 people to defend or maybe 30 if it gets hairy. Most of the time you can just enjoy your org advantages and not even pay attention to when the suppression gas is changing.
And that's another example of the snowball effect. It's utter poo that said lvl 250 tower offers the same advantages to every member in a 350 member organization as it does to a 40 member organization. Honestly, why not have everybody join the same org and share the same 5 towers? You'd never lose a single tower ever.
There's just so much wrong with how the game designers put this Notum Wars thingy out that it isn't funny. You can see the immaturity in his way of thinking. It's the difference between how a grade-schooler would design the rules for some recess game and how a guy in college with economics or mathematics or would design a game. Seems there was a lot of effort put forth but no inspiration whatsoever.
I mean it goes like this:
- I smash you
- I get a bigger stick as a reward
- It's easier for me to smash you
- I smash some more of you
- I'm now given an even bigger stick and some money
- You are penalized with a ball and chain around your ankle.
- I can now smash you while I read a book
- I smash you nonstop
- I'm rewarded with a remote control big stick
- I set my remote control stick to go smash you all over the place while I sleep.
How the hell can anyone enjoy that kind of game? It's over at step one. On Rimor, step one came before Notum Wars was even released. Similar situation exists on Atlantean only not to such a degree. But, the ball will start rolling one way or the other eventually and unless something is done, we'll have the same 'game over' effect.