[Crowfall] Sweet Summer Child
In the comments yesterday, Scree disagreed with my prediction that Crowfall will have a major “3rd/4th/Nth Faction” problem, saying:
Further, players aren’t going to “give up” as the world draws to a close. In fact, your likely to see just the opposite based on Crowfalls Kickstarter Update #6 which indicates the materials you’ve gathered during the campaign… only a percentage of these transfer over to your Eternal Kingdom. That percentage is based on how you did during the campaign. You want to give up because 3 days are left? No problem, I’ll be happy to move up in the rankings and get more loot.
According to the Kickstarter, the most generous map type allows you to keep 30% of your scavenged goods upon a loss. In the next best world-type, there are 6-12 factions with (presumably) only one winner; the rest are stuck with 25% goods, maximum. It gets worse for the losers from there.
In fact, given how you need to physically haul your loot to the “Embargo area” to bank them – and the Devs even point out how nice of an ambush spot this is, implying either full or partial looting of your corpse – it might be that the winning side simply camps that area too and you are left with whatever you can squirrel away at 3am on a Tuesday. The kicker is that right now the Devs are saying that what loot gets saved at the end is actually random:
Do I have any control over which item(s) are kept and which item(s) are lost from my Embargo?
Maybe. Right now our design is simple: we will randomly select which item(s) and materials will be released and which item(s) and materials will be lost. We could certainly change this design later, to give preferential treatment to certain items based on rarity, size, value or player preference.
Spoiler alert: that’s a terrible idea and will be changed.
The “fix” Scree mentioned in the Kickstarter update is that these percentages are scaled based on your personal performance in the overall battle, including either time spent or when you entered the map (it’s not clear which). This does indeed prevent or at least discourage people from being able to hop into a winning map that is almost over and reap the higher rewards.
However, it does nothing at all in encouraging people to continue playing a losing match.
The problem is simple: opportunity cost. Scree indicates he/she would be fine with me dropping out, as that would make his/her rank go up in the process. But who is really going to be fighting tooth-and-nail for the maximum value of the 25% pie? That would be crazy, especially if I could earn 35% by half-assing a winning map.
There are really no good solutions to this problem, and plenty of ways to make the problem worse. And Crowfall seems poised to do exactly that. For example:
1) Make it easy to hop in/out of maps.
The easier it is to exit a losing map, the more people will do so. As near as I can tell, Crowfall does lock you into a Campaign when you zone into one. I have been unable to quite tell what exactly that means though. Are you locked into that particular map type, but can go elsewhere? As in, can you go into a God’s Reach map and also a The Shadow map? Or are you locked totally down, such that your character ain’t going nowhere for the next three months? The latter might seem the most logical, but take a moment to really absorb what that potentially means to your day-to-day gameplay. You could be stuck in a shitty strategic situation and/or gametype for nearly a quarter of a year, grinding away for that 30% payout months from now. How excited are you for that?
Don’t worry too much though, because the concept of alts lets you easily bypass the restrictions and bail out of the failboat. Is your main doing poorly? Hop on to whichever of your two alts are doing better. Indeed, there is no rational reason to even have a main, considering:
2) Make loot Account-Bound.
This is actually the current Crowfall design. With the resources you gather in these maps being Account-Bound, it actively encourages you to cheese the system via alts as much as possible. It would be dumb to fight hard in a losing battle on your main if you could sail to an easy win on an alt – all loot goes into the same pile at the end, which means your main will benefit just the same.
I’m honestly shocked that Crowfall is heading down this route, especially given how prevalent the alt issue is in other games. I don’t normally believe conspiracy theories, but it’s hard to argue against the notion the Devs are doing this precisely to sell more subscriptions (for the multiple character passive skill gains) by making alt-hopping the best way to play. Put all three character slots into three different maps and play enough on each to get some middling reward, or extra hard on whichever map is a winner. If you have a subscription, you lose zero progress on any character by playing this way.
So what are some potential fixes? Well… there’s not many due to the nature of Crowfall’s design. Alt-hopping isn’t much of an issue in games like EVE and Darkfall precisely because the world is persistent and corps/guilds will likely vet your character to prevent spies. Then again, most EVE players have multiple accounts in the first place, so… maybe not the best example. People drop out of short-lived BGs in other MMOs all the time (and are punished by timers), but since the rewards are tied to the character, there’s not much of a point to switch to alts; switching factions for a win isn’t possible because you’ll never get back into that specific BG anyway.
Crowfall’s uniqueness is this regard presents a uniquely difficult problem.
What is realistically going to need to happen is for the losing (or even just disadvantaged) side to be rewarded with something else. Someone in EVE might fight for pride or survival, but Crowfall’s worlds are temporary. Someone in WoW might realize it’s faster to stick out a lopsided WSG match than the Deserter timer, but Crowfall’s fail states could last weeks. The people making a protracted, futile last stand in Crowfall need to be earning either bonus XP or skill points or perhaps another currency akin to Honor to make their time losing worthwhile.
Otherwise we might just see an emergent, Tol Barad win-trading situation all over again.
The 4th Faction
One of the perennial hot topics on the PlanetSide 2 Reddit forums are concerns over the “4th Faction” and how to handle the issues that arise from it. So, let’s go ahead and talk about this issue.
Broadly defined, players of the 4th Faction in PlanetSide 2 are the people who have no particular loyalty to any one of the game’s three factions, and instead choose whichever side has the highest chance of winning. Some definitions of the 4th Faction term specifically reference the players who switch to an alt character in the final moments of an Alert, in order to get a higher Cert award. Other definitions include “spy” characters who will switch factions mid-battle to sabotage the efforts of their opponents via friendly fire. Still other definitions are so broad to encompass anyone who has an alt of another faction, even if that alt is on another server entirely.
So, already you can see that there is a serious problem with defining what a 4th Factioneer consists of, let alone how to tackle the issue (assuming one exists). And yet, by far, the most popular response is somewhat rudimentary: nuke it from orbit logging onto one Faction automatically locks your other Faction characters for 12 (or more) hours.
Apparently this was how the situation was handled in the original PlanetSide, and some feel it would work in this game too. Others are a bit more charitable and suggest the faction-lock should only trigger if you leave the warp gate. After all, SOE gives free daily Certs to each character you log onto, so a log-on trigger would prevent you from claiming these Certs. Others think a 3 minute timer would be sufficient. Still others believe you shouldn’t be able to roll different-faction alts altogether, or at least on the same server. Nevermind if SOE merged your server, or you are Australian and only have a single server on the correct side of the Pacific Ocean.
If I have not been overt enough with my tone, allow me to be explicit: the 4th Faction is a problem that cannot be solved. It can be mitigated somewhat with better incentives, but all of the proposals I have seen (including faction-locking) thus far have been terrible design.
Let us all face reality here: nobody likes to lose. But the more salient point is that you cannot force someone to stick around to lose. At any moment a player can simply log off, hit Alt-F4, or unplug his/her computer from the wall. While games like EVE/Darfall can have your character remain attackable for X amount of time even after a ragequit, the point is that that player has already given up. Although I have not played League of Legends, I have heard about their anti-quitting penalties. Which, again, doesn’t really solve the problem of “motivating” a player to not have (mentally) conceded an obvious loss.
Many of the 4th Faction sob stories revolve around the curious population effect once an Alert starts winding down. Teams will be an even 33%/33%/33% for the first 1.5 hours, but in the final act the numbers start reading 50%/30%/20% or similar. “Those traitors are switching!” the forum warriors cry. Except… that’s not how it works. Each faction has a population cap per continent. You cannot go from, say, a 333 person split to 500/300/200, because 333 is the limit for your faction. While it is certainly possible for someone to switch to their winning-faction alt in the final moments, it’s only possible because there were empty seats.
And even if it were impossible to switch (via faction-locking), what difference does it make? The entire premise of the argument is that the person in question is on the losing side. The point at which they decided to switch characters is the point at which they gave up. They still would have given up if they could not switch. Switching characters at that point is indistinguishable from them simply logging off altogether or simply being AFK at the Warp Gate.
The fantasy that being “forced” to stay on your character will create the opportunity for a come-from-behind victory is exactly that: a fantasy. It might happen when the stars align and the angels sing, but it will never be due to random players banding together, but rather the concerted effort of Outfits – players who would not be switching to their alts anyway.
What are some solutions? Like I said before, we cannot “solve” the issue, but we can mitigate it. Here is an easy one: stop making Alerts grant 30, 40, 50 Certs for simply being online at the 00:01 second mark. Sometimes I will be online at 11pm and a 2-hour Alert will pop up, which means I can only really play part of it. While the Alert will grant a blanket 20% XP increase for everyone for the duration, why is it that I can play 99% of it and then lose the bonus Certs by having to go to sleep? The current design is dumb at both ends of the spectrum, and actually encourages people to switch characters (since they get the full reward whether they played 2 hours or 2 seconds).
Perhaps it would be too resource-intensive to track individual participation in an Alert. In which case, here is another solution: a steady trickle of rewards. Instead of 20% bonus XP throughout and 10,000 XP at the very end, how about 20% bonus XP and +50 XP every 5 minutes you are logged on? Or, hell, to reward the more “loyal” players, make the reward ramp up the longer you stay logged onto that character during the Alert. Something like +25 XP every 5 minutes, which doubles every half hour – if you stay for the entire Alert, towards the end you would be getting +200 XP every 5 minutes plus whatever you earn on the field. Change the final reward to something like 50% more XP/Resource generation for the next X hours, to incentivize winning (if necessary).
Will this solve server/faction imbalances? Sadly, no. If you are not VS on Matterson, you are probably getting farmed; other servers have similar scenarios with different faction names. You cannot force someone to pick the losing team. Not only that, but anyone who complains about the imbalance already implicitly gives voice to desire that sustains it. “It sucks being TR on Matterson.” Yes, I’m sure it does. Just like it sucks being outnumbered anywhere else. Stick with the miserable situation long enough, and it would be perfectly rational to quit or transfer… which is exactly what 4th Factioneers (proactively) do.
Am I 4th Factioning? By some definitions, yes. I created a character of each faction, on three different servers that I researched ahead of time to be the home of large Outfits. After server merges, my NC alt was moved to Matterson (home of my VS main). I basically stick with VS until I get the desire to use the Phoenix (camera-guided rocket launcher) or the desire to ruin people’s days with the Striker (OP and annoying lock-on rocket launcher). Indeed, for the longest time I started to think I would just give up on VS altogether, considering that the Lasher/Lancer was not nearly fun enough to justify the faction. Then, well, the ZOE happened. ¹
But here’s the thing. I find it completely ridiculous to buy into the whole “faction pride” angle when you are presented with fairly unique, faction-specific experiences. You are, in a sense, voluntarily avoiding the other two-thirds of the game. Granted, the empire-specifics weapons other than the rocket launchers are really just minor variations, so maybe not an entire two-thirds. My point still stands: the loyalty is largely arbitrary self-flagellation.
While even-fights and faction parity is a perfectly understandable, legitimate desire, so is the desire to not experience demoralizing losses or be stuck on dead-end servers/factions. And even in a perfectly balanced scenario, you are still going to lose two out of three games. Ergo, the best thing we can do is give consolation prizes to the losing side and hope there are a perfectly symmetrical amount of stubborn underdog-fans for, well, ever.
¹ And it’s getting nerfed, of course.