Nov 25, 2005, 07:58 PM | ||||
Gameplay Paradox
Suppose you want to make a level with a bonus warp that leads to a seeker powerup and full health. This bonus warp requires a lot of coins and therefore takes a while to access. The problem comes in when a skilled player successfully attains this bonus. He's skilled enough that he can do without the powerup, and with it he can prevent others from getting it and can create a lead for himself as well.
Without limiting or excluding the powerup and carrot, how can a system be made so that this bonus benefits the weaker players more than the skilled? If someone posts a solution, try to find another one.
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Nov 26, 2005, 01:33 AM | |
You get extra coins each time you die. But I don't know if the coins get remembered when playing online...
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Nov 26, 2005, 01:44 AM | ||
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Nov 26, 2005, 03:06 AM | ||
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Nov 27, 2005, 02:38 AM | |
Well, that kinda works. The only problem is that it is kind of like drawing names from a hat, and the skilled player still gets his name tossed in with the rest. Even though the people getting roasted more often get more chances at the bonus, it is still all random anyways and the skilled player still has a chance at getting the bonus, giving him an even greater edge than before.
What about trigger zones? Those only effect the client. Maybe a system of sucker tubes and trigger zones at the spawn points? Like, somehow make it so each time the player spawns, it unlocks another layer of the passageway that leads to the power up. Enough deaths, and the passageway is available each time the player spawns. |
Nov 27, 2005, 06:14 AM | |
It would allow the skilled players to sacrifice themselves at times it does not hurt and gain the bonuses. Just let yourself die and there you go.
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Interesting Jazz-related links: Thread: Gameplay Theories - Thread: Make Up Your Own Gametype |
Nov 27, 2005, 02:15 PM | ||||
I think most systems would be abusable to a certain degree, in particular when players figure them out. You can try to think of a system which has limited abuse in CTF.
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Nov 27, 2005, 02:18 PM | |
=o
*idea* you could make a server room where the host could ajust how many times a player has to die to get bonuses but, if you do this if someone leaves they would break the system also the host could abuse this.
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Apr 15, 2008, 06:55 AM | |
...or you could use the trigger commands of the almighty JJ2+. The problem just is, the server would get hard work, and the might still not be very good. Indeed, this is a "gameplay paradox". But anyone could pretend lousy (oh, well, server would deny the powerups for that player. Making even more work. Work. Work all night long.) Answer: More work = More admins. But I doubt, tihs might still not work.
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Apr 15, 2008, 07:36 AM | |
I've always found a level filled with powerups the best way to give weaker players a chance.
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Apr 15, 2008, 08:41 AM | |
Lots of powerups and lots of carrots. Or fewer, but have them respawn quickly. That's the way you make a good battle level.
In CTF it's a bit different though.
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Apr 15, 2008, 04:07 PM | ||
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And, a solution could be that you only get the bonus if you die by a pit a certain number of times, that way it would depreciate players from killing themselves for the powerup/carrot as they'd lose roasts. |
Apr 16, 2008, 12:13 AM | |
Every game has this, the skilled player slowly gets more and more ''awards'' for his stuff. Just peek at other DeathMatch based games like quake or unreal. At some point they have max armor, max health, Quad Damage and all weapons? Does this makes it more unfair ? No, they call this skill and map control.
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Apr 16, 2008, 04:39 AM | |
Well, look at Best CTF Party Good Luck ...
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