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Battle reward percentage %

Discussion in 'Game Discussion' started by nosesabe, 20 Feb 2018.

  1. nosesabe

    nosesabe Well-Known Member

    Joined:
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    Right now your battle reward is caulculated depending on how well you did in the battle compared to other players and on the battle reward +percentage.

    The battle reward percentage is basically:
    x*(y/100)=z
    x+z=brp
    Where x is your reward from playing, z is the battle reward percentage and brp is your final reward.

    The battle reward percentage depends on the leage you are in at the moment. Ex:
    Ace 3—> +100%
    Ace 2—> +120%
    Ace 1—> +140%
    Nightmare—> +150%

    Because of the system we have now, once you reach let’s say Ace 1, <3000pts, for example, even if you drop your points to Ace 2, <2300pts, you will still receive +140%. This system allows players to battle up to 3000pts, and then if they want, drop points on purpose to play more comfortable.
    So they would drop on purpose 500 points suiciding with speeder, and then win game after game until they reach <3000 again because that’s their limit. It saves time and it’s win after win.

    My suggestion is easy... make the battle percentage reward depend on your points and not on the leage you’re in. For example, if I have 2300pts I would get +120% of brp, if get 2650pts my brp would change up to +130%, if I reach 2999pts I would get +139% brp...

    This way players have not only the motivation to win the season and get the top price, but also every battle would be an opportunity to get 1% more of reward, and so players would take every battle more seriously.

    This way not only the suicidal people may stop suiciding, but also players would have another reason to play with the team and the stupid people per battle would decrease (there’s always someone stupid in the team...)

    What do you guys think ;)?
     
    Last edited: 20 Feb 2018
  2. Ian

    Ian Well-Known Member

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    I like it :)
    Something like: ( infamy / 100 ) % + 100%.
    So at 3500 infamy, it would be +135%

    Or maybe (infamy / 100) % x2 + 50% would be better
     
    Last edited: 20 Feb 2018
  3. Cryix

    Cryix Well-Known Member

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    Great:p....liked it:)It will be gud and people who r facing suicidal people's will be happy to not face them :D

    Hope Devs will make this change soon ;)
     
    PallabKumarS, PastelPiku and nosesabe like this.
  4. nosesabe

    nosesabe Well-Known Member

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    Yup, there’s no downface to this
     
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  5. PastelPiku

    PastelPiku Well-Known Member

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  6. envylife

    envylife Well-Known Member

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    Excellent idea... would stop infamy tanking, make top league rewards more legitimate, and and the infamy reset would mimic what happens in nightmare.
     
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  7. wtfack

    wtfack Active Member

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    good idea!!!
     
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  8. PastelPiku

    PastelPiku Well-Known Member

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  9. PallabKumarS

    PallabKumarS Active Member

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    Yeah..good idea..
     
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  10. Spinners71

    Spinners71 Well-Known Member

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    If you want to keep players incentivized to reach their highest Infamy, then rewarding exactly (and only) their current infamy level is the purest way to do this.
    When you introduce alternative rewards (i.e. guild quests/rivalries, season rewards, even star boxes), those add incremental impurities to the incentive structure, and introduce reasons why someone might want to drop Infamy (*gasp!*) in order to maximize those other types of rewards.
    In fact, the greater those alternative rewards are in comparison to the pure Infamy-based rewards, the greater the incentive to pursue those instead.

    Guild quests are, overall, waaaaay too profitable. If it were just quests/boards, that actually wouldn't be so bad, because to maximize those, you gotta win, and win big, and there's no downside to not doing that.
    But adding Rivalries, where 1st place gets 42,000 tokens, and every spot below it exponentially less - that's fricking brutal... And it's a huge enough reward compared to basically every other reward in the game (for most players), that it is a far stronger lure than anything else. That's why in the old system so many players dropped infamy. Maximizing Rivalry Rank was the #1 best way to gain resources in the game. The new system (maybe) fixes that extreme level of infamy tanking, but the fact still exists that the spread of rewards from 1st - 6th is so severe that the game is still "how do I guarantee that I get 1st", and not "how do I maximize my Infamy while helping my guild along the way"...
     
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