consultant wrote: » Hello gents and ladies, Players could get rewarded for the following -Staying out of fire Individually and Group -Not wiping in one dungeoun or raid individually and group -interupts (crowd control score) -Participating in raid or dungeoun mechanics Individualy and as a group. -downing mini boss or boss in a set amount of time. -Downing boss in first attempt
consultant wrote: » Hello gents and ladies, Players could get rewarded for the following -Staying out of fire Individually and Group -Not wiping in one dungeoun or raid individually and group -interupts (crowd control score) -Participating in raid or dungeoun mechanics Individualy and as a group. -downing mini boss or boss in a set amount of time. -Downing boss in first attempt Now they could get rewarded by gold or dungeoun currency or some other type of currency. Think this woudl encourage giving out buffs to keep toons alive as a group, would encourage players to get involved in raid and dungeoun mechanics (could take turns going through a number of mini bosses and final boss) Really if a raid group downs all the bosses with out wiping ounce then should be rewarded think should be rewarded even if they wipe lets say three times. Gold Silver and Bronze per say. Could even have a performance score as a group. But the biggest benifit is that it serves as a self contained self perpauted mentoring program so toons should be close to raid ready by the time they get to max leve. Plus imagine 99 percent of server not standing in the fire would make dungeouns and raiding a lot more enjoyable. Plus Ashes of creation community would be one of the most skilled communites. As far as honoring people in PvE well could be done while playing through icons/emojis. For example could have an icon that stands for well played another for great save and so on. Just target player and honor them. Different game mechanics could be used like target rightclick select honor then select what you want to recognize them for. Been playing League of Legends and well found out most of the time team work gets recognized more so than most kills. Like when you go help someone out when they are low on health. Not being honored when you do a great job or getting honored when you do not deserve really does not matter much. But the times that it works properly getting recoginized for playing a really good game. Well those count more have much more meaning than the others. Basicallly getting noticed for good plays ounce in a while is great. Plus the result of such a system is that every event (dungeouns raid for pve) becomes an opportunity shine. Do not feel it is necessary to go through actual game mechanicsl like interupts coulb be rewarded by 3 gold capped at 5 per event or 15 extra gold, because I am sure development team could figure it out. I know honor systems can be exploited a bit not to imporatant if reward for such system is small but think benefits of such system out weights the cons. Talking about player recognition system not perfomance reward system.
Been playing League of Legends and well found out most of the time team work gets recognized more so than most kills. Like when you go help someone out when they are low on health.
Wandering Mist wrote: » This particular sentence stuck out to me as it is completely false. As a support main in LoL I lost count of the number of times I stepped in to help someone, died and got flamed for it by my teammates, or I died because of someone else's mistake and got blamed for it. You say that teamwork gets recognised more than kills, then why is it that the player with the most honours at the end of a match is usually the player who "carried" i.e. got the most kills? Now, I totally get what you are going for here. You want players to improve and be rewarded for their skill. I get that, but individual rewards are not the way to do it.
consultant wrote: » But just to clue you guys in let me ask you some questions. Do people want to stand in the fire in general and possibley die. Answer is NO. So why does it happen so much? Next question Have you ever stood in the fire. Well gents and ladies what is the answer to those question. Next post will be solution for not standing in fire.
leonerdo wrote: » I just wanna add, occasionally I'll choose to stand in the fire because the content is so easy that it doesn't matter. Sometimes I'd rather stand next to the boss and get more DPS than move out of the fire. In that case, I'd argue that the fire is not very good fire. I'd rather the fire just do more damage, if it's supposed to be important. Or maybe I'm doing easy content because I don't wanna worry about every fire puddle. I also like having the choice in how to deal with the fire (healing through it, or resisting it with some kind of defensive ability should be valid options too.)
consultant wrote: » Well as already stated by some of your posts some people are just careless or in a careless mood not in A game mode or have their edge. So one good thing to do to get your head in the game is to do moderate or difficult dungeoun as a warm up game. Another reason is people have tunnel vision the opposite of tunnel vision is when you are driving and you all the sudden notice a car right on your tail while looking at the road in front of you then after wards you glance in the mirror and sure enough some one is reight behind. One good way to avoid that is to increase the distance between your eyes and the monitor. Kind of like leaning back in front row seat of movie theater Another reason is poeple not know their rotation cycle well enough. Some classes do not have rotation cycles per say more like first come first serve but point is you cannot be thinking abotu which key you have to hit or which dps ability you have to hit next and focus on your surroundings. To put it different terms You have to know you class well enough so that your rotation cycle is second nature giving you the ability concentrate on your surroundings or not standing in the fire. Muscle memory and keybindings. As far as learning raid mechanics well have to say more difficult raids do have faster reactions times and more complicated mechanics but as far as normal raiding Part of the reason poeple have difficultty learning mechanics. Raid leaders may explain the fight but the terms they use are foreegn. If I say barrel then every one know what talking about. But If Say shadow strike unless they know what shadow strike looks like in game. So yes while they know it is shadow strike they do not know what it looks like in game. Better of saying hey there is going to be a purple circles on the ground that you have to move out of. But all the this problems could be solved by simpley have a target mini boss (instead o target dummy)that doles out different game mechanics. And if you do not know a certain game mechinic looks like have option for the dummy mini boss to cast it. Now the huge drawback with it does take away from the first time you do a raid and figuring out raid as you go but better than wiping a lot. So in a nutshell dummy mini boss would help out a lot but could also have practice dugeouns were you have all kinds of knobs to turn and lots of options to train or could just use easy dungeouns.
consultant wrote: » Well if you attack same issue from different angles then it is for the better. But one magical solution to just about everything is embercoins and reallly cool mounts and legendary gear put something behind that in people will do it.
Wandering Mist wrote: » So we've gone from giving out rewards for good play to providing a training dummy to practice raid mechanics on. I'm fine with having a raid training dummy in the game but don't expect many people to use it.