Multiplayer Money System

正在查看此主题的用户

Rec0n412

Veteran
First, the basic premise of the money system is a simple one: reward and punishment.

Now, how is this reward carried out? With more money being given to the player to purchase better equipment. How is the punishment carried out? By taking away this money.

How are rewards and punishments given out? A player is rewarded for gaining kills, and is punished for dying.

This presents a problem, what happens to a losing teams total combined income? It goes down as players die. What does this mean? It means that fewer players can afford better equipment. Now, what does this mean? It means that while one team is slowly being reduced to using the free starting equipment; the other team is moving onto plate armor and the top tier weaponry. This is the crux of my post. That a losing team will continue to lose, and a winning team will continue to win as the difference in total team income continues to change.

This system, to continue, makes no sense. Why should a losing teaam continue to be handi-capped as an "incentive" to win? Rather, wouldn't the losing team merely continue to lose? I might surmise that the losing team may even give up as the situation becomes pointless. As, afterall having an opponent be seemingly innured to your blows and scythe you and your comrades down with comptemtuous ease is not what I would call "fun". I must say, that there appears to be a lower limit to ones monetary supplies and other times there seems to be no lower limit to ones monetary supplies(I've played in games where after dying my income went back to its starting value, and other games where my income dropped well below its starting value after I died.). A way to solve this would be to put a lower limit on how far ones income could fall due to dying.

Next, the system appears to be inconsistent. After a death I would see no change in the amount of money I could spend on gear, and the next death would immediately see me reduced to half of my income. It would be nice if this system would be explained somewhere, perhaps in the mythical readme(hint).

Now, another thought is spawn killing. Namely being killed upon spawning, usually from an enterprising swordsman or archer who is quite quick to react. This is possibly the most annoying aspect of this whole system. As being killed before one is able to react is niether fun, and it is fully counted against the money I have available to spend on equipment. A possible remedy to this would be spawn protection.
 
Team games such as battle, seige and team death match are won (well suppose to be) by team effort, not individuals. A team of great players does not make a great team. A great team creates great players.

Different servers can change the denars you get during a fight. Admins can change how much you can get per kill and per round. However, with great rewards of killing and winning, comes great responcibilities. Some servers, if you hit your team mate once, even in melee, you can die straight away.

What you are suggesting here are things which you are trying to add to prevent a problem such as spawn killing. Yes ok, spawn protection for 3 seconds or something is fine. I kinda agree with that. Would be useful indeed. Especially when people sally forth in seiges and kill people at the spawn (yes im guilty of that, been there, done that. Its happened to me too.)

Hope i helped :smile:
 
The money system is actually better than it used to be at one point in beta. The introduction of the minimum budget has reduced most of the effects of the positive feedback loop that is the reward system. It is still there to a degree of course, but with the standard minimum amount of money being 1000 you can usually buy equipment that is good enough to compete against even the most heavily armed and armoured opponent. As such I don't think the effect is large enough to be worried about really.

As for spawn camping, I find that this is primarily due to poor map design in all cases. A well designed map shouldn't allow players to spawn in areas that see heavy fighting. It could also be improved by choosing spawn locations based on player proximity so that you spawn as far from others as possible.

Adding spawn protection would still require maps to be fixed, in some siege maps for example you spawn pretty much on top of the flag. Imagine what a defender could do appearing magically behind a group of attackers and being completely invulnerable to their attacks if only for a few seconds.
 
FrisianDude 说:
Lord Rich 说:
so that you spawn as far from others as possible.
  :eek: Then you'd have to run half a marathon before finally getting into the thick of the fight. :razz:

Hmm true, I retract the suggestion.
 
Naw, a balance would be best. Far enough away so you won't get killed the minute you spawn, but close enough so you can fight relatively soon. I feel the native maps have this balance quite well.
 
后退
顶部 底部