Shard overhaul. Make it about skill
If you go afk in a match your xp gain is voided - if you gain crows as survivor, or stand still for 30s as killer doing absolutely nothing sort of thing.
Iridecent quality emblem = 50 points.
Gold emblem = 25 points
Silver = 15 points
Bronze = 5 points
No emblem = -5 to match score xp
If the player gets for example their minimum emblem quality as silver, they get a 1.2 point multiplier to those gained in the match. 1.3 if gold, and 1.5 if all iridecent.
These changes will encourage people to play the game and to play well in order to rank up faster. It also discourages farming by going afk by voiding your points and decreasing your max point gain if you don't do well in a match (very rare to get no emblem, and will decrease by a Max of 20 from the time gain of 600 points)
On that note, the time limit for points should be taken out as we already have a limit on the bp gained in a match, and endgame Is now a thing. If people play a longer match they should be rewarded for the time spent in it not penalized! Along with the fact that with my changes you'd actually lose points if your just going afk in a match.
Comments
I like the concept, however, it would be farm-able in many ways. You need to create something that actually equates to doing something. Like each totem you cleanse should be worth x shards etc. Plus it needs to have some form of anti-farm detection. Similar to camping being proximity and time based. Emblems are also currently a terrible thing to balance around.
No totems should not directly affect shard gain, and this would be going off of the current xp system which gives next to no xp for emblems and only really for playing one side per day/the time bonus for a match. On the other hand if you meant having xp tied directly to tasks akin to bloodpoints I wouldn't mind that, but at the same time I was looking for subtle numbers changes which would be easy to implement :)
Devotion EXP means like nothing if it is time based. I can urbanly evade around for hours and still get it. Again you should work for the shards in some meaning.
But that's why I said to increase the emblem gain? Giving a bonus upon gaining multiple high tier emblems encouraging playing well? And if you urbanly evade around the map doing nothing there is now potential to earn less, and even less then you'd earn If you'd touch gens etc. It encourages doing objectives and surviving/killing.
I prefer each action being tied to certain shard gains. This way people don't just try to get bare minimum for something. This makes extending the game for more points say for gens encouraged. Again I always believe in Positive Reinforcement rather than punishments. This is why I think the urbanly evading nea shouldn't be punished just not rewarded.
Yeah but nothing in the game rewards shard gain, other then leveling up. if actions rewarded shards, then people would do the greatest shard rewarding action, and then kill themselves/kill/throw the match etc. having shards rewarded for playing the match and preforming well allows for the requirement of actually playing the match, same with time played. that being said i also agree with positive reinforcement and not having a urbanly evading nea be rewarded/punished. that being said, if someones doing nothing to help their team or is playing only to gain the time bonus they should be punished for that.
what im saying is that the sum of all actions should grant xp that will give shards. A lack of action should detriment ones shard gain. this would lead to people playing the match as best as possible (and possibly lead to sweatier players trying their best if im to speak of the negatives of such a system)
What im gathering from what your saying (and i may be misconstruing what your saying) is for actions to grant shard gain = which will lead to people doing the greatest shard farming action, and throwing the match otherwise. on top of that you seem to think secondary objectives should grant shards ie totems. if your system were to be implemented it should only be killing survivors (which would lead to hook camping to ensure kills) and escaping/maybe doing gens (which would lead to sweatier survivors. if you just reward secondary objectives, people will farm doing totems/hooks/every other action and just k.o. on hook so that they can get into a new match. again i may be misconstruing what your saying but yeah.