Shanubi
Member
Maybe this would be best as 2 posts, but I feel like they're related.
1) There really aught to be Brackets based on fellowships ranking score. Winners of each bracket should be awarded the top prizes. It's hardly fair to have fellowships in the 10k range competing against fellowships with scores in the Millions.
1a) Event Prizes need some work. Some have been amazing, others are duds. The Fellowship Adventure is complicated, most of us are strangers, an enticing incentive would be lend welcome motivation. The value of the chest prizes is weak.
2) Tournament rewards, Fellowship Adventure rewards, etc, should likewise be awarded based on contribution. EX: if I contribute 800 points to a tournament and someone else contributes 30 but they get the same reward they have no incentive to do more. Yes, I know all the common answers and solutions, how it comes down to each fellowship to decide how to handle it, ect. What I'm suggesting is that INNO could/should play a roll in motivating players to get more excited about playing by incentivizing active gameplay and teamwork.
Rewards are more effective motivators than consequences.
1) There really aught to be Brackets based on fellowships ranking score. Winners of each bracket should be awarded the top prizes. It's hardly fair to have fellowships in the 10k range competing against fellowships with scores in the Millions.
1a) Event Prizes need some work. Some have been amazing, others are duds. The Fellowship Adventure is complicated, most of us are strangers, an enticing incentive would be lend welcome motivation. The value of the chest prizes is weak.
2) Tournament rewards, Fellowship Adventure rewards, etc, should likewise be awarded based on contribution. EX: if I contribute 800 points to a tournament and someone else contributes 30 but they get the same reward they have no incentive to do more. Yes, I know all the common answers and solutions, how it comes down to each fellowship to decide how to handle it, ect. What I'm suggesting is that INNO could/should play a roll in motivating players to get more excited about playing by incentivizing active gameplay and teamwork.
Rewards are more effective motivators than consequences.