I think this would help mitigate rage quitting. Right now winning gets you from 90-200 favor points. That's fine. But you usually get just 10 points for a loss. It's no wonder that players don't want to stick it out till the end. It makes much more sense to quit and pretend that you didn't lose, because you're not giving anything up. Plus you can start a new game that much sooner, and hopefully get a win with some real favor points.
Whatever formula they use for winners should apply to the loser too. Just award half of the expected favor to the losers. That way you should get from 40-100 points for a game. That might make it a little more likely for players to stick it out and not rage quit so fast. And I'd like to see someone who played a great game get 100 points despite a loss. Sometimes you're partner just drags you down, especially if it's the AI. If you capture flags, kill enemies, and get enough war score you should get more credit for that in the end. I've played opponents who deserve more points than my 'rookie' teammates, despite the fact that I beat them.
Just a small tweak that I think would improve multiplayer in the long run.
The "formula" is just a series of medals players got during the game. You can view them under Awards.
Basically, you get them for being the best (or tied for best) in one of the stats shown on the post-game report. Least deaths, most damage, most creeps killed, most gold collected, most kills, longest kill streak, etc...
There are two reasons why the winners get more favor.
1. There are actually two medals relating to winning/losing. For winning you get a lot of Favor (75-90?) and for losing you get very little favor (5-10?). This means that all winners will have a good amount of favor.
2. Since the winning team won, they probably played better too. This means that they likely got all the medals for the game, although possibly split out between multiple players. These medals give favor.
On #2, it is actually possible to get these medals on the losing team. I recall one specific time in a Hard SP Tourney where, since the enemy AI are on Hard and allied AI are on Normal, my team lost the game for me. It was... Domination on Mandala iirc, a large map that requires a full team to play properly. Unfortunately, my team got dominated by the enemy because I could only be in one place at a time. Regardless of that fact, I actually ended up with about twice as much favor as any player on the enemy team simply because I dominated them wherever I went. I think I had around 170 Favor at the end of that game even though my team lost.
The point? There is nothing wrong with the "formula." The person who did the most in any given statistic will get the favor for it regardless of if they won or lost.
no
Yeah, Random_Guy is correct. I have played two games recently where I lost the game but had double the winners' favor, taking almost every award.
I agree with the original poster.
There is no reason to severely penalize the losers of a skirmish in the form of current favour point penalties. Favour points should be awarded in a more liberal manner, such that the winners get their bonus for winning, but the losers may still benefit from having played well... .
I believe the formula applied against the losing side right now is too harsh - completely unnecessarily so.
You shouldn't increase the amount of points given for losing (unless it's only upped to say, 20)Instead, penalize people for leaving the game before it's over.
Yeah, lets make it like the special olympics. EVERYONE WINS!!
Favor points awarded have nothing to do with the actual win other then the Winner Award. Like Random_Guy has pointed out already that favor is awarded based on awards won. Once a game is done click on the Award tab, right next to the Score tab. You will notice the person with the most awards recieved the most favor. In most cases the winning team is going to win the most favor but it doesn't have to be that way. Focus on destorying buildings, killing grunts, gold, reinforcements, citadel upgrades, flags, not dieing, kills, kill streak instead of winning and you will get your favor. Obviously if you accomplish all of those you will most likely win too.
So say you are playing a Fortress match. You could focus on just killing demigods and kill streak but, if they avoid you and you don't go after there fortresses, they could still win the match. Or you could play a Conquest match and just focus on flags and portals always running from demigods so they take the flag only so you can cap it again.
As far as getting more for losing... no. You lost. Why should you be rewarded more then the Particpant Award(2nd place medal in a 2 team match)? You are also rewarded in the current system by actually out performing someone in the above mentioned areas. Also increasing favor for losing will not lessen the rage quiters, unless we make it the same for winning. Still think there would be a plenty of ragequits because people don't like to lose regardless of the favor points. What happens after you have the favor items you want and no longer care about favor points?
This isn't a kids game. There aren't any do-overs or take-backs and everyone doesn't get to go home with a gold medal and I can only hope it stays that way.
ps. Favor is broken at the moment anyways... how can this possible be a concern at this time. Maybe once it is fixed so you don't lose purchased favor items and favor from game to game.
The things with favor points is that they just help the rich get richer. This is a pretty huge game design flaw.
Currently my whole opinion on favor points is that they are terrible and it would be better to just balance them against each other and let players pick one every match. Another option would be to let favor be gained some how only during matches and not saved afterwards. Limiting them to tournaments and having all players start tournaments with 0 favor would be fine as well.
What makes you say that? Right now there is no reason NOT to rage quit. There's practically no award for staying in a game and losing. If you might get 100 points for finishing a game, that's an incentive to hang in there. I'm 100% positive you'll see fewer rage quits if you up the award for losing.
Have you even PLAYED online? There ARE takebacks and do-overs. They are called rage-quits. That's exactly what happens every game someone drops out of. They are saying 'Do-over' and moving on. That's what I would like to mitigate.
You would be right chromeweasel, and I would have agreed with you, except for what happened to me 2 days ago; A guy got ALL pissy cause he thought our team might lose (although it was really not a huge lead from the opposing team, and a comback could have been possible). So he moved his DG to the back of the map and went AFK (or just watched/pouted) for the entire rest of the game.
First, "Ragequiting", now, "Ragestandthereandrefusetodoanythingtherestofthegame-ing"
I think I would have just prefered him to just quit. At least with an AI, we'd have SOME firepower to fight on. But perhaps, in the future, a game option: if you don't do anything with your DG for 1 minute+ you get an auto-kick or something like that.
Having some sort of check to make sure they actually participated enough to gain favor would also be nice, so you can't just AFK in the back. But then again, at least he was not giving away gold via kills... like most of the AI do.
Um, that's not a "takeback" or a "do-over" as the other team is still winning with full reward whether the losing team rage quits or not. They're still losing, period. That said, they should not be rewarded for it nor should GPG/SD attempt to reward losing teams to prevent childish actions. If a player is childish and leaves prior to the end than that's all on his/her own issues and really has nothing to do with game design whatsoever.
Currently, the best reasons to not be "Rage Quit" are as follows:
-Specific awards for Favor> (more kills in a capture game even though the enemy has way more points? Congradulations on getting the Kills award and getting 20 more Favor )
-Sportsmanship> 0/21 football teams still fight until the final clock end, hockey players still played when people stopped watching, baseball players still went up against that team filled with steroid enduced players (you know which one I'm talking about),.....REMEMBER THE ALAMO!, a term used as a rally cry after a horrificly lost battle at the Alamo that had caused the civilians of the territorial area (now known as Texas) to gather up with Commander Houston and capture the Mexican army's leader and forcing them back into Mexico. This win had won the Republic of Texas for colonials, but only because of a lost battle. Funny how that works.
-Understanding Competition> I know the kids now days have almost no concept of this because every event hands out 'participation' trophies that are as big as #1, if not bigger; and how it's the "as long as you tried, you still win even though you lose" additude. Well, that's a horrible concept in the real world and an even worse concept in a competative game. 49ers lose every season since their coach and team got switched out, and every season I sit there and cheer them on by yelling my head off at how much they suck for losing at simple plays....they still lose with no awards, no they don't get a participation Super Bowl ring or anything like that. Get it?
if favor points didnt reset every game they wouldnt even matter after a week, its so easy to get the one or two items needed
I don't know about that one. I'd rather have a teammate sit on the recharge stone than get killed repeatedly. At least he's not giving free experience and gold to the other team any more. The game is also more likely to end faster that way. If you keep giving the other team kills they are likely to just keep upgrading their items for the fun of it. If they can't kill your Demigod they have to settle for taking down your fortress and ending the game.
Well you don't get 100 points for winning for starters. Not sure of the exact amount on the Winner Award but I have gotten as low as 90 favor after winning a match. Think I might have had another award as well. So suggesting 100 favor for losing a match would be... oh yeah didn't I say it would have to be the same so people wouldn't ragequit over favor. If you want favor then focus on favor, it doesn't automatically go to the winners. (my previous post above)
Yes I have played online. Yes there are plenty of kids that play online as well. This game was not made for said kids. Notice the Teen rating below, Teens otherwise know as Young Adults. Ragequiting is Quiting while in a rage or just simply quiting. When someone ragequits they are saying "I surrender", "I give up", or "I quit". Do-over would be like I bought the wrong artifact at the shop and want to return it and for full refund or I get killed for something stupid like going afk near one of your towers and don't want that death to count. I would like there to be less ragequitters as well I just don't believe increasing favor for losing a match is the answer. Not everyone that ragequits is doing it because they won't get a lot a favor points. Could be someone is at their front door, important telephone call, bathroom emergency, power failure, internet disconnect, hates losing matches cause it is obviously everyone elses fault, etc. So this ulitmately becomes just a change to reward people for losing a competitive match... (my previous post above)
Im not gonna sit and write a thesis here mainly because I am better then all of you in every way.
Now that it is known we can discuss my understanding of the matter.
(I only play online if that has any value to the single player nubs)
When I win and I do ALL the work and get the awards I get around 200 (220 max)
When I lose and I think if my teammate had a brain we would have won, I get 100 +or-10
The awards are an excelent idea in assigning the favor points because the kids that join and have the other person do all the 'work' dont get as much favor as the person that deserved it in the first place.
Favor should be taken away when you leave a game to discourage AI having to take over for people. (Just like in dota, no one likes a rage quitter, alot of dota players actually stay and finish the game out of respect (no favor involved), others just leave and get "banned" as a punishment. That system would work if "banned" was able to ban the user's newly created username as well as the one he ragequit with. Here, in this community, I believe there are a good number of DoTA players, and all of the mature players (IMO) would agree with the punishment of leaving a game. (nothing major like banning) But now this brings us into the arena of Lag/DDDDDDD/PP/cked/RQ'ers/Disconnects. (The case where no one is sure if the person left or raged or actually disconnected due to a stardock error =P.)
So, I think if the players still playing the game all aggree that the player that left/ragequit/PP'ed in an attempt to ruin the game, then a punishment should be put in place. _punish leaver
But when playing with friends and a buddy needs to leave...comeon? Tournment games should be auto punished, but custom games should be as seperate as Ladder is from DoTA.For people that are not familar with DoTA im sorry, this is our expertise =P (Joke)
Upping the losing favor from 10 to the 30-45 range could go a long way. Also maybe some awards should be per team (the lower of the two just gets half.) A little encouragement could go a long way to encourage newbies to actually finish games.
In addition there needs to be additional uses for favor once things get sorted out, such as buying titles, maybe buying unique demigod skins for a number of games, ect. People should always want to gather up some favor. People would love to show off they have tons of favor if given the change.
Its been my observation that favour points acquired by players on a losing team are less than the equivalent acquired by those on a winning team. Can a dev. confirm or deny this?
Just finished a 3vs3 conquest. My team won but I was the only one to win an award for flags. I ended up with 90 favor and my partners got 75 each for winning. The losing team had the rest of the awards and each had 100+ favor. So take away the 10 favor for losing the match and they still beat us. Meaning if their goal was to get favor then the losing team won... And honestly that team I played against deserved that favor, it was a hard fought fight to the end.
But if you increase the favor for losing then that team would have gotten even more favor for never even touching our citadel in a conquest match. The Participant Award doesn't need to be increased, it is already possible for the losing team to get more favor then the winners. The focus of the match should be winning not favor anyways.
It sucks when people quit a match. Not all of them are Ragequitting though and I highly doubt they are doing it because of favor. Again the favor system is broken at the moment how can people possibly be quitting becuase of favor that will go negative even if they won?
ps. sorry there are no screenshots. i hit all my F keys and printscreen button but still no screenshots that I can find. Checked program files/stardock games/demigod and my documents/my games/demigod/.
Regarding quitting before a match is over, I made the case some time ago that they need to implement a message system that informs you at game end when it is safe to quit... after all result statistics have been properly recorded.
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