Event Postmortem

3 posts · 2005-10-02 16:23:00 to 2005-10-02 18:36:00

#10400026317 10/02/2005 16:23 Re: Event Postmortem
Monolith understood well, why can't Sony? Monolith got this problem and had it solved before go live. Why is Sony recreating problems that were already solved? Monolith understood that giving an item for an event reward completely negates the overall aspect of everyone being involved and anyone from lvl 1-50 being able to be part of the events. Any item we received event wise was given to everyone. Now you've got lots of fighting, finger pointing and too much negativity.

Answer: DON'T GIVE ITEMS AS EVENT PRIZES

If you do give it to everyone. Yes I know that completely goes against the whole MMO philosophy of dangle an uber item and they'll all jump like trained monkeys, but supposedly Sony is supposed to be creative and intelligent in their implementations. STOP TREATING THIS GAME LIKE EVERY OTHER MMO!!! IT'S NOT!!!

Message Edited by KernelPanic on 10-02-2005 05:24 PM

Message Edited by KernelPanic on 10-02-2005 05:24 PM

#10400026324 10/02/2005 16:29 Re: Event Postmortem


Traxada wrote:
My suggestion is this, have separate meetings for the orgs, with each of the orgs characters, no benefit nor reward for attending either flood, or niobes meeting over ghosts or persephone's. This way it will spread out server lag, allow greater participation for lower lvl players, and increase interactivity to your average player.





Well I think they should if they can reuse the world events button and go for more low key impromptu meetings, then distribute the meeting log via the faction portion of world events. When Monolith had it running correctly, it was actually a pretty good system.
#10400026445 10/02/2005 18:36 Re: Event Postmortem
Broadcasting and posting the names of those who won an event, like the
previous is one thing. Especially when the participation prize is
interresting like this one. Giving a reward to a very very small
fraction of the player's base based on luck isn't a good thing.



Roleplayers are an envious bunch... Give a very good item to someone,
everyone will want to have it. Imagine a roleplaying game where the
only person who got the experience reward would be the one who dealt
the finishing touch to the enemy.  This doesn't take in value for
those who made all the efforts weakling the enemy. I'm a writer in an
official worldwide campaign for a popular tabletop roleplaying game. In
this, every player is in competition between themselves. If I would
allow a material (in virtual sense...) reward, there would be jealousy.
Annoucning a winner is ok, since players can accept that someone got
better than themselves. But if there's a very good reward other than
recognition, it's not fair. As an experienced gamemaster and rpg story
writer, I would say that this was a bad idea...



It's a very cool reward however, and I hope that those few who got it
(even less than .01% of the player's base...) will appreciate their
luck.