Before any admin locks this thread or flame me for creating another of the many threads that addresses the same topic, I urge you to read this thoroughly.
I honestly want to help Battle Bay before the devs may have created a new system that complicates this problem even further. I have looked through every(or almost) comment about infamy manipulation and no one has suggested something feasible without obvious shortcomings yet. Except for
@Rock'N'Rolla.
The point of creating this new thread is that I believe that this problem can be solved and I have a straightforward system tweak to propose. And posting as a comment in the other thread would have my suggestions drowned in clutter.
I believe this would work.
Here it goes:
The proposed options by most people do not solve the root problem and instead give suggestions that complicates the system further.
Think about the root problem. Carefully. What causes people to manipulate infamy?
More rewards(gold/pearls/stars) for each win at lower infamy.
Therefore the solution to directly address the root of the problem?
Make it unprofitable/not worthwhile to drop infamy!
This would work because people will not drop infamy anymore and lose on purpose because it is not worthwhile to win at lower infamy games.
How to fix the current system?
Develop an algorithm that scales your rewards based on your max infamy reached.
For e.g. If you have reached a max infamy of 2300, winning a game at 1600 infamy would give you significantly less rewards than if you were to win games at near your max infamy (2300 infamy). With this, nobody would ever want to lose on purpose to lower infamy as it will no longer be worthwhile or efficient to play at low infamy(in accordance to each individual's max infamy).
Therefore someone who has reached max infamy of 2300 would get maximum rewards if he/she wins in games of that infamy range. If he drops his infamy to 1600 and wins games at that range, he would get much less rewards than another individual who has a max infamy of 1600 and won the same game.
For e.g.
Assuming Person A has max infamy of 2300.
Current system:
A battle won in 2300 Infamy range~ Person A: Deals 12k Damage. Rewards: 2 Stars, 25k Gold
A battle won in 1600 infamy range~ Person A: Deals 12k Damage. Rewards 3 Stars, 30k Gold
*Obviously he would want to manipulate his infamy to get more gold and stars*
Proposed system:
A battle won in 2300 Infamy range~ Person A: Deals 12k Damage. Rewards: 3 Stars, 30k Gold
A battle won in 1600 infamy range~ Person A: Deals 12k Damage. Rewards 1 Star, 15k Gold
*He would want to win games at higher infamy. The closer to his max infamy, the greater the rewards*
Possible problems that could arise?
People might still manipulate infamy by purposely losing each game they win when they are at their max infamy to reap rewards. However this would be difficult to sustain and achieve by infamy manipulators as all of us would have difficulty to win on command especially at near max infamy(of our abilities).
Solutions to fix possible this possible problem?
Better scaling of rewards according to infamy brackets or leagues you're in. This would incentivize everyone to strive to go higher and higher and that wouldn't give anyone reason to manipulate their infamy.
People in the 4000 infamy range would have no reason to lower and play in 2000 range. People in 2000 infamy range would not want to to lower their infamy to 900 range. Everyone would want to strive for higher or remain high to get the most rewards per game played/won.
Summary:
Root of original problem: economics.
Solution to problem: economics.
The challenges/drawback to this solution?
Developing and optimizing the algorithmic system of scaling rewards accordance to individual's infamy.
@Miika @Zeus I hope you guys are on the same page or are already thinking of a solution which is equally feasible or better
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