Subject: "pulled from Dios. "DeathStreak Boons"" Previous topic | Next topic
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laxmanSat 25-Sep-10 10:19 AM
Member since 18th Aug 2003
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#35427, "pulled from Dios. "DeathStreak Boons""


          

So someone posted an idea about killstreak rewards and it got me thinking more about deathstreak rewards. My personal experience with this concept is limited to COD:MW2 and as a person who just started playing a month ago it has been absolutly massive for me as a noobie playing against vastly more experienced players.

The concept is pretty simple, the more consequtive deaths that you eat without a kill you get bonuses and advantages to compensate for your apparent suckiness. Once you achieve a kill those advangaes go away.

Why I think this would be a benefit to CF is that it can obviously help ease multi-death frustration. The way I would pitch it in game from a mechanics standpoint is that the gods have taken pity on your recent bad luck and are intervening.

I think this is also an opportunity to make goodies more appealing by giving them a significant advantage in this department over evils (evil gods are not as sympathetic to their minions getting pulverized).


Types of boons that could exist
Significant tuning up of anti-gank code
Striking the shadows footfalls like effects (especially if you are being killed by the same person repeatedly and maybe extending this benefit only against that person)
Level boost to spells/sups (for people with spells/sups)
Chance to ignore PC originated lag
Decreased effectiveness of "key debilitating skills" (as a giant maybe resistance to fiend, low con a resistance to rot, communer resistance to dispel)
Random buffs in combat (fly, haste, giant strength)


So does anyone think this would be a good thing?

  

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Reply Lol, Pendragon_Surtr, 25-Sep-10 11:15 AM, #14
Reply This rewards mediocrity., Pro, 25-Sep-10 11:27 AM, #13
Reply I like a few things with this idea:, Amberion, 25-Sep-10 07:02 AM, #12
Reply RE: pulled from Dios. , Eskelian, 24-Sep-10 11:28 AM, #9
Reply not exactly, laxman, 24-Sep-10 12:01 PM, #10
     Reply RE: not exactly, Eskelian, 24-Sep-10 02:20 PM, #11
Reply It's the same problem again and again... , vorian, 24-Sep-10 09:52 AM, #8
Reply Could work in a diluted sense, Abernyte, 24-Sep-10 03:17 AM, #7
Reply I envision, lurker, 23-Sep-10 08:57 PM, #5
Reply Chiming in from retirement to say, Mekantos, 23-Sep-10 05:58 PM, #4
Reply RE: pulled from Dios. , ORB, 23-Sep-10 04:39 PM, #3
Reply And Orb would have to change his tag, Swordsosaurus, 23-Sep-10 11:47 PM, #6
Reply No., Dervish, 23-Sep-10 03:55 PM, #2
Reply ., blackbird, 23-Sep-10 01:52 PM, #1

Pendragon_SurtrSat 25-Sep-10 11:15 AM
Member since 04th Mar 2003
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#35499, "Lol"
In response to Reply #0


          

I just want to sit and watch all the Marans killing each other to prepare for raiding Empire!

"Lady Baerinika, I apologize for the righteous blood I am about to spill in the name of the greater good!"

  

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ProSat 25-Sep-10 11:01 AM
Member since 14th Apr 2010
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#35498, "This rewards mediocrity."
In response to Reply #0
Edited on Sat 25-Sep-10 11:27 AM

          

How will you feel when that noob steals your uberset because of these changes and the only way you can get it back is to suck worse?

  

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AmberionSat 25-Sep-10 07:02 AM
Member since 06th Jun 2007
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#35489, "I like a few things with this idea:"
In response to Reply #0


          

Significant tuning up of anti-gank code

Striking the shadows footfalls like effects (especially if you are being killed by the same person repeatedly and maybe extending this benefit only against that person)

More buffs than that shouldn't be needed as it'll make the people affected learn much slower.

But this will prevent those getting multi-killed to then get ganked, somewhat.

Always shoot first and then call whatever you hit the target.

  

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EskelianFri 24-Sep-10 11:28 AM
Member since 04th Mar 2003
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#35453, "RE: pulled from Dios. "
In response to Reply #0


          

If the objective is to make dying less painful there are other ways to do that - like reducing the con death penalty and increasing limits on limited gear or improving the guild regear sets.

Not sure it'd be worth all that code.

  

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laxmanFri 24-Sep-10 12:01 PM
Member since 18th Aug 2003
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#35456, "not exactly"
In response to Reply #9


          

The idea is to give people who are having a rough time a bonus to help mitigate that. The problem is not the loss of con or the getting of gear (well it can be gear related at times).

The problem is that psycologically people don't like losing at video games. When they lose a bunch they tend to quit (some players view this as a challenge to overcome but that is not the majority of players and I think there is a lot of evidence on these forums to back that up).

the idea is that if you give people who are losing more of a chance to find success that eventually they will find success. Winning makes you feel warm and fuzzy and encourages you to try and win again (success builds on success).

The mechanics of how this system works could be implemented in a near infinite number of ways but some sort of system that gradually gives bonuses to people who are not succeeding could help a lot of things. I am sure Torak will find a way to abuse this system somehow but he will abuse any system so it would not be wise to make decisions with the Torak factor in mind because it would be a benefit for the other 99% of players.

  

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EskelianFri 24-Sep-10 02:20 PM
Member since 04th Mar 2003
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#35461, "RE: not exactly"
In response to Reply #10


          

Not necessarily. I get rocked at SC2 all the time, and Eve as well, but there's a whole different connotation to losing in those games than there is in CF.

Part of it is an attitude change from the community about losing, the other part is making you less vulnerable to getting killed again after losing.

First part can just be handled by positively reinforcing "trying and failing" as much as "trying and succeeding" - there's a lot of competitive pressure in CF from cabals and imms in terms of rewards and recognition.

Second part can be handled by simpler changes like improving regear options, loosening up item limits, etc.

I feel like adding temporary "Death streak" bonuses is a lot more work and somewhat confusing and difficult to balance.

  

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vorianFri 24-Sep-10 09:52 AM
Member since 23rd Oct 2009
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#35451, "It's the same problem again and again... "
In response to Reply #0


          

Frustration at PK making people (mostly newbie) delete and, eventualy, leave CF.

Your idea might help a bit but will not change much to the fact that the game is unbalanced in favor of vet.

I've posted an idea ('The problem is also to make the customer stay in the store') in Nnaeshuk's thread 'Helping CF Marketing' that, I think, could make a big difference. Have a look at it...

  

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AbernyteFri 24-Sep-10 03:17 AM
Member since 04th Mar 2003
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#35448, "Could work in a diluted sense"
In response to Reply #0


          

For goodies/neutrals only and for only those who say 'Yes' to the questions about being new to mudding and/or carrionfields.

It could work like this:

GoodieNewbie dies for 5th time in a row and then returns to their corpse.

A helpful citizen walks up to you, shaking his head.

A helpful citizen says 'Looks like you had some trouble staying on your feet in that fight.'

A helpful citizen says 'Try using this before your next battle, it might just help you stay standing. You can buy them you know and carry a few in a bag.'

A helpful citizen says 'Oh and the top is cracked on that one so you might want to use it before it all evaporates.'

A helpful citizen winks at you and passes you a potion of flight before turning round and walking away, still shaking his head.


The potions or pills could be giant strength if you died from maledicts, reduce if bashed or enlarged, cure poison or disease if that was your death. If fleeing or escaping was the issue a potion of recall or teleportation.

These can all be very low level potions and they can evaporate over a short period.

Just might help keep newbies going and not deleting as well as educating them in the process.

-----Abernyte

  

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lurkerThu 23-Sep-10 08:57 PM
Member since 13th Mar 2006
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#35446, "I envision"
In response to Reply #0


          

super hapless Fort chars banding together to take down SuperLich or JuicedAP.

sweet.

  

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MekantosThu 23-Sep-10 05:58 PM
Member since 06th Dec 2003
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#35443, "Chiming in from retirement to say"
In response to Reply #0


          

...terrible idea!

  

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ORBThu 23-Sep-10 04:39 PM
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#35439, "RE: pulled from Dios. "
In response to Reply #0


          

I could see this just encouraging suicide and throw away characters. I run around and spam cleave on geared people who cares if I die I got even stronger!

That which does not kill us,
makes us stronger.

  

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SwordsosaurusThu 23-Sep-10 11:47 PM
Member since 16th May 2010
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#35447, "And Orb would have to change his tag"
In response to Reply #3


          

I do think new players need a helping hand, but I don't think getting stronger for being killed is the way to do it.

  

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DervishThu 23-Sep-10 03:55 PM
Member since 11th Oct 2003
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#35435, "No."
In response to Reply #0
Edited on Thu 23-Sep-10 03:55 PM

          

If you suck in PK, just learn how to. It is not that hard. If you do not wish to learn, I do not wish to see you gaining random bonuses on a stick.

  

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blackbirdThu 23-Sep-10 01:52 PM
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#35428, "."
In response to Reply #0
Edited on Thu 23-Sep-10 01:52 PM

  

          

. oopsie

  

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