

#1
Posted 23 July 2014 - 03:29 PM
http://warthunder.co...quad-Rewards-en
I read this article from the devs on warthunder and is just hit me. Why aren't players here getting rewarded for teamwork instead of individual performance?
This could be applied to both groups in the group queue as well as solo. In group queues you reward others in the same group with a bonus based on the same system described in the link. So players are more concerned with actually playing with a team than shooting everything in sight so they can earn more cbills.
The same could be applied to solo players. If a player spots an enemy mech then give them a % of the damage done by their teamamtes while they have the enemy mech targeted.
This can be extended to other areas and bonuses as well. Capping bonus rewards the entire team a slight % of the capper's reward. You can't have a single mech cap out the entire game usually, it takes an entire team creating the situation and diversion to allow that player to cap in the first place.
Take all of the non-damage/combat related rewards and give teammates a portion. This puts more of an emphasis on non-combat rewards and entices players to use a little more teamwork while being rewarded for supporting their team as opposed to damage, assists, and kills being the only real viable way to earn cbills and exp
#2
Posted 23 July 2014 - 03:39 PM
In all seriousness, there could always be more rewards, and what better to add than teambased actions for a teambased game?
Edited by Red1769, 23 July 2014 - 03:40 PM.
#3
Posted 23 July 2014 - 03:42 PM
#4
Posted 23 July 2014 - 03:44 PM
#5
Posted 23 July 2014 - 03:51 PM
Mcgral18, on 23 July 2014 - 03:42 PM, said:
Exactly
stuff like that. If I'm using my AMS to protect the team (goes back to that whole proximity thing) then why shouldn't I get a reward for bringing AMS that protects the whole team? Now if you're off on your own scouting or derping then no, you don't get a reward, but if you're within xx meters of a teammate THEN you get the reward.
#6
Posted 23 July 2014 - 04:54 PM
Teamwork is the last thing PGI wants. That could lead to unit alliances and real pressure being exerted against changes that powerful alliances do not like.
#7
Posted 23 July 2014 - 04:57 PM
geodeath, on 23 July 2014 - 04:54 PM, said:
Teamwork is the last thing PGI wants. That could lead to unit alliances and real pressure being exerted against changes that powerful alliances do not like.
well if that's how you feel promote things like this thread and get other to show their support for it

#8
Posted 23 July 2014 - 05:03 PM
They did not listen to any of the community feedback on ghost heat, 3pv, U.I. 2.0 bugs, or 3/3/3/3. And believe me, there was plenty of it in a very unorganized community. To promote organization would open PGI up to boycotts on MC purchases and many other things. They will never fully embrace a truly community based game, as long as they fail to listen to player feedback.
Edited by geodeath, 23 July 2014 - 05:04 PM.
#9
Posted 23 July 2014 - 05:10 PM
geodeath, on 23 July 2014 - 05:03 PM, said:
They did not listen to any of the community feedback on ghost heat, 3pv, U.I. 2.0 bugs, or 3/3/3/3. And believe me, there was plenty of it in a very unorganized community. To promote organization would open PGI up to boycotts on MC purchases and many other things. They will never fully embrace a truly community based game, as long as they fail to listen to player feedback.
yes and no
what i usually see as "feedback" is a combination of "pgi sucks" and "pgi is great" with very little in the way of actual suggestions.
When I do see suggestions they're spread out across the 50 duplicate threads on the latest bandwagons. When I do see a solid constructive thread that gets a lot of support and is kept on track by the op, preventing trolls from derailing it, you get PGI to listen.
Do they always listen?
No
But if you get a solid thread with some solid ideas and suggestions that gain support in a single thread, they typically listen. I'm just as cynical and unforgiving when it comes to PGI as anyone but if you truly want to help improve the game sometimes you have to set that cynicism aside and support things like this (if you DO support it and like it that is)
#10
Posted 23 July 2014 - 05:18 PM
#11
Posted 23 July 2014 - 05:21 PM
geodeath, on 23 July 2014 - 05:18 PM, said:
again, that's DEFINITELY not going to change anything. This MIGHT change some things.
if they combined my suggestion above with my suggestion regarding modules the depth in this game would be fantastic. roles, mech variety, tons of diversity in loadouts, and a robust set of features that encourage players to play as a team.
#12
Posted 23 July 2014 - 05:27 PM

#13
Posted 23 July 2014 - 05:30 PM
Sandpit, on 23 July 2014 - 05:21 PM, said:
if they combined my suggestion above with my suggestion regarding modules the depth in this game would be fantastic. roles, mech variety, tons of diversity in loadouts, and a robust set of features that encourage players to play as a team.
And if a bullfrog had wings, he wouldn't bump his ass on the ground. In over a year of playing, I have not seen one well thought out player suggestion be implemented. I have seen changes occur when open forum flaming turns into press though. That seems to be the only thing that is heard.
Edited by geodeath, 23 July 2014 - 05:32 PM.
#14
Posted 23 July 2014 - 05:34 PM
geodeath, on 23 July 2014 - 05:30 PM, said:
And if a bullfrog had wings, he wouldn't bump his ass on the ground. In over a year of playing, I have not seen one well thought out player suggestion be implemented. I have seen changes occur when open forum flaming turns into press though. That seems to be the only thing that is heard.
Narc
#15
Posted 23 July 2014 - 05:34 PM
#16
Posted 23 July 2014 - 05:35 PM
geodeath, on 23 July 2014 - 05:30 PM, said:
And if a bullfrog had wings, he wouldn't bump his ass on the ground. In over a year of playing, I have not seen one well thought out player suggestion be implemented. I have seen changes occur when open forum flaming turns into press though. That seems to be the only thing that is heard.
There was PPC splash, burst ACs, removal of the NARC damage limit.
Many more ignored, but some were implemented.
Edited by Mcgral18, 23 July 2014 - 05:35 PM.
#17
Posted 23 July 2014 - 05:36 PM
#18
Posted 23 July 2014 - 05:36 PM
Sandpit, on 23 July 2014 - 05:34 PM, said:
All the ghost heat solutions, all the weapon balance being fixed by pinpoint changes, all the jump sniping fix suggestions that do not include "stupid jump snipers should be nerfed to the ground!", all the suggestions to actually fix U.I. 2.0 before release (after they showed it to everyone on the test server), and the list goes on and on.
#19
Posted 23 July 2014 - 05:39 PM
Mcgral18, on 23 July 2014 - 05:35 PM, said:
There was PPC splash, burst ACs, removal of the NARC damage limit.
Many more ignored, but some were implemented.
That's mostly because a broken clock is right twice a day. Eventually, Paul will accidentally land his darts on a good idea some coffee intern suggested on a napkin.
#20
Posted 23 July 2014 - 05:47 PM
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