24-03-2013, 10:54 AM
In my humble opinion it's always better to encourage certain behaviour, than try to force it with restrictions and artificial rules. The problem lies in the mod mechanics, which promote killing more than teamplay. The snipers and skirmishers are mostly the ones who have the biggest numbers of kills, therefore the largest amount of exp, gold and loot. Moreover their ability to kite allow them to be more independent from other classes, cades and stuff. I think that is the reason why so many ppl chose them, even if they say it "because it is more fun".
Some changes to the way how experience and gold are gained could alleviate this problem. Right now those who kill first and kill more "wins", since they get more gold, an experience instead of assist exp and I think their chances to gain a loot are bigger (not sure about that though). We could make assisting more profitable which mean the assisting would give more gold than killing and better chances for looting materials (lets say that assisting ppl have more time for looting corpses cause they are not actively fighting). So killing would be source of experience, equipment and some gold, while assisting would be source of assist exp, materials and most of all wealth - that way those poor shielders will be somewhat rewarded for saving our asses.
The other thing could help is rewarding whole team with someting like gold and assist exp (well, actually those who were alive at the start of the wave) for beating the wave. This would promote teamwork and discourage those stupid risky charges, since it would be more profitable to contribute to the team victory, instead of thinking only about a personal gain. Of course the farther they go the better reward should be.
I think that people who bring the support items should be rewarded too. For example when their item is used up (cades got destroyed) they could recieve some basic mats (metal, wood, cloth and so on) from salvaging the remains.
Just to clarify - I dont say "add another big sources of gold and stuff into game". I propose shifting them to other places - lower in some places and rise in others so the sum remain the same, but ppl habits will change.
Some changes to the way how experience and gold are gained could alleviate this problem. Right now those who kill first and kill more "wins", since they get more gold, an experience instead of assist exp and I think their chances to gain a loot are bigger (not sure about that though). We could make assisting more profitable which mean the assisting would give more gold than killing and better chances for looting materials (lets say that assisting ppl have more time for looting corpses cause they are not actively fighting). So killing would be source of experience, equipment and some gold, while assisting would be source of assist exp, materials and most of all wealth - that way those poor shielders will be somewhat rewarded for saving our asses.
The other thing could help is rewarding whole team with someting like gold and assist exp (well, actually those who were alive at the start of the wave) for beating the wave. This would promote teamwork and discourage those stupid risky charges, since it would be more profitable to contribute to the team victory, instead of thinking only about a personal gain. Of course the farther they go the better reward should be.
I think that people who bring the support items should be rewarded too. For example when their item is used up (cades got destroyed) they could recieve some basic mats (metal, wood, cloth and so on) from salvaging the remains.
Just to clarify - I dont say "add another big sources of gold and stuff into game". I propose shifting them to other places - lower in some places and rise in others so the sum remain the same, but ppl habits will change.
BoS_Niezdara - LVL 52 Repeaterman - Blacksmith LVL 22 | BoS_Niezdara_Guard - LVL 52 Royal Guard - Armorsmith LVL 25 | BoS_Niezdara_Peltast - LVL 52 Master Peltast - Alchemist LVL 25 | BoS_Niezdara_Warden - LVL 52 Warden