Jump to content

Sylo

Member
  • Posts

    17
  • Joined

  • Last visited

Posts posted by Sylo

  1. On 8/31/2015 at 5:32 AM, MrXLink said:

     

    • Generic quests are quests that can be completed within any game mode, such as winning matches, playing matches, playing with friends, using tome decks, etc.
    • PvP quests can only be completed within the PvP section, such as playing on certain maps, playing 1v1/2v2, playing x amount of PvP matches, etc. Note that winning ranked PvP matches will not be a quest, as it will be too demanding to fulfil.
    • PvE quests can only be completed within the PvE section, such as playing on certain maps, completing certain levels of rPvE, playing maps with a set amount of players, playing at a certain difficulty, etc.

    An example of a daily quest set would be:

    • PvP: Play 2 2v2 PvP matches
    • PvE: Play a 12-player campaign map
    • Generic: Win a match using a tome deck

    Reading the OP again, I realized it makes a distinction between winning/completing and playing. So if I understand this correctly, winning, so far, is not a requirement for completing quests except generic ones. If that is the case, then I don't mind reroll penalty. Someone would have to clarify the terms.

  2. 3 hours ago, SilenceKiller99 said:

    At first I supported this idea. But after I think about it for a while, I do not anymore. I can already tell you what is gonna happen: people are just gonna start three PvP matches but never actually play or finish them. This results in a win for the opponent, who is happy, and a reward for the AFK'er, who is happy, but the winning opponent would get unfair matchmaking the next time.

    As I was writing that I knew how it would end up. If they want to make winning a PvP match a quest then it should probably say 1 or 2 games tops. If they want to do it that way then rerolling a PvP quest to generic quest should not result in a penalty, especially if you can only reroll one quest. I don't see why penalizing is a good thing.

  3. 53 minutes ago, Ladadoos said:

    If people could reroll for free members would most likely keep rerolling until they got that one mission that they always choose. I believe the reason behind this penalty is to make sure people don't always just aim for 1 mission and to slightly force some variation into the quests a player completes. If reroll was free you might as well just give members a list with all the quests and give them the option to choose a few quests out of that list and remove the reroll system as a whole, since it removes the thrill of receiving a random quest. 

    Besides, as mentioned in Link's thread, there will be 3 quests: Generic Type quests, PvP quests and PvE quests. Each member will receive 1 quest of each type per day and you can reroll one quest with a 25% penalty to a Generic Type quest. Imagine I absolutely hate PvP and never ever want to do a PvP quest. Chances are I will always reroll the PvP quest into a Generic type quest, which is a quest that can be completed within any gamemode. Besides of me having a more enjoyable experience completing the quest, I will also receive 75% of that quest instead of 0% (assuming I don't complete that quest since it's a PvP quest). Since the amount of PvP quests is the same as PvE quests this also applies to PvE players, meaning that instead of receiving nothing you still receive 75%. This system does in no way penalize PvP players more than PvE players, or vise versa, since the rerolled quest is a Generic type quest, which can be completed within any gamemode.

    Maybe the way I thought of it was wrong. I thought you could only reroll once so if I get 3 quests per day, I can only reroll one of the three quests once only, thus no unlimited rerolling, but please correct me if I am wrong.

  4. 2 minutes ago, SilenceKiller99 said:

    If you face people with the same level of skill/deck/experience, it will probably be a 1:1 lose to win ratio. This means you have to play 6 games on average to win 3. Considering that a PvP match will costs you about 10 to 30 minutes (20 min avarage i guess), means you have to spent 2 full hours in PvP to accomplish the mission.

    Nothing wrong with for me, cause I would enjoy PvP, but maybe a bit much for people that do not enjoy it or just don't wanna play PvP or so.

    I guess they could make so it requires completing 3 matches instead of winning. I'm a PvE player myself and do not particularly enjoy PvP but completing 2-3 PvP matches is doable, winning them is another story.

    Another aspect I am not fond of is rerolling. Why should rerolling result in a penalty of 25%? You are penalizing players for not being a PvPer/PvEer? Some people do not have a nack for PvP and penalizing them for such a think is not a fair treatment. Think of HS, rerolling does not cost you anything, even though it is mostly preferential rerolling, not skill based.

  5. The idea of "advanced" tutorial is very appealing. Having a "beginner" tutorial just like the old BF and adding optional "intermediate" and "advanced" tutorials will be very helpful. Adding rewards for completing the optional tutorials should be enough incentive.

    I'm not very enthusiastic about quizzes but I can see how they could help teach new players about different mechanics. I think the quizzes could be implemented into the tutorial maps. Is it possible to create a tutorial PvP map? because it will be very helpful to have PvP and PvE oriented tutorials. For the PvP tutorial you could have the player be asked what he should do at certain points in the game and explain why some of the answers are wrong or not optimal. We want players to experience the situation they have to think about and not just read a question and give an answer.

  6. 7 hours ago, Sopshield said:

    Thats what i ment when i was talking about tutorial maps. Something like Moon telling you to kill your unit and then to look at the void power. I dont know how informative the actual tutorial was though, could be covered already. 

     

    But if you read my post above, i agree. We should get some more in depth tutorial maps. 

    I was thinking about the help menu in the forge, not an actual tutorial map.

  7. 8 minutes ago, Treim said:

    1. Refer-a-friend-systems are generally very abusive due to multi accounting and are not an option without some kind of function that makes multi accounting unattractive, such as the referred player reaching a certain rank and/or playing with the person who referred him. It is possible to balance it out but is not easy for sure.

    2. How are you going to determine who should get those rewards? Every friend? Friends that played a certain amount of time with you? Players you got on your friendlist for a certain amount of time?

    Also the rewards have to be super small if you get a reward for every rank up as otherwise it is just straight up to much bonus, especially early on where you are ranking up so fast.

    3. i do not think that this is worth the necassery work to implement this feature - at least for a long time.

    4. I would properly not make thatan quest on its own but a requirement to get a refer-a-friend-system reward.

    Also think about this: Whats about those players that do not have friends within the game? They're kinde screwed, right? And even those that do have friends - doesn't automaticlally mean that they are able to help you, right? I do not know how you want to determine who is actually helping a friend to learn the game as playing with them is not exactly a reliable way to do check that. While i appreciate the thought of making the game easier accessable, i think you should try to search for a solution that everyone has a benefit of and which will help everyone to actually learn the game. And honestly the only way that i could think of is to have more Tutorials. I mean the actual Tutorial map is simply not enough tp explain more than the very raw basics - and i feel lile even there it tends to struggle in certain areas. We would probably need 1 or 2 extra tutorial maps to help players getting a basic understanding of what affinities are for example. This does not solve issues like card knowledge but it leaves every player with a better overview :).

    1 and 2. By combining 1 and 2 so that you are rewarded for a friend who reached a certain rank (rewarding for every rank is too much) and limiting the number of rewards you can get. This way multi-accounting becomes too much of a hassle.

    3. Like I said, it might not be viable so no need to pursue it.

    4. I would leave it up to the devs to decide how to implement it but it's not a bad idea.

    Regarding those who do not have friends, right now I have no idea how BFR is racking new players but I would assume some, if not most, heard of it from a friends or an existing member and since BFR is also a social game I don't see why this suggestion is bad. As for tutorial maps, I agree, it's a pretty good idea but you won't be able to add official maps so they would have to be custom tutorial maps.

  8. The main issue with this game is the level of complexity. The TCG aspect itself is complicated and lies somewhere between HS and MTG so it would be nice to shift the complexity towards HS without sacrificing the quality. If there is a way to do this it would be through working on the ability wording (make them clearer and perhaps with less words by adding keywords).

    I think one of the better areas to focus on is referrals/friends. After all, friends tend to help each other so if we could add rewards for friends helping each other it would make it a lot easier on new players if their more experienced friends would help them during the early stages of the game. So many things can be done here and I would like to suggest a few:

    1. Getting a small reward for referring friends to the game. (probably already suggested)
    2. Getting a small reward for friends who reach higher levels/ranks. This might incentivize players to help their friends learn the different mechanics of the game.
    3. Create a quest where one would have to spectate a friend and have them win the game (PvP/PvE). Not sure how applicable this is since spectator mode was not officially implemented in BF and would probably require quite a bit of work to get it to properly work.
    4. Create a quest (with slightly higher than average reward) where you win a PvE game or play a PvP game with a friend. (This one is probably easier to implement and I feel it would be very nice to play multiplayer games with friends, especially if I am rewarded for it.)

    I hope this helps.

  9. Great read. I think I prefer the soft cap even though I might not play for more than 3 hours a day. Does the soft cap continue to decrease BFP earned per 30m all the way to zero or would there be a minimum?

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Terms of Use