Point Based Loot Systems Loot system




1 point based loot systems

1.1 earning points

1.1.1 content completion point earning
1.1.2 time based point earning


1.2 converting points items

1.2.1 fixed cost
1.2.2 auction bid
1.2.3 constrained bid







point based loot systems

point based loot systems have arisen number of reasons. first players feel previous attempts , completion of content contains loot desire should somehow determine priority on other players, impossible in random system due memorylessness. players feel items should go player has high amount of desire it, impossible quantify in random based loot system. lastly, common game mechanic place highly desired items in content requires large amounts of both time , personnel master , complete, meaning players more aggravated downfalls of random based system described earlier.


since statistically, on time, players move towards receiving items want, point based systems not determine order in players items.


common problems point based system problems include:



point inflation - points earned faster can spent, meaning less frequent participants can never hope catch top point holders.
collusion - systems vulnerable players colluding 1 gain advantage on other players.
dealing unwanted items.

earning points

obviously able spend points, there must exist method of earning them. there 2 main methods of obtaining points in point based loot system, time based , content completion based. these 2 systems modified in variety of ways, reward (or demerit) players behaviors or provide incentives them participate in content. regardless of method, players rewarded participation in content players participate obtain larger ratio of loot obtained, or perhaps more correctly, larger ratio of total desirability pool of content.


content completion point earning

often there milestones in content players participate in. system rewards point rewards milestones, regardless of amount of time required reach them.


points of consideration



encourages quick completion of content increase points/time ratio involved.
allows content leaders award larger point values milestones.
can cause low incentive learn new content, points/time ratio can low if content has steep learning curve.
content not required abide time schedule , players can stay longer rewarded poor planning on part of leader.

time based point earning

in method, points awarded amount of time player chooses participate in content.


points of consideration



purely time based point earning rewards players participate in content before has been mastered receive full value time, if little content being completed. encourages players come , learn content @ stage, rather waiting until others have done (often difficult) task of mastering content.
can allow content leaders schedule set time content participation, awarding points time window set content.
does not inherently encourage speedy completion of content there fixed point/time ratio.

converting points items

the largest differential between various point based loot systems method points converted items, or priority receive items. these systems can described 3 subsets, fixed cost, auction bid, , constrained bid.


fixed cost

a fixed cost system (or purchase system ) 1 each item has statistical chance drop in content players participating in has been assigned point value. these values can derived in number of ways, gauging desire item compared probability of dropping (simple supply , demand) method based on attributes of item. in way items purchased created currency players can earn. since each item no longer has 0 cost each player, players must consider opportunity cost of item, impact ability obtain other items.


points of consideration



each player pays same cost item regardless of when received, meaning players participate less not have better points/loot ratio players participate more frequently.
if multiple players can afford pay cost item, system (such random loot system) must used determine player receive item.
players must decide cost assign each item, meaning human bias enters system.
collusion between players not possible cost each item fixed.

auction bid

in auction bid system players can bid amount of current points on item. bids can made public or done in secret, depending on variant of system. fixed-cost system each item has non-zero cost player, cost of each item purely dependent on market forces created player pool desires item, rather artificial system can open discussion.


points of consideration



bid collusion between bidders possible in cases, due game mechanics. often, items usable small subset of players, while other items larger subset. if players in small subset agree bid low on items, gives them advantage on items in larger subset.
on average cost of each duplicate/similar item received lower, subset of players desire item gets smaller. players participate less on average have better loot/time ratio.
private auctions tainted collusion between auctioneer/content leader , specific players.

constrained bid

in constrained bid system players forced bid fraction of current points. system inherently different fixed-cost or auction bid system in points don t determine purchasing power as player s ability exercise priority on player. points serve quantify how many places in line player loses receiving item or gains participating in content. points of consideration



bid collusion not possible since players cannot choose size of bid.
low desirability items may not bids, since bid fixed.
by choosing size of constrained-bid content leaders can encourage loot distribution.
players can choose save points receive first priority on highly desirable item @ large cost, or bid , receive multiple lesser desirability items lesser cost.






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