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You don't tell them

I guess that's fair then. Like a random reward that's sometimes given to "underachievers" as a consolation prize, but it's so small that it would always be more profitable to stay on top of the leaderboard.

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This may seem off topic, but actually it fits right in.

 

A friend of mine had her son in Martial Arts since he was 5 years old. When he was 6, the Dojo was divided up into small groups as teams and got a bit of a taste of competition. Winners were decided by team that had a good comprehension of the basic moves and countermoves, hit points and attacks. Scores of each player on the teams were added up to get a team score. The winning team got a nice, but modest trophy while the losing teams got nothing. It wasn't the team members that got upset with winning nothing, it was the parents. The Sensi explained to the kids that when a team loses, it's not because you weren't good enough, it's because you didn't try hard enough. The kids understood, but the parents didn't. There was such an uproar from the parents that the Sensi started giving everyone a trophy. 

 

When the kids were around 10 years old, they started competing against other Dojos. The winning team got a nice big elaborate trophy and each member of the team got a nice modest trophy. The losing teams got nothing. the kids of this particular Dojo, I'm speaking of, were so used to getting trophies they didn't earn, they got very upset and showed poor sportsmanship after the competition was over. I heard one mother calling the judges a few names that I know weren't on their birth certificate. Some of the kids were actually crying because they didn't get a trophy for losing. 

 

In the final scores of all the Dojos, which one do you think was at the bottom of the list? If you guessed the local Dojo, you would be right. Why? The Sensi was one of the best around. I took my friend's son to some of his classes. He tried, he tried hard, but the kids weren't listening. Why? Because they knew that in the local competitions they would get a reward...a trophy... for not trying. 

 

There is a bright side to this. When the Sensi started ignoring the parents and doing what was right, the kids started trying harder. Some had to relearn some of the basics. But they muddled through. Two years later, they came in second in the regional competition and went on to state competition. They came in third. 

 

In regional and state, the top 3 teams got trophies. The winners of state got a trophy as big as the kids were. The kids of the local Dojo were proud of their trophies, because they earned them. They weren't handed to them on a silver platter.  

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I now play on lower ranked accounts and have been for several months because of the toxic updates.  I recently tried my higher ranked account to play with the new ODs.  I have gotten much much worse at playing...I can't even come close to competing.  It's almost like I die BEFORE I spawn in.  It's just death after death after death.  Many times I can't even pop a DA or get one shot off.  I played about 20 battles and now have 6 stars, yeah, 6.  Not long ago I was a top player, always in the top three or four.  Now, I struggle to make 70 points in a battle.  

 

The point of this is "15 top"  is impossible for me now...not like this mission will take me a long time like a super mission, it's litterally impossible and I will never complete it.  That doesn't seem right at all and seems detrimental and certainly discouraging for me and probably many other players.

 

One possible solution might be to let coming in on the losing team in the top two count for this extremely difficult mission.

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I guess that's fair then. Like a random reward that's sometimes given to "underachievers" as a consolation prize, but it's so small that it would always be more profitable to stay on top of the leaderboard.

People are going to probably notice.

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People are going to probably notice.

Obviously, but the reward will be so small that it won't be worth the sabotage.

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I don't see how you could add reward specifically targeted at the less contributing team members without encouraging players to sabotage their team by inactivity.

"Lowest ranking" - not "lowest scoring".  They might coincide - sure - but it would be something for the player who - while 3-10 ranks below everyone else - sticks it out in the battle.

 

They didn't choose to get placed in a battle where all the other players are higher-ranked - MM in all it's glory did that.

With a bit of a carrot that player might be encouraged to stay instead of just hitting exit.

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While I totally agree with u812ic, what I really hate is when I join a battle in the past 3 to 4 minutes, rack up a score of more than 250 points; and still get 1 star because of the people playing from the beginning, who are just like about 10 points above me. Which is why I suggested a Fair distribution of Stars.

 

 

No kill pls

 

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I'd like to see... that "challenge missions" are more of a team effort.  ....

Why can't teams randomly have missions-like if every player moves the flag-the whole teams gets extra reward?

Maybe if everyone on the team gets 6 kills the teams gets a reward.

 

This can be generated randomly to sometimes give 'team missions'.

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With your present system, you've got the rich getting richer, the poor get the picture....

This idea idea makes no sense.

 I started a low non-buyer account, its currently at 3rd Lieutenant with a fully MU'ed m1 combo, and lots of drugs. The only secret is I played well and didn't give up on it, and because of that I can kick M2 ass. If you want more crystals, you must get yourself to the top of the battle board each and every game. Rewarding the losers (I'm sorry, its not nice but true) at the bottom with more, of what they didn't work hard enough to get in the first place, is defeating the propose of the very idea of rewarding the losers. 

 

Don't we already have that? My third point is, this "rich are getting richer, and poor are getting poorer." Is an absolute load of garbage

I agree with Algaion-you get what you play for.

We want the game to be fairer-that everyone has an equal chance at winning-if they try hard enough!

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This idea idea makes no sense.

I agree with Algaion-you get what you play for.

We want the game to be fairer-that everyone has an equal chance at winning-if they try hard enough!

*Capitalism Intensifies*

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So what is wrong?

You don't agree that there should be fair markets?

Isn't it best that you get what you work for?

no xD I agree with you, I'm studying economics right now at the college level, and I love free markets. What I think is wrong about this idea is that it would be better for the person at the bottom of the roster (who contributed the least to the team) to not get a bonus, for being last, they should see that at least second-to-last pays better, so they aim their sights for a higher, and higher place each time. A  small paying last place is meant to encourage them to better themselves, so they don't get a small pay, while helping their team. If they added a bonus for the sake of being last place, some players wont bother to play better, and wont bother to help their team, in order to stay low.

Edited by Aigaion

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*Capitalism Intensifies*

So you don't like my idea? :

Why can't teams randomly have missions-like if every player moves the flag-the whole teams gets extra reward?

Maybe if everyone on the team gets 6 kills the teams gets a reward.

 

This can be generated randomly to sometimes give 'team missions'.

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So you don't like my idea? :

hmmm, I'm gonna say, no, I don't see why the shaft, who hasn't moved, the entire game should get a little bonus, because an ally did all the work on the other side of the map, but in the question of, if an isida who followed the flag-attacker through the enemy base, using it's own drugs and overdrive to fight off the enemy defenders, should that player get a little bonus? enven though they didn't directly pick up a flag, thats another debate to have.

Edited by Aigaion

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I guess that's fair then. Like a random reward that's sometimes given to "underachievers" as a consolation prize, but it's so small that it would always be more profitable to stay on top of the leaderboard.

The idea is just to throw it into the mix... let everyone fight it out as per normal, and radically alter the distributions at the end.  I can't see more than maybe %20-%25 of the playerbase ever getting any result the way things are going. Statistically speaking the rest are going to be just so much cannon fodder for the reset.

 

A

Edited by Aunty_Entity

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The idea is just to throw it into the mix... let everyone fight it out as per normal, and radically alter the distributions at the end.  I can't see more than maybe %20-%25 of the playerbase ever getting any result the way things are going. Statistically speaking the rest are going to be just so much cannon fodder for the reset.

 

A

 

 

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Its a socialism joke... to redistribute the capital...

You may be good at the game and because of that you're always at the top of the results.

 

Many aren't that good for different reasons, little kids, Tanki Mobile, slow connection and so on. That doesn't mean you're better than then by the way, after all you're addicted to the game too.

 

Aunty has a valid point and that's that players that end at the very top get rewarded a lot more than those that end lower even if the battle points difference is not big. With Challenges that means 1 or no stars for those ending at the bottom.

 

I think the main incentive in team battles should be for the winning team members to get more than the losing team. Then Stars should be given more fairly.

 

I do disagree with the idea of rewarding the player that ends last just because it ends last of course. But I think Aunty means a fair distribution.

Edited by lssimo

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You may be good at the game and because of that you're always at the top of the results.

 

Many aren't that good for different reasons, little kids, Tanki Mobile, slow connection and so on. That doesn't mean you're better than then by the way, after all you're addicted to the game too.

 

Aunty has a valid point and that's that players that aren't at the very top get rewarded more than those that end lower. With Challenges that means 1 or no stars.

 

I think the main incentive in team battles should be for the winning team members to get more than the losing team. Then Stars should be given more fairly.

 

I do disagree with the idea of rewarding the player that ends last just because it ends last of course. But I think Aunty means a fair distribution.

To be fair, I am not addicted to the game... (I'm addicted to I&S  :ph34r:)

 

But, I'm confused... "players that aren't at the very top get rewarded more than those that end lower" What does that mean? could you clarify?  :wacko: 

 

"I think the main incentive in team battles should be for the winning team members to get more than the losing team. Then Stars should be given more fairly." 

 

I actually disagree, my preference would be not to reward more depending on the winning team as a huge factor, but rather how well you played, not on what team you where, so I think, even if you are on the losing team, but still played as well as the guy in first on the winning team (so getting about equal score), you should see about equal rewards. You shouldn't be deprived of winnings you worked just as hard to get than the winners on the other team, just because your team didn't. 

 

Does just do to show that everyone's idea of "fair" is a little different. 

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