12 V 12 Is Not Worthing Playing Under The New C Bill Scheme
#1
Posted 10 August 2013 - 03:44 AM
Reward/Effort: this has dropped significantly enough to make me wonder if any player would be able to buy the heavier mechs.
Smaller maps have turned into Ferret fights, but the fun factor has dropped at least in my case, close to zero.
in my opinion one of the two needs to be pulled either the 12v12 or the present C-bill payout.
#2
Posted 10 August 2013 - 04:54 AM
they now only need to balance theory with reality, but they´ll need a while to collect data to come to a decission. that´s always the case when numbers come into play. periodic values
Edited by Adrienne Vorton, 10 August 2013 - 04:56 AM.
#3
Posted 10 August 2013 - 05:11 AM
My CBill generation is abysmal when we win.... almost non existent when we lose.
PGI needs to fix this FAST, not wait for their normal cycle of things to do something.
#4
Posted 10 August 2013 - 05:39 AM
Rewards were cut by about 30%
Matches take a bit longer now too.
Add that up and Your cbill earnings have been cut in half.
#5
Posted 14 August 2013 - 10:16 AM
One of the best things about the original game was that each mech was a rare and nearly impossible to replace.
There has to be some kind of mission failed cost also.
I could think of many reasons to make mechs/credits worth alot.
Entering into a battle with no forethought or risk would take away from the game in my opinion.
#6
Posted 14 August 2013 - 01:58 PM
Johnny Z, on 14 August 2013 - 10:16 AM, said:
One of the best things about the original game was that each mech was a rare and nearly impossible to replace.
There has to be some kind of mission failed cost also.
I could think of many reasons to make mechs/credits worth alot.
Entering into a battle with no forethought or risk would take away from the game in my opinion.
You may as well give up on any video game simulating mechs being rare and extremely valuable because that makes for a really boring and unprofitable game. It is in PGI's best interest to promote mech collecting because they will make money off the bays at a minimum and possibly colors and camo.
Seeing cbills trickle in is a very bad thing unless you are expecting people to buy mechs with MC, but that has its own set of pricing issues. People will get bored playing the same mech over and over, especially if they don't see the rewards from that play adding up to a new mech in a reasonable time frame.
#7
Posted 15 August 2013 - 02:09 AM
Adrienne Vorton, on 10 August 2013 - 04:54 AM, said:
they now only need to balance theory with reality, but they´ll need a while to collect data to come to a decission. that´s always the case when numbers come into play. periodic values
I don't know about that. I have had plently of games where I have knocked out 8-10 assists and I am still not seeing near the same rewards I was before.
Case in point was a match I had early today in my heavy metal. I did 8 assists and like 750 damage which would have earned me near 300k with the hero bonus. I think I managed like 215K out of that match.
I honestly see on average 50k less earnings per match for the same levels of performance and sometimes I have seen even as much as 100k. Also each match takes a ton longer. Honestly I don't see how PGI didn't notice this when when released 12 vs 12 to the test server. I mean seriously these changes to the reward structure should have never made it to live.
Then agian if they actually let us play on the test server for a full week or two rather than a couple of hours and only on a couple of days, then maybe we would have let them know there was an issue before it went live.
#8
Posted 15 August 2013 - 12:56 PM
#9
Posted 15 August 2013 - 11:14 PM
#10
Posted 19 August 2013 - 11:14 PM
#11
Posted 19 August 2013 - 11:30 PM
#12
Posted 20 August 2013 - 08:14 AM
Adrienne Vorton, on 10 August 2013 - 04:54 AM, said:
they now only need to balance theory with reality, but they´ll need a while to collect data to come to a decission. that´s always the case when numbers come into play. periodic values
The theory was totally incorrect. The reason it was is because while yes you do have more mechs and more possible income, you also have more people competeing for that income.
For example for simplicities sake lets say each mech is worth 100,000 C-bills so in an 8 vs 8 environment, you could theoretically earn 800,000 C-bills if your entire team did nothing. However your teammates aren't just going to be doing nothing so theoretically that reward will on averge be split 8 ways or each mech will earn 100,000 C-bills on average. With me so far?
So we move to 12 vs 12 which means that theoretically a single mech could now earn 1,200,000 C-bills. However applying the same logic as before where your team actually contributes, you would be back at earning 100,000 C-bills on average.
Instead what PGI did is make it so in a 12 vs 12 environment, each mech is only worth 90,000 C-bills which means, yes you could indeed earn 1,080,000 C-bills but over time your still only going to average out to 90,000 C-bills per mech because you have 11 other mechs competeing for that reward.
Keep in mind that yes, some pilots would have occassionally seen a higher reward than before if they had left the rewards the same but this just means that it would be offset by some mechs also making less than before because the maximum value per mech is 100,000 C-bills. The key here is that over time you would end up averaging the same amounts as pre-patch because while you might have an exceptional match now and again, you will also have matches where you get killed within 30 seconds as well due to having 4 more mechs to fire at you.
#13
Posted 21 August 2013 - 11:11 AM
#14
Posted 22 August 2013 - 02:01 AM
Almond Brown, on 21 August 2013 - 11:11 AM, said:
Sorry, can't do that. I need to catch the 5pm Jump Ship from Outreach to make it back to the home planet in time to avoid aggravating the Planetary Controller.
Also, my mech contract doesn't have any time bonuses for Over Time or outside normal Mercenary hours.
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