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  1. #4
    I don't think that just logging in should be rewarded; especially with the perks you're suggesting.

    I do, however, believe that there should be more perks for playing the game well.
    Those who play the game well obviously have put the time and energy to learn it, which requires commitment that deserves to be rewarded.

    And at the expense of contradicting myself, I don't feel that iEra yet offers a game that would be rewarding the right people.
    There's three types of play-preferences out there: Basers, Sparrers, and PK Streakers.
    Each have flaws that often subject the victor to cheap tactics that shouldn't warrant such a reward.

    Basing:
    First off, 'Defending a Base' translates to 'Defend the Hallway'.
    The base layouts are so poorly designed that that's literally what the goal is.
    Get any 10 blockheads equipped with BARs to spam the hallway, some jockstrap throwing grenades from behind a wall, and give them the unlimited supply of food that Freebies provide, and they'll be victorious. Where's the skill in that?

    Even if somebody does penetrate the hallway, they've then got to duke it out in chest room that is so small that dodging cannot be implemented; again, the blockheads are victorious.

    To add insult to injury, once they die, they're warped right back to the fricken' front door of the base. Meaning that they're back in the action in 15 seconds. This isn't enough of a timeout to constitute the feeling of defeat, and doesn't give the "victors" a chance to savor a real victory.

    Even if the other gang has more skilled members, success in basing isn't granted to the best group of people; it's usually granted to the group of people that achieve victory through these cheap tactics under this watered-down system that warrants no skill whatsoever.

    Sparring:
    While sparring is generally seen as the "skill-based" field, it's too easy to rig.
    Often times, people with under 5,000 rate put up a better fight than those over 20,000.
    Having an additional reward out there would just encourage more people to boost, and punish those people that are really putting in the work.

    PK Streakers:
    As an advocate of skill-based play, I really don't see the skill in "PK Streaking".
    Hell, I've seen threads with headers like, "Hello, I'm wonderring what the best gun to spam the street and pick up kills is"
    That's tactless. Anybody with a wallet and a hotdog can do this.
    I don't believe this should be rewarded; it's bad enough that it comes across on the bottom of my screen.

    In short, I believe we should first modify the game to reward those that really put in the work before we start handing out rewards to those who don't deserve it.

    Edit:
    Suggestions that would improve on these systems to warrant reward:


    Improving Basing:
    Basing currently means a gang simply walks into a base, rushes to the capture chest, and defends the chest, and the area leading to it. This goal makes the chest area the focus of the base, and where the fight stays. With this, the rest of the levels in the base are ignored, and the fight is focused on such a small area means that less focus is on fighting, more focus is on blindly going for this chest, and less tactics are involved in the whole basing process.

    We should add more chests in each base. With this, instead of focusing on one area, the gang would have to distribute throughout the entire base. The gang must have control over all chests in the base in order for capture time to be counted. The doors in the base also become unlocked to a gang once they capture all chests. When an enemy begins attacking one of their chests, the gang receives a notification: "An enemy has attacked a chest in GZ Base! Stop them or risk losing the base!" Once they lose a chest, however, the base becomes null. Their timer stops and they lose access to the doors until they recapture the chest again.

    Also, in current basing, there's only one entrance to bases. This means that there's only one hallway/door to raid or defend. Again- less tactics involved in the basing process. We should instead add more entrances(2 or 3 total). This way the raiding gangs would have more angles to approach, and the defending gangs would need to distribute their members throughout the base instead of defending one hallway.

    Another issue with basing is the respawning-- People respawn at the front door. This means they're back in the action within 15 seconds. This isn't enough to constitute a real 'defeat', nor is it enough for the victors to savor any sort of victory. Instead of warping at the front door, we should have "checkpoints" throughout Era City GMAP, where they can elect to respawn. Example: If they're raiding GZ base, they'll have to first walk to the nearest checkpoint to GZ, grab an NPC to select it as their spawn point, and they'll respawn there when they die. For gangs that win a battle, this would give them time to breathe after defeating a gang, as well as time to capture any chests, savor victory, and prepare for counter-attack. For gangs that lose the battle, they'll have time to reassess how they'll capture/recapture the base, what entrance they're going to use, and employ regrouping tactics if necessary.

    Also, grenades. They've got too much of an influence on the fight aswell-- They're created to enhance gameplay, not to completely replace gunplay. Adding a 30-second timer to grenades, gas shells, etc. Would bring us back to the gunplay that the server is supposed to revolve around. It would even give the gas launcher more clout because we could lower it to 25 seconds or something.

    Lastly, healing items currently have too heavy of an influence on who wins a gang fight. Often times, the base goes to the gang that can eat the most hot dogs. This obviously destroys the PKing aspect of the game. It also kills any tactics other than one's ability to hotkey their healing items, find cover, and eat them when health gets low. These items are free, and handed out by the hundreds daily via freebies, so they shouldn't have this much of an influence on a fight. An easy fix for this would be to disable healing items in a base. This includes food, healing grenades, and the healing aspect that some melees have. If they wish to heal, each base will offer one healing room with beds in it. This way even the healing room will be fought over, and members will have to switch shifts between protecting a chest to healing if they get low on HP. Again- this adds a more tactical approach to basing.

    Improving Sparring:
    Simple, don't reward for kills, reward for score.
    Kills - Deaths = Score.
    Boosters generally get their asses kicked more than they can boost.

    Improving PK Streaking
    Even this would be more skill-based if we added the 30-second timer to grenades/gas, as well as the respawn idea highlighted above, and a 15-second timer on all healing items.
    Last edited by Meph; 07-14-2014 at 04:30 PM.

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