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Encourage players to play better

7 replies [Last post]
Sun, 05/22/2011 - 13:34
OnmyojiOmn
Legacy Username

I don't think I'm a particularly good player, but I'm a careful player because I'm a free player. I almost never die outside of danger rooms or later stages of arenas, and yet most players I meet manage to die at least once on every single floor. They die in the first fight of the first floor of a run, and immediately after healing at Basil. They die in spikes and brambles without any apparent lag. I'm ending more and more runs by myself because few players can make it past the first floors.

None of them seem to see a problem with this. They never notice that I'm not taking any damage from the enemies that are killing them repeatedly, or that I haven't dipped under half health for the entire run. Most of them will never get better at the game because they don't have any obvious encouragement to do so. They don't understand the effect of dying on their heat gains and their ability to finish a run.

I realize repeated revives are big money for OOO, but I think this has become a problem that is never going to solve itself. I can understand the need to swear off random groups for something more difficult, but... in Spiral Knights? Come on now.

There are a lot of ways to improve this situation, but generally speaking I think the best solution is give players who avoid taking damage and dying both positive and negative encouragement, and most importantly to make these changes very apparent to the player.

For positive encouragement, you could have enemies drop buff items that increase heat/crowns gained incrementally but are lost when the player takes damage. Show this with a distinct visual effect for drops, an alternate sound effect when heat/crowns are gained, a bar on the screen, etc. Give the player a cool visual effect that's visible to the entire group. You could go as far as to make the visuals stick around after the player returns to town, so they can show off. Suppose you actually gave each endgame armor set an awesome particle effect that only showed after a well-played run. This is the kind of dramatic encouragement that players need.

One negative encouragement would be to show very clearly how much heat a player has lost to deaths when heat is tallied at the end of a floor. Show it on the bar, with increments; this is the heat you lost with your first death, this is what you lost on the second, and so on.

Sun, 05/22/2011 - 17:51
#1
Rommil's picture
Rommil
good play

While i think the play level tends to increase as you get "higher" into the game, and while i'm not 100% sure i agree with your premise... And while i think that there is incentive to play well (albeit no "extra incentive"), my eyes did light up when i read:

"uppose you actually gave each endgame armor set an awesome particle effect that only showed after a well-played run. This is the kind of dramatic encouragement that players need."

That would be fairly cool. And i can't argue that an incentive for solid play (a bigger incentive) wouldn't be unappreciated. Even if its something so simple as say a 1.10 multiplier added to your heat and money after you've completely finished the tier.

Also, it'd be kinda cool if that multiplier was a little greater for solo'ing a tier.

Sun, 05/22/2011 - 18:28
#2
OnmyojiOmn
Legacy Username
@philidor

"Even if its something so simple as say a 1.10 multiplier added to your heat and money after you've completely finished the tier."

A light touch isn't what we want here. The typical player needs the inability to play at a reasonable level beaten into his face.

Sun, 05/22/2011 - 23:16
#3
Gwenyvier's picture
Gwenyvier
You will find a lot of bad

You will find a lot of bad players, in ANY game. I'll use FPS for example, I once saw a guy that was camping to snipe opponents, somebody snuck up behind him and killed him. He respawned and not 20 seconds later he was going back to the exact same spot to be taken out again.

There is always a gap between the good players and the bad players, and its usually because the good players learn the game while the bad players just want to go "YAY! *SWING SWORD! SWING SWORD! SWING SWORD!!!*". As long as it makes the players happy who cares how they play. Now when they start complaining that the game is too hard and they want "this" nerfed, and "that" nerfed then they need to be told to shut up.

If they want to get better to do more in the game then they will. If they don't then no amount of encouragement will matter.

~Gwen

Mon, 05/23/2011 - 00:06
#4
Azurenightmare
I want a scorecard at the end

I want a scorecard at the end of levels, and maybe one at the end of runs. Possibly rated from D to S in categories like damage dealt, damage taken, hits, misses, damage blocked, longest string, etc...

I think getting a D is pretty motivational. Maybe disperse the heat at the end of the level based on your score (and dying would drop your score a lot, so the guy who dies would get less heat while the guy who revived him would get more).

Mon, 05/23/2011 - 01:37
#5
OnmyojiOmn
Legacy Username
It would be important that

It would be important that any kind of public stats not include offensive things like DPS. That would encourage people to play even worse.

Mon, 05/23/2011 - 08:18
#6
Gigafreak
Legacy Username
"(and dying would drop your

"(and dying would drop your score a lot, so the guy who dies would get less heat while the guy who revived him would get more)"

That already happens. You lose 30% of that stage's Heat when you die. It's lost forever if you Energy-revive; if someone revives you by sharing health, they get the "lost" Heat instead. They'll end up with 130% Heat and you'll end up with 70% Heat-- they now have almost twice as much Heat as you. (Three times as much, if you die again and they revive you again: 151% vs 49% heat.)

Folks have already managed to turn this system to their advantage... Arena stages, since they have health dispensers, allow for voluntary "Heat Leeching" at the end, whereby a consenting Heat-capped player stands in a spike pit while the Heat-Leecher (Heat-Beneficiary?) repeatedly health-revives him, runs to the heart generators to refill, and comes back for more health-reviving to get more Heat.

Mon, 05/23/2011 - 09:29
#7
Azurenightmare
I know. I suggested that as a

I know. I suggested that as a replacement.

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