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Game Design Flaws

t5christ5chris Member Posts: 19

I see two major problems with this game already from reading the FAQs:

#1 The matchmaking (carebear) system :  They made a system to match players up so that each player will win 50% of the time and lose 50% of the time. 

#2 The loot generating system : No supply and demand here.  This actually encourages farming in arenas.  Whether you win or lose, you still get something.  And there's no penalty for death, so what's to stop players from abusing this generating system?  Eventually everybody is going to have the same items and equipment. 

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PvP fun for more players
Online players of FPS games end up dividing into small, isolated populations with the majority returning to single player mode to compensate for the fact that 5% of the overall player base wins 90% of the time and nobody likes consistently losing. Fury supports a very large population without this problem because:

  1. Our matchmaking system uses a rating model so that all players fight against others of similar ability and get to win 50% of the time in exciting close fights.

  2. For those 50% of fights lost, we still provide rewards in terms of character advancement and loot to satisfy the player and give them the incentive to fight again.




Loot
When a player is killed, loot is generated for the killer based upon the abilities and equipment of the dead player. Thus, if you kill a master rogue you might pick up cool twin dragon swords or perhaps chain mail gauntlets whereas if you kill a novice healer you might get basic leather boots or a sphere of healing. However, these items are not dropped by the dead player, they are generated by the system. Thus there is no penalty for death other than the restrictions on re-spawning determined by the game type you are playing in.

Comments

  • KallDrexxKallDrexx Member Posts: 18


    Originally posted by t5chris

    I see two major problems with this game already from reading the FAQs:
    #1 The matchmaking (carebear) system :  They made a system to match players up so that each player will win 50% of the time and lose 50% of the time. 
    #2 The loot generating system : No supply and demand here.  This actually encourages farming in arenas.  Whether you win or lose, you still get something.  And there's no penalty for death, so what's to stop players from abusing this generating system?  Eventually everybody is going to have the same items and equipment. 
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    1) I think you are looking at this wrong.  It isn't saying that half the time it will match you with people massively higher then you (in skill) hafl the time and then match you massively lower then you.  It's saying that (to the best of it's ability) it will match you with enemies who are equal in skill level as you.  Therefore, with all things equal you have an even chance of winning against someone who is the exact same skill level as you.

    Basically what I think they are really saying is that they are designing the match-making system so that you are always matched up against a challenge, instead of a being matched up against a newbie who you can kill every time you go against them.  I think that is all they are saying.  They mention FPS I think because you can pretty much choose most of the time where you play in an FPS, so if you are a good player you can easily choose a server with bad players on it and win all the time.

    *edit* and by getting matched up as a challenge I mean a challenge that you should be able to beat as well.  It will try to not match you up against retardedly hard opponents.

    2) Farming is a bit of an odd concept in this game though.  For one thing, you can lose the loot rolls to toher team members if you pick 3 items that other people on your team win and thus come out of battle with no loot to show for it.  There is also equipment decay (for which the details have yet to be explained) so that is probably one thing that is meant to balance it out.  I also imagine that while we have quite a bit of inventory space, it isn't unlimited.


    Admin of the Library of Rage! - Unofficial Fury Fansite

  • BladinBladin Member UncommonPosts: 1,089
    go play darkfall.

    (I'd write a actual response but i honestly dont care about griefers or anything they say anymore)



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