The gold you get from killing a player needs modification.

  In its current state novice player who die more as one would expect can really spoil a game and are subject to a lot of abuse due to it. If their deaths were not worth as much gold and had less of an impact on the game it would definitly make for a better environment for novice players. Death already has its strategic disadvantages as in losing position on the map etc so I do not think it would turn everyone into a kamikaze.  Some thought should be put into perhaps the gold they give be relative to a performance score during the game much like the favor calculation. Novice players tend to get less favor points by the end of the match so there must be a metric already in place that may be able to put into it.

 

some ideas.

- Diminishing returns if they die too consecutively(to a player).

- Gold you get is based on a similar metric as favor points.

- Some combination

 

 

8,129 views 17 replies
Reply #1 Top

My preference would be to apply diminishing returns for a level difference to Gold and Experience. (with a corresponding greater ratio when/if you defeat someone higher than you). With a cut-off at level minus five level player difference. If you are already that far ahead then just get on with winning the game.

Reply #2 Top

Alot of abuse from YOU maybe.

Leave it as is. The best lessons are learned through defeat.

Reply #3 Top

Just a heads up but Gold/exp gained from killing a demigod is baded on their lvl.

So killing a lvl 1 net nowhere near what killing a lvl 20 does. So there is a built in mechanic to make the death of a weaker player less useful/damaging. 

 

Also there is an option for custom games to change the death pentaly, so I would think this issue is already adressed in game.  If you dont like noramal setting, host your own games.

Reply #4 Top

it's bs how you can get 1000 for killing a demigod alone, but if double teamed they get 1000 and 500

 

that needs to be changed. you coulds ay teamwork should be rewarded, but no, not when a 2v1 ends up 1vnone, the 2 should easily win. and if they do win, i still think it's messed up

Reply #5 Top

If you stupid enough to get in a 2v1 ( and yes it happens to me sometimes) then you deserve to lose.

Reply #6 Top

Woca i had not thought of it that way but you have a point. Why does double or more teaming players give teams more gold than 1v1.

Reply #7 Top

Quoting tperge, reply 5
If you stupid enough to get in a 2v1 ( and yes it happens to me sometimes) then you deserve to lose.

losing is one thing, but getting a kill and dying isnt a huge loss, but it is in this case cause the assist gold

Reply #8 Top

I think OP has a good point, it's not abotu noobs learning, it's about people who know what they are doing having no chance when the poor noobs on their team get ganked 5 times in a row = game over.

Reply #9 Top

having an inexperienced player on your team is a huge liability this is true.

 

HOWEVER

 

the fix for this should not be a modification to game rules to make it "ok to get killed all the time". thats not what we want. what we want is a better skill ranking system so you can tell before starting a game whether or not a player is highly rated or has a low rating. rating matching makes for fair games much better than penalty reduction. 

Reply #10 Top

Quoting Moapy, reply 8
I think OP has a good point, it's not abotu noobs learning, it's about people who know what they are doing having no chance when the poor noobs on their team get ganked 5 times in a row = game over.
Such is the pitfalls of playing with people you do not know. This isn't a fault of the game.

Reply #11 Top

it's about people who know what they are doing having no chance when the poor noobs on their team get ganked 5 times in a row = game over.

Totally in agreement.  If someone is dying repeatedly, the gold bounty for killing them should drop off considerably.  The game is just an exercise is pointlessness otherwise.

Reply #12 Top

Quoting transitive, reply 9
having an inexperienced player on your team is a huge liability this is true.

 

HOWEVER

 

the fix for this should not be a modification to game rules to make it "ok to get killed all the time". thats not what we want. what we want is a better skill ranking system so you can tell before starting a game whether or not a player is highly rated or has a low rating. rating matching makes for fair games much better than penalty reduction. 

 

100% agreed. A rank of 1-10 would be perfect I don't know why there are very few (any?) RTS that use this kind of system. It's not like an FPS where noobs and non-pros can still get the occasional frag and have a good time. This issue makes the game fun for no one.

 

Reply #13 Top

Allready suggest something like this. But no one cared :) 


Another problem is: In a game i played, we were winning. Someone quits. From out team. And AI took it over. And died 20 times. Now think what happend.... Maybe reduce the money and exp from AI?

Reply #14 Top

The system could work like this:

Every demigod has a bounty on its head.  The maximum bounty is the current death rewards we have right now.  When you die, the bounty is paid out and then halved.  If the demigod is killed instantly when he revives, he'd pay out half as much as he did the last time.  When the demigod comes back to life, this bounty slowly increases back towards its maximum.  If he gets a kill, it's instantly refilled.

This system wouldn't make it "okay to die".  It would only affect people who die very frequently, people who right now are a drag on their team and just make the game unfun for everyone.  Anyone who died enough to take advantage of this system would spend so much time respawning that the enemy would have a lot of map control advantage anyways.

 

I don't know why there are very few (any?) RTS that use this kind of system

There also aren't very many RTS games where your enemies get paid extra resources if your ally is bad.  Demigod has a double-whammy in that you not only have a bad player on your team who won't be very helpful, but your enemy actually gets more resources because of that. 

I can (easily) win a 3v3 game in Warcraft III with a sucky ally if my remaining ally is very good.  At demigod?  Forget it.

Reply #15 Top

I do not like the idea of not getting as much gold if you get more kills. That is the whole point of playing better than your opponent. This game is based on teamwork and the game is still very new. After some time most people will understand the game and people will work together more often.

Reply #16 Top

Allready suggest something like this. But no one cared



Another problem is: In a game i played, we were winning. Someone quits. From out team. And AI took it over. And died 20 times. Now think what happend.... Maybe reduce the money and exp from AI?

at least u can tell the ai where to go, so if theres a sedna or QoT staying with them could have meaned a difference. just point with the mouse and press "p" , but pschhhht

Reply #17 Top

having voip would make helping people learn ALOT easier and allow teamwork to compensate for individual variations in skill.

text chat is useless for anything other than quick short info