HG Rep Rebalance

  • HG should stop devaluing our time if we lose a match. Instead of horrendous XP for losing, we should get XP/Rep based on the length of the fight. So, if you sink in the first 5 mins you get the base Rep that we are getting now. If you manage to sink later on, you get a higher percentage of Rep, but never equal to the winner.

    So for an example, let's say that a winner will receive half a level of Rep for winning. I don't know how it's equated to points but lets just say an imaginary 200 points. The loser should get base rep if sunk in first 5 minutes (so lets just say its 20 points), then 5-15 minutes you get another 10% of the 200 pts and every ten minutes afterwards you get another 10% of what the winner would gain and it caps at 80% (so 160 points) . Considering how long it would take to ever reach the 80% cap, I think a rep system for HG that mimics these figures would be very beneficial and fair to players dedicating their time to playing.
    If you are holding you're own, then you should get a decent amount of rep for drawn out battles. This system helps because it still doesn't reward loss farmers but it values players times that have good long, hopefully enjoyable battles but maybe they made a mistake and loss after 30-40 minutes and the tiny little bit of XP we normally get is just crushing. I just think it would overall be healthier for players trying to enjoy HG.

    Note, this doesn't mean that winners receive more points if the battles are longer, only that the loser will gain more points than what they currently are rewarded based on how long they survive.
    And yes, runners will always exist, regardless of what changes are made or not made, so I consider them a non-factor when trying to think of ways to make HG more approachable to new and old players to increase the longevity of it.

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  • we should get XP/Rep based on the length of the fight

    Runners rejoice. :/

  • @thamb0 If you award rep based on time, you're just going to end up with a bunch of people wasting time rather than actually fighting.

  • Doing this would also devalue the time many people have already put in to get the curses and cosmetics

  • @rotten-rocko Only if it bothers them. I have the curses and it doesn't bother me at all. I want HG to be more open to others trying it instead of giving up right away.

  • @d3adst1ck said in HG Rep Rebalance:

    @thamb0 If you award rep based on time, you're just going to end up with a bunch of people wasting time rather than actually fighting.

    So, let them? People waste time already. Not sure why that should stop us from coming up with better incentives to play HG? Again, I have the curses and understand the suck, but do you really think people are going to spend over an hour trying to get to the 80% cap? I highly doubt it, when it's faster to just loss farm. So, this would help players out who are trying to win and put up a great fight but sink in the end, instead of just giving them the same rep as a loss farmer gets for queueing and then sailing off the map right away. So nothing should change and loss farmers should be more rewarded than players actually trying and sinking 10-30 mins in? Because if you can loss farm and get X amount of rep in literally minutes, then what incentivizes players who are learning to actually try if they see that they'll get basically nothing for their efforts? If they knew that they would get a tad more rep if they keep sticking it out, they might actually try.. just saying. I'm just trying to come up with solutions to get more people "playing" HG.
    Fight nights are another great incentive!

  • @thamb0 said in HG Rep Rebalance:

    @d3adst1ck said in HG Rep Rebalance:

    @thamb0 If you award rep based on time, you're just going to end up with a bunch of people wasting time rather than actually fighting.

    So, let them? People waste time already. Not sure why that should stop us from coming up with better incentives to play HG? Again, I have the curses and understand the suck, but do you really think people are going to spend over an hour trying to get to the 80% cap? I highly doubt it, when it's faster to just loss farm.

    Sure they would. They already try to waste time to get you to quit so they can get 100% XP and keep a streak going, so 80% is a pretty good second place if they do happen to get caught. You're incentivizing bad behaviour.

    So nothing should change and loss farmers should be more rewarded than players actually trying and sinking 10-30 mins in?

    No one said this, just that your idea was bad. There are lots of suggestions for rewarding players competing to win that are not strictly time based.

  • I think 80% - even for a long fight - is way too much; if there was a way to measure actual involvement in the battle, have it at max 40-50%.

  • @d3adst1ck If you want to think it incentivizes bad behavior then please do. Bad behavior exists regardless, but that doesn't mean you shouldn't implement something.. Creating HG incentivized people to create cheats for HG, but that doesn't mean we shouldn't of created HG... I just don't see the logic in saying that we should not give better loss rep for longer games, simply because you think a few people are going to waste more time running because of the change.. If people want to waste time, like they already do, then how would this change anything?? They already will be doing their same tactics.

    And 80% would take over an hour to reach btw.. so, it actually helps out the players that want to play legit but have to chase after a runner.. Right now they could spend an hour chasing someone to only get base rep.. At least if they chased someone they would get rewarded instead of wasting their time, to which you already admitted that people want to waste peoples time... so why screw over the guy trying to play but having to chase for as long as they can before giving up?
    Again, I don't think your doing the math correctly.

    You're acting like a majority of people would want to run for over an hour just to get to the 80% cap rate, when they could just loss farm far more rep simply by sinking repeatedly in the same amount of time. On top of that, it's semantics with the amount. Rare could cap it at 40%, 70%, anything. The whole point was to think about increasing rep gained for the duration of a match to reward both players who are trying.

  • So the more you run the more rep you gain?
    In my opinion it should be the other way around, so the winners get more (ik that not your point) and the ones loosing shouldn't get anything more then they do now, to combat lossfarming.
    In my opinion that system doesn't work at all with hourglass, neither for the looser nor the winner.

    One thing that should be implemented is, getting rewarded an extra "loss rep", for the amount of streaks you loose.
    That would be reasonable.

  • @thamb0 said in HG Rep Rebalance:

    If people want to waste time, like they already do, then how would this change anything?? They already will be doing their same tactics.

    The change is that now they get rewarded for doing it, which will make them do it more.

    The whole point was to think about increasing rep gained for the duration of a match to reward both players who are trying.

    My point is that time spent doesn't equate to trying at all.

  • Can’t help but giggle as people try to turn a simple tool for pvp into an arena/comp based device.

    Two types of players in HG users.

    • those who want pvp
    • those who want the curses quickly

    They need to remove the curses and place them in another field. Heck make Hourlass into two categories
    Okay for pvp or play for the rep/curses. If it’s just pvp it have it own ruleset or whatever. If it’s for the rep/curses keep what we have.
    But that just babble from me

  • @dermasterbob a dit dans HG Rep Rebalance :

    So the more you run the more rep you gain?
    In my opinion it should be the other way around, so the winners get more (ik that not your point) and the ones loosing shouldn't get anything more then they do now, to combat lossfarming.
    In my opinion that system doesn't work at all with hourglass, neither for the looser nor the winner.

    One thing that should be implemented is, getting rewarded an extra "loss rep", for the amount of streaks you loose.
    That would be reasonable.

    lossfarming will exist whatever is decided in the future, whatever changes, or no changes, and the reason is simple:

    • getting to lvl 100 can take forever AND ESPECIALLY for players who don't have a lot of time for it.
      Personally, I think it takes far too long to get to lvl 100 and that's why very few people have the basic curses.
      If I take the statistics from Merfolk Lullaby (the only fairly reliable source):
    • Nearly 2,000,000 players have won at least one fight- 120,000 players who have at least reached level 100 in one of the factions. (55k for Athena and 64k for Reaper)
      Do the maths... I'll help you out: only 6% of players will have at least one of the curses. That's 6 players out of 100.
      And to push the maths a little further (using the only sources we can find), out of the 2,000,000 players who have won at least once, only 350,000 have made a series of 4 (i.e. 17.5%).
      and only 100,000 have sunk 100 ships (i.e. 5%).

    Rare has always refused to change anything and this is, in my opinion, a big mistake on their part.
    However, in order to create more engagements in the hourglass:

    • A resource update
    • More experience gain if you lose a battle (once again, loss farming will still exist, so it doesn't matter).

    These two changes are really necessary.

    PS: I refer you to the Merfolk website:

  • @zeyrniyx
    Loss farming can stay, i dont care if people do it, but i dont want it to become easier for people who dont even try to fight.

    If people have a streak and sink, then im fine with them receiving more rep for that, but if they dont engage in PvP at all, i want it to take as long as possible for them to get any levels at all.

    If someone has a streak, give them loss rep for every single win they got, if they loose the streak.
    Thats an easy way to reward more rep, without hourglass becoming an afk farm fest and ceeping a streak isnt as risky anymore.

  • I'm slowly starting to think about suggesting to completely remove any rep for HG loss, just to see loss farmers completely lose their mind and throw tantrums 😂

    I bet if I did this on Steam, I'd rake up clown award points and be easily set for a few months lol

    "Hey Rare, here's an idea how to stop loss farmers - you take away what they farm"

    On the topic - sorry @Thamb0 , can't agree with you on this one mate. I honestly believe this would reward runners and farmers even more.

  • @r3vanns said in HG Rep Rebalance:

    I'm slowly starting to think about suggesting to completely remove any rep for HG loss, just to see loss farmers completely lose their mind and throw tantrums 😂

    I bet if I did this on Steam, I'd rake up clown award points and be easily set for a few months lol

    "Hey Rare, here's an idea how to stop loss farmers - you take away what they farm"

    On the topic - sorry @Thamb0 , can't agree with you on this one mate. I honestly believe this would reward runners and farmers even more.

    I understand why people think it might happen, but what I am saying is that I firmly believe this would not reward farmers. Keep in mind that my OP stated you get current base rates for losing if it's in the first 5 minutes and then you only get an additional 10% rep every 10 minutes. That means that it would take the loss farmer fifteen minutes to get the same rep from just queueing up and sinking two times in a row, which they can already do in literally 5 minutes.. So if this new rep system took effect, the loss farmers would be making slower progress if they decided to wait.
    Runners run because they want the 100% rep gain. They want the other person to quit. They will always run no matter how many points they get or don't get. That's why I consider them a non-factor.

    I think removing rep for HG loss farmers would be funny too. Maybe they have a system in place where you need land X amount of cannon shots? They should just make loss farming reportable, but players will still find a way around it.

  • @thamb0

    No, as others have pointed out, this favours runners. BUT you could make it based on the percentage of damage done.

    Say each fight is worth 100 points, 60 points always goes to the winner and 10 to the loser. That leaves 30 points for the bounus.

    Loser hit the other ship 10 times, winner 40,

    10/50 = 0.2
    30 * 0.2 = 6
    10 + 6 = 16

    The loser ship gets 16 points instead of just 10.

    Now it was a very close fight. Infact the losing ship landed more hits its 40 v 10.

    40/50 = 0.8
    0.8 * 30 = 24
    10 + 24 = 36

    The losing ship does not get more than the winning ship but does get rewarded for putting up a fight.

  • @miserenz said in HG Rep Rebalance:

    @thamb0

    No, as others have pointed out, this favours runners.

    I do not think it does.

    A runners goal is to get 100% of the rep by forcing the other person to quit. So, let's break it down:

    If I run for any amount of time, then no matter when the other person gives up, I will receive 100% rep and the person trying to play but having to chase me will get nothing but base value for the loss. The rep system right now literally pushes people to run, because it's all or nothing.
    Runners will ALWAYS exist, no matter what! They want the win.

    In order to reach the 80% cap, they would need to run for 75 minutes and then sink themselves. All that time just to get less points than the winner makes it seem very infeasible that it would become a strat, because like I mentioned, you could loss farm 10x more rep in the same amount of time, so what's the point of running for 80% after 75 minutes???
    No, players only run because they want the 100%. This in no way favors runners at all. Keeping the current system in place still favors runners. If I was a runner and saw that I would get 100% rep or 10% rep, then of course I would run all day to get 100%, as runners currently do.
    So how is adding incremental loss bonus for players who are engaged in drawn out fights favor runners and not helping players maintain healthy mindsets after losing longer engagements?

    Regardless, I do like your idea on hits/percentage of damage done, I really do. I was just arguing the semantics to my original proposal because I genuinely do not think it favors runners and I am looking for ways that Rare can make HG much more palatable for casuals and newer players trying to get into it. That being said, let's move forward and hopefully others can discuss your idea over mine, because obviously my proposal missed the mark.

    You really should make a new thread with your idea so that hopefully more will see it! I support it and think it would benefit HG.

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