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#feedback

Edited by NulCharisma: 3/29/2015 3:44:23 PM
2

Tie Activity Rewards to Gameplay Metrics

Right now everything in the game is VERY random, like a slot machine, which is a real disincentive towards teamwork. It doesn't matter if you support your team or play tactically or cooperatively, you can literally play like an idiot, running around shooting at clouds and have the same chance to get a good reward. Rework the loot algorithm just slightly and you can incentivize better gameplay using already available metrics. Take the Strike Playlists for instance. The difficulty of the strike playlist is the only determining factor in the sorts of loot you currently get. But what if you used the actual stats from gameplay in calculating the probability of reward instead? Check out this simple equation and think about how it might alter the incentives for gameplay in strikes: A + (B/10) + (15-C) = X (Reward Probability) A: Is the base probability of rewards B: Is the number of Orbs of Light a team generated during the mission (A metric tied to teamwork) C: Is the Time Elapsed in the mission (A metric tied to skillfulness) Assuming the base reward probability is 20%, you can take any strike and and apply the equation to modify the probabilities in the loot tables. Let's say Team BA generated 50 motes of light and completed the mission in 9 minutes. Applying the equation you would end up with a RNG modifier of 31% (20 + 5 + 6). This is only a positive modification of 11% but it would change the way the game was played - would incentivize players to use the Team Voice Chat with strangers, coordinate their supers, and plan their strategy on each set-piece to minimize their time. Because they would be working towards a meta-goal of not just completing the mission but also[b] completing it well[/b]. This is a quality of play alteration - not just a quantity of play one, though the two are sympathetic. It could also be used to solve the problem of disincentives with certain Strikes. A recent post by Bungie asked the question why players avoid some strikes more than others. Because there is only one incentive right now in Strikes: Play the strikes that you can complete most quickly to maximize the number of chances you have at getting a random, decent reward. What players are doing is avoiding Strikes that are longer than others because if I can only complete 1 Omnigul strike in the same time it takes me to complete 3 Phogoth strikes, then I've effectively cut my rewards / minute into a third. Gamers don't even need to think of this to understand it intuitively - it makes more sense to play shorter strikes than to play longer, more intricate ones because your time/reward ratio is much better. If you instead tied rewards to the way you play, you could minimize this tendency to a degree.

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  • The reason rewards are pure random is to not punish the players that don't do well, and they are the majority of the fan base. lots of players suck. Since all rewards are random it encourages players to complete activities till the end, not just the "winners"

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    • Over thought and over complicated. Also, your equation fails if it is a team of bladedancers or bubble titans.

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