<?xml version="1.0" encoding="utf-8"?>
<rss xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title>Disqus - Latest Comments for ChrisPlummer</title><link>http://disqus.com/by/ChrisPlummer/</link><description></description><atom:link href="http://disqus.com/ChrisPlummer/comments.rss" rel="self"></atom:link><language>en</language><lastBuildDate>Wed, 18 Mar 2009 17:00:15 -0000</lastBuildDate><item><title>Re: gamemakers @ ngmoco:) - Commerce, SDK 3 and more in LiveFire and Touch Pets Dogs </title><link>http://gamemakers.ngmoco.com/post/87482002#comment-7325992</link><description>&lt;p&gt;good points.&lt;/p&gt;&lt;p&gt;There are some relevant examples out there where rewarding skilled players has worked out well with Team-based FPS games in particular.&lt;/p&gt;&lt;p&gt;CS rewards superior players with more money to buy better guns and gear while unskilled players in the same match are left with default or inferior weapons. That system seemed to work well as a motivator to improve players' skills and reward skilled players. The side affect being the less skilled (and equipped) players in a counterstrike match end up filling in backup roles on their team while they improve their skills.&lt;/p&gt;&lt;p&gt;CoD is another good one to look at. Skilled play is rewarded with gamplay-affecting firepower enhancements. If you're not skilled relative to your opponents in a match, you're highly unlikely to earn an air strike, for example.&lt;/p&gt;&lt;p&gt;I think you hit the nail on the head RE the importance of a good Ranking and matching system. I really want that in LiveFire and it will be an important part of balancing in-game rewards and/or upgrades&lt;/p&gt;&lt;p&gt;thanks for your comments&lt;/p&gt;&lt;p&gt;chris&lt;/p&gt;&lt;p&gt;&lt;/p&gt;</description><dc:creator xmlns:dc="http://purl.org/dc/elements/1.1/">ChrisPlummer</dc:creator><pubDate>Wed, 18 Mar 2009 17:00:15 -0000</pubDate></item></channel></rss>