Hourglass PVP Time Commitment Bonus

  • I'm inclined to advocate for extra faction rep for hourglass based on the length of a battle, up to an hour and a half.

    In other words, every half hour committed to a battle yields some extra rep for both the winner and loser. I also suggest that it should be capped at an hour and a half.

    As it stands, fighting tooth and nail for an hour offers the same xp as a fight that concludes in five minutes. Surely, that hour spent ought to be worth more. I suggest a cap to dissuade folks from loitering with their opponent in order to gain xp. That said, if someone wants to waste an hour and a half for a slight bonus so be it. Thank you for your time and consideration.

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  • This would only make players extend the time even more than they do now. Your best option is to do HG on a brig or galleon as those don’t typically take as long as sloops. Sloops are hard to sink unless you board them, one player can bucket a sloop, even when you scuttle your ship one player can almost keep up with the water flowing in and that’s with max holes.

  • I get the frustration but it is somewhat within your control to do this yourself. If you take a more aggressive style for high risk high reward then one ship is likely to sink quickly one way or the other. So go for board when you have a hole knowing the outcome could decide the fight, let your mast fall and concentrate on maintaining pressure to go for oneball etc

  • @tek-lt I'll readily agree that sloop contests can potentially take much longer, especially when one or both players break contact in order to repair. Galleon battles might also take awhile, depending on the competence of both crews.

    I still stand by my recommendation, your insights considered. If two players agreed to loiter in order to milk xp, I would suggest a cap. All in all, they'd still be investing time into SoT, which is congruent with any developers bottom line. However, I would propose that you could earn more xp by starting matches and scuttling for an hour and a half as opposed to what I'm suggesting.

    In other words, I'm not talking about a lot of bonus xp here. Just something to help satisfy someone who has a slippery opponent, and of course something for those situations where both combatants are patient and defensively minded.

  • @hiradc In a quick match where both combatants are aggressive you'll have just that, a quick match.

    Your gameplay tips are appreciated, already embraced, and well understood. Day one player here. That said, it takes two to tango, and your opponent always gets a vote. I've certainly chased my challenger around the sphere of battle before, and I've also been party to battles of attrition. They don't frustrate so much, as I can certainly be patient and enjoy the battle.

    My point stands, however. A little something extra, for time invested, would be a welcome incentive in my opinion.

    Suffice to say, an aggressive player with a modicum of skill could potentially rack up much more rep and participate in many more battles in the course of an hour and a half.

    Thanks for your reply, btw.

  • @otto-mattak Be careful what you wish for.

    Players would turn that into a cheese and/or spite tactic. They just would.

  • @sweetsandman said in Hourglass PVP Time Commitment Bonus:

    @otto-mattak Be careful what you wish for.

    Players would turn that into a cheese and/or spite tactic. They just would.

    How so? Are you submitting that our opponent would run around trying to avoid contact. Yeah, that already happens, which is one scenario my suggestion would compensate for.

    Or are you suggesting that that both players would agree to simply sit there for an hour and a half? I believe I accounted for this possibility by stating that more rep would be gained by simply scuttling over and over for an hour and a half.

    I've put consideration into what I "wish" for here, but thank you for your warning. I might also add that this is a mere suggestion, not a wish lol.

    If I've mis-stated your definition of cheering, please, by all means, clarify.

  • @otto-mattak said in Hourglass PVP Time Commitment Bonus:

    How so? Are you submitting that our opponent would run around trying to avoid contact. Yeah, that already happens, which is one scenario my suggestion would compensate for.

    As far as cheese goes, I'm submitting that MORE players might wind up running. If players know that all they have to do is out-patience you and they get EVEN MORE rep...yikes.

    As far as spite goes...if crews are out of supplies or realize they are outmatched and going to lose...why not drag the fight out even longer to get the extra rep?

    Knowing this community...for me, this is a hard pass.

    I'd much rather they introduce supply limits and force shorter fights than introduce a reason to drag fights out.

  • Even more players will run if you reward them for it. Not a good idea.

  • That will increase dramatically the number of runners in the HG, and we have a lot right now.

    The only way to implement this, is making the circle getting smaller with the past of time, like every 2-3 minutes. And even with that, runners will increase a lot and they will masterize the edge running more than ever.... so we need other way to get exp.

  • @sweetsandman said in Hourglass PVP Time Commitment Bonus:

    @otto-mattak said in Hourglass PVP Time Commitment Bonus:

    How so? Are you submitting that our opponent would run around trying to avoid contact. Yeah, that already happens, which is one scenario my suggestion would compensate for.

    As far as cheese goes, I'm submitting that MORE players might wind up running. If players know that all they have to do is out-patience you and they get EVEN MORE rep...yikes.

    As far as spite goes...if crews are out of supplies or realize they are outmatched and going to lose...why not drag the fight out even longer to get the extra rep?

    Knowing this community...for me, this is a hard pass.

    I'd much rather they introduce supply limits and force shorter fights than introduce a reason to drag fights out.

    Your dismissal is noted, and your reasoning acknowledged. If they run, however, you get more rep. And again, they'd be better off scuttling over and over if it were a matter of reputation gain. I don't know about your experience, but I've encountered very few people who scuttle at first sight. I've also been involved with long battles, both engaging and enjoyable. I'm merely asking that these types of engagements be slightly more rewarding for both parties.

    You're not a fan of my proposal. Oh well. Can't win them all lol. Be well, and thanks again for your thoughts.

  • To be honest, I don't care if my opponent runs. Moreover, I don't fault someone for breaking contact for a respite and repair.

    If one were to suggest that every battle should conclude in short order, so that he could get into the next match asap, I'd have to question which one of us is really trying to cheese the system.

    I can't control how my opponent performs, and I don't fault them for their actions. All of that is beyond my control. Whining about their actions isn't productive, best I can do is determine how to sink them in any given circumstance.

  • @d3adst1ck said in Hourglass PVP Time Commitment Bonus:

    Even more players will run if you reward them for it. Not a good idea.

    Yeah, ain't it a pain when your opponent drags out a fight for a half hour? Almost makes me wonder if I could get a little more compensation for the long engagement?

    Oh yeah. That precisely what I'm advocating, isn't it?

  • Adding a set timer would result in grieving from the crew that knows that are going to lose so they will purposely waste time knowing it will end in a draw.
    Petty but a lot of ego players/crews would resort to this behaviour.

    I would love for HG to have a set supply for combat similar to Arena supps.
    If they want to add a sort of ''combat time'', make the zone shrink in 10 minute intervals. The play area is HUGE for starters but should reduce it to say a 2x2 for say the galleon into possibly a 1x1 after a 45 min fight.
    Those fights are not uncommon that it goes to the long time distance especially against top crews. Often one losing because the other crew resorts to cheese tactics, such as spamming blunderbombs/curses dumping etc. and/or a team runs of supplies (Because default + Outpost+ Shipwright supps is often not a lot.)

    Makes combat more fair, removes RNG of supps of an enemy having 100+ blunderbombs making them reset fights at the hint of losing etc as it currently stands.

    Hourglass has come a long way since its inception, but further tweaks would make it near perfect in ''fair'' battles for both crews, even in an adventure server where RNG/randomness is still a factor which is fair and understandable.

  • @otto-mattak after 20 minutes if a fog would make the area smaller and smaller pushing the two boats together would be great too stops runners and I love the time commitment bonus but hour and a half seems too long for me

  • @otto-mattak said in Hourglass PVP Time Commitment Bonus:

    If one were to suggest that every battle should conclude in short order, so that he could get into the next match asap, I'd have to question which one of us is really trying to cheese the system.

    Woah... truth bomb, mic drop. Applause.

  • @otto-mattak said in Hourglass PVP Time Commitment Bonus:

    @d3adst1ck said in Hourglass PVP Time Commitment Bonus:

    Even more players will run if you reward them for it. Not a good idea.

    Yeah, ain't it a pain when your opponent drags out a fight for a half hour? Almost makes me wonder if I could get a little more compensation for the long engagement?

    Oh yeah. That precisely what I'm advocating, isn't it?

    I don't think you understand the problem adding an incentive to dragging out matches on purpose creates.

  • I don't think you understand the problem adding an incentive to dragging out matches on purpose creates.

    I believe you made your point prior to claiming I have a comprehension issue, which is even more presumptuous than your prediction about how battles would go with my suggestion implemented.

    Immediately upon considering the idea, I thought, what if people try to milk this for more faction xp? What if they keep running?

    That's when I decided this shouldn't be a straight multiplier, rather a reward system that would offer much less growth than one could otherwise achieve through scuttling or agreed upon outcomes.

    I understand your point of view, though you're more than welcome to repeat it for fear that I'm patently ignorant.

  • @otto-mattak said in Hourglass PVP Time Commitment Bonus:

    @tek-lt I'll readily agree that sloop contests can potentially take much longer, especially when one or both players break contact in order to repair. Galleon battles might also take awhile, depending on the competence of both crews.

    I still stand by my recommendation, your insights considered. If two players agreed to loiter in order to milk xp, I would suggest a cap. All in all, they'd still be investing time into SoT, which is congruent with any developers bottom line. However, I would propose that you could earn more xp by starting matches and scuttling for an hour and a half as opposed to what I'm suggesting.

    In other words, I'm not talking about a lot of bonus xp here. Just something to help satisfy someone who has a slippery opponent, and of course something for those situations where both combatants are patient and defensively minded.

    I think rewarding more time spent in the fight only encourages running. If it were based on cannon hits, demast, etc. then ok but not more time=more rep

  • @otto-mattak said in Hourglass PVP Time Commitment Bonus:

    I don't think you understand the problem adding an incentive to dragging out matches on purpose creates.

    I believe you made your point prior to claiming I have a comprehension issue, which is even more presumptuous than your prediction about how battles would go with my suggestion implemented.

    Immediately upon considering the idea, I thought, what if people try to milk this for more faction xp? What if they keep running?

    That's when I decided this shouldn't be a straight multiplier, rather a reward system that would offer much less growth than one could otherwise achieve through scuttling or agreed upon outcomes.

    I understand your point of view, though you're more than welcome to repeat it for fear that I'm patently ignorant.

    Yikes, chill out.

  • Yikes, chill out.

    Again with the presumptions lol. I'm pretty chill, but if you'd rather prescribe a hostile tone to my responses go for it. If it bears repeating, you've made your position clear.

    Good talk.

  • @otto-mattak I said that it's not a good idea to attach rewards to stretching out the time, you replied sarcastically saying that wouldn't it be great for getting bonus for chasing someone doing that, which either ignored the point I was making or indicated that you didn't understand the actual problem, so forgive me for misunderstanding.

    Your continued attitude in each subsequent reply doesn't really add anything.

  • Honestly I agree with OP here. I think a lot of people are just looking at the suggestion and dismissing it off-hand without looking at the nuance of what OP has suggested. They very clearly suggested that the extra XP would be less than you would get for loss-farming. If you would get more XP for simply anchoring, sinking, diving, anchoring, sinking, diving... etc, then people who are not operating in good faith will do that instead. However people who are battling as the mode "intends" will at least have their time rewarded to them if they battle for 45 minutes and then sink. It is painful that sinking in the first 2 minutes of a battle nets the same XP as sinking after an hour. They should do SOMETHING to address that (and NO it is not "shrinking the circle" or "adding a timer").

    People say players would abuse the system, however I disagree. Currently people who know they are outmatched or are out of supplies don't just submit anyway. They instead circle the zone, trying to board and steer the other ship out of bounds, trying to do keg plays, whatever. Players in this mode don't give up. So why would this increase that? Players who believe they can win will try to win, players who are loss farming would gain more XP from loss farming, and people who don't believe they can win outright will do what they are doing currently - running around the edge, trying to sail their opponent OOB, or trying to sink them doing keg plays or whatever. Nothing really changes, except with OPs suggestion people who are actively participating at least get rewarded for their time.

  • @d3adst1ck I made the initial suggestion, so you might to pardon my inclination to expand upon it, or respond to folks that comment.

    In the meantime, understand that resorting to "yikes, chill out" doesn't add anything to the discussion. Honestly, my friend, how many times should I tell you that your thoughts on the proposal are noted?

    It's beyond silly to continue this back and forth. Take consolation in the fact that yours is the majority opinion in this sample.

    As for my ability or desire to respond to critiques, I believe that's my prerogative. Perhaps a moderator or someone more in touch with the practices here could enlighten me if I'm speaking out of turn.

    Thanks again.

  • @maximusarael020

    You've perhaps stated my case more eloquently than I could. Especially your recognition that loss farming would be more efficient than dragging out a battle.

    I don't want to give the impression that this is a hill I choose to die on. I'm not married to the thought but I think it holds some merit, even if it's unpopular.

    The common response is "you're promoting fleeing" and I get that. Anticipated it, in fact. My attempts to assuage such concerns may be fruitless, or ignored. No worries though.

    Thanks.

  • @maximusarael020 said in Hourglass PVP Time Commitment Bonus:

    Honestly I agree with OP here. I think a lot of people are just looking at the suggestion and dismissing it off-hand without looking at the nuance of what OP has suggested. They very clearly suggested that the extra XP would be less than you would get for loss-farming. If you would get more XP for simply anchoring, sinking, diving, anchoring, sinking, diving... etc, then people who are not operating in good faith will do that instead.

    Extra XP means above what you get for loss farming since that is the baseline. If you can lose in 5 minutes for 10 xp, or waste another 5 minutes before sinking to get 15 XP that could be more gain over time than re-queuing. This makes it more beneficial to loss farm in way that also wastes your opponents time and keeps people waiting in the queue longer due to available opponents being locked into longer matches.

    Basing bonus XP solely on time spent is going to result in players spending more time in matches on purpose, whether it be to pad their win (if they are much better) or loss (whether loss farming or outmatched), which is a net negative for everyone.

    People say players would abuse the system, however I disagree. Currently people who know they are outmatched or are out of supplies don't just submit anyway. They instead circle the zone, trying to board and steer the other ship out of bounds, trying to do keg plays, whatever. Players in this mode don't give up. So why would this increase that?

    Because you now get rewarded for not giving up, even if you're out of supplies or outmatched.

    Players who believe they can win will try to win, players who are loss farming would gain more XP from loss farming, and people who don't believe they can win outright will do what they are doing currently - running around the edge, trying to sail their opponent OOB, or trying to sink them doing keg plays or whatever. Nothing really changes, except with OPs suggestion people who are actively participating at least get rewarded for their time.

    You're not rewarding players who are actively participating. You're rewarding purely based on time spent which includes loss farming and players wasting time to try to force others to quit; who would now have even more incentive to tie up the queues and drag matches out for as long as possible.

    A timer is probably the least intrusive idea, since it's basically the game saying "This isn't going anywhere, time to end it." and it doesn't cause anyone to lose their ship. I would just call it a draw, give both loser XP, no streak changes and re-dive. Loss farmers can't benefit by dragging out matches because there's no bonus, and players competing wouldn't be penalized for stalemates but would still have an incentive to win since that would be faster than waiting out the time.

  • Extra XP means above what you get for loss farming since that is the baseline. If you can lose in 5 minutes for 10 xp, or waste another 5 minutes before sinking to get 15 XP that could be more gain over time than re-queuing. This makes it more beneficial to loss farm in way that also wastes your opponents time and keeps people waiting in the queue longer due to available opponents being locked into longer matches.

    The extra rep I'm advocating wouldn't kick in at the ten minute mark. I hope I made that clear but then again your misrepresentation makes me question that.

    If a timer is your idea, I'd recommend suggesting that or upvoting an existing suggestion.

    I'm more inclined to give a modicum of xp after twenty minutes, forty minutes, and maybe an hour. I believe I stated earlier that it might cap at an hour and a half. Someone mentioned that such a time frame is too long, and maybe so. My point is, I never suggested five minute intervals.

  • @d3adst1ck said in Hourglass PVP Time Commitment Bonus:

    Extra XP means above what you get for loss farming since that is the baseline. If you can lose in 5 minutes for 10 xp, or waste another 5 minutes before sinking to get 15 XP that could be more gain over time than re-queuing. This makes it more beneficial to loss farm in way that also wastes your opponents time and keeps people waiting in the queue longer due to available opponents being locked into longer matches.

    But that's only true if Rare doesn't do the numbers right. For instance, you could say the same thing with different hypothetical numbers. "If you get 10 xp from a win and 5 xp from a loss, but a win takes 3 times as long to achieve, then losing will be more beneficial than winning!" Sure, in that hypothetical case. Basically what you would want to look at is average time spent in the dive tunnels and how long it takes and average loss-farmer to lose. Then just ensure that losing with those numbers would still generate more XP than drawing out a battle and losing. Another thing you could do is not start the extra XP timer until the match had gone on for (hypothetically) 25 minutes (Rare has the data and would be able to know what timeframe would work best for this purpose). This is another way to make sure that loss farming would still be more efficient for those who want to do it that way and the extra XP would really only go to people who are actively engaging in the battle.

    Basing bonus XP solely on time spent is going to result in players spending more time in matches on purpose, whether it be to pad their win (if they are much better) or loss (whether loss farming or outmatched), which is a net negative for everyone.

    Again, no one is saying that you should get like 4 time as much XP for being in an hour-long battle. And heck, you could even have it just be for the losing side. Maybe the loser gets twice as much XP if the match lasts a half hour. Still far more efficient to loss-farm if you are going to do that, but for people actively engaging at least it doesn't feel as awful as gaining the same XP from sinking in 2 minutes vs 45. This would prevent those who are a lot better from dragging out the battles.

    Because you now get rewarded for not giving up, even if you're out of supplies or outmatched.

    People don't give up anyway. They never do. No one says "Well, I'm out of cannonballs, I guess I'll surrender." No, they currently run anyway, so nothing will change.

    You're not rewarding players who are actively participating. You're rewarding purely based on time spent which includes loss farming and players wasting time to try to force others to quit; who would now have even more incentive to tie up the queues and drag matches out for as long as possible.

    People who try to run to waste people's time and force them to quite are ALREADY DOING THAT so why would this make them do it more? It's already a strat that players use, and I guess I haven't really encountered the chivalrous people you have who honorably give up when they know they've been beat.

    A timer is probably the least intrusive idea, since it's basically the game saying "This isn't going anywhere, time to end it." and it doesn't cause anyone to lose their ship. I would just call it a draw, give both loser XP, no streak changes and re-dive. Loss farmers can't benefit by dragging out matches because there's no bonus, and players competing wouldn't be penalized for stalemates but would still have an incentive to win since that would be faster than waiting out the time.

    A timer would do exactly what you are claiming added XP for time spent would do. People who knew they had been beat would just run to try to run out the timer, if only to keep their ship and deny the other ship the win. I fail to see how your arguments against added XP for time spent don't also go directly against the idea of a timer. Loss farmers are going to loss farm anyway, and now you are giving people who know they are going to lose a way to grief their opponent by denying them a win? Come on.

    All of your assumptions don't allow for any nuance of the XP for time system. You simply state "No" without thinking of different ways it could be employed (such as only for the loser to stop winners from griefing, adjusting the numbers so that people loss-farming would still have that be more efficient, etc). No one would waste time any more than they already do. People currently run, they currently try to get their opponent to quite by avoiding them, none of that changes. Getting fast wins will still net way more XP than drawing out a match if they do the numbers right (assuming it would impact the victor at all).

    Honestly it would potentially draw more people into the mode because many left because drawn-out battles in which they lost 80% of the time just felt bad because they didn't see any more XP than if they just sunk immediately, so that's what they did! An added incentive to engage might actually get people to give the mode more of a shot.

  • @otto-mattak said in Hourglass PVP Time Commitment Bonus:

    The extra rep I'm advocating wouldn't kick in at the ten minute mark. I hope I made that clear but then again your misrepresentation makes me question that.

    If a timer is your idea, I'd recommend suggesting that or upvoting an existing suggestion.

    I'm more inclined to give a modicum of xp after twenty minutes, forty minutes, and maybe an hour. I believe I stated earlier that it might cap at an hour and a half. Someone mentioned that such a time frame is too long, and maybe so. My point is, I never suggested five minute intervals.

    Timers and shrinking circles have been suggested already, and I have participated in those threads as well. Bonus XP for time isn't new either, and IMO it's the least attractive suggestion because of the downsides it brings and the difficulty of awarding players based on earnestly participating in combat.

    5 minutes was an example to illustrate how bonus XP will make dragging out games attractive. Whatever you set it at it's likely to be either too little for the amount of time spent, in order to discourage loss farmers from using it, or it'll be too much and encourage more players to waste more time which isn't good for queue health. There will always be a point at which you can determine whether wasting a few more minutes will get you the next bonus and deciding whether the extra time is worth it which leads to things like running/avoiding or keeping enemy ships afloat on purpose. It's a similar issue to what Arena faced when they switched the point system to rewarding "combat" more than the objective, which lead to farming weaker opponents over trying to win.

  • @maximusarael020 said in Hourglass PVP Time Commitment Bonus:

    @d3adst1ck said in Hourglass PVP Time Commitment Bonus:

    Extra XP means above what you get for loss farming since that is the baseline. If you can lose in 5 minutes for 10 xp, or waste another 5 minutes before sinking to get 15 XP that could be more gain over time than re-queuing. This makes it more beneficial to loss farm in way that also wastes your opponents time and keeps people waiting in the queue longer due to available opponents being locked into longer matches.

    But that's only true if Rare doesn't do the numbers right. For instance, you could say the same thing with different hypothetical numbers. "If you get 10 xp from a win and 5 xp from a loss, but a win takes 3 times as long to achieve, then losing will be more beneficial than winning!" Sure, in that hypothetical case. Basically what you would want to look at is average time spent in the dive tunnels and how long it takes and average loss-farmer to lose. Then just ensure that losing with those numbers would still generate more XP than drawing out a battle and losing. Another thing you could do is not start the extra XP timer until the match had gone on for (hypothetically) 25 minutes (Rare has the data and would be able to know what timeframe would work best for this purpose). This is another way to make sure that loss farming would still be more efficient for those who want to do it that way and the extra XP would really only go to people who are actively engaging in the battle.

    I wouldn't have faith in Rare to do the 'numbers right' given how they've already set up the XP rewarded for wins/losses and the amount of time it takes to get to 100. There's no way they could satisfactorily hit the moving target of XP being worth less than loss farming while also being worse than winning.

    A big problem is that once you set a target like 25 minutes until bonus XP, you'll start seeing a lot more matches last a minimum of 25 minutes.

    Because you now get rewarded for not giving up, even if you're out of supplies or outmatched.

    People don't give up anyway. They never do. No one says "Well, I'm out of cannonballs, I guess I'll surrender." No, they currently run anyway, so nothing will change.

    I do, and I'm sure I'm not alone. I've fought players who run out of supplies and end with a GG. If a fight is going nowhere, I'm not going to waste a bunch of my time unless I also feel like wasting theirs and want to work on my fishing. I'll go for extremely risky plays just to end it if I have to. Matches taking too long is more likely to contribute to lower participation over time more than anything, because they become repetitive.

    You're not rewarding players who are actively participating. You're rewarding purely based on time spent which includes loss farming and players wasting time to try to force others to quit; who would now have even more incentive to tie up the queues and drag matches out for as long as possible.

    People who try to run to waste people's time and force them to quite are ALREADY DOING THAT so why would this make them do it more? It's already a strat that players use, and I guess I haven't really encountered the chivalrous people you have who honorably give up when they know they've been beat.

    It's already a strat that players use, so you're right it won't change their behaviour. I wasn't talking about them, even though they stand to benefit even more from continuing to do that under a time bonus system. Suggestions like this one encourage MORE players to do this in order to hit bonus targets, which is bad.

    A timer is probably the least intrusive idea, since it's basically the game saying "This isn't going anywhere, time to end it." and it doesn't cause anyone to lose their ship. I would just call it a draw, give both loser XP, no streak changes and re-dive. Loss farmers can't benefit by dragging out matches because there's no bonus, and players competing wouldn't be penalized for stalemates but would still have an incentive to win since that would be faster than waiting out the time.

    A timer would do exactly what you are claiming added XP for time spent would do. People who knew they had been beat would just run to try to run out the timer, if only to keep their ship and deny the other ship the win. I fail to see how your arguments against added XP for time spent don't also go directly against the idea of a timer. Loss farmers are going to loss farm anyway, and now you are giving people who know they are going to lose a way to grief their opponent by denying them a win? Come on.

    I said it was the least intrusive, not that it was perfect. It's not attractive to loss farmers, since losing immediately would be faster. It's better for players competing for wins and maintaining streaks, since they aren't forced into infinite matches or quitting. Like you said above, the players that are going to waste your time are already doing it, so this would limit the impact they can inflict on other players. Everyone gets some XP for matching, there isn't an incentive to drag things out, and no streaks get lost.

    All of your assumptions don't allow for any nuance of the XP for time system. You simply state "No" without thinking of different ways it could be employed (such as only for the loser to stop winners from griefing, adjusting the numbers so that people loss-farming would still have that be more efficient, etc). No one would waste time any more than they already do. People currently run, they currently try to get their opponent to quite by avoiding them, none of that changes. Getting fast wins will still net way more XP than drawing out a match if they do the numbers right (assuming it would impact the victor at all).

    Honestly it would potentially draw more people into the mode because many left because drawn-out battles in which they lost 80% of the time just felt bad because they didn't see any more XP than if they just sunk immediately, so that's what they did! An added incentive to engage might actually get people to give the mode more of a shot.

    You'd be more likely to draw players back with defined match times ensuring no drawn out fights, quicker cycling through opponents and a healthier queue. The main problem with the bonus XP idea is that it doesn't fix the issue that created this idea; players feeling like their time was wasted. Players are still going to waste time, and you even agree to this (see bolded text), but this idea does nothing to limit the impact that has on hourglass players and the queue itself it just gives everyone more points but doesn't actually address anything.

  • @otto-mattak why should you get more for a long fight? Seems kinda silly. No reason to encourage drawn out battles.

  • @captain-coel said in Hourglass PVP Time Commitment Bonus:

    @otto-mattak why should you get more for a long fight? Seems kinda silly. No reason to encourage drawn out battles.

    Thanks for asking. I answered this earlier but you couldn't be blamed for not reading such a long thread word for word.

    I don't mind a long fight, on it's surface. I should also state that some of the longer engagements I've been involved in haven't been the result of an opponent simply running. In those cases it's been a real nailbiter, matched with an equally skilled adversary. When such fights conclude, if I win I feel empathy for my rival.

    In those cases I can't help but think, man, if they scuttled right away they'd have recieved just as little xp and had saved a lot of time. (The enjoyment of the clash notwithstanding)

    In cases where I lose after a drawn out affair I don't have to empathize lol. That said, I'm not about to loss farm.. I'd rather the loser be rewarded a little bit for their time.

    I'm not talking about a ton of xp, for clarifications sake. I mean after twenty minutes you get fifty percent extra. After forty minutes you'd be at double, as if you played two rounds. After an hour you'd be at double and a half.

    In the course of forty minutes you could certainly have loss farmed two battles. You could likely loss farm triple that.

    Therefore, I don't think of this as encouragement, as much as compensation. Especially when it would be far more lucrative scuttle at first sight.

    And I do mean far more lucrative. In twenty minutes, on an average day, I could start and scuttle three times. More on a good day. That's a ratio of 1.5 using my method, to upwards of 3.0 by farming.

    Someone would have to be insane to draw out a battle with intent to farm under those circumstances.

    As for the winner, maybe their bonus is slightly less considering the disparity between L vs W xp wise.

    I hope that makes sense. I sincerely hope, whether you appreciate my proposal or not, you can understand where I'm coming from.

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