Hi, I hope this is the right section for this but I rarely post here so I'm not entirely sure, apologies in advance if I'm wrong.
I think I have a solution to help alleviate the problems we've seen in trials without trivializing it so there's still a degree of prestige for the sweats who like to grind out their weekly spoils and also make it more inviting on a weekly basis for the more casual crowd, as opposed to only when there's a top meta reward at 3 wins/from the bounty.
The simple solution is to make trials loot work in a similar fashion to how benedict used to give us access to leviathan drops.
Make every game in trials reward a currency, I'd suggest retooling the existing tokens for this but you could make a new one. This currency could then be exchanged with saint 14 for loot.
Each week you'd have the 3,5 and 7 win items available for a scaling amount of this currency so that even those who can't achieve a 7 win card can still grind out the reward. You could have the full loot pool of items you've already acquired available for a fixed amount, similar to the raid chest in deep stone, which would drop at base light but give more chances on off weeks to aquire better rolls, helping to incentivise everyone to jump in every week since they'd always be able to work towards a favourable drop.
Making the rewards an inevitable acquisition in this fashion would make paying for recovery and carry services less desirable since the value would be diminished, the player pool would become healthier and skilled players would still have everything sooner if you awarded more points for a win. If taken a step further where the more games you have on your card, the more your points were multiplied, similar to streak bonuses in regular crucible, your top lighthouse attendees would be again incentivise to finish cards as opposed to farming lower ranked matches and even the worst performing of us would still benefit from taking three losses rather than resetting as each completed match, win it lose, would add to the multiplier.
I believe that this system, or one like it, would: improve the player pool, make trials a relevant experience for more players, devalue and disincentivise purchases recoveries, preserve the sense of accomplishment that the top players wish to maintain, encourage card completion which in turn would potentially help make matchmaking more balanced and ensure that everyone who played could feel rewarded for their time investment.
You've already laid the groundwork with DSC so implementation of this method should also be fairly straightforward for you and ritual weapon missions being more accessible seems to have been received well also. This method would blend the two principles that have seemingly been embraced and lauded by many community members without encroaching on the exclusivity that others enjoy.
You could even attached triumphs to reward the adept mods at specific long play incentivised milestones eg 100/500/1000 points for grandmaster pve players to also have a reason to engage.
Apologies for going on a long as I have. I just wanted to make sure I made a fully developed argument for an alternative method to discourage cheating and encourage engagement and alleviate the many frustrating factors the drag trials down.
I understand that there will be individuals who think that this is simply giving away rewards and others that don't feel it goes far enough. I however believe this to be the fairest compromise and, ultimately, we need to find that balance for the longevity of the mode.
If you have any criticisms, constructive or otherwise, you should comment. Hopefully between us all we can find the balance that the team have been failing to this far and, with luck, perhaps they might crib some ideas from us all.
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1 返信Manaan1138により編集済み: 3/14/2021 2:48:28 AMAt this moment, any solution that has some thought behind would be a great improvement. The card system doesn't work at all. We know it, Bungie know it. It has to go. Matchmaking needs a huge rework. The rewards for playing are non-existent unless you get to 3, 5 or 7 wins. Why 3 and not 2, or 4? It's arbitrary, it makes no sense. You should reward players for winning, in some form, every time they do so, and encourage those that struggle to keep trying. The token system doesn't work either. You need 3 wins to be able to turn them in AND you get very, very few tokens anyway. It's a mess. In order to succeed and keep a healthy population Trials need to be more accessible and far more rewarding for everybody.
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2 通の返信Id rather have freelance trials added. That way everyone will be on equal footing. Rather than going up against full squads. Idk what bungie is so scared of. Freelance should be in every pvp mode. Even gambit too.
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1 返信I entirely agree. By making specific loot accessible to players who work hard but can't cut it in Trials, you deincentivize cheating and paying people for flawless. And what's nice about this system is that you can still get your rewards for going flawless, but people who can't commit entire weekends to PvP could access weapons that they can enjoy.
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1 返信Or they could set up a system that searches people’s trials records to see if they cheat. They could implement code that searches for foreign code and then ban people by IP address instead of profile. This would reduce hackers by around 70% in one weak do to the fact that they can be banned quicker and be discouraged better. Typically people could just create a new account, but by banning someone by their IP address, they would have to change that, which takes longer, and is quite annoying.
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3 通の返信There’s no possible reward structure that will convince me to play trials. I already get enough hate from playing regular crucible for playing badly. I don’t need more people telling me I deserve to die for being bad.