Anyone else think there should be some sort of reputation system built into RISK mobile? For instance: if you like to suicide at random times, your reputation score would display something like CHAOTIC instead of neutral so people know your general play style before agreeing to an alliance. Or if you hold on to alliances strongly, your rep would say something like BATTLE BUDDY. ( Or maybe OPPORTUNISTIC if you tend to hang on to alliances until you have an opportunity to obliterate them.) That way, you could prep a little ahead of time depending on your allies tenancies. It's hard to tell people's play styles with no in game chat, and some sort of general indication to their play style would help improve the gameplay. Given how varied people's play styles are, this would be more of a matrix of scores based on aggregated gameplay instead of a simple GOOD or BAD designation. Is Uncle Samurai's idea problematic or potentially brilliant? Let me know RISK fam!
#Repetition system for RISK?
1 messages · Page 1 of 1 (latest)
I'm just wondering how players would rate a top player beating them in a game - or how players that would extensively use a reputation system on everyone would bias results 😄
Part of the game is trying to read your opponents and trying to keep your opponents from reading you. I also think that play styles are far too nuanced and dynamic (depending on map, settings, circumstances and the interaction with other players in any given game) for any kind of play-style ‘reputation’ to hold any weight. You said yourself it would be a ‘matrix of aggregated scores’ due to the variance in play style, so how would that actually end up being useful? Would these scores be gathered through player feedback or through game information being gathered through the code? If its through other players, how do you mitigate obvious bias and the likelihood that one player misinterprets another players actions? If its through the code, how reliably do you think that data can reflect the actual context of each specific game? All in all, seems like a whole lot of effort would be involved into creating something that would end up being not very useful.
The opportunity to obliterate is when the War starts.. there is never a Battle Buddy for the victor of the game!
They need in game chat the emoji system is dumb
No, it limits communication to a minimum
Giving any more information like that can be externally detrimental, if a player does get labels “chaotic” “True friend” then ofcourse people will choose to follow these ways picking the trusted player, and picking on the chaotic. It’s fun not knowing when someone has had enough and just suicides into someone, keeps game interesting! Communication is not needed, any more would just have players becoming more salty towards each other and creating unfair pair ups.