Posted on 21 July 2015 - 01:00 AM
Hi!I know a current goal for the server is a way to keep the server's 800k+ players on the network longer. This goal caused me to ponder ways to achieve that, and of course I came across big ideas like new game types that would take a lot of work, but I also thought of a smaller one that I believe could have a positive, beneficial affect. Personally, I enjoy games and servers that allow advancement, like leveling up from experience points from doing well in game. It gives the player something to work on and take time to achieve (keeping them on the server longer and increasing daily play time) without out being a "pay to win" concept.
The ranking system can stay simple (like a color coded number beside your IGN), or drastic and flashy like Titles (Rookie, Advance, Expert). You could also just keep the ranks as a title for bragging rights or competitions to see who has the highest rank. You could also add color coded numbers (the more you advance the different color you get, like at 20 "x color" and 40 another) or just titles like stated before. If you want to give the players something more to work for you could also give slight benefits in-games that would award the player for his/her achievements, but not drastically unbalance the game. This is where I run into a problem though. I do not know what would unbalance the game for some players since we all play at different levels, but I will try to give you some ideas (keep in mind this would not be a play to win ranking system because you could only achieve them and advance by playing).
Examples: (All benefits would be given/achieved at high levels that are not easily obtainable, which could be debated but an example would be Level 20 or an equivalent Title)
SG- The player could start out with a potion affect for a short time (like Speed) or obtain a snowball where they can use to switch places with different players once per game. They could also have more of a vote when deciding on maps.
ArenaPVP- More Ranked games as you advance,(The other ones I think of would probably unbalance the game but I don't know how you guys would feel about a "play-to-win" concept. Just keep in mind you could make them like at level 30 so only a few players would have some) more starter items depending on kit (arrows/potions/golden apples), ability to customize kits like donors.
UHC- The players could have a starting potion affect that last a short time and not during PVP so it wouldn't unbalance fights, stone/wood tools in the beginning.
If you think levels should come with a "prize" my ideas for those prizes are very similar to what the Donors receive, but I think since the levels will be harder to earn and accumulate we can add special privileges so the Donors also have initiative to play longer and rank up. Ugh. I just thought of another flaw, this is why I am posting on a forum this idea needs a lot of help. I do not think we could add benefits that the donors have because the server would want those to be unique to the Rank. It would probably be best to come up with unique and new ideas.
*Remember, that above are just a few ideas for only some of the game types that are my ideas so if you totally disagree or want to change/add anything please do.*
I just know that BadLion is totally opposed to the pay to win concept (as am I) so I don't know what they would allow or what people would want if it is a non-buyable achievement that the players earn, that also do not give them a huge (or maybe any in some people's opinion) advantage to winning the UHC's/PvP Battles. There are many ways you can go with a Level system and possible benefits (if any) so if you have any ideas please add or if you think my entire concept is crap, come up with a new one because there are endless possibilities :).
I think we can develop a system that assists the server's goals and ethics, so please lets work together and make one (so no hate or harassment please, it's a team effort)
If you read all of that, thank you, I kinda got carried away. Just trying to improve and help the server :).
-Brady
Posted on 21 July 2015 - 02:06 AM
great idea, however this would take away from the competitiveness of badlionIf we were to have a mini games server sure +1
Posted on 21 July 2015 - 07:58 PM
If you do not implement the reward factor for high levels it would not take away from the competitiveness, it would add to it.Thanks for reading all of that by the way haha.
@Cheatoh
Posted on 21 July 2015 - 08:01 PM
Maybe you get authentic features? Like crit particles and pets? I know gberry was thinking of implementing something like thisPosted on 21 July 2015 - 08:14 PM
That's a good idea, it would not give an in-game advantage, but still aspire initiative to advance. I know on the Donor Forums they mentioned pets and particles in the hub for Lion ranks, but I don't see a problem for having different unique ones for certain levels.@Cheatoh
Am I allowed to tag gberry to see what he thinks of the idea?
Posted on 22 July 2015 - 04:20 PM
The idea of trying to make some kind of a leveling system is right.Some of the concepts here are wrong though because a new player should have no disadvantage to someone who has been playing for a year.
Make sense?
Posted on 22 July 2015 - 05:23 PM
Yes, I understand, that would not be fair to new players. You could not add in-game advantages. It would just give them perks that do not add disadvantages in-game. For example- Particles
- Pets
- Extra ranked games
- More SG Map Votes
- A pre-wl game for UHC's
The ranking system could stay simple with no added benefits. You could just award players by having a Number beside their name that represented their level (You could also color code certain ranges, like 20-30 blue, 30-40 purple), or flashy Titles (Rookie, Advance, Expert). This would give players something to show off in-game/in-chat and a initiative without giving any advantages. The numbers wouldn't crowd chat either like some ranking systems.
@MasterGberry
Posted on 22 July 2015 - 08:26 PM
@Bradyy_ that takes away all donor perksWhy would someone buy donor when u can lvl up and pretty much be a 'donor' without paying
Posted on 22 July 2015 - 08:38 PM
They could add unique perks or just temp ones so it wouldn't give them permanent donor perks. Personally, I think the levels wouldn't need many/any benefits because leveling up would be initiative enough. I totally agree with you, but what do you think about unique/temp perks? @LegiionPosted on 23 July 2015 - 01:14 PM
Maybe add new perks to donors? Like specing 100x100 uhc or stuff like that