I'm envisioning that the first thing people will ask when they see a bonus is "what is that" and the second thing will be "how do I get that?" If it encourages a player to do some research whether in-game or out of game, I'm more than happy about it. While there are a lot of bonuses in the game, I can't think of any tied to rewarding player skill. You have challenge log bonuses, roulette bonuses, adventurer in need bonuses, first time bonuses, etc., but nothing based on how well you played. I don't think it's out of the question that they could implement a pop-up help box at the end of your first instance following the implementation that explains what the bonus is and how to get it either.
I'm not especially concerned about rewarding people who are already playing well. That should be the end goal for every player, so I'm not bothered about people already at the finish line. There's a lot of things I could suggest to help make players better, but you've already seen the backlash about a system specifically designed so as to not punish anyone for how they already play, so lots of things are out of the question. As for "try hard" behavior messing up fights, that's why I'd have liked to track avoidable damage taken for DPS roles if possible. I don't think in itself is feasible, but you could probably look at an average expected damage taken per fight and penalize for excess amounts so as to make them not stand in stuff for more DPS.



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