Capped MPR and Player Retention (in Debates)


Wraithlin February 14 2010 5:22 PM EST

So here is my proposal to a capped MPR system that I think everyone would enjoy:

Step 1: Make the max MPR 6 mil.

Step 2: Scale the NUB bonus so that the best players in the game would get to 3 mil MPR after 6 months.

Step 3: Scale the NCB bonus so that the best players in the game would get to 4 mil MPR after 6 months.

Step 4: Create a system for teams of legend. This is where the game would get very competitive for everyone, even more competitive than it already is. When a character gets to 6 mil MPR a one week timer starts, if at any time that character retrains to drop below 6 mil MPR then the timer gets reset. A character that goes 1 week with 1 mil MPR turns into a Team of Legend.

A few things happen at this point, first all items become locked on that character, they can't be removed, sold, disenchanted, blacksmithed, equipped differently etc. They are still tied to your account, but no longer count as your largest team and you can no longer spend normal BA with them. They can no longer retrain. They gain 200 BA cap at a 4/20 rate, that can only be spent on them. Fighting no longer gives any rewards, and your team no longer requires money to heal. Your score will still change.

A new realm will be created, my vote is called Valhalla, all Teams of Legend get moved here regardless of how long it took to get to 6 mil MPR and stay there. This is where all the champions fight each other for the top team in the game "based on score". Other things tracked in the Valhalla realm will be time taken to get to Valhalla, longest win streak, days spent at #1 total, longest days in a row at #1.

Basically everytime you get a team to 6 mil MPR and you've decided it's the perfect build that you want, both with gear and skill/spell distribution, you let it go for a week at 6 mil MPR to enter Valhalla and start competing at the highest level. This will be the most competitive system since everyone in Valhalla will be the exact same MPR. You can strive for top spot, or just keep building NCBs striving for fastest time taken to get to Valhalla.

I think this would go a long ways towards keeping players around, and would give a much better sense of accomplishment to everyone who sticks with the game. A new guy can join knowing that he'll be at mid pack 6 months in, and after about 4 years after that he'll get his first Valhalla character, (if I did my math right). So there is no longer a 6 month to the top 20% train for the new guys, which will make some of the older guys happy. But there still is a beginners boost which will make the new guys happy.

And the new guys don't have to worry about never being able to compete, 4 and a half years into the game they'll have thier first Valhalla character and can see how they fair against the titans of the game.

Let me know what you guys think as always.

Admin{CB1}Slayer333 [SHIELD] February 14 2010 5:25 PM EST

In the past I would have never advocated something like this, but as it stands now, I think an MPR cap would be a very interesting and maybe beneficial change.

AdminQBGentlemanLoser [{END}] February 14 2010 5:32 PM EST

Personally, I feel capping MPR would change CB fundamentally.

The only option then would be to make CB a 'collectable' game like every other MMO and make new items the only way to progress when you reach the cap.

I would prefer CB to stay uncapped.

MonkeyMandate [Wasting Time] February 14 2010 11:10 PM EST

keep it uncapped. if u really want to u can get a character that can competitively compete with the top characters. it just requires strategy and a time and effort which all the other top characters have put into their characters.

Wraithlin February 14 2010 11:25 PM EST

it just requires strategy and a time and effort which all the other top characters have put into their characters


Illiteracy ftw. The current system can give you a top 10% character in 6 months and I proposed a system that takes at least 4 years.

Please at least read the post before using the same old, "i'm an old guy and you're a new guy so you should have to take time to get to where I am" response

AdminTitan [The Sky Forge] February 14 2010 11:28 PM EST

LR just got to the top, so how about you think through your posts before you post them.

AdminQBnovice [Cult of the Valaraukar] February 14 2010 11:42 PM EST

Wow

AdminQBnovice [Cult of the Valaraukar] February 14 2010 11:44 PM EST

4 years to a boring samey capped top tier... and this is an improvement how?

Mikel [Bring it] February 14 2010 11:47 PM EST

If this happened, player retention would get worse. No point in playing any further after your team becomes a Team of Legend, nor much use in investing in gear if you can't keep it.

Sickone February 14 2010 11:49 PM EST

To give you an idea of just how wrong this is, let's turn the tables and say that the MPR cap should be 500k.
Is that fundamentally different from a 1 mil, 3 mil, 6 mil or 10 mil MPR cap ? No, it's not.
But it's much easier to see the flaws in that proposal.

AdminQBnovice [Cult of the Valaraukar] February 14 2010 11:50 PM EST

I realize it's not nice to make generalizations about the capability of newer users to make game changing suggestions... but perspective has to be considered when you're talking about making CB another game entirely.

AdminNightStrike February 14 2010 11:52 PM EST

Wraithlin,

Thanks for the suggestion. It's well thought out and decently portrayed. I don't think it'll work at this time, but don't get discouraged and keep the wheels turning.

Wraithlin February 15 2010 12:03 AM EST

I don't want CB to be a different game, I just want a game where new people and old people can compete with each other, an not 67890 years from now, but in a reasonable time frame. But at the same time, not just spoon feed the new guys. The current system spoon feeds, so something has to change.

Sickone February 15 2010 12:18 AM EST

The current no-choices, one-shot-per-time-period N*B system implementation method is the one creating most of the current problems, more problems than it actually solves.
Everything would be easily remedied by a PERMANENT "rolling bonus", which may be affected if needed by average recent activity level or any other number of factors, and could be on slightly different curves for CB$ and XP.

Want players to earn more CB$ early, but not too early or not too much ? Tweak the CB$ rolling bonus curve only in an appropriate fashion !
Want active people to earn slightly more CB$ than the less active (or sporadically active) people ? Tweak the strength of the "activity level multiplier" over CB$ rewards !
Want people that haven't been active at all in a long time but started to be active now gain just more XP than the rest ? Track activity level curve, and for those with a sudden jump after a longer break, apply a stronger XP-only bonus multiplier to the usual curve !

All of those choices, refinements and possibilities do not exist in the current N*B system.
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