Need more incentive to stay in losing match?

One common theme in all multiplayer games is that when someone's team is facing ceartain loss, they leave.  I don't blame these people, and feel the same when this happens.  A way to address this is to make sure no matter how badly you are beaten, you at least get something...something worthwhile enough to be convinced to see the match to the end.  I know this game has favor points, which you get whether you win or lose, but in my experience, once a match begins to go to one team, that team starts dominating the favor points and they end up gaining 10x more points.  I know its "fair" for the better team to get the loot, but clearly there isn't enough incentive to stay in a losing battle b/c I see it happen a lot.  Wow accomplishes this in battlegrounds by giving the winning team 3 "honor marks" and the losing team 1...regardless of how badly they were beaten.  A ratio of 3:1 seems to be a better balance, and enough of a carrot to keep people from leaving.

2,389 views 9 replies
Reply #1 Top

I think I actually agree with you

Reply #2 Top

I don't think it matters how many favor points you give out at this point... they're broken!

Reply #3 Top

Well people could also learn that you can turn nearly any game around and still win. Sure it gets really hard to turn games around when you start losing badly but it can still be done if you're good.

Giving more points to the losing team isn't a bad idea. But it will also mean everyone will end up with lots of points. Meaning favor items will become extremely common place for anyone. Idk if that's what was meant to be done with them.

Reply #4 Top

First of all, favor items don't work at moment, and if they did, eventually if you play long enough you get the items you want, they're not that expensive (at least not WoW grind for 40 hours expensive). So if you already have the items you want, it's the same scenario.

I admit I've done this myself if we start to get steamrolled, but only when it's hopless enough that playing the last 15 minutes getting horribly beaten all the way along just isn't that exciting. My thoughts at that point are "Well, I could sit here and let's these guys kill me and allies for next 15 minutes, or start another game where I have a chance". My playing time is too valuable to waste on the last 4th of a game where a loss is certain. And really, at that point for the winner, what's 10 minutes of stamrolling a human vs 10 minutes of steamrolling a cpu player? They still get the same favor points, if not more.

Although, I hate it when people do it just out of simple frustration if you just kill them a few times in a row, there's plenty of game to play at that point. Just don't do it too early. Perhaps there can be some penalty to favor points if you quit less than 15 minutes into game or something.

Reply #5 Top

Perhaps when it starts looking really dire for the losing team they get a gold/exp boost? That'd be nice, give them a chance to take it back or put up a decent fight at the end.

Reply #6 Top

I think the bottom line is most players don't know how to end the game quickly when they are winning.  They keep investing in their character rather than their citadel.

 

You need attack/defense upgrades and catapults and giants and the game will end in short order.

Reply #7 Top

I think what needs to be done is to quit rewarding the winning team for the sake of balance. They need to make Domination mode with flags that debuff you, have longer cooldowns, slow health regen, etc. By having to to suffer all these consequences to win Domination mode, it makes attaining the win so much harder, whilst giving the losing team an immediate and effective advantage, without breaking gameplay. It would make matches more competive to have flags that hinder you in domination rather than buff you.

As for other game modes, maybe they need a "clutch factor", where the losing team under constant bombardment slowly fills up a bar that when full unleashes a "clutch" granting the losing team a huge dmg boost, or health boost, or maybe extra reinforcements or something but in consequence, the clutch can only be used once, and for only a limited amount of time. What do you think?

Reply #8 Top

Actually they need favor points and a second system where you lose points when you lose. The secondary system would provide smaller items with much higher points costs, and I think it would be great if the items were limited use. Say you gain 1000 disfavor points and since you lose so often you get to spend that 1000 points on a two shot heal potion good for one game. It might help you win that one game, but it is not a big advantage.

 

 

Reply #9 Top

Two things:

First it's the exp penalty in part that means you can't come back after starting to lose, as all your team will be down on levels and gold after dieing a few times and you have no chance to fight off the other sides DGs.

Second, it would be nice to be able to surrender when you've had enough. You team would vote on it and then the game would end and the scores and favour be awarded with no penaly for surrendering. A surrender vote would be automatically be initiated when someone on your side leaves the game and is taken over by AI, but you can carry on if you want to.