Wednesday, May 20, 2009

Reward Ratio

Player rewards are a tricky subject in WAR. As we have seen, how players are rewarded can have unintended consequences. Back when influence was introduced, the goal was to give more reason to fight over BO's, Keeps and to kill your fellow player. In reality, it just led to keep/bo swapping as players avoided combat.

Fast forward to today. Tokens were recently introduced and have led to another unintended consequence. Players are now flipping zones without making any attempt at the fortress. the reason for this (well, one of the reasons) is the reward ratio between zones and fortresses.

Capturing a zone is nearly as rewarding as capturing a fortress. A zone gives you renown, medallions and a Conqueror Crest (Tier 4). Capturing a fortress gives you the same, plus a loot roll for a bag. Since only 10% (estimate) of players who participate in the capture of the fort will receive a bag, it is not really an incentive. So the ratio is pretty even.

Fortresses are difficult to attack and not really that fun due to their static nature. Also, opening one up for attack will in some cases send your opponents to defend while you finish locking another zone.

With a close reward ratio and the poor fortress fight, zone flipping has become the method of choice. One way to help the situation would be to make the reward ratio a bit larger. For example, it should take 5 zone captures to get the rewards from 1 successful fortress siege. Maybe then when the keep is open for attack it will be worth taking.

I really do not envy Mythic. They have the best of intentions with these systems, but they underestimate the modern players thirst for loot. Loot is just a representation of accomplishment which I suspect they don't get enough of offline.

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