Not only is disconnect farming is possible again, it's tons more profitable than playing normally. What happened to players getting no rewards if they quit before dying?
I wish I had some more concrete numbers to post, but I feel bad abusing the system even in the name of science. Here are some of my rough estimates:
In one day of testing, I averaged about 98k per match with a roughly 1:2 W/L ratio (that's with premium time, and using mostly founders mechs).
I didn't time it, but I figure it takes 1-2 minutes to launch a match, figuring in queue time, loading time, and being focused on other things instead of launching right away each time.
At one point I had 7 mechs out (4 founders, 2 heroes, and 1 normal) and decided not to do an 8th.
So we're looking at making roughly 3-6 mil per hour, whilst doing other things, dropping ELO, and making life miserable for legitimate players.
Now compare that to playing nornally:
I don't pay super close attention, but I think I average about 200k for a win.
We'll be generous and say it takes an average of 5 minutes per match.
Which means under the best of conditions, I make about 2.4 mil per hour. And that number drops like a rock when you start figuring in losses, and 10+ minute games.
So I gotta ask, what gives? I thought maybe the system was changed back when CTDs got really bad for a while, but I discovered that crashing out rather than quitting actually gave me nothing when the round ended. Quite ironic.
And what happened to the rewards balance that was supposed to make stuff like this unattractive versus regular play? I remember the economy balance patch that took out R&R was fantastic at stopping suicide farmers, but somehow we're back to square one again it seems.
SinnerXMember Since 11 May 2012
Offline Last Active Nov 19 2013 12:17 PM
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