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	<title>Comments on: Learn To Accept My Reward</title>
	<atom:link href="http://www.kiasa.org/2008/10/17/learn-to-accept-my-reward/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kiasa.org/2008/10/17/learn-to-accept-my-reward/</link>
	<description>Just these guys, you know.</description>
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		<title>By: Zoso</title>
		<link>http://www.kiasa.org/2008/10/17/learn-to-accept-my-reward/comment-page-1/#comment-2648</link>
		<dc:creator>Zoso</dc:creator>
		<pubDate>Fri, 24 Oct 2008 06:57:16 +0000</pubDate>
		<guid isPermaLink="false">http://kiasa.org/2008/10/17/learn-to-accept-my-reward/#comment-2648</guid>
		<description>Damage mitigated... I like it, not only does it reward tanks, but could also give a bit of a boost to the slightly less squishy DPS types, who tend not to fare so well on the pure damage scale.  Excellent idea!</description>
		<content:encoded><![CDATA[<p>Damage mitigated&#8230; I like it, not only does it reward tanks, but could also give a bit of a boost to the slightly less squishy DPS types, who tend not to fare so well on the pure damage scale.  Excellent idea!</p>
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		<title>By: Viliphied</title>
		<link>http://www.kiasa.org/2008/10/17/learn-to-accept-my-reward/comment-page-1/#comment-2647</link>
		<dc:creator>Viliphied</dc:creator>
		<pubDate>Thu, 23 Oct 2008 17:29:43 +0000</pubDate>
		<guid isPermaLink="false">http://kiasa.org/2008/10/17/learn-to-accept-my-reward/#comment-2647</guid>
		<description>Re: Tank contribution

What about damage mitigated?  Would reward tanks for getting in there and getting the enemy to target them, while discouraging getting nekkid and suciding over and over and over.</description>
		<content:encoded><![CDATA[<p>Re: Tank contribution</p>
<p>What about damage mitigated?  Would reward tanks for getting in there and getting the enemy to target them, while discouraging getting nekkid and suciding over and over and over.</p>
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		<title>By: Zubon</title>
		<link>http://www.kiasa.org/2008/10/17/learn-to-accept-my-reward/comment-page-1/#comment-2646</link>
		<dc:creator>Zubon</dc:creator>
		<pubDate>Sun, 19 Oct 2008 16:31:33 +0000</pubDate>
		<guid isPermaLink="false">http://kiasa.org/2008/10/17/learn-to-accept-my-reward/#comment-2646</guid>
		<description>Very good post.</description>
		<content:encoded><![CDATA[<p>Very good post.</p>
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		<title>By: Melf_Himself</title>
		<link>http://www.kiasa.org/2008/10/17/learn-to-accept-my-reward/comment-page-1/#comment-2645</link>
		<dc:creator>Melf_Himself</dc:creator>
		<pubDate>Sat, 18 Oct 2008 23:55:24 +0000</pubDate>
		<guid isPermaLink="false">http://kiasa.org/2008/10/17/learn-to-accept-my-reward/#comment-2645</guid>
		<description>Good discussion of the topic. Inspired an interesting idea and I decided to up and blog about it too.

Basically, re: scenarios and rewarding everybody the same for a win, I think it&#039;s a great idea. The limitations of &quot;poo, I&#039;m losing, this is no fun, I give up&quot; could be solved with a &quot;catch-up mode&quot; similar to racing games.

http://word-of-shadow.blogspot.com/2008/10/catch-up-mode.html</description>
		<content:encoded><![CDATA[<p>Good discussion of the topic. Inspired an interesting idea and I decided to up and blog about it too.</p>
<p>Basically, re: scenarios and rewarding everybody the same for a win, I think it&#8217;s a great idea. The limitations of &#8220;poo, I&#8217;m losing, this is no fun, I give up&#8221; could be solved with a &#8220;catch-up mode&#8221; similar to racing games.</p>
<p><a href="http://word-of-shadow.blogspot.com/2008/10/catch-up-mode.html" rel="nofollow">http://word-of-shadow.blogspot.com/2008/10/catch-up-mode.html</a></p>
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		<title>By: Zoso</title>
		<link>http://www.kiasa.org/2008/10/17/learn-to-accept-my-reward/comment-page-1/#comment-2644</link>
		<dc:creator>Zoso</dc:creator>
		<pubDate>Sat, 18 Oct 2008 11:44:52 +0000</pubDate>
		<guid isPermaLink="false">http://kiasa.org/2008/10/17/learn-to-accept-my-reward/#comment-2644</guid>
		<description>I don&#039;t think it&#039;s just that scenarios are the fastest way to the level cap, there are myriad reasons for scenarios being particularly attractive, as &lt;a href=&quot;http://potshot.wordpress.com/2008/10/16/what-if-you-had-a-war-and-no-one-showed-up/&quot; rel=&quot;nofollow&quot;&gt;p0tsh0t&lt;/a&gt; and &lt;a href=&quot;http://notadiary.typepad.com/mysticworlds/2008/10/war-scenarios-are-fine-improve-the-rest-instead.html&quot; rel=&quot;nofollow&quot;&gt;Saylah&lt;/a&gt; have covered in great pieces.  Making everything equally attractive is the ideal goal, but with so many factors it&#039;s as difficult as totally equal balance between classes.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t think it&#8217;s just that scenarios are the fastest way to the level cap, there are myriad reasons for scenarios being particularly attractive, as <a href="http://potshot.wordpress.com/2008/10/16/what-if-you-had-a-war-and-no-one-showed-up/" rel="nofollow">p0tsh0t</a> and <a href="http://notadiary.typepad.com/mysticworlds/2008/10/war-scenarios-are-fine-improve-the-rest-instead.html" rel="nofollow">Saylah</a> have covered in great pieces.  Making everything equally attractive is the ideal goal, but with so many factors it&#8217;s as difficult as totally equal balance between classes.</p>
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		<title>By: Tobold</title>
		<link>http://www.kiasa.org/2008/10/17/learn-to-accept-my-reward/comment-page-1/#comment-2643</link>
		<dc:creator>Tobold</dc:creator>
		<pubDate>Fri, 17 Oct 2008 14:17:47 +0000</pubDate>
		<guid isPermaLink="false">http://kiasa.org/2008/10/17/learn-to-accept-my-reward/#comment-2643</guid>
		<description>The goal is not to have an incentive plan based on performance. The goal is that ideally every possible activity in a game gives the same level of reward, so that people can choose the activity they like most, instead of feeling compelled to choose the activity that gives the best reward.

In the context of WAR it is revealing to see how differently people played in the beta, where it was all for fun, compared to the release version, where suddenly they all converged on scenarios as the fastest way to the level cap. There simply shouldn&#039;t be a &quot;fastest way&quot;.</description>
		<content:encoded><![CDATA[<p>The goal is not to have an incentive plan based on performance. The goal is that ideally every possible activity in a game gives the same level of reward, so that people can choose the activity they like most, instead of feeling compelled to choose the activity that gives the best reward.</p>
<p>In the context of WAR it is revealing to see how differently people played in the beta, where it was all for fun, compared to the release version, where suddenly they all converged on scenarios as the fastest way to the level cap. There simply shouldn&#8217;t be a &#8220;fastest way&#8221;.</p>
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		<title>By: spinks</title>
		<link>http://www.kiasa.org/2008/10/17/learn-to-accept-my-reward/comment-page-1/#comment-2642</link>
		<dc:creator>spinks</dc:creator>
		<pubDate>Fri, 17 Oct 2008 11:07:41 +0000</pubDate>
		<guid isPermaLink="false">http://kiasa.org/2008/10/17/learn-to-accept-my-reward/#comment-2642</guid>
		<description>Yay Teardrop Explodes!

Good post, I&#039;ve been thinking about this also. What I see is that people love constructive feedback about how they are doing (in RL as well) and the lure of trying to make an automated system to do it is very strong. I mean as a player, I like to have the game give me a pat on the head from time to time and say &#039;you&#039;re ace&#039;.

I dunno, I will think more about this and write something clearer next week.</description>
		<content:encoded><![CDATA[<p>Yay Teardrop Explodes!</p>
<p>Good post, I&#8217;ve been thinking about this also. What I see is that people love constructive feedback about how they are doing (in RL as well) and the lure of trying to make an automated system to do it is very strong. I mean as a player, I like to have the game give me a pat on the head from time to time and say &#8216;you&#8217;re ace&#8217;.</p>
<p>I dunno, I will think more about this and write something clearer next week.</p>
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