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Old 06-05-2007, 09:23 AM   #1 (permalink)
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We Ask the Questions (Part X)

As the seasons shift from winter to spring and from spring, although all too slowly, to summer. As will also the routines slightly shift from our side. With this 10th round of We Ask the Questions we are taking a question break for the summer. This will give us time to compile answers and opinions from some of the forums and hopefully send some of it over to Korea. I hope for a good amount of interesting replies on this week’s questions!

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?

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?

Remember to think freely and to not limit yourself to any examples provided.

Last edited by Ayase; 06-05-2007 at 10:11 AM.
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Old 06-05-2007, 11:41 AM   #2 (permalink)
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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?

Well for subjective things like that, the only thing I can think of right now is some kind of reputation system.

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?

In-game I would say things that look cool but don't give an advantage in gameplay. Things like an awesome weapon or armor skin, an emote, or a title.

Out of game, it would be hard to go wrong with Aion swag and/or cash .
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Old 06-05-2007, 12:00 PM   #3 (permalink)
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Quote:
Originally Posted by Ayase View Post
1. Do you see any way to reward players for actions that are more difficult to measure (behavior, leadership, social interaction etc.) and not necessarily related to combat or traditional level progression?
Yes, I think some sort of reward for like slaying a real hard boss for the first time or being the first clan/person to do something extremely hard would be grounds for some type of recognition.

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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?

Remember to think freely and to not limit yourself to any examples provided.
Anything from cool Aion merchandise(t-shirts, to game time cards, to accounts), to possibly a new computer would be sweet.
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Old 06-05-2007, 12:02 PM   #4 (permalink)
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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?

Reputation system and have your CSR's or whatever you wanna call em watch people and when they see something commendable they can submit it or reward it.

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?

Seems Zin above me thought of everything I could think of, though cash seems weird to me. Maybe a free month or expansion for someone uber cool and helpful maybe.
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Old 06-05-2007, 12:26 PM   #5 (permalink)
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Originally Posted by Ayase View Post
As the seasons shift from winter to spring and from spring, although all too slowly, to summer. As will also the routines slightly shift from our side. With this 10th round of We Ask the Questions we are taking a question break for the summer. This will give us time to compile answers and opinions from some of the forums and hopefully send some of it over to Korea. I hope for a good amount of interesting replies on this week’s questions!

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?

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?

Remember to think freely and to not limit yourself to any examples provided.
1. I think reward systems should be set up for the best players on the server kind of like L2 has for hero's. However its very hard not to make system that is flawed. It seems like players always find a way to cheat and make it so other legit players dont get a fair chance. I just hope they come up with something that is fair for all not just a few people. Honestly I think what they come up with will have flaws or bugs that can be used to players advantage so I think its best if they leave it alone.

2. I think if they did give players rewards they need to make the rewards very noticable such as maybe a weapon glow or a cool looking armor. i think when it comes to out of game rewards it could get ugly I think to many people would start taking the game too personaly.
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Old 06-05-2007, 12:43 PM   #6 (permalink)
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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?

As someone in FFXI who was the constant go to guy this is interesting and also makes me sort of weary. A system to reward players for such actions would be easy I think, just make it so that players can give a score to a player for different reasons, then balance it so people wouldn't flood others with points. Either by only allowing a person to give out so many points to other players every month then tally at the end of the month.

Of course I think it should also be discreet, so others can tell who's giving who points. Also, the amount of points a player can give out should be small because with enough people on a server it should give accurate data on who's being the best and so on.

Also I think a rank system would be best so everyone might get something out of this instead of only those players that absorb themselves into the very fabric of the game. -.- I understand that people like playing games but some take it too far, making only those people the ones that could get items. So, maybe make a rank system that would allow rewards on 2-3 scales of play. Such as hours played monthly or something to that effect.

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?

This is were I get iffy, give away stuff that's not appropriate then it gets personal and the game becomes something other than what its meant to be, fun. Whatever awards might be given would need to be noticable obviously, if you were to take it into out of game items I'd stick with just gear, t-shirts, backpacks with the Aion logo, wallscrolls/posters, possibly figures of key NPC's in the game and so on. Maybe unique swag made specifically for awarding these players.

In-game items are alright, I think the best way to do this is to possibly give out feature enhancing or changing items. Like maybe a special type of item that when equipped changes the look of your wings or something to that effect. Maybe a new haircut or sunglasses when the item is equipped to your head slot, something to that effect. Nothing that qould give an advantage in game.


Personally, I don't think giving out rewards is a good idea.. Makes things abit too personal and I could see people getting upset over it but it is an interesting concept. No matter what though don't go overboard with it, stay away from giving out cash prizes or uber gear such as computers through the game, save that for Aion conventions and stuff like that.
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Old 06-05-2007, 02:22 PM   #7 (permalink)
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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?


I think the idea of titles per achievement is very cool, or the badges idea of CoH. It doesn't give you any advantage but it does give the player a sense of having done something special or extra. And it would have to be very varied and a a challenge to get one, you don't want every Joe walking around with the same title.

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?

In game I always appreciate cute things that have no other function then being cute, like furniture for your house, clothing, emotes ect.. 'Out of game', the only I can think that would be appropriate is maybe an extra character slot if there's a limit, a month free, posters that kind of stuff.
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Old 06-05-2007, 02:23 PM   #8 (permalink)
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Quote:
Originally Posted by Ayase View Post
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?
Well, having a system that rewards those skills would be pretty cool. Perhaps an award at 100 friends, the gaining of 20/50/100 members in a guild, the hosting of an event, etc.

I would think reporting a good deed could work, however I'm certain it'd get abused. People would report a fake good deed in exchange for gold, so this option may not be viable.

I suppose you could reward guilds who achieve something first with something.

Quote:
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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?
Nothing that would give an in game advantage... Something like a cape (just for show) would be cool. Or Aion shirts, unique in-game weapon skins (unable to be sold), posters, keyboards/mice, computers, monitors, etc. o_o
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Old 06-05-2007, 04:09 PM   #9 (permalink)
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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 reputation system would be the most likely way to go about this. You just have to watch out for the angry people who will give everyone bad points.

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?Discounts, free game stuff, or pay a full months worth of game time for the player.
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Old 06-05-2007, 04:14 PM   #10 (permalink)
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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?

Though I really wish there was a way to make system that was fair, there just isn't. The issue with makeing a rewards system for such things is that:

It's not genuine behavior, it's coherced behavior. What I mean is people should be social and civil without being rewarded; because the intangible rewards are well worth it, and it is the right thing to do. A player that exhibits extra ordinary Leadership, or social interaction skills will already become well known on the server; and enjoy the benefits of that.

I just can't think of any way to make it work.

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?

I think limited edition rewards like minipets, decorative masks, furinture for your character's house, fireworks, FUN STUFF....are far more apporpriate than a weapon or armor or anything that would cause an imbalance in gameplay.

As far as out of game rewards, I strongly feel people should play a game for the JOY of the game not for the rewards of it...if your only playing a game for the pay-outs then you are probably not a fun person to play with.
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Old 06-06-2007, 12:36 AM   #11 (permalink)
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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?

I, for one, enjoy the system in place in City of Heroes. It uses a badges system that keeps track of many different actions that occur throughout the life of each player's characters. After defeating so many enemies, healing so many teammate's, or mentoring a newbie for a certain amount of time, badges are awarded to the player. Usually this only provides a visual recognition of their accomplishments, but secret combinations of these badges give the player added bonuses and powers. The downsides include insubstantial rewards, like the Crey Pistol, that are useless bonuses, and the eventual posting of the 'secret' combination which diminishes the original efforts of the dedicated players. One way around this posting problem is to withhold the players' notification of the bigger bonuses. They will still receive all the benefits, but no one will be the wiser. :-)

Another way that might be useful to rewarding behaviors and quality traits in players would require more interaction on the part of DM's or in-game 'spies'. These people would roam around in game, joining groups and observing players' behavior. They could provide semi-scripted challenges for the team to face and rate/reward their actions. For example, in the midst of combat with a team, the 'spy' stops actively playing. They continue to get pounded on by the baddies and effectively causing the team to be short-handed. Depending on the actions of the team, they will be rewarded. If the leader or team member, notices the lack of action and either protects the player or calls others to help the 'spy', they would be rewarded. If they ignore their pummeled teammate or get angry at the lack of action on the 'spy's' part, they would not be rewarded (maybe even punished, lol). After the battle is completed, the 'spy' would then come back and explain the (simulated) computer trouble.

If using real people to monitor is too taxing, I'm sure that quests could be created that test moral courage and fortitude. As boring as a diplomacy option might be at times, just imagine arriving at the boss battle of a mission, only to discover that the boss is really a decent creature that has been tricked/trapped into doing the wrong thing. Should the heroes try to talk down the misled character or just slice him to ribbons anyway?


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?

Rewards should be proportional to the reason they are receiving a reward. If a team just spent 4 hours battling their way to the depths of the dungeon and defeating the torturous fiend at the end, only to receive a dagger that would have been useful 10 lvls ago, the players will change their view of the mission from exciting journey to tedious grind.

In the case of the badge combinations above, creating useful abilities or items would be ideal. In the case of the Crey Pistol, it should be useful in some way against someone, like severely disabling any Crey baddie. While this may cause balance issues, it should not be so easily accessible, with only a few lucky individuals acquiring it.

In the case of the 'spy' given rewards mentioned above, either a predetermined set of rewards for each situation or a honor system that the 'spy' can award a certain amount of points to each player. The more honor points the player receives, the more powerful they can become. Keeping everything proportional, points could invisibly increase stats, in the case of Aion it could be called divine protection. As long as this reward system is kept secret, the genuinely good players, in terms of increasing enjoyable game atmosphere, will be given a better chance of greatness while those that deteriorate the fun of others will be forced to remain mediocre.

This would allow good natured casual players to compete with core gamers that exhibit harsh and negative tendencies, from a gameplay perspective.

Finally (sorry, long post), one wish I have had from way back to MUDDs, are completely unique in-game items for extreme circumstances. I like the idea of the normal person at the right place and right time to receive an awesome gift. For example, she is the first one to fully explore the hidden cave, she should receive the one of a kind Uber Glaive of Uberness, with no restrictions as it could level up with her. Everyone that visits afterwards would still receive an uncommon item, but nothing in comparison to her weapon of lore. Or a team might stumble upon a kidnapped nymph, free her from the evil clutches of evil, and each is rewarded with a 5X stat increase on a single different stat, one with boosted strength, another with increased defense, etc. These characters could then become the secret weapons of each side's battles.
This would encourage players to adventure instead of simply grinding for level.

With extreme rewards for very select random few, rewarding honor and integrity in game, and keeping regular rewards proportional, a system that is more then just grinding and leveling could emerge.
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Old 06-06-2007, 01:18 AM   #12 (permalink)
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^that was a long descriptive post
but all i have to say is

1) some kind of alignment. I'm not sure if there is any kind of PK option which is always fun. If you pk people of your own race you become evil (;...
If you kill pkers or maybe help some1 who is dying in combat if they request it you become good (=^_^=).
This is a common thing but maybe some element of it could be used *shrug*

2) rewards should be something fun but not really totally amazing stats wise. They should be like event items that you can wear to be like :look at me I have this cool reward item!: while it doesn't do anything special in combat. I think if reward items were that useful people would compete too much for them.
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Old 06-06-2007, 02:07 AM   #13 (permalink)
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As the seasons shift from winter to spring and from spring, although all too slowly, to summer. As will also the routines slightly shift from our side. With this 10th round of We Ask the Questions we are taking a question break for the summer. This will give us time to compile answers and opinions from some of the forums and hopefully send some of it over to Korea. I hope for a good amount of interesting replies on this week’s questions!

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?

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?

Remember to think freely and to not limit yourself to any examples provided.
1. A system similar to the reputation system in L2 for clans, but for individual players instead -- have some kind of points system like this certain raid is worth X amount of points while killing a demon (if ur an angel) is worth X pts and winning a siege with your clan/guild/whatever is worth X pts ect ect ect

2. Use these points like currency with an NPC trader to buy nice stuff for your house or little things like the cat ears ect. in L2 or mabey some nice crafting mats, or decorative weapons to put in your house or use like the chrono weapons in L2 or something like a blessed enchant scroll like L2 does with noblesse gate passes
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Old 06-06-2007, 02:28 AM