---- POST UPDATED ----
Basically I quoted several suggestions that would fit well within the mod and concern gold balancing issues and even new features involving gold, in some way. This is so that the devs have an easier and quicker time when brainstorming over changes to the mod. Quotes can be found further down in the post!
Alright, I've posted a reply in the "Keeping the Server Numbers up" thread as someone made a very good point of how this game rewards individual player skill too much and makes the experience frustrating at times for rookie players as well as the infamous snowball effect of the gold system, and I ended up describing some of my suggested changes in how to best improve the gold system in this mod, with the main purpose being not letting it be too much of a "snowballing" effect but more-so reward players for playing as a team, complete objectives, and don't feel so afraid of dying as to let others teammates die.
I'll copy paste it here so maybe people can give some input on this, as I feel they could be really positive changes regarding the whole combat balancing of this mod as well as how rounds progress! Here goes :
I never liked the gold system in this game, it's too much of a snowball effect. Gaining some gold per kill is encouraging, but the best way even to balance it, and how people teamplay, is to add some kind of "assist" system, so everyone that did damage to the opponent gets credited the kill or point in the score, as well as bonus gold. However, make the gold reward lower to all players envolved, the more people envolved in it (1 player killing another alone gives the most gold, if 2 players are somehow envolved in the kill it splits the gold reward in half the amount it is now for each).
---- Other users ideas :
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:: Davee's post : http://forums.taleworlds.com/index.php/topic,158227.msg3829045.html#msg3829045
It has some good ideas about the subjects I posted above, including my originally suggested "kill assist gold", too long to quote for the purpose of this post, but might be worth checking it out.
---- In summary :
- Add "kill assist" gold reward for people involved, splitting the reward among players. So basically, each kill would credit more gold overall (I think that needs to happen regardless so it's a good thing) , and let's say it's 200 g per kill. If 2 players damaged/destroyed a shield of someone else, they both get 100 g. So, whoever got the killing blow should not get more gold at all in my opinion, but that's worth debating.
[ Typical scenario (written by Reignlief_M_OL in this thread) : ]
" Hmm reading through this thread I agree with the ideas on the dmg system, all the tiem as archer I rarely get more than 2 kills, most of the tiem i just throw my enemy of balance so an ally can get him.
And even when I play huscarl I still tend to play as support for others as Im not a particulaly good fighter if my shield goes down. SO i use a spear to keep the enemy distracted, but usualy don't get kills."
- Replace the "kills" tab in score with a "score" tab, crediting kills, assists, houses burned in Invasion for the sake of encouraging people to not just teamkill, but be helpful and be rewarded statistically for that.
- Add a "donation" feature, so you can distribute gold to any specific player you wish, from a fixed amount of gold like killerblead and others have suggested in this thread.
- Keep an advanced database of statistics in the server, in order to avoid the leave-reconnect gold exploit I described above, so the player's ID is saved on the server and if he joins again while in the middle of a round he won't get considerably more gold when he respawns, as well as save fun statistical information! Decapitations, total kills, that kind of thing.
- Award a bit extra gold to whoever pulls of a decapitation! \o/
Heh, totally unnecessary, but should be a nice touch. Suggested by Voldirs.
Hope this is helpful and sparks up a constructive debate!
Best regards,
Harkon
Basically I quoted several suggestions that would fit well within the mod and concern gold balancing issues and even new features involving gold, in some way. This is so that the devs have an easier and quicker time when brainstorming over changes to the mod. Quotes can be found further down in the post!
Alright, I've posted a reply in the "Keeping the Server Numbers up" thread as someone made a very good point of how this game rewards individual player skill too much and makes the experience frustrating at times for rookie players as well as the infamous snowball effect of the gold system, and I ended up describing some of my suggested changes in how to best improve the gold system in this mod, with the main purpose being not letting it be too much of a "snowballing" effect but more-so reward players for playing as a team, complete objectives, and don't feel so afraid of dying as to let others teammates die.
I'll copy paste it here so maybe people can give some input on this, as I feel they could be really positive changes regarding the whole combat balancing of this mod as well as how rounds progress! Here goes :
I never liked the gold system in this game, it's too much of a snowball effect. Gaining some gold per kill is encouraging, but the best way even to balance it, and how people teamplay, is to add some kind of "assist" system, so everyone that did damage to the opponent gets credited the kill or point in the score, as well as bonus gold. However, make the gold reward lower to all players envolved, the more people envolved in it (1 player killing another alone gives the most gold, if 2 players are somehow envolved in the kill it splits the gold reward in half the amount it is now for each).
---- Other users ideas :
A suggestion given by some players was that gold should be possible to donate to your teammates. Some people prefer to keep their gear light/only carry a 2 handed weapon and a free shield to offer minimal protection against projectiles, and as such, they tend to accumulate a lot of money if their team is successful. I'm sure everybody has found himself with like 5000 gold saved up or something like that and hasn't really found the use for it, where some other guy might be struggling because he has been unlucky and died more than the others, thought still did well.Blead 说:You could make the silver donation towards another player like this in the menu:
After having pressed ESC for menu:
Donate > <player> > <set amount of silver>
You could set the amount of silver you get in a table like this:
1000
500- 100
------------------------------------------------
Pretty simple logic behind this one. Prevents you from doing the disconnect and reconnect thing after you die in 1 round, and successfully join a team before the round ends, so you get 1300'ish gold instead of the usual 860. Also, has Davee said, this sort of advanced data saving has other unrelated perks, such as keeping more detailed statistics about your performance in the server (number of decapitations pulled off, total kills, etc).STARik 说:About lost gear, and exploiting. Some mods like crpg keep user information, you could have a little log with player ID's and money they got, so it will prevent loosing all the money you put into gear when you die and will prevent player who quit and joined to have round bonus as their id's with silver quantity wont be deleted for some time just enough to prevent using that rejoin bug.
-------------------------------------------------------------------
:: Davee's post : http://forums.taleworlds.com/index.php/topic,158227.msg3829045.html#msg3829045
It has some good ideas about the subjects I posted above, including my originally suggested "kill assist gold", too long to quote for the purpose of this post, but might be worth checking it out.
---- In summary :
- Add "kill assist" gold reward for people involved, splitting the reward among players. So basically, each kill would credit more gold overall (I think that needs to happen regardless so it's a good thing) , and let's say it's 200 g per kill. If 2 players damaged/destroyed a shield of someone else, they both get 100 g. So, whoever got the killing blow should not get more gold at all in my opinion, but that's worth debating.
[ Typical scenario (written by Reignlief_M_OL in this thread) : ]
" Hmm reading through this thread I agree with the ideas on the dmg system, all the tiem as archer I rarely get more than 2 kills, most of the tiem i just throw my enemy of balance so an ally can get him.
And even when I play huscarl I still tend to play as support for others as Im not a particulaly good fighter if my shield goes down. SO i use a spear to keep the enemy distracted, but usualy don't get kills."
- Replace the "kills" tab in score with a "score" tab, crediting kills, assists, houses burned in Invasion for the sake of encouraging people to not just teamkill, but be helpful and be rewarded statistically for that.
- Add a "donation" feature, so you can distribute gold to any specific player you wish, from a fixed amount of gold like killerblead and others have suggested in this thread.
- Keep an advanced database of statistics in the server, in order to avoid the leave-reconnect gold exploit I described above, so the player's ID is saved on the server and if he joins again while in the middle of a round he won't get considerably more gold when he respawns, as well as save fun statistical information! Decapitations, total kills, that kind of thing.
- Award a bit extra gold to whoever pulls of a decapitation! \o/
Heh, totally unnecessary, but should be a nice touch. Suggested by Voldirs.
Hope this is helpful and sparks up a constructive debate!
Best regards,
Harkon




