The main problem in the system is the useless individual VCs. Of the
four main VCs, only one of them (gold) is truly measuring something
that isn't important for winning (and is arguably counterproductive.)........I find it really strange that the
state of your position at the end of the game should have no bearing
on an evaluation of how well you did. I do agree that it would be
great to develop individual VCs that brought in performance of
important goals as a complementary ingredient.
Any reply to this by me would be spam. The archives contain these arguments, and the counter arguments, and the counters to the counter arguments....ad nauseum. Been there. Done that.
This puzzles me a lot. Usually there is a reward for winning a game,
not losing one. And you'll get better games if you encourage the
better players to join new games.
I find the reward to winning to be...winning. Setting up my castle in the highest point in my enemies land and laughing maniacly as I look out over the burning ruins of his kingdom. Why is more required? I find it very hard to imagine that the reward significantly alters the % of victors who sign up for new games. But I like Clint's compromise solution.
Winn
P.S. I agreed completely with Laurence's last post about player based ratings. I would have replied but I couldn't think of anything to say but "Yeah! Exactly!".
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