[Discussion] - Favor system
I was checking out the game Smite for a friend that was looking for pvp 3-rd person action and there i noticed the system they have for purchasing: they have few than 60 characters and yet they have many ways to gain favor - which is the smite version of Influence: beside first win they have a log- in bonus for each day they log in and a "goodwill system" that based on how much you did not get toxic on matches grants you bonus favor that keeps growing up to 100%.
In the meantime we have more than 100 champions, of which many at 6300 IP, and only first win plus other IP sinks like runes and pages.
Now, i don' t want to bash Riot for not having a system like this ( there are many and many factors to include like founding measures, budget strategy and historic features that had to be kept in order to keep the value spent by players in something ( like runes ) etc ), also because they had many initiatives like IP price reduction, the massive rune Ip reduction, discounts and so on, but how would you see something like this attached "as is" to league of Legends?
Mostly, the goodwill system is effective? I ask this mainly to other Smite players out there, but it looks like it promotes neutral play and staying mute, rather that actively promoting positive behavior while casting favor to compensate for that... and i am not sure how i feel about something rewarded this way, nothing against preventing toxicity but this way makes it look like the focus is the award, and not the good act itself.
maybe @Lyte and @HowwascalledtheEcommercedude can drop something? I have an offering of bread baked in hater' s flame.