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Reader Comments (Page 1 of 1)
11-05-2011 @ 11:48PM
Minstrel said...
I'd like to see a reputation system (for both dungeons and raids) that has an automatic and player-input system. The automatic system would up-vote players for bosses killed. The player-input system would give players the option to up-vote teammates they thought were good to play with. No down-votes. That eliminates the griefing aspect ("Oh, you don't appreciate my racism? Down-voting you") but still provides some framework for seeing people who are better to play with.
Ultimately, people with higher ratings could be preferred for spots by the raid/dungeon finder or (my preference) you can set a minimum threshold of your own rep level for what teammates you want (which may extend your wait time, but may ensure a better run).
Just some thoughts, which could be improved upon I'm sure.
Reply
11-06-2011 @ 12:35AM
Boobah said...
You'd need some sort of decay, both because people's attitudes change over time, and because otherwise those with more /played time will end up on top in a system without any penalties.
And the decay is... tricky. Should it decay every time you start an instance? Weekly? And if weekly, how do you deal with the difference in the amount of time people have to play? The misanthrope who has time to complete six dungeons a week while driving off the other players and failing ten more, vs. the person who doesn't usually have time for more than one a week, but consistently gets upvoted by the few he does play with?
11-06-2011 @ 3:05PM
Grendalsh said...
Glad to know I'm not the only one who thinks this would be a beneficial system. Positive behavior feedback loops are a proven method.
I have like 3 pages of design notes I've been toying with. The short form is that players could up-rate other players for being good players, but only in the LFG/LFR system, and not for fellow guildmates. Each player would accumulate a total number of upvotes and opportunities for up-votes, and a percentage of the last 100 opportunities. Votes would be by role, including leader, so learning a new role (ie dps) wouldn't negatively impact a high rating in another role.
This would be tied in with a system of achievements and titles per role, so you could earn a 'Shield Wall' title for being rated as a good tank, or 'Commander' for having a high leader ratio. The titles could then be visual in-game identifiers that someone knows their role.
There are a lot of usage loopholes that would still need to be addressed.