This is my suggestion for fixing the slippery slope gameplay problem with regards to gold. In my opinion, it adds more depth to the game and solves several other problems at once. The numbers I suggest are all placeholders.
First, get rid of everything about the current economy except the goldmines.
Demigods give a baseline of 20 gold per level per kill. Killing a level 1 demigod nets you a baseline of 20 gold, while killing a level 20 demigod nets you a baseline of 400 gold. Yes, this is ridiculously low for a reason. Read on.
Readjustment of creep values:- 5 gold per minotaur and archer- 20 gold per priest- 50 gold per catapult- 100 gold per giant
Now the unique part: Each demigod has a bounty they obtain by doing "good things". Your bounty starts at 0. Killing creeps increases your bounty by (creep gold value)/2 (with minotaurs and archers rounded down to 2). Capturing a flag increases your bounty by 50. Killing a tower increases your bounty by 100. Killing a fortress increases your bounty by 500.
When you kill an enemy demigod, you get the baseline gold plus the bounty. The enemy demigod's bounty is reset to 0, unless they die to the creeps (to prevent suiciding to clear bounties). Your bounty increases by half the enemy's bounty at the time he or she was killed.
This accomplishes two important things:- Players that contribute more to the game are worth more to kill. This is a totally obvious mechanism currently missing from the game. Corrollary: The AI or really bad players will contribute hardly anything to the opposing team.- There is now a rebound mechanism.
How the rebound mechanism works:- Suppose you and I both have a bounty of 1000 at level 10. I kill you and get 1200 gold. My bounty is now 1500 and your bounty is 0. If you kill me back, you get 1700 gold and your bounty is worth 750. If you kill me again when my bounty is low, you only get 200 or so gold, but if I kill you again, I get 950 gold. In other words, the team that comes from behind will tend to get more gold than the team in the lead. This places a stabilizing equilibrium onto the gold income, which propagates to items and citadel upgrades.
Thoughts?
this is a fundamentally good idea.
it will need refinement and tweaking and playtesting to get the numbers right and find exploits or other oversights.
but if these changes happen it will just mean more aoe builds and less people playing the dudes with out it so it seems kinda weak too me
it is a great idea but it would fail if it was done lets say it is late gam on cataract and u are a tb they have all but giants one wave comes in ull just do a fire nova blow them all away and have a shitload of gold in our pocket
this will only change from acting demis to creeps which wont be much better
the bounty would just be based on how much stuff the player had done in between deaths. so if it turns out that AoE farming creep waves adds bounty too fast that would have to be adjusted. thats what i meant by tweaking and refining and playtesting. its still a fundamentally good idea.
si1foo - but your bounty would skyocket, so anyone who kills you would receive boatloads of gold. Besides, all thre creeps already give more gold per kill than suggested here, except minotaurs, which give 4 gold instead of 5.
Ben
You obviously never played a close game. I found out that those with citadel upgrades tend to control better then those who selfisly hoard the gold.
i hardly die as is with tb maybe twice per match usually 1 so they wiould recieve how much for killing me that 1 or 2 times 5k or higher or lower
because tb could proberly earn that back quickly enough
this is a alright idea but it is far from perfect u would have to have it set to different rates for each dude so a sedna would get more gold then a rook or reg
and a tb would get the least other wise it would cause more problems then less
and most battles im in the only farming is done on ais so when they sort out the ai tghis would seem a even less important plus i dont see it as a major difference u get more affected by the gold income stoping when u die then it
I'm not sure this is really needed.
It is very clear from the overall design of this game that early game DG kills are meant to change the momentum of the game. If you look at the wide variety of escape/death prevention/misc other tools it is quite clear that there is a large emphasis on not dieing.
I think this is definitely an interesting idea for a mod though.
if this was in a mod then i think sednas pounce should do it too along with pentence on oak
This. I think this could act sort of like reclaiming in Supcom. It gives the person who is losing a method to recover if they play effectively.
I like the idea of getting more gold for killing better players, although I think that there should be a couple changes to your suggestion. I think that bounty should only be from killing other demigods, no towers, creeps, etc. I think that the current reward should be a lowered, and every kill by a player increases the reward for killing them, while every death of that player lowers the reward.
Just my $0.02
but u couldn't have it fall to low other wise u would get people charging in and dieing 15 times and the gold the enermy gets down to 100 gold then start slaughtering them to death getting a shit load of gold
I think this idea is extremely well thought out and perfectly intuitive. Granted, the current system is intuitive as well, albeit quite traditional (kill people/things, receive gold). However, I like the way the OP's idea would create more of an equilibrium as mentioned. Whether or not the game is ready or even requires a complete overhaul in the gold system is another issue; nevertheless, I think AngryZealot's idea is brilliant and shouldn't go to waste. It ought to be considered for SOME aspect (maybe a new game-mode?) of Demigod.
There are many great features available to you once you register, including:
Sign in or Create Account