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#16 (permalink) |
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Daeva
Join Date: Nov 2006
![]() Race: Undecided
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1. Do you see any way to reward players for actions that are more difficult to measure (behaviour, leadership, social interaction etc.) and not necessarily related to combat or traditional level progression?
A "Rate Up" system where players are allowed to "thank" a helpful player would be very useful. In such a system, a player could click something that identified the helpful player to the game administrators or to the game system. I see this as being mutually beneficial to both players and NCSoft. Helpful, cooperative players make for happy populations that enjoy greater longevity. The more incentive a player has to be helpful, the more they help out. The more they help out, the happier, on a whole, the populace will be. "Mod Up" or "Rate Up" systems, similar to those used on message boards, would be very easy to implement and would assist greatly in identifying those individuals who go above and beyond the call of duty to assist their fellow players. Such a system would have the ability to identify both leaders and those who help out others on their own. I would eliminate the ability to "Rate/Mod Down", however, such that it's very easy to generate negative buzz about a player but much more difficult to get people to go out of their way to positively identify or recognize someone for their contributions. This also prevents members of opposing factions from rating someone down purely because that individual is "the enemy". Players would have a limited number of voting points they could apply over a given interval to prevent major abuse of the system such as voting for one's self a million times or everyone just constantly voting for their guild leader. My personal opinion is that the "Rate Up" system should be kept anonymous for a variety of reasons. 2. If a player (for any reason) was to be rewarded, in-game or out of game, what kind of reward(s) would you consider appropriate? The rewards here are numerous. Could be anything - a special graphic, increased karmal blessing which could be applied to multiple play aspects of the game, to a reduced monthly fee ($$) or special discount rates from vendors. I can think of a plethora of awards that could be used to entice players to go out of their way to assist their fellow man. It's very easy to just be a jerk online to other people given anonymity and the lack of real-world consequences for online actions. It's quite another thing to find someone who is just a decent human being who goes out of their way to help other people. |
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#17 (permalink) |
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Daeva
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1. Do you see any way to reward players for actions that are more difficult to measure (behaviour, leadership, social interaction etc.) and not necessarily related to combat or traditional level progression?
the only thing i can think of for that would probebly be some sort of social reputation system, maybe where if someone likes you they click "i like this player" and if they dont they click "i dont like this player" that way guilds etc can look at there social reputation and decide weather or not to accept them to the guild or partys doing dungeons can decide weather or not they will accept them to the party 2. If a player (for any reason) was to be rewarded, in-game or out of game, what kind of reward(s) would you consider appropriate? Ranks/Titles/Medals are a good way of distinguishing how good a player is at a certain task, to be honest because ranks/titles are used so often a medal system would be awsome, maybe after you kill a certain boss or kill a certain amount of people you get a medal so that if you are applying for a guild then they can look at your meals and determine weather they want you or not..same rules would also apply for a party, if they are going to attempt a dungeon boss and only want good people in group they can look up someones medals and then determine weather or not they want that person in the group.. Too many times have people lied and said "yes iv done that boss" and then when it comes to actually doing it they have no idea what to do and because they already lied about not doing it they dont ask questions about the stratergy to take down that boss resulting in a wipe and causing a lot of bad language to that player, to make every players experiance a good one a system like this would be wonderful because it would cause less people to flame one another.. |
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#18 (permalink) | ||
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Super Moderator
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#19 (permalink) |
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Daeva
Join Date: Jan 2007
Location: the OH
![]() Race: Undecided
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1. I think the "rate up" system could have a chance, but for some reason I always expect the worst out of human nature. As in, people will always cheat this type of system so that a friend/guildmate can get whatever special prize is awarded for being a good person. However, I wouldn't be totally opposed to a system like this. There are a lot of really helpful people out there who already go out of their way to make the game easier and better for others. It would be nice to see them get a reward for being a nice person.
2. I'm going to have to agree with most other people out there that the rewards should be fun, like a title, badge, special cloak/mask etc, but should not have any real impact on gameplay. Make the rewards too high, and you invite corruption of the system. In game items that look cool and have stats comparable to other gear for a certain level would be fine, as well as some cool Aion shirts or posters or what have you for out of game rewards.
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Live and die with grace. |
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#20 (permalink) | |
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Human
Join Date: May 2007
Location: Midwest
![]() Class: Cleric
Race: Undecided
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1. There is no way to do this fairly. Don't implement it. 2. Any rewards should be in-game only, and those should be purely cosmetic. i.e. a uniquely colored cloak or a trophy to display in your home or guild hall. |
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#21 (permalink) | |
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Daeva
Join Date: Apr 2007
Location: U.S.
![]() Race: The Fallen
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Free floating graphics or halos around the player, enhanced buff that you can not get unless it was from a GM, Totally unique items(or as unique as possible), Player's character posted on server (log in screen/official site), Unique emotions only accessible after achieving such and such accomplishment
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![]() damn elephants |
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#22 (permalink) |
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Subscriber
Join Date: Apr 2007
Location: Watching over My Little One
Blog Entries: 10
![]() Character: Lord and Master
Class: Templar
Legion: Don't click this, ever
Race: Asmodians
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Yes it can be abused, but you limit the vote to only one per account and those with in your guild are not eligible to vote for you.
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Electric sheep are dreaming up your fate ![]() And judge you from their card castle comfort of America. |
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#23 (permalink) |
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Daeva
Join Date: Jun 2007
Location: near Cincinnati, OH
![]() Race: Undecided
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I like what everyone has said on both questions, however I think I would add to the in-game titles by making them choose able by the characters themselves. What I mean by this is I don't think that the title should just come from a predetermined list. I think that the players should be able to pick and create their own titles of course within reason.
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"The graveyards are full of indispensable men" - Charles de Gaulle ![]() Sigs by Yakuzan |
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#24 (permalink) |
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Daeva
Join Date: Dec 2006
![]() Race: Asmodians
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1. Do you see any way to reward players for actions that are more difficult to measure (behaviour, leadership, social interaction etc.) and not necessarily related to combat or traditional level progression?
No, it is a waste of resources (time and money) and is guaranteed to backfire by claims of conspiracy and bias and can lead to variety of uproars. Do not try to measure that which is immeasurable, unless you want to lose customers. 2. If a player (for any reason) was to be rewarded, in-game or out of game, what kind of reward(s) would you consider appropriate? If you need to reward the player in this manner, than that means your game is a failure. Playing the game should be rewarding enough to keep the customer playing. If you are refering to contests (In Lineage 2 I won $200 USD in the form of Amazon gift certificates by having one of the highest level Clans) then it is best to keep the rewards within the game and not giving out money or prizes (wtf am I supposed to do with a suit of armor, Codemasters?). If you want to give them ingame rewards, try giving out ingame money or items. Giving out very powerful items can be done if they are on a time limit (IE 1 week or 1 month). If your game has asthetic features, allowing players to wear costumes ontop of their real equipment, then having various costume items unavailable otherwise is a way to reward players without affecting the economy or balance of the game. Rewarding players in base reality (what you called 'out of game') is likely to promote cheaters who will have something to gain. Best bet is to reward the player with free gameplay rather than money, gift certificates, or items. If the game uses a subscription model, give their account a few free months. If the game uses a cash shop model, give their account some cash shop money to spend. Again, if your game requires giving out rewards, than your game is already a failure. If events are the only reason you hear a player is still playing, then you can expect that player to be waiting to cancel their subscription. I'm assuming that the NCSoft Europe team doesnt represent NCSoft Korea (the developers), and that these suggestions are just to keep us humored by making everyone think they are actively contributing to something instead of complaining about how far away the release date really is. If it wasnt, I'd be pretty angry at alot of these questions being asked. I'm just using it as a chance to flex my experience muscle and maybe open up a few eyes to those capable of understanding ![]() |
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#25 (permalink) | |
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Administrator
Join Date: Nov 2006
Location: Jacksonville, Florida
![]() Character: Mark
Legion: AionSource.com
Race: Undecided
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I don't know if a game can be considered a failure if the creators give out prizes in contests. I'd say that exemplifies success, if the creators can afford prizes in the first place! Perhaps I'm just naive.
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![]() Administrator AionSource.com I do not distinguish by the eye, but by the mind, which is the proper judge. -Seneca |
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#26 (permalink) |
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Daeva
Join Date: Feb 2007
![]() Race: The Chosen
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1. I reallllly realllly want a working reputation system. But I think we are just as likely to see the complete irradication of RMT. Rep systems, even when they are not truly beneficial (nicknames, badges, etc), are farmed, abused, and generic. They have no real meaning.
If someone knows that performing a certain action gains them a certain reward/reputation, be it an item, a skill, a title, a mark of any sort. That persons actions will most likely be altered to reach the desired outcome. Titles, reputation, fame/infamy, all become something to be farmed, and not a true, fitting reflection of you as a player. A rich, working rep. system would really require an unbaised outside observer. The GMs would be perfect for this, but the time and resources this would require would be unreasonable. 2. I think it depends a lot on what they are being rewarded for. But I think for most actions, a unique accessory/decoration/etc is good. Something that allows players to stand out, display their achievements. |
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#27 (permalink) | |
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Daeva
Join Date: May 2007
![]() Race: Elyos
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Ecronyte has managed to sum up what ai was saying in my earlier post in a better way than I could. A "fake" reputation, diminishes the "true" reputations of those who genuinly work hard to become respected friends. Though you would get the desired intial result of a seemingly "well behaved" community it would all be a facade, and in a moment when all bets were off their true colors would still show (ie. when there was no opputunity for benifit or remuneration).
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#28 (permalink) |
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Subscriber
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And this comes down to scrapping the whole reputation thing all together.
You know the more I think about it, the more I hope they will have RP servers and PvP/PK hardcore servers. I think that's the only way to keep communities really thriving. I say this because I was playing EQII yesterday and rolled on Antonia Bayle, an RP server. And oh my goodness the difference was almost exquisite, everone was joking around, helping people port to one place to another, healing/buffing you as they pass you by... I haven't seen this since FFXI before the 360 invasion. ![]() |
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#29 (permalink) |
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Daeva
Join Date: May 2007
![]() Race: Elyos
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yes Rp servers are usualy the one's I play on, they are the most friendly in most cases.
As PvP are generaly the most unfreindly...I guess it makes sense
__________________
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Perhaps I'm just naive.

