Event Balancing - Fun And Rewards

Imported from legacy Flarum.
Original author: TankyCrobat (Flarum #355)

Hello All,

First I want to mention that I enjoy all of the events. From running from bombs, to gamba, to hunting cowrings, they are all quite enjoyable.

However, part of the fun with the events consist of reward, and not all events are as equally rewarding. Let’s start with the events I think are good as is.

GM Bombring - This is what all events strive to be. All players love it. There are 5 rounds, where you can win up to 32 Muh Coins per round based on how long you last. The event lasts a total of 5 minutes and you can win up to 128 Muh Coins. GM Event reminder, so this is the big one.

Dice - This is personally my favorite. It’s 1 round, you have a 25% chance of winning, and there can be an infinite amount of winners who all get Muh Coins. Simple, Efficient, Fun, and Harmless gamble.

Cluckers - There is only one winner, and I’ve seen the reward go up to 200 Muh Coins one time. Insane. This is the equivalent to playing the lottery. The only downside is there is one winner, but the amount of Muh Coins you can get from it is potentially High.

Now let’s talk about the events that I think could use some improvement and why.

Cowring Hunt - I put this one first because although I think it could use a smidge of balancing, I also know that this is the other most popular game mode. Each Cowring gives 4 Muh Coins, and there are a limited amount of Cowrings. However, I find myself going on my abyss chaser for this event for the double strike procs to instantly kill cowrings asap. On top of that, with how many cowrings spawn, and the amount of players who join, there is always a chance to win nothing, as this is a competitive event. I feel that cowrings could go down to 1 hp for those who don’t have high ASPD and they can get the coins to be fair. But I think there might be other ways to approach this to allow everyone involved to get muh coins even if they didn’t get a single cowring. Participating and getting nothing from an event never feels great.

Regular Bombring - This could easily be put on a level similar to GM Bombring to make it feel great and enjoyable. Right now if what I’ve noticed, you do not get any Muh Coins unless you survive all waves. I think in a similar sense to GM Bombring, you should get Muh coins based on how long you survive. There are 5 waves to survive. Maybe 4 Muh coins per wave on surviving, as I think Regular Bombring is more challenging than GM Bombring.

Poring Catcher - There’s only two winners here, and there’s a 30 Muh Coin Reward and 15 Muh coin for 2nd place. Another competing event, which means you are less likely to succeed. Perhaps have multiple rounds, or more “Porings” for more winners. Or even maybe allow people who lose get 4 muh coins for participating so time does not feel wasted.

Reverse Dice - Now for me, this is one of the match modes I find most fun, but I feel like the reward is poor. You keep playing until there are a certain number of people left. This could last as short as one round, or as long as 20 rounds or more. I have two options to suggest

Option 1 ) Limit the number of rounds, and after that many rounds, everyone left is a winner.

Option 2) Reduce the number roll each round. So round 1, you must select 1-4. Round 2, Select 1-3, Round 3, Select 1 or 2. And after that, either all left win, or they must keep selecting between 1 or 2 until the rounds end.

Hide and Seek is hide and seek. It’s playful fun. We won’t touch this.

But I think that’s all of the suggestions I have for this. I’d like to know the community’s thoughts on this too and if you folks think that these changes or your own suggestions could make the other existing events more enjoyable

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

Hi there,
thank you for this very detailed feedback. I just want to add some details to two of the events.

Cluckers: there’s not just one winner, everyone who gets killed by cluckers gets 1 coin each time, too. For each death Cluckers’ prize gets increased by 2.

Reverse Dice: I’m not sure if this is feedback before or after the rework of rewards. This event no longer runs until 1 player is left. The amount of winners and the prize increases with rounds. Also every survivor gets a prize for each round which also increases with rounds.

Imported from legacy Flarum.
Original author: TankyCrobat (Flarum #355)

@Muh I did not know that about Cluckers. Probably because I found it too funny to explode. I still have no troubles with Cluckers as is either, Like I said, it’s unique in the sense that the reward can be huge.

As for Reverse Dice, I did not know each round increased the amount of winners as well. I was aware of getting 1 Muh coin each round of surviving. It’s not a huge reward, but with each round, it can most certainly add up if it goes on for a long time.

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

@TankyCrobat the rewards per round for survivors increased if it lasts longer too.
It’s 1,1,2,2,3,3,etc

So let’s we have winners after 6 rounds.
Each survivor until then would get 9 coins while 3 winners would get 9 + 24 coins each.

At nine rounds this would be 20 coins for 8 round survivors and 20 + 36 coins for each of 4 winners.

Imported from legacy Flarum.
Original author: Serenity (Flarum #365)

Can we have old GM Bombring back please? 5/5 waves and the original rewards was much more rewarding than it is now…

Imported from legacy Flarum.
Original author: Muh (Flarum #1)

@Serenity Hm we didn’t change the rewards, just the number of rounds, so it’s easier to start it twice in row and get those who crashed or left by accident back in

Imported from legacy Flarum.
Original author: Serenity (Flarum #365)

@Muh Ohhh~! I see o: I must’ve died within the first few seconds during one of those rounds then :laughing: because I remember getting 2 coins only which had me thinking rewards were also halved, sorry. xD

Imported from legacy Flarum.
Original author: steve (Flarum #500)

@TankyCrobat

I will share my experience so far as a brand new player to this server.

As an old RO player relearning the game and new player to this server, just trying to enjoy these events, Cowring in particular just didn’t feel right at all to me, I hated it.

And the reason I hated it is because it just felt like I was ‘out of the loop’, left in the dark. I went in the Cowring event map and I couldn’t even really see any of these ‘cowring’ things. So then I’m wondering “did I need to have one of these skills that allow me to see hidden enemies?”, “was I just not fast enough?”, “are others just killing them that fast that nothing appears on the screen?”. It was just an extremely disappointing experience as a new player.

And now that I’m finding out that players actually have a stat advantage in some of these events…that’s very concerning and that should never, ever be happening in any event if this is something you take seriously and truly care about everyone having a fair chance, especially the newer players, the ones you need to help the server grow.

Everyone should have fixed stats and fixed abilities/skills in events and any item use should be disabled. No one should be having any kind of advantage because then it’s mostly only old players enjoying the event, new players get the short end of the stick wondering what the hell is even going on and it’s just going to leave a very bad first impression on newer players.

I will try to share more feedback about the other events as I try them, I’ve only tried a few so far. Thank you for this post.