HG improvements

  • The current hourglass system doesn't reward effort. It doesn't reward skill. It rewards matches played. The curses aren't the reward for effort, they are the reward for reaching zero on an experience point countdown. This is why I feel loss farming in hourglass is so common.

    3 of the 5 first matches in my last session of HG were loss farmers. I think I know a way to make loss farming less meaningful, and low skilled games more meaningful. If players were rewarded for skill based stuff like firing cannons, fixing holes, getting hits with cannonballs, it could make people less motivated to loss farm. Give a base amount of XP for a win and loss, and obviously make the base amount of XP larger for the winner, but also add extra XP for doing PVP things like what I detailed earlier. I don't think player kills should count towards this because there are a lot of heavy TDM sailouters who will technically not be farming you because they will sail you out eventually (sail at like 25%), but still kill you 25 times before it happens.

    Not to say that these would be exact numbers, but you could have like 10xp for repairing a tier 2 hole, and 20xp to repair a tier 3 hole, 100xp for hitting a cannonball, 250xp for getting 2 chainshot on mast in a row. These are just general ratio ideas, not exact values I think should be applied. Have these metrics also measured against miles sailed to prevent people from sitting next to each other and farming it, so if they have really low miles sailed it would give them low XP, as well as if they have high miles sailed but low damage output, they would gain little to no bonus XP, which would help prevent runners from timewasting.

    I'm not a coder so I don't know how hard this part would be, but you could also have a system that tracks the damage dealt/repairs/miles sailed over time to make sure that the players aren't just anchoring next to each other, getting a couple hundred hits, then sailing in circles for an hour to try to cheese the system.

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  • It doesn't reward skill. It rewards matches played

    Yeah. Not everyone has the skill or better word, Luck to win enough matches.

    What I see players fail to realize. Loss farming should be good for you sweaty try hards. Once all the loss farmers are done, only ones left should be those like yourself. Other try hards.
    While the loss farmers get what they want, curses. You will also get what you want (tho if I wanted good pvp I wouldn’t use hourglass)

  • @potatosord

    Another idea would be to simply add more modifications which require a commendation that requires wins. For example, I’m 18 champion streaks away from verdant bones. Once I get that it’ll be more significant in my opinion than when I eventually get the gold curse. I’m like 620 in servants right now and I have a lot of losses. I got to 200 in each faction basically as a newbie getting beat up. After that, I helped several players reach 100 and other goals, so that’s a lot more losses than wins depending on who I was helping. These days my win ratio is good, sometimes great, but I agree that just having the curse isn’t super significant as it can be achieved by loss farming and mediocrity.

    Off the top of my head, I can think of the champion streaks commendation and the kill x amount of opposing faction commendation as win rewards, there are probably others I’m missing. More of those please.

    A new color for the ghost curse won by a significant commendation would be nice. The ghost curse only offering clothing and accessories is pretty boring to me. Adding more visuals to the curse seems complicated, but changing the color would be easy.

  • They alr track all of those stats. It just doesn't make sense cus it was overcomplicates the matter. Making it time based males 100x more sense, just make it have diminishing returns (so rep/time decreases but overall rep continues to increase). Making it based on those stats means that players who sink people super quickly would get significantly less rep, which is not what you want. It would also introduce vulnerabilities such as 2 ships just farming cannon shots off one another. Meanwhile in the time based system you could have it hit a rep max in like 15-20 minutes, so people are unable to squeeze out theoretically infinite rewards. And because it would have diminishing returns it would always be more worth it to sink someone and then rematch compared to just sitting there. It would also need a base amount of rep granted to the winner and loser, which could easily be the same values that are currently used. All of this guarantees that winning a match will always be more worth it and that nobody can just sit there and passively gain rewards forever.

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