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This is a discussion on earned drops within the Suggestions to improve TAO forums, part of the Development category; yes its been suggested before, I know that it is difficult to balance drops that are not random. that said ...
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#1 (permalink) |
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Charter Member
![]() Join Date: Nov 2006
Location: 9th floor of Legends
Posts: 611
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earned drops
yes its been suggested before, I know that it is difficult to balance drops that are not random. that said I had a bit of an idea.
a free drop, that is earned, by playing for a length of time, instead of winning a battle randomly throughout the day. as it is, you can play for hours, win a dozen matches, and then get jumped by someone, who scouted and setup to disadvantage your formation, and lose drop. Or play for weeks on end, months even, and just never get a drop you want or need for your set. this sucks. yes its part of tao, but it still sucks. so, a system to earn drops, based on a number of turns actually played. these are actual in game turns, this is to discourage people from trying to match, and surrender, etc to bump up the count. It could also be a number of hours spent in game. either way, it needs to be really high, this is not supposed to replace random drops from winning, but to augment it. 10,000 turns = common drop. 25,000 turns = rare drop. you would cash them in using a command, like: /recruit furgon if you had enough, you get the unit, and your turn count is set to zero. you could see your turn count by using /turncount this would require coding in one variable to the sql database, Im assuming sql, and two user commands. if it was hours it could be 100 hours of play = common drop 250 hours of play = rare drop I have done my best to make this uncheatable, but Im sure someone could exploit it. Im sure many wont like it. I would like to hear alternative methods to this, some way of rewarding people who play a lot, but just never seem to get a drop, or get like 6 barrier wards and nothing else. It could be limited to a certain number of times it could be done, say three common, and one rare ? anyway, Im interested in other peoples point of view, on how to make such a system work. How can we get drops to people who play regularly, but just never seem to get a drop ?
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#5 (permalink) |
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The Liability
Join Date: Aug 2006
Posts: 867
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No no no no no.
I hate games that are based on how long you play, rather than your skill. Pretty much every mmorpg. Giving advantages to people who can spend countless hours in game is never a good idea.
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Dave McKean
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#6 (permalink) | |
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I Fear Your One Point Neg
Join Date: Dec 2007
Location: 110th Tile Guard Secret HQ & Go NJ!
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I personally agree. I could get into a game and just hit the lw over and over and stall till the end of time and then me and the guy I'm stalling with would get Frost's. Maybe something like first time 1300+ Get a rare or 2 common drops and then 1400+ gets a common 1500+ Gets a common. and so on for the first time you reach a 100 mark. If you get ranked you get a rare.
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#8 (permalink) | |
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Junior Member
Join Date: Oct 2008
Posts: 15
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Quote:
And i dont want to miss the kick of a tough drop game, evan if i lose it. Never had a Frost, and i dont wanna earn it for playing alot. I want it for playing better then my opponent. |
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#10 (permalink) | |
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Spreading Disease's
![]() Join Date: Apr 2006
Location: Look Under Your Girl's Dress :)
Posts: 1,750
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Quote:
i don't know who on earth would spend 250 hours for 1 drop? Maybe if you made it a little less long...
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