Results 31 to 60 of 82
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2018-06-13, 04:49 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Tail of the Bellcurve
- Gender
Re: Most toxic game possible thought experiment
Blood-red were his spurs i' the golden noon; wine-red was his velvet coat,
When they shot him down on the highway,
Down like a dog on the highway,And he lay in his blood on the highway, with the bunch of lace at his throat.
Alfred Noyes, The Highwayman, 1906.
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2018-06-13, 05:01 PM (ISO 8601)
- Join Date
- Aug 2008
Re: Most toxic game possible thought experiment
This is basically what I was trying to facilitate with that mechanic, yeah. Though the lolicon tentacle porn is inevitably going to be just one flavor of dubious image - I was actually thinking of people sticking swastikas everywhere and other similar iconography. I'd also expect close up photography of horribly infected wounds, snuff imagery, and other such nastiness.
It would probably take a while to get that bad, but the whole structure seems like it's set up well to consistently drive off the best parts of the community, cause it to get worse overall, then repeat the cycle. It's like evaporative cooling, except for instead of getting colder it gets douchier.I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2018-06-13, 05:33 PM (ISO 8601)
- Join Date
- Sep 2005
- Location
- an island in maine
- Gender
Re: Most toxic game possible thought experiment
Pretty sure it already exists, and is called World of Tanks. :P
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2018-06-13, 07:09 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- I wish I knew...
- Gender
Re: Most toxic game possible thought experiment
* Have achievements for poor performance metrics, and have these achievements visible prior to the match beginning for all teammates.
* Free to play, Pay to Win metrics, with some characters objectively superior and only available for purchase with real cash
* All ults behind paywall
* Quality of Life upgrades behind paywall
* Run the game on an open-source engine whose code is publicly available, and while TAS and hacks are officially prohibited, *NEVER* look into any reports of using such programs, and never ban anyone for using them.
* Permit paid bot accounts. Monthly fee accounts that will permit the account to have a bot accompany them. Claim that because bots are inherently inferior to players, give the bot aimbot and warp hacks to 'compensate'. This way you can never know for sure if that was a bot account or someone using hacksLast edited by ShneekeyTheLost; 2018-06-13 at 07:11 PM.
SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
Multiclassing for Newbies: A reference guide for the rest of us
My homebrew world in progress: Falcora
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2018-06-14, 03:25 AM (ISO 8601)
- Join Date
- Jan 2007
- Location
- Switzerland
- Gender
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2018-06-14, 03:35 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- England
- Gender
Re: Most toxic game possible thought experiment
In a similar vein, my favourite was always in TF2; someone played the Spy class and changed their spray to a large image that read "Actually, I Am A Spy".
They'd spend a few minutes hiding within "their team", place their spray, and while everyone stood around to read what it said....~ CAUTION: May Contain Weasels ~
RPG Characters What I Done Played As (Explained Badly)
17 Things I Learned About 40k By Playing Dark Heresy
Tales of a Role-Play Gamer - Horrible Optimisation
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2018-06-14, 04:26 AM (ISO 8601)
- Join Date
- Sep 2007
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2018-06-14, 09:51 AM (ISO 8601)
- Join Date
- Feb 2014
- Location
- Denmark
- Gender
Re: Most toxic game possible thought experiment
You need to be able to do something worse to other players, besides just killing them ingame. Most prominently featured would be the ability to loot them. Or the option to tag them, so for a minute after respawning, they have some sort of insulting logo or message hovering over their toon.
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2018-06-14, 06:12 PM (ISO 8601)
- Join Date
- Apr 2016
Re: Most toxic game possible thought experiment
There's a lot to cover on the dev side too. Oh, sure, the game can be toxic on launch, but how can we keep things from ever settling down? The answer is to foment chaos.
- Patch often. Be sure to introduce small odd bugs in your releases. Don't hotfix them, but let every class/hero have their periodic infuriating exploit. Patch at random times and disconnect games with little to no notice. Display your "patch incoming message" only in-match, or anywhere else where quitting is a loss. Don't show this during matchmaking or other lobbies.
Bonus points if you can mistime a patch due to a bad daylight saving conversion. - Corollary to #1, make sure suspensions and bans are inconsistently and capriciously handed out for this.
- Identify your top streamers. Be sure to ban one of them every ~6 months, ideally mid-match during peak hours, onstream. Bonus points if it's for exploiting bugs you introduced and patched out months ago, not for current problems.
- Your frequent patches should also contain lots of balance fixes. Make sure to playtest these using your least competent players. Document these changes. Don't be too specific; say "rebalanced weapon damage" or "lowered some heroes' health". Provide just enough info to let your players try to create a meta, but not enough to allow them to optimize it.
- When documenting these changes, be sure you don't post changes in the same place every patch! Post one set of notes in your forums, another to social media, have some only appear in the app/steam store description. We want it to be hard and frustrating for the player to learn mechanics.
- When rebalancing, stay inconsistent. One release cycle, powercreep everything. Find the topic your players are complaining about most, then buff it because something your internal metrics say. Next cycle, reverse course and nerf everything. Leave an overpowered option or two, of course, but go crazy on the nerfs. We can't have the playerbase getting comfortable here. Instead, we'll generate more venom from the playerbase towards the devs, and let that frustration spill over into matches.
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2018-06-15, 01:44 AM (ISO 8601)
- Join Date
- Jan 2007
Re: Most toxic game possible thought experiment
Force the player to choose a nation. That nation is always shown next to their nickname. The only available nations are Israel and Palestine.
shipping Sabine/Vaarsuvius
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2018-06-15, 09:26 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Tail of the Bellcurve
- Gender
Re: Most toxic game possible thought experiment
I think there's also a lot of mileage to be had from a Play of the Game sort of system. The algorithm for determining it needs to be mostly inscrutable, but seems like it favors one or two other underpowered classes doing something they're really not built for - racking up kills as a medic or stuff like that. Make sure that getting PoTG comes with some sort of player reward as well, like exclusive character skins or something. Try to make them skins that cater to your already most problematic elements; I'm leaning towards scantily clad anime ladies here, because most unpleasant players on a server invariably have scantily clad anime lady avatars (assuming swasticas are not allowed). You can get scantier costumes the more PoTGs you earn with a character.
The upshot of this should be that for any rando public game, at least one person on each team should be playing already bad classes in a really stupid way. If you do the targeted marketing right, these should also be your absolute most toxic players in the first place. This should go very well.Blood-red were his spurs i' the golden noon; wine-red was his velvet coat,
When they shot him down on the highway,
Down like a dog on the highway,And he lay in his blood on the highway, with the bunch of lace at his throat.
Alfred Noyes, The Highwayman, 1906.
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2018-06-15, 03:35 PM (ISO 8601)
- Join Date
- Oct 2010
- Gender
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2018-06-15, 05:52 PM (ISO 8601)
- Join Date
- Aug 2017
Re: Most toxic game possible thought experiment
The game is Free to Play, but after each match you earn points towards a month of "Tier 2", giving a ton of quality of life stuff, as well as strong in-game benefits. Emphisise that this cannot be bought with in-game money. 1000 points are distributed to the members of the winning team through a byzantine algorithm that gives the most points to whoever did second best. The losing team loses points based on how close the match was, the closer the match, the more points lost.
There, throws in the fact that if a team starts losing, anyone who wants Tier 2 will start throwing the game so they lose less points, as well as people on the winning team getting angry about people "Stealing" the points they feel they deserve.
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2018-06-15, 07:08 PM (ISO 8601)
- Join Date
- Dec 2004
- Location
- I wish I knew...
- Gender
Re: Most toxic game possible thought experiment
Set up in your match algorithm that you cannot be paired with anyone within a certain band around your own skill level, you will always end up with someone either lower scored by a significant margin, or higher scored, by a significant margin. This will do several things for your toxicity:
* The whipsaw swing from 'pwning n00bz' to 'getting pwnzord' can happen at any time, and there's no real agency involved. One minute, you're taking out people well beneath your skill level, then suddenly you get totally and completely owned. And make sure the matches are best four out of seven, just to rub it in his face. So he's good and hopping mad when he gets owned, but will start feeling superior after fragging a couple of newbies, only to get fragged himself again. This maintains a level of salt which is palpable and guaranteed that he will vent vitriol to anyone he encounters, but not so much that he will feel the need to quit.
* The highest scored players will be unable to compete against each other, because they will be within the same score range. This actively prevents the meta from advancing as rapidly, because all they have to work on are people less skilled than they are, which won't need an advanced or developed meta. This keeps the established strategies current, and the game goes 'stale' with the most commonly used tactics working.
* This works even better if you have one weapon or category or character option which is mechanically and obviously superior so everyone will use it. And everyone killed by one will call it a 'crutch'.SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
Multiclassing for Newbies: A reference guide for the rest of us
My homebrew world in progress: Falcora
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2018-06-16, 12:53 PM (ISO 8601)
- Join Date
- Apr 2008
- Gender
Re: Most toxic game possible thought experiment
This is like the video game equivalent of the Vaults from Fallout. An elaborate social experiment disguised as a service.
Forums that are moderated enough to keep out the bots (otherwise they'd die completely), but otherwise have absolutely zero rules. And are set up like reddit, where downvoting posts enough hides them and getting upvotes accumulates karma. Then tie your forum statistics to in-game benefits.Avatar by araveugnitsuga.
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2018-06-18, 03:18 AM (ISO 8601)
- Join Date
- Oct 2014
- Location
- Tulips Cheese & Rock&Roll
- Gender
Re: Most toxic game possible thought experiment
The Hindsight Awards, results: See the best movies of 1999!
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2018-06-18, 07:03 AM (ISO 8601)
- Join Date
- May 2007
- Location
- Goiás, Brazil
- Gender
Re: Most toxic game possible thought experiment
I see most ideas here are for MOBAS.
I say instead have the game also be an MMO, with a very intense PVP that only runs at certain days of the week.
Then introduce a few maps where the Best gear for PVP drops with 0.001% of chance from a boss monster, and all the rest of his drops are either trash, or fundamental to the progress of quests other classes more focused to PVE, that they have to kill personally to get, and the PVP items auto bind and can't be sold.
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2018-06-18, 10:39 AM (ISO 8601)
- Join Date
- Dec 2004
- Location
- I wish I knew...
- Gender
Re: Most toxic game possible thought experiment
Pretty much.
Forums that are moderated enough to keep out the bots (otherwise they'd die completely), but otherwise have absolutely zero rules. And are set up like reddit, where downvoting posts enough hides them and getting upvotes accumulates karma. Then tie your forum statistics to in-game benefits.
Like Youtube, upvotes and downvotes both count as 'traffic' and the post gains karma for the total combined.SpoilerQuite possibly, the best rebuttal I have ever witnessed.
Joker Bard - the DM's solution to the Batman Wizard.
Takahashi no Onisan - The scariest Samurai alive
Incarnum and YOU: a reference guide
Soulmelds, by class and slot: Another Incarnum reference
Multiclassing for Newbies: A reference guide for the rest of us
My homebrew world in progress: Falcora
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2018-06-18, 11:50 AM (ISO 8601)
- Join Date
- Nov 2014
- Gender
Re: Most toxic game possible thought experiment
The stars predict tomorrow you'll wake up, do a bunch of stuff, and then go back to sleep.~ That's your horoscope for today.
01001110011001010111001001100100
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2018-06-18, 02:51 PM (ISO 8601)
- Join Date
- Dec 2005
- Location
- In the playground
Re: Most toxic game possible thought experiment
You have to make sure that the item has a time delay on death and will drop in a certain area circle. Then anyone nearby can pick it up. Then turn friendly fire on during that delay. Or make it so the person with the most damage dealt who is still alive receives it.
It's just that with mmo's people aren't penalized for walking away before the timer is up. There's the grind and this, but you can't experience the salt that is a snowballing loss with enough time to rage at the team as it gets worse. Also, on the forums, allow players to link any game another player has played and search games by stats.
The objective here isn't to make players explode, or ignite, but to produce enough smoke from their ears to routinely set off the fire detectors. Sustainability is the future.Last edited by gooddragon1; 2018-06-18 at 02:54 PM.
There is no emotion more useless in life than hate.
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2018-06-19, 09:53 AM (ISO 8601)
- Join Date
- Dec 2010
- Gender
Re: Most toxic game possible thought experiment
1. Allow ready access to items that an aid in griefing:
-grenades that slow/stun/blind those hit, and work on allies as well as enemies.
-impassable barriers that can be put up instantly (i.e. Mei's ice wall in Overwatch) so that you can block teammates into the spawn room or off the objective
-attacks that can push allies into pits/off cliffs/etc.
2. Make spawn camping really easy:
-predictable spawn locations
-large hitboxes for head shots
-convenient sniping locations near enough to spawns
3. Throw in plenty of low/no skill attacks that are likely to kill through blind luck rather than skill (ricocheting projectiles, inconsistent homing missiles, massive AoE attacks with blast areas difficult to see, and so on).
4. Announce awesome-sounding content, then either miss your release date or simply don't tell people when it's coming out. When asked, provide nothing more specific than "really soon." Bonus points if you promise features that aren't there when the content is actually released.
5. Start off with no dedicated servers - make all matches P2P. And make sure all disconnects count as a loss. You'll have to remove this after a month or two, or else the player base will erode quickly, but might as well take every temporary advantage you can.
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2018-06-20, 05:44 PM (ISO 8601)
- Join Date
- Oct 2010
- Gender
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2018-06-20, 09:06 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Tail of the Bellcurve
- Gender
Re: Most toxic game possible thought experiment
I mean if your maps are well designed/the spawnpoint rotation is solid, it's not really a problem. But getting fragged upon spawning ten times in a row is frustrating as hell, particularly if there's absolutely no counterplay available. Some jerk with a sniper rifle, a ten zillion DPI mouse, and fifteen hours a day to game is camped out on a ridge right at the edge of draw distance, and is going to introduce your face to a 7.62mm round every time you spawn like clockwork.
And if you allow some sort of artillery ability, it's even worse.Blood-red were his spurs i' the golden noon; wine-red was his velvet coat,
When they shot him down on the highway,
Down like a dog on the highway,And he lay in his blood on the highway, with the bunch of lace at his throat.
Alfred Noyes, The Highwayman, 1906.
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2018-06-21, 01:59 AM (ISO 8601)
- Join Date
- May 2007
Re: Most toxic game possible thought experiment
MOBA/Team Shooter suggestion:
Have the game give a super-ultimate (potentially game breaking ability which requires high technical skill and/or planning ability to properly utilize, randomly selected from a list about 20 or so) to whatever player is responsible for giving the opponent the most kills/XP from feeding/other quantifiably poor behaviors. Continually and publicly update and announce who has the ability. Only one player in the match (not one per team, only one in the match - if their worst guy sucks more than your worst guy, your team gets nothing) has this ability at any one time.
MMO Suggestions:
Bias loot rolls for any rare monster drops so that they are heavily weighted towards whoever contributed least in the group/party/raid (as measured by some formula accounting for damage done/healed/buffs/debuffs/etc) in proportion to their level.
Automatically kick and timeout ban for an hour anyone who causes the profanity filter to activate. Give anyone who was in communications range to the player making the offending remark token "anti-toxicity bonus exp/gold" as compensation for being potentially subjected to such profanity. Also, crank up the detection heuristics for the profanity filter to maximum so that players need to be careful not to talk about such things as "assassins" or "assistance" or "grapefruit".
Edit: Heh, an example about a certain type of mushroom tripped the wire here. Turns out I was spelling it wrong anyway, so fair cop.Last edited by cha0s4a11; 2018-06-21 at 02:03 AM.
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2018-06-21, 02:10 AM (ISO 8601)
- Join Date
- Aug 2008
Re: Most toxic game possible thought experiment
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2018-06-21, 11:55 AM (ISO 8601)
- Join Date
- Nov 2004
Re: Most toxic game possible thought experiment
That would simply result in healing and support classes ceasing to exist in practice as everyone played the damage classes. In fairly short order, you'd have a more simplistic but less toxic game; being all damage doesn't put you at a disadvantage to another all-damage team.
Orth Plays: Currently Baldur's Gate II
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2018-06-21, 12:57 PM (ISO 8601)
- Join Date
- Oct 2010
- Gender
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2018-06-21, 01:24 PM (ISO 8601)
- Join Date
- Feb 2007
- Location
- Land of Stone and Stars
Re: Most toxic game possible thought experiment
One thought comes to mind: an automated highlight reel.
AI picks the moments of optimal awesomeness and humiliation from matches and places them online for mass consumption, with a social media element to like and/or follow players. Popular players get additional advantages that others might call "unfair". Add on to this an obtuse YouTube-like algorithm for what people are shown to make everyone go completely mad trying to figure out how to succeed until the actual gameplay becomes a tertiary concern.Spoiler: My inventory:
1 Sentient Sword
1 Jammy Dodger (I was promised tea)
1 Godwin Point.
Originally Posted by Kairos Theodosian
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2018-06-21, 02:52 PM (ISO 8601)
- Join Date
- Apr 2011
- Gender
Re: Most toxic game possible thought experiment
If you want to maximise toxicity from the "play of the game" system, make sure that the things it shows are orthogonal to the victory condition and award a significant progression reward, equal to or greater than actual victory.
Whilst making sure that they are in no way fun to play. Give them damp and unrewarding animations and clunky mechanics.Last edited by GloatingSwine; 2018-06-21 at 02:59 PM.
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2018-06-23, 12:12 PM (ISO 8601)
- Join Date
- Apr 2010
Re: Most toxic game possible thought experiment
After every three minutes passes, there is a brief period called "The Waaarp Zooone" that lasts randomly between 13.5 and 27 seconds. All characters gain No-Clip, x3 movement speed, and projectiles are not stopped by objects/walls (but you still can't see through them). Yay spamming into the darkness.
At the end of this period, anybody stuck inside of an object/wall goes /explode, no matter how small. Also, fall damage is ramped up to x10, so if you're too far up when it ends you die. Even being a normal jump's worth off solid ground could do some damage. Don't get too close, else you might clip into the ground, and it'll explode you.
I think the concept is incredibly toxic, but also provides some high moments, stakes, and thrills (which keeps people coming back).
Oh yes, and crit. How have we gotten this far and nobody's talked about crit mechanics and damage variance of weapons?Last edited by Epinephrine_Syn; 2018-06-23 at 12:18 PM.