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The New Rewards Thread


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#161 Javin

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Posted 21 October 2014 - 03:58 PM

For pug fighting C-bills have been reduced about 45% for me so far. Lance formation bonus so far is non-existent due to pugging. Of course once I get in a drop group that may change. I like the direction this is going. Perhaps a minor bump up for a loss (but you have to do damage or else you will see alot of afk c-bill farming).

#162 RalphVargr

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Posted 21 October 2014 - 03:58 PM

Was the new rewards system inspired by "Mr. Pink", from "Reservoir Dogs?" :rolleyes:

#163 Lasertron3000

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Posted 21 October 2014 - 03:59 PM

View PostArtgathan, on 21 October 2014 - 03:56 PM, said:


We can't call it anything because there's a number of people showing that their rewards have radically improved. If absolutely everyone was saying that rewards had decreased, it might be true. Even then, considering the number of people posting here, the case would be shaky. Since there is no agreement, making claims either way is somewhat difficult. That said, when someone with access to the data (Russ) appears and says the rewards might be too high, that would seem to suggest that net rewards have actually increased (which is the opposite of what you're claiming).

Have you played today? What kinda numbers are you seeing?

#164 Mr Beefy

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Posted 21 October 2014 - 04:00 PM

View PostArtgathan, on 21 October 2014 - 03:48 PM, said:


Fanboys? Really? Just because we want to see actual data and not random claims by random people? Statistics are not magic. Saying "I think this is 30% lower" does not make it 30% lower.

That sounds fair enough.

Would it be not accurate to say that the grind can and is very painful prior patch, (we are talking new and under a year players here) and this patch, the ideas are great, love the thought process and design of the new system the Dev's did with this, but the new patch for sure has not increased earnings by 30% for sure. Even if it did which it doesn't, it wouldn't hurt PGI's sales to increase it. I guess they can keep it that way or just bump it up 5-15% for special hoops/objectives and new ways/ play styles players can learn to adapt to... but it will not solve the resounding problem of many players will slit their teammates neck to get the almighty C-bills so they can get the mechs the want faster. The horrid grind sets the pace and gives these players a excuse as to why they won't play as a team to gain more than just C-bills. Until this changes, nothing will change, and we all can do the same old two step we have done for 2 years now.

#165 Xarian

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Posted 21 October 2014 - 04:12 PM

Rewards are dramatically lower:

Win: 2 kills, 4 assists, 500 damage on Assault - 130,000 C-Bills (before premium bonus)
Win: 1 kill, 3 assists, 307 damage on Assault - 95,000 C-Bills (before premium bonus)

#166 Greenjulius

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Posted 21 October 2014 - 04:14 PM

I think we need to retain the existing c-bill reward cash for assists and damage. I'm seeing general line and brawling mechs make much fewer c-bills than they should, despite solid play.

On the other hand, Tag and Narc is PERFECT. Some slight tweaking for everyone non-light should bring c-bills back up to snuff, while still encouraging team play.

#167 KraftySOT

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Posted 21 October 2014 - 04:21 PM

I think if theyre higher for some people and lower for some other people, things are good.

Thats encouraging people to play a certain way, and the people who are, are being rewarded.

I think you need to look at how better you can use this system to encourage the kind of play you want, rather than aiming at a specific CBill "threshold" you find acceptable. If people are doing exactly what you want ingame, they should be rewarded.

#168 occusoj

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Posted 21 October 2014 - 04:23 PM

Quote

Thats encouraging people to play a certain way, and the people who are, are being rewarded.

Tell me the way to play a DDC to provide good income. Please.
Killing stuff, soaking some damage on the push and covering the team with ECM doesnt work.

#169 Xarian

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Posted 21 October 2014 - 04:24 PM

LRM bonus for Flanking should be removed. It's not flanking.

View PostKraftySOT, on 21 October 2014 - 04:21 PM, said:

I think if theyre higher for some people and lower for some other people, things are good.

Thats encouraging people to play a certain way, and the people who are, are being rewarded.

I think you need to look at how better you can use this system to encourage the kind of play you want, rather than aiming at a specific CBill "threshold" you find acceptable. If people are doing exactly what you want ingame, they should be rewarded.

It's 50-75% lower for people who are playing the game extremely well. This is not a good thing.

#170 Brody319

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Posted 21 October 2014 - 04:25 PM

I am finding it much much worse. A match that would have gotten me about 170,000 to 200,000 c-bills is now giving me 100,000. Its terrible. I'm averaging far less. I've played several matches with my new atlas and centurion, meaning I got a boost. I've heard others doing a lot more, but the current rewards are soo tiny and harder to earn its making the game even more of a grind. And PGI said they might have set them too high.

#171 Mr Beefy

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Posted 21 October 2014 - 04:26 PM

View PostGreenjulius, on 21 October 2014 - 04:14 PM, said:

I think we need to retain the existing c-bill reward cash for assists and damage. I'm seeing general line and brawling mechs make much fewer c-bills than they should, despite solid play.

On the other hand, Tag and Narc is PERFECT. Some slight tweaking for everyone non-light should bring c-bills back up to snuff, while still encouraging team play.

Sounds good, but with a 30% jump in c-bills/xp/gxp across the board. If you want players to start focusing on the match modes given primary objective and the team trying to obtain it, give a fat bonus for a cap win, $100000 c-bills, base cap on assault mode same bonus on top of the 30% across the board for every perk they have made now.

You will see players starting to think more, and they will still engage and fight, but they will be more willing to break off and try for the objective given the game mode they are playing. Does this sound like a lot of Doe for playing..... yes I guess it would given the very little we all have been grinding for in the last 2 years! I am not talking about PGI giving C-bills/xp/gxp away, and even if they did this it wouldn't be. The grind would still be a long grind to get mechs and all the modules out there. Players would just start having more fun, playing as a team more because it wouldn't be the only thing on their minds from being so vital to get them in a starved system.

Edited by Mr Beefy, 21 October 2014 - 04:28 PM.


#172 Malleus011

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Posted 21 October 2014 - 04:44 PM

Tweaking is good. The new framework is much improved, it's just the amounts may need adjustment - and right now a bad loss - like you drop an early UAV or arty and your team gets rolled - can result in negative income. Stomps seem to result in tiny earnings. Some of the good matches seem to earn well; all told the system seems a little more extreme than it was.

Glad to see lights and mediums earning more; that's all to the good. Just concerned for the newbie who tends to get killed early and isn't making enough XP or C-bills to progress.

#173 Bront

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Posted 21 October 2014 - 04:45 PM

My initial impression is it's about a 30% nerf to CBills, and a 50% nerf to XP with a good game, and a 75% CBill and XP nerf with a bad game. The game is hardly worth playing at these reward rates, and I'm actually upset that my premium time got nerfed.

And that's with me running narcs, staying in the group, playing support for larger mechs, and doing a reasonable amount of damage just doesn't cut it unless you have a phenominal game, and if you lose, you're hurt even further.

PGI, CBill earnings were out of line before this change. Now you've nerfed XP earnings as well as CBill earnings. This is a bad precedent and is likely to drive away players.

#174 stocky0904

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Posted 21 October 2014 - 04:45 PM

That system is laughable as it is now. Points and cbills went down about 30-40%. I played my KTO 18 (LRM, Master), won with premium time and "first win of the day" 1600 points and 140000 cbills. It was not my best game but normaly you get about 2500 points and 190000-200000 cbills. LRM Support Mechs are not known for flanking (or all the other new stuff) the whole time. They normally stay (close) behind the front.

Btw with my new Centurion i experienced the same in about 10 matches, maybe a bit better because its not a LRM mech and i have to move more.

#175 Darth Futuza

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Posted 21 October 2014 - 04:46 PM

I hope they'll add some rewards for using the battlegrid. That thing seriously needs some help.

#176 bluepiglet

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Posted 21 October 2014 - 04:48 PM

Posted Image

A victory with 630 damage, and less than 100k income. Anyone is going to tell me the new rewards system is better?

The first win of the day too, so the EXP was doubled.

Edited by bluepiglet, 21 October 2014 - 04:51 PM.


#177 Why Run

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Posted 21 October 2014 - 04:49 PM

Rewards are a complete joke. Nice stealth nerf PGI.

#178 Arkbird_

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Posted 21 October 2014 - 05:16 PM

My experience is this new system is junk. I barely break 200k with premium time AND the new centurion. However it sounds like I'm not playing to this new tag/narc meta so that may be my problem. Probably should ditch the SRMs and pick up a narc and see if i get more cbills.

Extremely disappointed in the earnings from the new system. (and russ's opinion of cbill earnings being TOO MUCH?? Ridiculous) I was about to get some more MC but I'm definitely holding that off.

Only positive I've seen is games go a LOT quicker (5 min or less in like 75% of games) since every team is grouping up so hard to try and get every last cbill they can out of this new system rewarding huddling up. (the system itself with flanking rewards and such is great in theory, the total earnings from what I've seen however are not)

#179 Ultimax

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Posted 21 October 2014 - 05:18 PM

I like these new rewards...


Posted Image

#180 Xarian

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Posted 21 October 2014 - 05:20 PM

So you're running a Hero mech and have Premium time active (notice that you didn't show that in your screenshot, but 226 + 67 is only 293...). And you got 407k.

You realize before the patch, that would've been over 500k, right?

You shouldn't have to get 5 kills and do 785 damage to get a decent amount of C-Bills.





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