Game should cater to the players schedule

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Comments

  • I agree with the OP that the current system is flawed. If I grind out 20 missions and get all my matches down to 1 or 0 points, why should some guy who does it 5 minutes after me get more points for doing the same thing?

    I don't know that having set reset times solves this completely though, I think it just introduces the same problem in a different way.

    The obvious answer is to get rid of the resets and rubberbanding completely. They're unintuitive and not necessary. You want to know how I know they're bad? Imagine this scenario:

    The game shows you your rubberbanding multiplier explicitly and very obviously. It also shows you your reset timer right next to the event timer, explicitly and obviously. What's going to happen then? Most casual players are going to have a cow at this ridiculous system. The only reason more people aren't complaining about it is that it's so hidden. It took me months of play to realize the rubberbanding thing and I didn't even know that these things reset until I came onto the forums.

    Anyways, I've already started my own thread about this so I'll leave it at that. /rant
  • The obvious reason to not completely throw out rubber banding and resets is that there can be a runaway leader. Imagine a scenario in which there are no resets and no rubber banding at all. Some crazy guy plays for 48 hours straight at the beginning of the main event and gets a 10K point lead on the next closest player and 20K on everyone else. Now everyone who enters the event later has absolutely no chance and no incentive to play. The next 5 days of the event are just waiting for that guy to claim his prize.

    What I don't understand is why the rubber banding applies to the scores in the subs. What's wrong with only applying the multiplier as the points get added to the main mission, but keep the rubber banding multiplier completely out of the sub mission score?
  • ApolloAndy wrote:
    The obvious reason to not completely throw out rubber banding and resets is that there can be a runaway leader. Imagine a scenario in which there are no resets and no rubber banding at all. Some crazy guy plays for 48 hours straight at the beginning of the main event and gets a 10K point lead on the next closest player and 20K on everyone else. Now everyone who enters the event later has absolutely no chance and no incentive to play. The next 5 days of the event are just waiting for that guy to claim his prize.

    What I don't understand is why the rubber banding applies to the scores in the subs. What's wrong with only applying the multiplier as the points get added to the main mission, but keep the rubber banding multiplier completely out of the sub mission score?
    A runaway leader ALWAYS happens. It just doesn't look as bad when you throw in rubberbanding. All you have to do to solve that is adjust the reward scaling appropriately.
  • Top8Gamer wrote:
    Kyosokun wrote:
    Top8Gamer wrote:
    Kyosokun wrote:
    The reason why rubber banding is better than no rubber banding is because the majority of the player base does not want to turn the game into a giant grindfest of who has the time to play the most.

    I don't understand why wouldn't you reward the person who played the most and put the most effort in?

    That still occurs with Rubberbanding. Those people at the top are playing their brains out and earning it.

    Ok I don't get your initial argument then. If both ways would reward the person putting in the most work then why wouldn't you use the better easier to understand system that lets people play whenever they want?

    Pretty simple. No rubberbanding kills the game for 90% of the playerbase and that kills profits. When you are down 1000 and know you have to grind away at 100 10 pt missions you just say "screw it." And don't spend money health packs etc. With rubberbanding you always have some sort of chance. Why make it so some person willing to spend 10 solid hours playing win 100% of the time? That person will still likely win but first...that person probably isn't dishing out cash to the devs and 2 it ruins the game for everyone else. That isn't fun or fair.


    And @ stillhart..the key is not LOOKING like a runaway leader. If it doesn't look bad ppl still play and spend money. If it looks bad its "Ehh, ill do something else."