Recompensa por participación en Reloj de Arena / Reward for participation in Hourglass

  • Español: Algo que me ocurre cuando juego PvP en el Reloj de Arena, es que cuando pierdo después de estar 45 minutos pegándome de cañonazos con otro barco y me hunde, me suba una birria, ¡lo que significa casi una hora perdida! ¿soy al único que le ocurre? Me desmoraliza muchísimo que el esfuerzo en el enfrentamiento no se me vea reflejado en la recompensa; pensé que podría estar bien que la experiencia recibida por combate no se limitara a Ganar o Perder, y que se tuviera en cuanta cosas tales como muertes a jugadores rivales, daños al barco contrario, tirar los mástiles... algo similar a lo que había en la antigua Arena. Pienso que estas medidas podrían incentivar considerablemente a jugar al Reloj de Arena, que es un modo de juego que muchos se han resignado a subir a base de derrotas.

    English: Something that happens to me when I play PvP in the Hourglass is that when I lose after spending 45 minutes shooting with another ship and I sink, I take little experience, which means almost an hour wasted! Am I the only one this happens to? It demoralizes me very much that the effort in confrontation is not reflected in the reward; I thought it would be nice if the experience received per combat wasn't limited to Win or Lose, and took into account things like killing opposing players, damaging the opposing ship, knocking down masts... something similar to what there was in the old Arena. I think these measures could significantly incentivize people to play Hourglass, which is a game mode that many have resigned themselves to escalating through defeats.

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  • I agree. Long hourglass matches with minimal rewards is a large issue that drains moral. It'd be nice if you got bonus reputation for surviving for a while.

  • What if there was an HG extreme mode where both opponents have all their supplies reset to default when the battle begins?
    Additionally having a timer that ensures the match is not longer than 15 minutes or so and then when the match ends if both ships stay afloat the winner being the one with more hits and kills.
    Also if the winning ship had more supplies than the default amount before the match started then they are restored not disrupting regular gameplay.

    Eliminating the long matches or imbalance when an opponent comes in loaded with crates and crates of all kinds of supplies.

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