[Bug]Game frequently gives more favor to the losing team

Hey all,

I've noticed that the game frequently gives more favor to the losing team. I just played a game, dominated the entire team, and the opponents got 180 favor and I got 55.

If this is deliberate based off of kills or something, I guess that's fine. But seeing as how the goal of any game is to *win*, I don't think the losing team should ever get 3x more favor than the winning team :p

2,443 views 13 replies
Reply #1 Top

favor points are earned by doing good things in the game.

Reply #2 Top

Favor points are based on achievements I think, winning is an achievement, but nothing else. Maybe your kill/death ratio plays a part as well.

Reply #3 Top

Favor points are given for accomplishing things, like capturing flags and killing Demigods, in game.  Obvoiusly winning is worth a few too, but they specifically made it so that you could try to achieve other objectives to get the favor points.  There might be a bug in there too, but I don't think that is the whole reason for those scores.

Reply #4 Top

I'm cool with it if they get, for example, the same favor as I do or even a little bit more because they specifically went after achievements. But 3 times more after losing the game? Plus, I killed their heroes pretty frequently, and controlled the map for 90% of the game. Add to that the fact that one of the guys was new, and didn't even know what an achievement WAS...

Something's definitely messed up.

Reply #5 Top

Favor is not a reward for victory, it is a reward for the effort you put into the game. The more you do for your team, the better your favor. Winning doesn't equal favor.

Reply #6 Top

But, if I lead my team to victory, aren't I by definition doing more than the enemy team?

:)

Reply #7 Top

No, because "leading the team to victory" may actually work against you. Investing in upgrades, capturing flags, assisting other Demigods, and defending your territory oftens earns you more favor than just leaving a path of destructing in your wake.

Reply #8 Top

All of these things are necessary to win the game, and I certainly did them as much as the enemy did.

It's not like I just tower rushed into a win, the game lasted for over half an hour and went back and forth pretty evenly, with both sides using decent teamwork.

But ok, whatever

Reply #9 Top

If he was new than he probobly hadn't done some of the easier acheivements. Also u say u controlled map 90% of time than say it was even which was it.

Reply #10 Top

We controlled the flags, but the enemy team kept trying to get em' back and failing. And good point about the fact that he was new.

Reply #11 Top

I find playing a good all around game results in you earning less favor than focusing on one or two things.  For example investing a bit in your base, focusing a bit on heroes, a bit on buildings, and investing partially in your hero will net you very few favor titles.  Where focusing exclusively on one or two activities (do nothing but buy for your own hero and kill enemy heroes) will net you titles at the end.

Each title seems to have a favor value.  What I know so far.

Winner: 30 favor, be on the winning team

Participant: 5 favor, be on the losing team

Reply #12 Top

Hmm. It sounds like this system is too confusing right now. In the New Year I'll look into making these easier to understand and figure out.

In the mean time, when a game is over you can check the 'Awards' tab on the Victory screen and see who has won which award. I'm at home and don't have the game handy, but here are some examples...

Patriot: Capture the most flags
<unknown>: Kill the most Demigods
Siege Master: Destroy the most buildings
<unknown>: Get the most assists

 

Reply #13 Top

It sounds like the problem is that favor is awarded in a binary fashion. You're either the "best" at a given category, or you don't get any favor for doing it. I'm not sure how much of an impact it would have on the overall design to adjust this so that it's a graduated process, where points are awarded for each instance of an action instead - you get x favor points for each demigod kill rather than for killing the most, and so on - but it'd make it easier to understand the interplay between favor and actions in game, certainly. You'd probably actually want to use in game prompts every time you gain favor that way too, as that'd make it extremely obvious as to how favor gain works. It'd make sense to give an award bonus for getting the most as well, but you'd of course need to balance that to the higher levels of favor that'd be earned in a game. 

You'd probably end up increasing the overall amount of favor given at the end of each match though (or decrease it, depending on how often each action occurs and how much you end up giving out), and you'd also more evenly distribute favor among players, so that might not be entirely desirable depending on what the design goals for the system are.