Naomi
Elite
- Joined
- Jan 19, 2007
- Posts
- 4,006
- Society
- Rangers
- Avatar Name
- Naomi NP Polder
There have been tons of events in EU, all with their own kinds of hardships:
Problems:
1 - Trusting the Event, and Favoritism.
For one, I remember the days when influential high-gear avatars, with real life connections, used to be at the right time, at the right place. There are many stories about this, including looting real uber items.
Another problem with trusting the current events, is the way tokens, points, or whatever they are called, are distributed. They seem random, but real randomness is really hard to achieve in programming. Patterns often emerge. As some have pointed out, and to my own experience, the second you enter an instance, your loot is more or less pre-determined. This can lead to people, with inside info, knowing when to go for the big points, or looking for signs, whether they are in an awesome instance or not.
I don't believe in the 'luck' factor of this event, of getting a 5k. Especially with too many exploits. I do believe in working your way up in EU, one way or the other, and being able to do some damage.
2 - Prize Distribution
In what way is it fair, that when working all year to skill up, getting to the next category and becoming a higher player, you'll probably get less prize money?
Imagine being able to score nr1 in cat8, skilling up, and then getting 9th in cat9. You're better, pay/play more, but u get less!
3 - New Game Mechanics
Can we PLEASE not have new game mechanics introduced on the very last day before events? This is ASKING for trouble. If you wish to introduce new stuff like timers and such, awesome! How about a TEST event with some funny price, so that possible exploits can be found BEFORE the actual event? (with small rewards for those who find any))
4 - Participation Motivation
All the above, and only prizes for the happy few at the top in their resp. cat., is not motivating the larger community to participate and generate MA turnover. The more participation and motivation, the more players will be happy, and MA as well. Make this a win-win situation!
Solutions
1 - Event Parameters
Set the event parameters, such as stay long in the defense, or score in the offense.
The offense should not be based on 'lucky points', but on total mobs killed. This is fair and straight. 'Lucky' points can be tampered with. I'm not saying that they are, but straight points give trust.
Why would one go all-in and use expensive items such as Accustim 15's, when the points are semi luck-based, and people find the 5k's with possible exploits? It is ONLY when it is clear, that higher dps gives more kills/points, that people will go all-in. (and spend more)
Following this, working your way up the hunter ladder, will help and motivate, instead of chipping out to fall in a LOWER category and get HIGHER prizes. Where's the logic in that?
2 - Event prizes
ONE list of event participants.
MA determines how many mayhem tokens are to be distributed.
If there are 503 participants, then 503 ppl will get prize money.
Distribute the mayhem tokens PROPORTIONAL to the number of points.
Fair! You get what you shoot for. Work your way to the top!
What's the use of being nr1 in cat4? That's no real nr1. Isn't it more exciting to be nr 61, and being nr 59 the next year? Investing time and peds to get better at this?
On top of that MA can of course add some extras, like UL or L items, fixed to certain positions, or other.
However, That is actually not necessary, when the actual prizes can be bought with the mayhem tokens. I find the invention of mayhem tokens to buy faps weapons etc, quite ingenious.
3 - One level of instance
No categories. However inside the the instance you can choose between a number of mobs like in the old mayhem event, Kerbs and Spiders or what was it? For instance 5 mobs, different difficulties, each mob gives 1 or 2 or 3 or 4 or 5 points, according to its difficulty. Or maybe the mobs give points according to there level, as in L32 Eviscerator gives 32 points.
This way people can try out more difficult mobs, and decide to improve/raise their gameplay. As it is today there is no motivation to gear up, since being low in the next category, is actually paying less then being top in a lower category. Therefore the category system is flawed, because it stops people from skilling/upgrading,...
Other thoughts
This system would motivate all people who wish to participate and do not fall into the top10 of a category, and then some more. I'm quite sure it would highly increase event activity.
Fairness, Participation, Keep it Simple!
Please feel free to add suggestions, even though I'm not sure MA is interested in this.
Problems:
1 - Trusting the Event, and Favoritism.
For one, I remember the days when influential high-gear avatars, with real life connections, used to be at the right time, at the right place. There are many stories about this, including looting real uber items.
Another problem with trusting the current events, is the way tokens, points, or whatever they are called, are distributed. They seem random, but real randomness is really hard to achieve in programming. Patterns often emerge. As some have pointed out, and to my own experience, the second you enter an instance, your loot is more or less pre-determined. This can lead to people, with inside info, knowing when to go for the big points, or looking for signs, whether they are in an awesome instance or not.
I don't believe in the 'luck' factor of this event, of getting a 5k. Especially with too many exploits. I do believe in working your way up in EU, one way or the other, and being able to do some damage.
2 - Prize Distribution
In what way is it fair, that when working all year to skill up, getting to the next category and becoming a higher player, you'll probably get less prize money?
Imagine being able to score nr1 in cat8, skilling up, and then getting 9th in cat9. You're better, pay/play more, but u get less!
3 - New Game Mechanics
Can we PLEASE not have new game mechanics introduced on the very last day before events? This is ASKING for trouble. If you wish to introduce new stuff like timers and such, awesome! How about a TEST event with some funny price, so that possible exploits can be found BEFORE the actual event? (with small rewards for those who find any))
4 - Participation Motivation
All the above, and only prizes for the happy few at the top in their resp. cat., is not motivating the larger community to participate and generate MA turnover. The more participation and motivation, the more players will be happy, and MA as well. Make this a win-win situation!
Solutions
1 - Event Parameters
Set the event parameters, such as stay long in the defense, or score in the offense.
The offense should not be based on 'lucky points', but on total mobs killed. This is fair and straight. 'Lucky' points can be tampered with. I'm not saying that they are, but straight points give trust.
Why would one go all-in and use expensive items such as Accustim 15's, when the points are semi luck-based, and people find the 5k's with possible exploits? It is ONLY when it is clear, that higher dps gives more kills/points, that people will go all-in. (and spend more)
Following this, working your way up the hunter ladder, will help and motivate, instead of chipping out to fall in a LOWER category and get HIGHER prizes. Where's the logic in that?
2 - Event prizes
ONE list of event participants.
MA determines how many mayhem tokens are to be distributed.
If there are 503 participants, then 503 ppl will get prize money.
Distribute the mayhem tokens PROPORTIONAL to the number of points.
Fair! You get what you shoot for. Work your way to the top!
What's the use of being nr1 in cat4? That's no real nr1. Isn't it more exciting to be nr 61, and being nr 59 the next year? Investing time and peds to get better at this?
On top of that MA can of course add some extras, like UL or L items, fixed to certain positions, or other.
However, That is actually not necessary, when the actual prizes can be bought with the mayhem tokens. I find the invention of mayhem tokens to buy faps weapons etc, quite ingenious.
3 - One level of instance
No categories. However inside the the instance you can choose between a number of mobs like in the old mayhem event, Kerbs and Spiders or what was it? For instance 5 mobs, different difficulties, each mob gives 1 or 2 or 3 or 4 or 5 points, according to its difficulty. Or maybe the mobs give points according to there level, as in L32 Eviscerator gives 32 points.
This way people can try out more difficult mobs, and decide to improve/raise their gameplay. As it is today there is no motivation to gear up, since being low in the next category, is actually paying less then being top in a lower category. Therefore the category system is flawed, because it stops people from skilling/upgrading,...
Other thoughts
This system would motivate all people who wish to participate and do not fall into the top10 of a category, and then some more. I'm quite sure it would highly increase event activity.
Fairness, Participation, Keep it Simple!
Please feel free to add suggestions, even though I'm not sure MA is interested in this.