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Combined arena-fix/pvp-fix/gold sink


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#1 elmo2lars

elmo2lars

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Posted 23 June 2010 - 14:53

So, I don't know if this has been suggested (scanned through some related posts) and if it's even possible/sensible... Just came up with the thought and wondered what people thought about it:

There are several issues that need fixing/tweaking, the ones I identified for this idea is:

- Arena: The join rate of players is to slow, to keep players interested in the arena. This is due primarily to the decreasing value of arena items, so as to make it impossible (or at least almost) to make a profit from the arena. This causes the arena to stall... Often! The issue here is, that by adding more item-arenas, the item-value further diminishes, the gold arenas is less of a gold-sink then other arenas, and move-arenas are limitted because introducing new moves requires time, thought and research in making sure that they won't unbalance the arena too much... (eg. it can't be overpowerful, and it has to be powerful enough for people to try and get it) Solution: HCS need arenas that don't add items/gold to the game, that players are willing to pay for.

- PvP-ladder: PvP-rating trades have long ago destroyed any resemblence of credibility on the PvP-ladder. Now my theory is this: What make people seek to trade PvP-rating in order to sit on top of the PvP-ladder is how the rating works. Every player gets rating upon entering the game, and from there you either gain or lose PvP-rating by attacking others, and thus ”stealing” their PvP-rating. As such there is always a constant amount of PvP-rating in the game, and once you ”gather” a lot of PvP-rating to sit on top of that ladder, there is no need to keep PvP’ing for a player (as you risk being bountied and thus loosing PvP-rating). now i think, in principle, that the system is fine for determining PvP-prowess (it might need some tweaking, though), however the limited amount of rating available at any given time makes it unattractive for a player to ris kit by trying to gain more.

The value of gold:The eternal FS problem the need for more (and constant) gold sinks. What is needed of a gold sink? well it needs to add to the game without unbalancing aspects of the game that is working fine as is.

Do you see where I’m going with this? if not, I’ll be more specific: My idea is to have arenas, where you can win PvP-rating. I think that would work as a perfect gold sink for the game, as it would add something to the game that doesn’t unbalance aspects that works (as the PvP-ladder doesn’t). It would help the PvP-ladder in 2 ways, as it would mean more PvP-rating to go around making it more plausible to unseat the players on top of the list. It would also encourage people to keep working on their PvP-rating in order to remain in their position on the ladder. Last I think it would introduce a new level to the arena, as more PvP-oriented players would dive into the arena, also the introduction of ”Rating-arenas” would mean less gold and item arenas (you’d probably need more moves arenas as the demand for those will go up), which in time will increase the value of the items that can be won in the arena. As a last point, I think that this could very well be an idea, that if implemented could work as a gold sink for a long long time, as the existing PvP-system ensures that rating will always be in demand.


Wow, what a post^^ if you had the energy to read it all, let me hear what you think, please.


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