Needed: Guild Rankings for Realms Gameplay

Discussion and questions about the latest version of Chaos Reborn. Not for bugs, but for comments about the game play.
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NoWorries
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Needed: Guild Rankings for Realms Gameplay

Post by NoWorries » Mon Aug 14, 2017 9:52 am

Guilds are being iterated to encourage and reward players who enjoy PvP in Duels and League match play. The original vision of Chaos Reborn imagined some connection between guilds and PvE in Realms, too. So how about it? If we do it right, it encourages more Realms gameplay. Some ideas:
  • Score based on Realm level and completion. Each time a guild member successfully completes a Realm, then their guild gets a score adjustment in the Guild Realms Rankings that relates directly to the level of the Realm.
  • Reduce score for completing own Realm. Realm creators still must work to conquer their own Realm, but in competition metrics they should be incentivized to conquer other Realms.
  • Bonus for getting the top Realm Score of a Realm. The bonus should be real, but not excessive. The reason is people will have greater incentive to play new Realms than they had before, as less competition to get the top spot there. However, to curtail abuse, no bonus should occur if the player (or a fellow guild member?) already has the top spot.
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Re: Needed: Guild Rankings for Realms Gameplay

Post by RafiRomero » Mon Aug 14, 2017 9:56 am

Guild involvement in Realms, somehow tying in with gods and demigods absolutely needs to be a thing!
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Re: Needed: Guild Rankings for Realms Gameplay

Post by SpiteAndMalice » Mon Aug 14, 2017 4:19 pm

NoWorries wrote: [*]Bonus for getting the top Realm Score of a Realm. The bonus should be real, but not excessive. The reason is people will have greater incentive to play new Realms than they had before, as less competition to get the top spot there. However, to curtail abuse, no bonus should occur if the player (or a fellow guild member?) already has the top spot.[/list]
This might work better if it were the top score after a given number of playthroughs. I.e. First 100, then 250, 500 and so on.
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Re: Needed: Guild Rankings for Realms Gameplay

Post by NoWorries » Mon Aug 14, 2017 4:42 pm

SpiteAndMalice wrote:This might work better if it were the top score after a given number of playthroughs. I.e. First 100, then 250, 500 and so on.
I agree, there are more ideal ways that we can jigger this. However, the idea is to be as simple to iterate as possible off the triggering event of a player winning a realm. Also, the more we increase the threshold, the less incentive players have to tackle a new Realm. That said, good suggestions for Snapshot to consider when they evaluate what is or is not possible.
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Re: Needed: Guild Rankings for Realms Gameplay

Post by SpiteAndMalice » Mon Aug 14, 2017 4:51 pm

NoWorries wrote: Also, the more we increase the threshold, the less incentive players have to tackle a new Realm.
You could counter that by also increasing the reward.

Somethng small for the highest score in the first 100 playthroughs something better for the first 250, and so on.

You could also have a seperate table actually for the 1st time each player plays a realm. That would be a great boost to tension, if you only had one shot at it for a particular score... And it'd lead to a need for guild cooperation.
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Re: Needed: Guild Rankings for Realms Gameplay

Post by NoWorries » Mon Aug 14, 2017 6:19 pm

Those are some great ideas there, e.g., increasing the rewards in relation to how many playthroughs there have been. Taking it one-step forward, if we can do this, perhaps scale rewards in relation to how many other players are on the Realm Score table? With the cap on Realm cost, we can have people doing the same Realm over and over again.

There may even be opportunity to still give a generous bonus to all the players who complete a Realm until there have been enough playthroughs for the Realm to have a star rating rather than a "NEW" designation.
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Re: Needed: Guild Rankings for Realms Gameplay

Post by Farious » Mon Aug 14, 2017 8:41 pm

A number of Designers, and I agree, have expressed to me a desire to be able to disable the current scoring system and control scoring themselves via Encounter Outcomes with a fixed value awarded for winning the Palace Battle.

This, in my view, should be implemented before linking to Guilds. Of course, if Snapshot agree.

I won't be commenting further.

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Re: Needed: Guild Rankings for Realms Gameplay

Post by NoWorries » Mon Aug 14, 2017 9:34 pm

As suggested in the top post, guild rankings for realms gameplay can be completely separate from realm scoring methodogy. For example, guilds might get points in proportion to the level of the realm completed. Thus, there is no need to delay connecting guilds to realms until decisions are made on whether to revise realm scoring methodology.

Also, guild rankings for realms gameplay should inspire more players to explore realms. There is an unquestioned value in getting more players engaged in fundamental content, even if this comes prior to refinements to a scoring methodology.

Best is the enemy of better.
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Re: Needed: Guild Rankings for Realms Gameplay

Post by SpiteAndMalice » Tue Aug 15, 2017 7:04 pm

NoWorries wrote: Also, guild rankings for realms gameplay should inspire more players to explore realms. There is an unquestioned value in getting more players engaged in fundamental content, even if this comes prior to refinements to a scoring methodology.
I think it's the other way around.

We shouldn't be seeing guilds as a way to inspire players to play realms (or any other game mode) if players don't ordinarily wish to play that game mode. Rather we should be using guilds as a way to enhance the player's experience of the game mode's that they already enjoy playing, and as a consequence of that, to hopefully remain within the game as a whole.

The way to way to inspire players to play any given game mode is to improve that game mode in its own right.
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Re: Needed: Guild Rankings for Realms Gameplay

Post by NoWorries » Tue Aug 15, 2017 8:34 pm

This is not a zero sum game. We can have our cake and eat it, too. We can (a) improve Realms gameplay and (b) provide incentives and inspiration for encouraging active guilds to be a constructive resource that can help new players and veteran players alike to play and enjoy a broad array of gameplay, including Realms. In this context, there is no reason to hard stop improvements on one because another might not be perfect, yet. Best is the enemy of better.

Big picture, I'm interested in ways (a) to attract new players, (b) get new players to attract their friends, and (c) inspire new players to stick around long enough to become veteran players like us. If the rise of the social media and MMORPG eras should have taught us anything, it's that facilitating social motivation and engagement in games can compensate heavily for otherwise lackluster gameplay. If we can glue some iteration of such an experience on to most gameplay features of Chaos Reborn, then we sow the seeds of a durable community that can help fund more development and active support.
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