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earned drops

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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Old 09-21-2008, 10:28 AM   #1 (permalink)
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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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Old 09-21-2008, 02:25 PM   #2 (permalink)
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Personally I'd think that would be amazing.
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Old 09-21-2008, 03:36 PM   #3 (permalink)
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I like it...

I could finally get my frost after 6 months of playing without one.
But ya, too bad Brutal can't magically call down drops from heaven like seed could
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Old 09-21-2008, 03:44 PM   #4 (permalink)
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I like it, maybe I'll be able to finally get a frost drop.
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Old 09-21-2008, 05:32 PM   #5 (permalink)
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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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Old 09-21-2008, 08:42 PM   #6 (permalink)
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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.
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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Old 09-21-2008, 08:51 PM   #7 (permalink)
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Nope bad idea people can use that 30 turn thing and hit then repeat.
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Old 10-25-2008, 11:45 AM   #8 (permalink)
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Originally Posted by BaxVarlet View Post
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.
Absolutely right!

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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Old 10-25-2008, 04:03 PM   #9 (permalink)
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Figure out the drop pattern?
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Old 10-25-2008, 06:23 PM   #10 (permalink)
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Quote:
Originally Posted by Lord Ash View Post
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 ?

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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