[Suggestion] Player Reward System and Rankings

First of all let me just say I love this game and I will continue to support this game in the future! When I first started playing my goal was to collect enough gold to buy the armor and weapon I wanted, which is only 2 items in the game. I was able to accomplish this goal within a week with moderate playtime.

Now I find myself unmotivated to play more games because I have no progression or goals to work towards to. Don’t get me wrong, playing the game to have fun is more than enough to keep playing but I am looking to invest long-term and I would love to see some type of progression system.

Below are my suggestions to improve retention and keep having players to come back.

Ranking System

  1. The game should have a ranking system based on your stats of W/D/L. This could be expanded further into the Top 100 players based on W/D/L ratio and even having two separate game modes. Casual Play vs Ranked Play. Ranked Play of-course is your “Try Hard” games because your outcomes will get recorded against your competitive score to compete for higher rankings.

  2. There should be seasons of rank games where it might last 3 months and at the end of the season based on your current rankings you will get a reward (Armor or Weapon) Having unique items just for playing Ranked Games would motivate try-hard gamers to play competitively and be rewarded with Unique items you can’t buy in the shop.

Right now I feel like games can be considered as throw away games because it doesn’t affect your stats of winning or losing at this very moment and I would like to see some type of ranking system in the near future.

Please Please Please Devs tell me there is something in the works??? :slight_smile:

1 Like

:wink::wink:

That is dev’s decision :stuck_out_tongue:

To implement ranked or not :smiley:

yeah, but the problem with ranked play, at least with just w/d/l, is conversion
you could carry bd, and basically solely cause it to win, and get converted and lose

I fully agree with this suggestion. Game is fun, but it has not enough content to keep people playing it for months. And in this specific type of games with “queues” content - means mostly progressing/ranked system.

The problem of conversion etc. should be resolved by introducing new faction, specially designed for ranked gameplay, without (or with minimalized) conversion mechanics.

Link to similar topic of mine:
https://forum.imperium42.com/t/competetive-ranked-gameplay-ideas/3568

P.S. I think 3 months is too short time for a season. 4 or 6 months could be better.

yeah, but that’s a core part of the game

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At that point why not play FM/SE/ToS/SC2M/whatever else?

I believe the point isn’t that conversion is a bad part of the game, but something that is directly contradictory to fairly judging people based on wins/loss/draws. Without at least some kind of weighting of the game based on how long you were on that side.

1 Like

i didnt think he was saying its bad
im saying it shouldnt be removed, even for ranked, as its a core part of the game

2 Likes

This really isn’t a problem . It will happen to you about as many times as it happens to everyone else . At the end of the day if you are a better player the fact you sometimes get converted just before the other side wins will be evened out against the fact hat you sometimes don’t .

Before each game starts there are 3 possible outcomes
Win Draw Lose .

Sometimes luck will screw you over and you will get muppet team mates ,

Sometimes luck will screw you over and you will get converted the turn before the cult loses .

Sometimes luck will screw you over and you will be a prince that gets reaped turn 1 at the same time 2 sherrifs die from the assassin and the possessor kills the priest whilst the mm converts the butler leaving bd with 2 nobles and a court wizard .( did I mention king is evil also ? )

At the end of the day though your skill and play style will positively impact your win ratio by an amount that will be greater for good players than for bad .

A good player will overcome more obstacles , tell more impressive stories and be more convincing than a bad player . Eventually the numbers will show .

IE you get turned late game , some players say "meh cant believe by bad luck " others use the fact they have credence with the bd to swing the match towards the unseen victory.

3 Likes

But how long is eventually is the problem.
If that eventually is too big, them it doesn’t really matter.

Easily within a weeks worth of play , obviously within a months period of play , definitively in 3 months of play

To sum up:

Problem 1 - Startegies

If you are at risk of being converted and BDs ain’t very good players (usually they are bad), your best bet is not try to win with BD, but to stay “neutral” or just pretend being afk. Then you are unlikely to be killed and may be later converted. If you do your best and find evils - then you either die quick (you may still win) or just get converted day before evils lose (you lose after playing extremaly well). I do not think that developers want us to develop “best ranked strategies” which will mean not-hepling ur own faction.

Problem 2 - Judgement System

As @newarkinvaders stated - win/lose/draw statistic may solve the problem, but it will mean, that instead of playing 100 games to get “appropirate ranking” for yourself - you will have to play 1000. And that’s the problem. Actually in 16-player game the amount of games to get “appropirate ranking” is much higher. Probably around 500. So, with added conversion mechanics, it may even rush to several thousands. Plus the games are quite long. That will simply not work.

Solution

You can’t make good judgement system for game with conversion mechanics. Just create faction without conversion or with conversion limited to first 3 nights.

1 Like

Something that comes to my mind, now this may be super complicated to try and code or even fathom, but possibly a semi-hidden scoring system, in which points are awarded for what happens while you are in the faction, rather than which faction you happened to be at the end of the game, as well as bonus points for individual actions for roles. You still continue to gain faction points while dead as your role. Do note none of these points should be visible during the game, whether an actual breakdown of them after the game is debatable.

But overall the games scoring should be more focused on what happens on your watch, rather than which side you happened to be on at the last second.

BD

  • Positive: Execute Unseen/Cult, Reaper, Possesor, scorned, evil king
  • Negative: Execute BD, Fool

Unseen/cult

  • Positive: Execute BD, Reaper, Possesor, Good king, Fool
  • Negative: Execute Unseen/cult
  • Positive Kill (done by their members) - BD, Good king

Individual things like

Investigatives earn bonus points if a + they checked is executed afterwards
Role blockers gain points for blocking an enemy (again, these points absolutely are invisible during the course of the game).

Knights and hunters gain extra points for killing things that would have earned their faction points for executing.

Court wizards gain points for conversion preventions

etc…

If the majority of the end score is what positive events your faction pulled off while you are in it. that would greatly lessen the flaws to rank that come from say spending 80% of the game as one faction and switching at the last second etc…

If the expected result of the score being
50% team points, 25% individual acts, 25% for the win/loss result.

Obviously this kind of system would be complicated as heck, people will argue on the details etc… But to me that’s the only direction to go which actually could allow some kind of grading in a team game in which players may switch sides.

I like this idea, but in my opinion a better tactic for blue dragon that noone is using right now, is choose not to execute investigated bad guys until the middle-late game.

why? because there is a limit for bad guys but no limit on conversion, so when you execute a bad guy you just help the unseen and give them more space.
Also, killing a mastermind before day 4 is just wasting a mastermind kill.

the best option is to wait until you got like 2-3 bad guys and then start to kill them 1 by 1 before they can convert fast enough

That’s what I see as well

guys I don’t understand why this is so difficult to understand .

better players will win more games .

whatever the game and whatever the rules set . better players will win more games .

did I mention better players will win more games?

just did a bit more research and found out that better players will win more games …

Alert : according to latest horoscope : he who plays better will win more games .

in the art of war it’s is stated better players will win more games.

Better players won’t win more games.

This is a game built on team play and random chance. You might be killed N1 and that’s GG.
You might be good at lying, but then someone decides to kill you at night or Lynch you or investigate you.

I would like to imagine I’m a very good Reaper player, though my winning is mostly based on not being investigated or attacked early game.

My win rate wouldn’t reflect this.

Well, better prince, will win more games.
Better King will win more game
Better MM will win more game .
Same thing about fool,scorned,alchemist

Im not so sure about the others
They might win more games but like 0.5% more
And thats not enough for rating system

So maybe judge people only for King’s, prince and those classes games?

I fully agree with radarsu, who gave very nice explanation. I can also add that ranked system will very likely lead to more toxicity and flame. Especially taking into account that this game is very RNG dependent and has convert system. And in this game unlike in Dota or LoL there is not possible to mute toxic player. Of course you can report such players, but still overall level of impoliteness of players with strongly rise. And this is definitelty not that this game needs.

so we are agreed that if you win or lose is completely random and has nothing to do with player ability ?