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  1. #1
    Player
    OliviaLugria's Avatar
    Join Date
    Jan 2024
    Posts
    487
    Character
    Olivia Lugria
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Mawlzy View Post

    Worse, the simples solutions could even be counter-productive.

    So what happens when there is a significant XP gap between first, second and third? The two non-you teams conclude they maximize EV by beating up each other and playing for second, thereby removing the primary counter to your premade and not actually playing to win at all. How has this helped?
    Which is why I didn't suggest such a system... The system I suggested was 2 pronged. It rewards both the placement and the performance. By rewarding both, you incentivize teams not to give up and to fight for 1st place. Even if you're 3rd with no chance at winning, you're still going to try and pvp as much as possible to earn that extra little bit. I'm not saying my system is some air-tight stroke of genius, but at least it incentivizes the game mode's goals.

    Even the system you suggested would still be moving towards the right direction. It's not like I am in every game. The number of teams going for the rewards and wanting to win would increase, and teams that would be playing for second when facing me were doing so before the change, so they don't really matter.
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  2. #2
    Player Mawlzy's Avatar
    Join Date
    Sep 2023
    Posts
    2,824
    Character
    Jessa Marko
    World
    Adamantoise
    Main Class
    Machinist Lv 100
    Quote Originally Posted by OliviaLugria View Post
    Which is why I didn't suggest such a system... The system I suggested was 2 pronged. It rewards both the placement and the performance. By rewarding both, you incentivize teams not to give up and to fight for 1st place. Even if you're 3rd with no chance at winning, you're still going to try and pvp as much as possible to earn that extra little bit. I'm not saying my system is some air-tight stroke of genius, but at least it incentivizes the game mode's goals.

    Even the system you suggested would still be moving towards the right direction. It's not like I am in every game. The number of teams going for the rewards and wanting to win would increase, and teams that would be playing for second when facing me were doing so before the change, so they don't really matter.
    Provided individual performance rewards for those entering as a party are suitably downgraded relative to solo players, and some kind of cross-job algorithm can be developed, I'd be in favor of it. Whether this actually makes any difference to those primarily playing for roulette XP I guess we won't know unless we try. I find it so puzzling that someone would invest 15 minutes of time and not do their best, I'm similarly puzzled as to what it would take to change this mindset.

    I think capture rewards, which at first sight are logical since it definitely synchs with the purpose of the game, are also likely to backfire, particularly given they're already featured in the achievement log. As you're well aware, if you run into a freshly-spawned node on the way to engage and there are players on your team following you, the correct response is usually to ride straight past it.

    So one approach to raise the skill floor is bribery via rewards modification. A second is to make the mode fairer and return agency to solo players so they feel there's a reason to improve. I'm happy to try both.
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