Hi folks. Been awhile since I've been around these parts more than to check up on messages. IRL fun. My time is finally opening up a bit again and I'll be working on the zone again as best I can.
Distension hasn't run in quite awhile. I'm currently working out scheduling with fiS, attempting to get enough people to host it at least for 2 days a week (possibly more later if interest is there). I wanted to use this interlude to propose a possible change to how we play the game.
Here are a couple of problems I see with Distension:
Considering this, I'm wondering if it might be worth trying out a few different ways of playing the game (thus the poll). Note that for any cyclic option, all old data would be saved, and we could easily switch back to it at any time. We could also switch between a few different options (old saved data on day X, single-day massive RP multiplier cycles on Y, for example). Here's a rundown of options:
Having put a lot of time into it, I'd like to keep this game relevant, and serving TW's population as best it can. Perhaps 4-6 would also keep people from feeling like they HAVE to play Distension whenever it's run, in some cases dropping their league matches ... I'm not sure, though. Opinions?
Distension hasn't run in quite awhile. I'm currently working out scheduling with fiS, attempting to get enough people to host it at least for 2 days a week (possibly more later if interest is there). I wanted to use this interlude to propose a possible change to how we play the game.
Here are a couple of problems I see with Distension:
- Disparity between new players and old makes it inaccessible for late joiners. Either you've been playing Distension for a very long time, or you haven't and will never really get to be competitive. It also means that to stay competitive, you have to play as many sessions as possible. It's a lot of pressure for a simple video game.
- Once you've sunk a lot of time into a ship, if it's imbalanced in the late game, there's really nothing you can do about it. You're just SOL. I suppose I could allow players to transfer RP from one ship to another (or some % of it), but that's not a great solution.
- Because players are deeply invested in a particular ship, rounds very quickly get imbalanced. For example, if nobody terrs on one side, the game is basically ruined.
Considering this, I'm wondering if it might be worth trying out a few different ways of playing the game (thus the poll). Note that for any cyclic option, all old data would be saved, and we could easily switch back to it at any time. We could also switch between a few different options (old saved data on day X, single-day massive RP multiplier cycles on Y, for example). Here's a rundown of options:
- Keep it as it is. People have invested a lot of time into their ships, and this would allow them to continue to upgrade ships they've worked on quite awhile.
- Keep it as it is but raise RP rates.
- Offer new player incentives. For example, we could raise the RP rate for those who're just starting out for their first few weeks, or offer instant level 20 in their choice of ship or ships.
- Run in cycles, as has been proposed for elim, with a dramatically increased (5x to 25x) rate of RP earning. At the start of every cycle/season (every month? Every 2 months? Every 2 weeks?), stats would be reset and players would be able to start the process of upgrading again. You could easily compete for being #1 in any ship, and would be able to easily try out different ship options/builds without the risk of it being permanent or leading you into a dead end down the road. Obviously Distension is still an incomplete game, especially in the later ranks, and while I'd love to spend time developing those later ranks, I really only have time at present to fix what's truly game-breaking. Of course, having vastly increased RP amounts would allow testing of those later-game elements, and give players a chance to explore each ship, so that they didn't simply think their ship is terrible and everyone else's is OP. We could start to get slightly less biased data, in other words.
- Run a fresh cycle every single day, starting from rank 0. RP multiplier would be set to something absurdly large. Teams would probably need to be scrambled after every round as a result.
- Run a fresh cycle every single day, but start all players at rank X (probably 40 or 50) every time, with a decent RP multiplier. Every player could try out every ship at a high rank. This option and the last option of course eliminate the feeling of upgrading and customizing your ship so that it's unique from all others, instead focusing on the session at hand. But it would allow you to enjoy each session as a contained, individual entity, playing a ship you enjoy that would also help the team succeed... in other words, focus on winning each round rather than worrying about the personal outcome. Distension sometimes brings out the worst in people (abusing !assist is a good example) and this would help to counter it, while still allowing the game to be played.
- Your own idea (post in thread)
Having put a lot of time into it, I'd like to keep this game relevant, and serving TW's population as best it can. Perhaps 4-6 would also keep people from feeling like they HAVE to play Distension whenever it's run, in some cases dropping their league matches ... I'm not sure, though. Opinions?
Comment