2014-05-16, 13:50:11
Alright, moved and edited your post.
To be honest, I'm also suprised noone gave any feedback on this topic. Especially in this case it's very important.
It clearly wasn't my goal drag out games and I'm also not sure if that's what really happened, so it really might be interesting how the average game length developed after the last version.
So you are saying, that the new system is too forgiving for player mistakes? I guess you get this from your own feeling of the games you play, but not the facts that you stated here, since they seem to base on false assumptions. Because of that, I'm again trying to explain what those boundaries mean and how the bounty works. Bascially, your own bounty increases everytime you receive gold, except from the passive income, force gold or selling items. Your own tank or your items have nothing to do with that and buying and selling won't change your bounty anymore.
Rather, your bounty increases when you gain gold and it decreases, when you die. But to prevent the bounty from going too low or too high, I implemented the boundaries. These boundaries depend on your tank worth (which is why I stated that in my example above). In other words: the range of your bounty is limited by your own tank worth, but it is not determined by it.
What I wanted to show you with my example was the following: in a normal situation, an average player should have about the same bounty as before. Better players will have a higher bounty and others will have a lower one. Just to give you an idea on how high these differences are, I showed an example of the old bounty (the 262 gold) and the minimum bounty a tank with the new system could have, with the same tank worth (the 225 gold). With the new system, you can't go below 225 gold, after dying several times. This miminum bounty obviously increases as you get better items / tanks. The same is true for the upper limit, with the difference that this limit is farther away from the old bounty, meaning that players with such bounty are far more lucrative targets as they were before.
Taking your example and assuming everybody really starts with 262 gold, it would actually play out like this:
player 1 kills player 6 (+262g)
player 2 kills player 7 (+262g)
player 3 kills player 8 (+262g)
The bounties of the players 1, 2 and 3 now increases by 5% of the gained bounty, so by 13 gold. Their new bounty is 275g
The bounties of the players 6, 7 and 8 decrease by 12%, so they now have a bounty of 231g, just above the limit of the 225g.
player 1 kills player 6 (+231g)
player 2 kills player 7 (+231g)
player 3 kills player 8 (+231g)
The bounties of the players 1, 2 and 3 now increases by 5% of the gained bounty again, this time by 12 gold. Their new bounty is 287g
Net gold kill: 1479g
I guess you substracted the bounty of the dark force players next, right?
In that case you would have:
1479 - 3*287 = 618g
As you can see, this number is about 3 times as high, as you calculated and not at all out of proportions. Just to see how it would turn out, lets see what it would look like if everyone from the dark force would die again:
After their first death, they'll now would have a bounty of 253g.
1479 - 3*287 - 3*253 = -141g
As you would expect with this new system, the light force would come out on top, by about 140g. This is an advantage of 47 gold per tank, so about two creep kills
Just to be clear again, I didn't show you this to tell you, that the system works perfectly as it is right now. I just wanted to make sure, that everyone actually understands how it works correctly, so people don't start making false assumptions.
To be honest, I'm also suprised noone gave any feedback on this topic. Especially in this case it's very important.
It clearly wasn't my goal drag out games and I'm also not sure if that's what really happened, so it really might be interesting how the average game length developed after the last version.
So you are saying, that the new system is too forgiving for player mistakes? I guess you get this from your own feeling of the games you play, but not the facts that you stated here, since they seem to base on false assumptions. Because of that, I'm again trying to explain what those boundaries mean and how the bounty works. Bascially, your own bounty increases everytime you receive gold, except from the passive income, force gold or selling items. Your own tank or your items have nothing to do with that and buying and selling won't change your bounty anymore.
Rather, your bounty increases when you gain gold and it decreases, when you die. But to prevent the bounty from going too low or too high, I implemented the boundaries. These boundaries depend on your tank worth (which is why I stated that in my example above). In other words: the range of your bounty is limited by your own tank worth, but it is not determined by it.
What I wanted to show you with my example was the following: in a normal situation, an average player should have about the same bounty as before. Better players will have a higher bounty and others will have a lower one. Just to give you an idea on how high these differences are, I showed an example of the old bounty (the 262 gold) and the minimum bounty a tank with the new system could have, with the same tank worth (the 225 gold). With the new system, you can't go below 225 gold, after dying several times. This miminum bounty obviously increases as you get better items / tanks. The same is true for the upper limit, with the difference that this limit is farther away from the old bounty, meaning that players with such bounty are far more lucrative targets as they were before.
Taking your example and assuming everybody really starts with 262 gold, it would actually play out like this:
player 1 kills player 6 (+262g)
player 2 kills player 7 (+262g)
player 3 kills player 8 (+262g)
The bounties of the players 1, 2 and 3 now increases by 5% of the gained bounty, so by 13 gold. Their new bounty is 275g
The bounties of the players 6, 7 and 8 decrease by 12%, so they now have a bounty of 231g, just above the limit of the 225g.
player 1 kills player 6 (+231g)
player 2 kills player 7 (+231g)
player 3 kills player 8 (+231g)
The bounties of the players 1, 2 and 3 now increases by 5% of the gained bounty again, this time by 12 gold. Their new bounty is 287g
Net gold kill: 1479g
I guess you substracted the bounty of the dark force players next, right?
In that case you would have:
1479 - 3*287 = 618g
As you can see, this number is about 3 times as high, as you calculated and not at all out of proportions. Just to see how it would turn out, lets see what it would look like if everyone from the dark force would die again:
After their first death, they'll now would have a bounty of 253g.
1479 - 3*287 - 3*253 = -141g
As you would expect with this new system, the light force would come out on top, by about 140g. This is an advantage of 47 gold per tank, so about two creep kills
Just to be clear again, I didn't show you this to tell you, that the system works perfectly as it is right now. I just wanted to make sure, that everyone actually understands how it works correctly, so people don't start making false assumptions.
This post has been brought to you by Sand - it's everywhere, get used to it.