Multiplex Project Proposal: Duo Spar / Gang Spar / Gang TTS / Base Battle
Multiplex Project Proposal: Duo Spar / Gang Spar / Gang TTS / Base Battle
Multiplex Project Proposal: Duo Spar / Gang Spar / Gang TTS / Base Battle
Table of Contents
Multiplex: Conceptpg. 2
The Multiplex Gun.pg. 2
Activities...pg. 2
Gang Activities...pg. 3
Duo Spar / Gang Spar / Gang TTS / Base Battle
Individual Activities..pg. 4
1v1 Spar / LMS / Spar Tournament
Post-Release..pg.4
GST 2016 / PK Arena
Scoring....pg. 5
Rewards.....pg. 6
Marketing / Pricing ....pg. 7
Multiplex: Concept
Essentially, the idea behind Multiplex (MPX) is to give gangs a place to challenge one-another in an
environment that rewards skill-based play. We plan on accomplishing this by eliminating the variable of
weapon advantage, and disabling all non-MPX weapons from MPX activities.
Activities
Once players have the MPX gun, theyll be able to engage in the activities offered at the Multiplex. An
increasing number of players have been wishing for skill-based play to resurface, and Multiplex aims to
satisfy this inquiry. Our goal is to offer players both gang and individual activities in an environment free
of weapon advantage.
Given that a purchase is necessary to compete in MPX, boosting should decrease tremendously, as
burner accounts will likely not be supplied with the gun.
Gang Activities
While it may instantly be appealing to gang sparrers who seek skill-based play, we intend on attracting
gangs geared towards PKing and Basing as well. The gang activities currently in process are:
Gang Activities: Duo Spar
Brought by popular demand, players will be able to team up with a buddy and engage in 2v2 combat. It
is essentially a gang spar that is limited to 2 players per gang.
Question: Would it be possible to have players chose their teammate; instead of randomly picking two
gang members within the level?
Individual Activities
In addition to offering gangs a skill-based environment free of weapon advantage, weve decided to also
extend this to individual activities as well.
Individual Activities: 1v1 spar
Simple 1v1 spar, with the MPX Gun limitation.
After GST 2016 finishes, we will go back to developing Multiplex activities. As of right now, the
activities planned are:
Individual Activities: PK Arena
My attempt at breathing some life into a great concept that currently has no incentive to attract players.
Instead of having an arena that offers nothing more than kills, this PK Arena will be auto-hosted in 10minute rounds. There will also be 4-6 different arenas, which will be cycled through (either random, or
voted by participants at the beginning of each round).
For crowd control, there will be a maximum players join limit, depending on the size of the arena. So,
say that our join limit is 30, and Player # 31 opts to join. They would be put in the queue, and when
somebody from the original 30 dies, player # 31 will join in (assuming theyve not left the PK Arena
Lobby).
Scoring:
Since our playerbase is highly scoreboard-driven, Id recommend having a scoreboard for some of these
activities, that cycles between top 5 scores DAILY, WEEKLY, and ALL-TIME.
Scoring for 1v1 Sparring
For 1v1 spar, I would recommend scoring based on WINS LOSSES = SCORE, so that people have
incentive to maintain a good ratio, instead of just going for wins. Each WIN would yield +3 points, and
each LOSS would yield -2 points; this way, somebodys losses would have to be significantly greater than
their wins (150%) to begin losing points.
1v1s scoreboard would show the individual with the highest score,
Scoring for Duo Spar*1, Gang Spar, Gang TTS, Base Battle
For these gang activities, I would apply the same scoring method explained above (in 1v1 sparring),
except for the gangs. For example, in the diagram below, (Mephs Monks) won 2/7 rounds, yielding 1
point; while (Snks Slugs) won 5/7 rounds, yielding 6 points. In this event, (Snks Slugs) is in the lead for
this particular gang activity, so they would be placed 1ST on the score board for that activity.
*1 For Duo Spar, we may want to score based on individual performance, rather than gang performance;
since 2 players is more an individual effort than a group effort.
Rewards
For the time being, we could stick to scoreboards, but it would be very easy to lay out some sort of
reward system for those who place 1st in each respective activity (On a weekly or monthly basis).
Gang Rewards
Gang Spar, Gang TTS, Base Battle
For gangs, we have previously talked about the idea of gang points, and with the introduction of this
and other gang activities on the horizon (Johns Gang Wars, for example), it wouldnt be a bad idea to
revisit this in the near future.
Ive noticed a recent spark of interest in the Gang Admin position, which is a great thing considering the
release of these new gang activities. iEra has been fortunate enough to have created automated gang
systems that do not require staff intervention or oversight, so the title Gang Admin has not been as
necessary as it was in the PC Era days. The unfortunate casualty of this is the relationship that the gang
community had with the Gang Admin. It would be nice for gangs to have a dedicated liaison of whom
they could direct their inquiries, and who could host events that add some spark to the Gang
communities. I theorize this is the direction were wanting to go, and the reason behind the recent new
hires into the Gang Admin position.
Given its nature, Multiplex could provide such a medium for these events, and it can be treated as
somewhat of a Gang Event house in addition to the activities it is already planning to offer, highlighted
above. This would add further utility of the Gang Admin position, and strengthen the gang communitys
relationship with them, as well as enhance the overall gaming experience for all parties involved.
Individual Rewards
Duo Spar, 1v1 Spar, LMS, Spar Tournament
For individuals, we could offer some sort of cash bonus for placing high on the scoreboard. The amount
can be in proportion with the effort involved in the activity, similar to how individuals receive cash
bonuses when their gang has taken over a base for a considerable amount of time.
Another potential reward could be Event Coins (in the case of LMS or Spar Tournaments).
Marketing / Pricing
The elephant in the room here is, How much will it cost? after all, lets see what players are
getting out of this:
A customizable gun
Increased walk speed inside activities (to add more focus on bullet dodging)
New activities (gang and individual)
A controlled environment that gives players no reason to make another purchase
outside of Multiplex, ever again.
This latter point cannot be ignored when considering the price. I must play devils advocate,
because, while Im not fond of the idea of forcing players to continually make a purchase in
order to have skill-based play, at the end of the day, the server needs funding.
Fortunately, Multiplex will not appeal to every player. Id like to draw attention to the players
that Multiplex will not appeal to, who will continue pumping the server with revenue as it
always has been.
For every player that advocates skill-based play, there is a player who is on the other side of
the fence; who loves winning by the handicap of a superior gun. These players will outright
avoid Multiplex like the plague, because they simply came here to have fun, not learn a skill.
These players will continue to play the server as if Multiplex had never existed.
Also, we cannot replicate the basing experience that many players enjoy. While we have
activities that offer the synthetic feeling of PKing in a base, the critical aspect of capturing the
base will not be replicated here. Frankly, the concept of hiding behind a wall, spamming a
hallway, and calling it holding a base is not something that is conducive to skill-based play, so
Multiplex has no interest in adopting this aspect. The Gang Fort activities will also not be
simulated here, so those who enjoy Gang Fort will continue to rush to those bases when the
event is going on.
The event house is another experience that cannot be effectively simulated by Multiplex. While
we are going to offer LMS, Spar Tourney, and other similar events, they will have the MPX Gun
limitation. Players will still seek out the Events House to use their non-MPX weapons, and play
other events not offered at Multiplex.
Long story short, we are simply dividing the players who want a challenge from those who
prefer a handicap. We are providing a safe haven to those players who want the experience of
applying their raw talent to the game, and continuously work on perfecting it without worrying
about the variable of OP Guns. In my experience, Ive found that this breed of players is the
easiest to retain, so long as you continue to provide them the medium to perfect their abilities,
free of change.
When change is introduced that invalidates the work they have put into this talent, these
players invariably resign, and we lose a valuable member of the community. This has been the
case lately, as weve been losing many of our first generation iEra natives because the game
experience they came forthat which added emphasis on skillhas been heavily diluted. The
realization that a less-talented player can now compete on their level simply because of his gun
purchase, has turned away many players who have invested their time and energy into learning
the art of PKing, sparring, and the like.
Multiplex aims to preserve the raw experience that this game offers, and as a result retain
those players who would otherwise quit due to environmental change.
Since this is new territory for us, pricing will be difficult to predict. We do not know at this
point exactly how many players will merge over to Multiplex, or what kind of activity there will
be after the initial boom of introduction. The challenge is that we want to offer the gun at a
price which will be in direct proportion to the benefits highlighted above, but not so high that it
will discourage players.
The following proposals have been raised in the discussion of charging the player for the gun:
One-Time Purchase.
Another proposal Ive heard is to just treat it like another gun; and offer it for a one-time
purchase in the Multiplex shop.
The price range Ive heard is between $70k and $100k.
If this is the method chosen, I foresee players complaining about having to make a hefty
purchase in order to try it out; which may discourage some players from even playing in the
first place.
Also, if this method is chosen, we would also have to remember to add a repair station, for
when the gun deteriorates.
Have the gun as a rental.
This is my least favorite of the proposals, because VIP can offer the players practically the same
thing; plus more.
Mephs recommendation
After weighing out the above proposals, my recommendation would be to offer both #1, and #2
proposals highlighted above.
If we offer it as a VIP item, we will certainly make the money necessary to equal the activities
offered. For each player that converts to the VIP because of the Multiplex, we will gain a
revenue stream of 7500 gralats each month.
Its also a smaller chunk of change, which is easier for the players to digest and accept; giving
the feel of a rental. Additionally, it will be an added benefit for those who already have VIP
memberships.
As mentioned earlier, this will also allow players to try the Multiplex out before making a largescale commitment. If they decide that it isnt for them, they can simply discontinue their
membership. If they decide they love it, they can keep it.
I also believe in giving players the option to make a permanent commitment. For those players
who just want to purchase the gun outright, we can offer it at around $75,000 (10 months
worth of VIP).
This variant of the gun will decay over time, and will hence require repair (another
regular stream of revenue for us).