...
Actually, if you take a month break, it probably DOES mean you are an incompetent everything for at least a couple games...
There's a difference between being not current and not proficient. He's probably not incompetent. I can command competently after my deployments but i'm not as proficient as I was before.
People seem to have a lot of different opinions on this subject. But what is the GOAL here guys? I think you need to come to a common ground there before we can say whether commander badges should be skilled based or time based or otherwise.
1) Is the goal to get more experienced commanders and less inexperienced commanders to increase the quality of pub games?
2) Is the goal to maximize the amount of players that want to command, so we get faster games in pubs and more experienced commanders in the long run?
3) Is the goal to simply provide already experienced commanders with an incentive to command in public play?
4) ... something else?
1) Having a vote system would certainly discourage even further players, who already suffer from "commander-anxiety", to begin commanding. So vote system is a good solution, if this is the goal imo.
However, I think there are much better ways at increasing the quality of games other than discouraging a particular class (I advocate: skill segregation).
2) I believe, if this is the goal, that no commander badge at all, or at the very least easily obtainable (Like the one we have now) is the way to go. Few or no graduations at all is preferable.
3) If this is the goal, it begs the question, which is more satisfying, seeing numbers go up (like a playtime number) or basing it on something that is difficult to achieve like win rate or some other factor.
This is not as trivial a question as it initially appears, there's a lot of science in "idle games" where people aren't even playing the game but are simply looking at numbers going up. For some reason people like to see numbers go up, regardless of the numbers actual worth.
In short: I believe this thread needs to organize their thoughts and come to a common goal before you can make any sense about what the correct move is. People are just saying their personal opinions without defining their goal with their particular suggestions.
People seem to have a lot of different opinions on this subject. But what is the GOAL here guys? I think you need to come to a common ground there before we can say whether commander badges should be skilled based or time based or otherwise.
1) Is the goal to get more experienced commanders and less inexperienced commanders to increase the quality of pub games?
2) Is the goal to maximize the amount of players that want to command, so we get faster games in pubs and more experienced commanders in the long run?
3) Is the goal to simply provide already experienced commanders with an incentive to command in public play?
4) ... something else?
1) Having a vote system would certainly discourage even further players, who already suffer from "commander-anxiety", to begin commanding. So vote system is a good solution, if this is the goal imo.
However, I think there are much better ways at increasing the quality of games other than discouraging a particular class (I advocate: skill segregation).
2) I believe, if this is the goal, that no commander badge at all, or at the very least easily obtainable (Like the one we have now) is the way to go. Few or no graduations at all is preferable.
3) If this is the goal, it begs the question, which is more satisfying, seeing numbers go up (like a playtime number) or basing it on something that is difficult to achieve like win rate or some other factor.
This is not as trivial a question as it initially appears, there's a lot of science in "idle games" where people aren't even playing the game but are simply looking at numbers going up. For some reason people like to see numbers go up, regardless of the numbers actual worth.
In short: I believe this thread needs to organize their thoughts and come to a common goal before you can make any sense about what the correct move is. People are just saying their personal opinions without defining their goal with their particular suggestions.
Accomplishing 3 automatically achieves 1 and 2. If you get people who know how to com to com more often, there will be less room for people who don't know how to com to com regardless of if they want to com or not. Games will also start faster because it means more people are encouraged to com. Discouraging new coms from comming though is counterproductive as if there is no experienced com who wants to com then all you end up with is a game that won't start because no com and no one learning how to com.
Any badge solution needs to provide incentive to experienced coms who CONTINUE to com. It's not enough that they com for 100 hours (become expeirenced), they need to be encouraged to com AFTER that 100 hours, or 1000 hours or whatever. A badge that is earned based on a specific number of hours is counterproductive to this because a badge only provides incentive to people who DO NOT have it. Once the badge is earned the incentive is gone, unless...
If the badge has to be re-earned constantly it provides the incentive constantly, but you can keep the requirements low because you don't have to worry about the effectiveness stopping once those requirements are reached. So that leads us to the x hours or wins per y days, ie 2 hours or 3 wins per week. It works to help solve all problems.
How about instead of awarding new badges, just customise the regular comm badge?
e.g. after getting the regular comm badge, if you've commed a certain amount of hours in the past month, you get a silver glow/outline over the badge, and after a higher amount, it could be a gold trim. If you fail to maintain that, you lose the trim.
How about instead of awarding new badges, just customise the regular comm badge?
e.g. after getting the regular comm badge, if you've commed a certain amount of hours in the past month, you get a silver glow/outline over the badge, and after a higher amount, it could be a gold trim. If you fail to maintain that, you lose the trim.
That's close to what I had in mind, but I'm not really worried about what it looks like. Whether you add yet another badge or upgrade the existing one the important part is the system behind it.
PelargirJoin Date: 2013-07-02Member: 185857Members, Forum Moderators, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, WC 2013 - Silver, Forum staff
People are talking about modifying, improving the Commander badge in different ways for many pages now on this thread. But, is that something that the @CDT would like / could do on the game?
People are talking about modifying, improving the Commander badge in different ways for many pages now on this thread. But, is that something that the @CDT would like / could do on the game?
I already know based on other comments that automatically removing a badge is impossible due to how the hive system currently works. However I refuse to believe it can't be made possible with enough of a mind to. Convincing them that they want it bad enough is half the purpose of threads like these.
I think that matchmaking is more viable way to improve the quality of the games.
Seen long comm waiting only one or two times in 200h, so current badge system is okay for some places.
I know everyone is against rewarding players for grinding something, but isn't that how most successful games retain player-base? League of Legends, Battlefield, CoD... unlock this... unlock that...
Sure it may make most of us grimace but at the end of the day, it works.
I only suggested this because adding a couple of extra badges based on commanding time seemed to be a really easy thing for the CDT to implement considering the system currently uses these mechanics anyway!
Comments
@moultano and other skill-wizards could modify the skill-system, giving people seperate commander skill scores (aliens and marines seperated imo).
I'd be more motivated to see those numbers change over time and get some shiny badges at certain levels maybe.
1) Is the goal to get more experienced commanders and less inexperienced commanders to increase the quality of pub games? 2) Is the goal to maximize the amount of players that want to command, so we get faster games in pubs and more experienced commanders in the long run? 3) Is the goal to simply provide already experienced commanders with an incentive to command in public play? 4) ... something else?
1) Having a vote system would certainly discourage even further players, who already suffer from "commander-anxiety", to begin commanding. So vote system is a good solution, if this is the goal imo.
However, I think there are much better ways at increasing the quality of games other than discouraging a particular class (I advocate: skill segregation).
2) I believe, if this is the goal, that no commander badge at all, or at the very least easily obtainable (Like the one we have now) is the way to go. Few or no graduations at all is preferable.
3) If this is the goal, it begs the question, which is more satisfying, seeing numbers go up (like a playtime number) or basing it on something that is difficult to achieve like win rate or some other factor.
This is not as trivial a question as it initially appears, there's a lot of science in "idle games" where people aren't even playing the game but are simply looking at numbers going up. For some reason people like to see numbers go up, regardless of the numbers actual worth.
In short: I believe this thread needs to organize their thoughts and come to a common goal before you can make any sense about what the correct move is. People are just saying their personal opinions without defining their goal with their particular suggestions.
Accomplishing 3 automatically achieves 1 and 2. If you get people who know how to com to com more often, there will be less room for people who don't know how to com to com regardless of if they want to com or not. Games will also start faster because it means more people are encouraged to com. Discouraging new coms from comming though is counterproductive as if there is no experienced com who wants to com then all you end up with is a game that won't start because no com and no one learning how to com.
Any badge solution needs to provide incentive to experienced coms who CONTINUE to com. It's not enough that they com for 100 hours (become expeirenced), they need to be encouraged to com AFTER that 100 hours, or 1000 hours or whatever. A badge that is earned based on a specific number of hours is counterproductive to this because a badge only provides incentive to people who DO NOT have it. Once the badge is earned the incentive is gone, unless...
If the badge has to be re-earned constantly it provides the incentive constantly, but you can keep the requirements low because you don't have to worry about the effectiveness stopping once those requirements are reached. So that leads us to the x hours or wins per y days, ie 2 hours or 3 wins per week. It works to help solve all problems.
e.g. after getting the regular comm badge, if you've commed a certain amount of hours in the past month, you get a silver glow/outline over the badge, and after a higher amount, it could be a gold trim. If you fail to maintain that, you lose the trim.
That's close to what I had in mind, but I'm not really worried about what it looks like. Whether you add yet another badge or upgrade the existing one the important part is the system behind it.
I already know based on other comments that automatically removing a badge is impossible due to how the hive system currently works. However I refuse to believe it can't be made possible with enough of a mind to. Convincing them that they want it bad enough is half the purpose of threads like these.
Seen long comm waiting only one or two times in 200h, so current badge system is okay for some places.
Sure it may make most of us grimace but at the end of the day, it works.
I only suggested this because adding a couple of extra badges based on commanding time seemed to be a really easy thing for the CDT to implement considering the system currently uses these mechanics anyway!
*Closed*
Please open a new thread.