DRL > Requests For Features

Badge Overhaul Brainstorm

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Game Hunter:

--- Quote from: Brewtal Legend on February 24, 2012, 19:10 ---How they relate to the unlockables is pretty important to me. I'm not really a fan of the unlockables myself personally...Constantly playing for badges just so I can unlock a specific challenge mode I want to play can get frustrating.
--- End quote ---
I was going to leave how this could affect "level-up mechanics" for later, and I think enough people have made their position clear, so we can move on to it.

We could do something as simple as getting particular badges, or a certain number in a particular category (at least X difficulty comes to mind). This would be, more or less, how it functions now, except there wouldn't be easy level-ups from the non-victory-related badges currently existing. However, I believe there's a much cooler way to broaden the level-up system: introduce experience. Following archetypical RPGs, it's really simple for everyone to understand, and allows us to make use of all the available achievements. It is, in fact, as simple in design as it gets:

* assign every badge and medal an amount of experience
* player records level up when they get accrue enough experienceTrying to balance each medal/badge with and appropriate amount of experience is a big undertaking, for sure, but it lets players decide what they want to aim for. Harder challenges will net more experience, as will harder difficulties and more challenging victory types. It also means that medals willl have an equal standing with badges in terms of leveling up, so you could (for instance) spam Hell Arena Keys as a means to level, or you could try for a couple of wins to get the same amount. Overall I think it would encourage players to try everything out once the balance settles.

Deathwind:
I like the idea of an exp based system but I still think some of the badges need major reevaluation, brick silver comes to mind first (maybe make it a metal?)

Motorheadbanger:
Make everything metal!

Ander Hammer:
An exp-based system would be cool, kind of like for Gears of War or Halo: Reach. It's not so much tied to skill as it is perseverance, which is kind of lame in a competitive multiplayer environment, but playing better will always give much more exp than playing like crap.

Exp would be a bit difficult to hammer out, though. How easy should it be to rank up? Should badges you've already gotten count for additional exp, or do we award them once? Should simply playing a game and scoring kills award some amount of exp, too? Should we keep some sort of achievements system?



p.s. Motorheadbanger, I love your signature.

Gamer-man:
I like the way the badges are now, personally.  sorted achievements that you work your way up, and roughly indicates teh difficulty of a challenge (i wouldn't attemp Ao100 unless i had tons of other things completed without the badges, but getting to floor 50 giving a badge means that suddenly marginal progress with a loss still is worth something in the challenge.  However lets take a serious look at the problems.

A:  Right now if you can unlock everything, you can do so in 10 rounds maximum every time there is a new version, if you havn't unlocked everything before, you still will unlock everything fairly early into your learning curve.  If you remove either of these things, you create a nucense, experienced players can't get new things, early players will feel like they will "never unlock everything" as i felt unlocking equipment without spoilers in advanced and expert.  And if you expand the badges so that they cover everything, you either have to expand the number of things to get in each tier massivly or expand the number of tiers massivly, which creates problems for quick unlocks by both experienced and new players (or make it so they unlock everything with practically nothing accomplished percentage wise).  This makes changing badges extreamly dangerous without changing the unlock system as well.

B:  Your own statement is that the game doesn't reward you for working your way up to more difficult tasks, and you are worried people will not feel a sense of accomplishment if they play HMP AoMr, but this is difficult to state.  Sure some people feel tempted to jump to UV AoMr, and if they are capable of doing so, is that really a bad thing?  If they arn't, do we really need to reward them further than their sense of accomplishment from beating HMP AoMr, or are people actually just dieing 20x straight on level 8 of UV AoMr and not getting the picture?

C:  If you are worried achievements are too important to unlocking them, why not just have a persistance unlock as a side feature?  That way you can have it both ways with experienced players/fast learners get quick unlocks, but if someone just "can't get it", they can still unlock things.  It's been done in the past with success, why not here.

D:  Have their been many complaints about the achievement system of this game?  Most of the people i've talked to are use to steam/xbox achievements where 90% of them are unimportant, and they are a means to an end.  This game has been like a breath of fresh air to them as well as me where the achievements are ordered and meaningful until a certain point when they are ceremonial, but still organized into a system where comparisons can be made.  While "out doing the competition" is not an excuse to relax, it does mean you should only make a large change if you can point to a specific problem, and do so with care.  Right now, i don't see the specific problem that requires the grand overhall of a system that is heads above the competition on steam/tome/xbox.

E:  If you want to keep track of how many time each badge is gotten, is that even a major change?  As long as it doesn't put in the bottem right corner "achievement unlocked," every single time (annoying in tome4), i don't see what is the problem you are worried about in that regard.

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