Thursday, July 03, 2008

role model system

In games with lotto-type reward systems (not necessarily random, like Diablo 2, but some degree of unpredictable variation), you can encourage good behavior and discourage bad behavior by adjusting reward probabilities.

If a player is disruptive in any predictable and measurable way, shift loot tables and such so that he or she is less likely to receive the best rewards; and, if possible, vis versa. Thus, bad behavior is discouraged without completely demotivating disruptive players from abandoning the game... and this might even offer a chance at redemption. Conscientious players are the most likely to have the best rewards, so these leaders are thus placed in the spotlight and advertised as role models.

1 comment:

  1. How would you measure 'bad behavior'? As you'll notice in filters, most players will quickly work out a way to remain hostile but do in such a way that they are not penalised. For example, swear filters - most people can fairly easily find a way around them (obscure swearwords, misspellings, or just replacing swear words with other, equally hostile language).

    Equally, I think that other kinds of bad behavior (such as corpse camping or ninja looting) is often quite greyscale, and can be very hard to judge accurately unless you are inside the situation.

    In addition, hostile players often enjoy causing grief and havoc more so than they care about 'winning'. At least, that's been my experience.

    It is a nice idea, but I don't think the technology is there yet :/

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