Human Motivation And Front Line Campaign Que Balancing.

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Humans have motivations.
Motivations are what drive actions.
For different humans, there are different motivations and resulting actions.
Humans inherently have a common motivation in rewards.
What they consider rewarding can vary from human to human, but still they look for reward.
For each game structure there are motivations that will promote actions based on the structures in which rewards are obtained.

What are the effects of a system that attempts to balance the win rates of players?

A system like this must create a team that stacks losing players in order to ensure the loss of those highest rated. The highest rated will lose some rating, become average, and some other average player will go up in rating. Because the highest rated got into this situation by winning their emotions are not as depressed. They recently won and will keep playing.

But those at the bottom will fall into a losing streak and then be brought into an additional losing streak on a team built to lose. They got into this auto-lose situation by losing in the first place. They are now set into a cycle of additional losing by the que. They will be de-motivated, depressed and cycle out.

When they cycle out, the que will contine to put the players with the next worst win ratios together to maintain the creation of a bad team to balance out those of highest rating. You do not end up with even win ratios by balancing down those who won more. It does counter extremely high win ratios but it is not negate low win ratios as those of low win ratios will quit after experiencing this situation.

In addition there is a very pernicious incentive in a system that attempts to create even win percentages. Because humans have an inherent motivation of reward the only way to increase the rewards in the game under this system is to shorten the time spent in losing games.

Someone who wants the XP/Marks,Achievements, etc, as their reward becomes motivated to maximize toxicity when in a game that does not appear to be eeasily winnable. This results in their team losing heart, playing worse, and gets that game over faster.

Under the old system, this sort of toxicity would hurt as you rise and fall with Grand Company putting you with the same players. It was in your interest to improve both yourself and those on your team.

Now, for in game rewards motivated players have incentive to tear down for faster games.
My personal motivation and reward is building something better rather than items or currency. This should be encouraged as motivation rather than done away with.
For me, the new system doesn't offer reward as what I wanted was to build the losing GC of the data center I played on.

There is no longer any motivation or reward for building.
Instead toxicity is encouraged in 2/3rd's of games.
The motivation provided guides players to becoming a worse person rather than purging personal toxicity to rise higher.

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