Sephiroth
7 Sep 2012, 17:28
I think one of the biggest outstanding issue I have is that there is little reward for going balls to the wall.
Now granted, there are in-game bonues for killing worms, etc, but lets face it, most of those are not very high, and past level 10, it's pretty moot since it doesnt scale.
My gripe is with the post game bonus screen. For the most part.
0-150 total points is the only reward for finishing a game. And as stated, past 10, that is an insignificant amount.
When you go full out; use bananas, HHGs, and other $$ items, it seems like a real jip that for all of that you get a measly max of 150xp. And it's usually only 100, and ive had times where I have completly dominated, and gotten 0. What sense does that make? It becomes a pain to level up past 10. Understandably this is an online game, and part of that means grinding.
But the screen is for bonuses, land, accuracy, and damage. One would think if youre dominating, you would get the most or all, not less or nothing. Im assuming the point would be that the dominating person is getting better points during in-game, rather than post, but why not both?
So a few suggestions:
-Better in-game bonues: More xp, more gold, more cash, depending on weapon, damage, etc.
-More post-game rewards: Increase the amount of xp split between players, and make the algorithm better judge the point differential. Also, If a person wins all of the xp, give them a random low~mid tier item, and/or cash bonus.
-Totalize the post game screen: Show all xp, cash, weapons, etc gained throughout the match.
-Level difference XP: Perhaps gain a higher amount of XP vs higher level players, a lower amount vs lower players. With this comes a need to specifiy who you want to vs against in randoms. When playing a random game, have an option to select out of level tiers.
-More achievements with respective in-game bonuses. Dont cut corners and add more "kill with x weapon", think of some other fun ones.
-Rank bonuses: What comes with having a higher rank past 13? Unlocking shop options can only do so little, and sorry Team17, ive been playing Worms for a multitude of years, but I dont do the whole "pay real money for virtual currency" thing. So whats a real benefit of being higher rank? How about lessen the cost of items in the shop, or alla WormNET, rank emblems in game, etc. When sheep is released, whats the point? So I get access to it, then spend a crap load to buy it, and get no real bonus for using it (see above points).
Are these exploitable? Sure. How about some of these things dont apply to friend games, and only work in randoms?
Food for thought.
Maybe I just need to get my head around the fact this is a facebook game for casuals, and not really meant to be any more then a fun time killer, which dont get me wrong, really is a fun game, and great for killing time.
Now granted, there are in-game bonues for killing worms, etc, but lets face it, most of those are not very high, and past level 10, it's pretty moot since it doesnt scale.
My gripe is with the post game bonus screen. For the most part.
0-150 total points is the only reward for finishing a game. And as stated, past 10, that is an insignificant amount.
When you go full out; use bananas, HHGs, and other $$ items, it seems like a real jip that for all of that you get a measly max of 150xp. And it's usually only 100, and ive had times where I have completly dominated, and gotten 0. What sense does that make? It becomes a pain to level up past 10. Understandably this is an online game, and part of that means grinding.
But the screen is for bonuses, land, accuracy, and damage. One would think if youre dominating, you would get the most or all, not less or nothing. Im assuming the point would be that the dominating person is getting better points during in-game, rather than post, but why not both?
So a few suggestions:
-Better in-game bonues: More xp, more gold, more cash, depending on weapon, damage, etc.
-More post-game rewards: Increase the amount of xp split between players, and make the algorithm better judge the point differential. Also, If a person wins all of the xp, give them a random low~mid tier item, and/or cash bonus.
-Totalize the post game screen: Show all xp, cash, weapons, etc gained throughout the match.
-Level difference XP: Perhaps gain a higher amount of XP vs higher level players, a lower amount vs lower players. With this comes a need to specifiy who you want to vs against in randoms. When playing a random game, have an option to select out of level tiers.
-More achievements with respective in-game bonuses. Dont cut corners and add more "kill with x weapon", think of some other fun ones.
-Rank bonuses: What comes with having a higher rank past 13? Unlocking shop options can only do so little, and sorry Team17, ive been playing Worms for a multitude of years, but I dont do the whole "pay real money for virtual currency" thing. So whats a real benefit of being higher rank? How about lessen the cost of items in the shop, or alla WormNET, rank emblems in game, etc. When sheep is released, whats the point? So I get access to it, then spend a crap load to buy it, and get no real bonus for using it (see above points).
Are these exploitable? Sure. How about some of these things dont apply to friend games, and only work in randoms?
Food for thought.
Maybe I just need to get my head around the fact this is a facebook game for casuals, and not really meant to be any more then a fun time killer, which dont get me wrong, really is a fun game, and great for killing time.