#Player Motivation System
14 messages · Page 1 of 1 (latest)
I'm not a fan of leaderboards or a ranking system as it tends to just be used for bragging purposes and I'm not entirely convinced it motivates players to play more, if the game is good they'll play.
Same for me.
Putting a killing score, in my opinion, will turn the game into a Counter Strike with people killing everyone just to get the top rank.
If the score count the number of hours you stay alive, some people will just hide somewhere in the forest, avoiding contact at all cost to avoid being killed.
Everyone has its own motivation. I know someone who really like to build high towers in games.
For lots of people during the last Playtest, finding a car was the Holy Grail .
If you found one or better now, the camper, you have the motivation to keep it for yourself while everyone else want to steal it from you. Keeping some key elements of the game in limited quantities force the players to interact with each others to possess it and stay motivated.
If u put that in the game will be full with players whos killing fresh spawn etc. We sawd that in Rust.
No
There are other/better ways to keep the player base motivated
We dont need competitive stats
Daily challenges could help.
Kill X zombies, get item Y as a reward
Sorry, I didn’t explain myself well. I didn’t mean kill statistics, but survival statistics. For example, in Project Zomboid, when you die it tells you how long you survived.
I don't mind survival stats, but nothing public or a leaderboard.
Yes, I’m talking about project zomboid, If you die, it tells you: ‘You survived 50 days and 6 hours
It’s like a personal record for yourself that motivates you
let the developers decide what has to be in Ardem.
Devs decide which suggestion gets added tho