Incentivize switching player role

So, I think it's pretty well-known that killer queues are generally pretty long at the moment, while survivor queues are rather short. Obviously, this is due to an imbalance in the number of players filling each role.

Is there any chance that a bonus or incentive could be deployed to encourage players to fill the role that needs more players? Say, when there are too many killers and not enough survivors, offer something like a baseline BP multiplier for all survivor players, or maybe free add-ons or offerings if free BP would disturb the economy too much. Have the quality of this bonus increase as the disparity between needed players gets wider, to try and equalize things.


Is there any chance this could be tried out? I know some players will only play their chosen role no matter what, but this might work to encourage people on the fence to play the needed role a bit more often.

Comments

  • Zarathos
    Zarathos Member Posts: 1,911

    Slight bp increase for switching roles would be nice. It doesent need to be crazy either even a 20% bp increase would be enough.

  • se05239
    se05239 Member Posts: 3,919

    @Zarathos Pretty much this. 20-25% bonus BP rewarded post-game as incentive. Very simple and effective.

  • George_Soros
    George_Soros Member Posts: 2,270

    I'm already doing it, regardless of BP. Btw, even now, you can have the same BP/hour gain as survivor, just use Prove Thyself that maxes out your Objectives score very fast, then chase the killer to get your Boldness points, until you die. You can play three such games by the time you play one killer game (especially if you include lobby waiting time). Take BT and WGLF for increased effect.

    Not against BP increase for survivors, just saying.

  • Ark_the_Bonsai
    Ark_the_Bonsai Member Posts: 867

    This is what Heroes of the Storm did and it worked wonders. The game had an issue with people refusing to play anything but the most aggressive characters (ignoring the fact that those characters require a good line of support, tank, etc to even function). By incentivising the unpicked roles with bonus exp equal to an in game exp booster the game was suddenly getting balancedish teams

  • Ark_the_Bonsai
    Ark_the_Bonsai Member Posts: 867

    I should also add that this led to the bonus exp not flooding the market for one person, specifically because so many people started experimenting with multiple roles that there is rarely a need for the bonus exp for queing one way or the other to actually be active

  • fluffymareep
    fluffymareep Member Posts: 634

    Isn't there already a bonus of shards for playing the other role the first time during the day?

  • harpuia
    harpuia Member Posts: 38

    Its a tottally different game but it has a similar case:

    In Pro Evolution Soccer too many people would use only the strongest teams in the online divisions no matter what. You need an X number of points to be promoted to a higher division so they implemented a system that, the more people chosed a team, the less points it would give you per win if you were using said team.

    The variety of teams chosed increased DRASTICALLY, because you kinda needed to pick less used teams to have more chance to be promoted.

  • Huntar
    Huntar Member Posts: 848

    300 XP for your first game of the day as each role. However, this bonus is worth less than a single game, and is rewarded to you regardless of what the actual need at the time you play is.