Proving Ground/Dustcatcher/Multiplier solution?


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Jae 56 [ 10:37 pm Sat Jul 28th, 2012 ]

Some desire a proving ground - I think it's a great idea for new players to get the hang of the game, and helps somewhat limit access to those that might come on here to scribble a couple frames - not necessarily to troll but because they're wondering what happens and how game play works.

The Dustcatcher has a purpose, and I think Reed's idea with the multipliers is interesting, but for different reasons, some aren't fond of the results (being shown publicly etc).

So, here's what I'm thinking.

Using the current leveling/point system, create a grouping of levels that essentially forms a proving ground. Similar to how the unlocking is currently set for number of games one can play or create, keep levels 1-9 (just playing with numbers here) playing with each other, then a second group of 10-29, a third of 30-54, and finally 55+. Consider them groups 1-4 (for lack of a snazzy name.) Group 1 can only play group 1 started games, group 2 can only play with group 2, etc... BUT have the option to opt in to play with all groups from the one you're in or below (so a group 3 player could choose to play with groups 1&2 as well as their own).

Here's where the dustcatcher comes in.

The dustcatcher prompts are supposedly more difficult because players keep passing them over, right? So instead of offering the added points, move them up a group. Example - A group 1 started game has a prompt that no one will draw, so instead of adding a bonus to it, bump it to the group 2 players. After someone plays it, it becomes a group 2 game.If no one plays it, it continues to move up. If it reaches the top group and no one still wants to play it, then it gets the ax. I think this gives the potentially more complex prompts that the higher group players might appreciate a chance, and helps keep them from landing a scribble from someone who doesn't understand game play yet. Also, I think players would find it less frustrating if the scribble frame (or equivalent) occurred earlier in the game where it may be recovered from and end on a higher note, than when it falls at the end.

Thoughts?

Replies


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Mike 9 [ 8:56 pm Wed Aug 1st, 2012 ]

I don't think this is a complicated enough game to have a "proving ground". Its way too condescending.

I'd be ok with different "lounges" for advance players that become available as artists level up, but for the most part, I think the default should be new players mixed in with the old.

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Alexandru1323 10 [ 1:47 pm Sun Aug 5th, 2012 ]

What about giving some extra bonus (when voted) for panels that are skipped much, to motivate people painting them. Not sure how those stars work right now.

Or removing only the latest panel that caused the game to get stuck? People can use a button saying they would like that for that panel. Like skip+remove. And after many remove requests, the panel gets removed without any penalty to the author and the game continues.

Anyway, consider that some panels give big laughs not because good art style or great inspiration, but on the contrary: they are totally stupid! Not sure these will get voted much, but we sure have big laughs at them. So variety is good.

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Alexandru1323 10 [ 1:59 pm Sun Aug 5th, 2012 ]

Oh I've just found out the stars already work as I suggested :p

Why not show them with the panel when present it for drawing?

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VIVIT_rv00 62 [ 6:06 pm Sun Aug 5th, 2012 ]

That would lead people to drawing stuff they don't understand because the prompt has three stars.

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ebbixx 63 [ 9:47 am Thu Aug 9th, 2012 ]

Also, people would try to game the system by passing on one and two stars, waiting for the three stars. The number of toxic effects of knowing the multiplier was there in advance are quite numerous, if you think about it for more than a minute or two.

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Lynn3335 47 [ 9:50 pm Fri Aug 17th, 2012 ]

I don't think Stars should be shown to anyone but the player who did that panel. I was having a tough time giving a +1 to everyone in a game, because I didn't think one person deserved 4x as many points when their panel wasn't 4x as good. (Sure it MAY be something that was skipped, but that doesn't necessarily reflect the difficulty level.)

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ebbixx 63 [ 11:28 am Sat Aug 18th, 2012 ]

Others have pointed out the same thing, Lynn. Personally I think it tends to balance out.

One thing I think a lot of users may be missing, is that NOT voting is a kind of learned helplessness. My understanding is that votes have become much harder to get over time, possibly a passive reaction, maybe also a response to the tone of the more vocal participants... but if you think about it, the pattern I'm noticing that has come out of that is that those who actively monitor their own contributions are now the ones most likely to wind up in Top Games, when the only voters on most games are the game's own participants, at least to begin with. To stay in top games a game needs more attention and approval than that, but it never gets that at all if a few of the original contributors don't vote, and vote generously.

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zPurr 46 [ 12:54 pm Sat Aug 18th, 2012 ]

@ebbixx

As I said in the other thread, a possible proving ground would have to be limited to like a single tutorial game of sorts. It could be just a regular game, the tutorial part only visible for the noob, or whatever. Maybe just some sort of expanded/interactive tutorial on the front page i don't know..

I threw around very few votes in the beginning, I just didn't think of it. I didn't know the standard and thus I couldn't single out panels that deserved votes other than ones that were already very rewarded.

Also, I think it's a bit silly to not reward panels with bounties. Their individual effort might not deserve 4 times the likes (is that how it works at three stars?), but they still revived an almost dead game, and took up a challenge that a lot of people passed on. I don't take bounties into consideration, when I like.

I might even hand out a bit too many likes at the time, as compensation for my narcissistic start, but I really can't see the ill effects of boosting other (potentially bad/inexperienced) players a bit. If they don't make good panels generally, they're not gonna beat a player who generally puts more effort into it.

Again sorry for wall of text-post, it seems to be all I'm capable of..

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Rody 42 [ 2:49 pm Tue Aug 21st, 2012 ]

A proving ground mode: A seperate mode, where you still get the same panels as anyone else, however the panels you draw do not become a part of anyones games. Thereby allowing you to practice drawing and build up confidence in the panels you do. the panels are instead sent to a "proving ground" area where people can give out constructive advice on your panels.

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