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Discussion for new Rewards system



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#3 Apnu

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Posted 21 October 2014 - 11:01 AM

View PostHUBA, on 21 October 2014 - 10:54 AM, said:

The new system looks promising and might result in a different play style.

Here is something that could be improved. Lance Formation should be reduced to 3 out of the lance because DC still happens sometimes also a light should be able to scout and not forced into the 130m radius.


Lights scouting is fine. They should go out and come back if it gets to hot and enjoy the bonuses of being in lance formation and the protection perks for being near big brothers and sisters.

Although it would be swell if the MM put PUGs in lances by weight class where possible. So the bottom 4 lightest in Charlie lance, and the next lightest in Bravo lance, and the heaviest in Alpha lance. That will go far with the notion of proximity payouts.

DC's on the other hand just suck, but we all live with it.

#4 POWR

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Posted 21 October 2014 - 11:38 AM

Well, in the last round, which by all means was absolutely terrible, I had my hunch blown off in the first 2 mins by some focus fire from some heavy boats while mistaking my position as being protected by the illusion of my team pushing forward, and did a total of 110dmg. Did destroy at least one component and got several "protected position" rewards.

Total rewards for the round, which was lost, was 27,000 cbills. Was it possible pre-patch to make that little from a round? Even one in which you did this poorly?

Edited by POWR, 21 October 2014 - 11:38 AM.


#5 Colby Boucher

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Posted 21 October 2014 - 11:41 AM

I'd like to add - Has anyone been getting odd flanking bonuses sometimes? Just a few minutes ago I got a flanking bonus on Caustic for "flanking" a mech that I never saw. It alerted me to an enemy mech being nearby before I knew it was there.

#6 POWR

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Posted 21 October 2014 - 11:44 AM

View PostColby Boucher, on 21 October 2014 - 11:41 AM, said:

I'd like to add - Has anyone been getting odd flanking bonuses sometimes? Just a few minutes ago I got a flanking bonus on Caustic for "flanking" a mech that I never saw. It alerted me to an enemy mech being nearby before I knew it was there.

I flanked with my LRMs :P

#7 Gnume

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Posted 21 October 2014 - 11:52 AM

Quote

Protected Light:
  • Be in a light 'Mech.
  • Stay close to a 'Mech that is at least 2 weight classes higher.
  • Both are engaged.
  • Reward occurs every 8 seconds.
Could you define "Close"?? Why not say Heavy/Assault instead of 2 "weight classes higher" or am I misunderstanding what "Weight Class means (I thought it meant Light, Medium, Heavy, Assault)?


Quote

Protected Medium:
  • Be in a medium 'Mech.
  • Stay close to a 'Mech that is at least 2 weight classes higher.
  • Both are engaged.
  • Reward occurs every 8 seconds.


Same as above ... Define "Close" and why not just say "Assault"?

Edited by CaptRosha, 21 October 2014 - 11:52 AM.


#8 Mechrophilia

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Posted 21 October 2014 - 12:03 PM

....overall endgame rewards seem decreased.

Just had a game with C-bill rewards through the roof. I guess with the new system there will be heavy swings in both directions.

Edited by Mechrophilia, 21 October 2014 - 12:18 PM.


#9 Kreisel

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Posted 21 October 2014 - 01:27 PM

Wow.... had a really bad game with the new atlas, started with a DCed highlander and as soon as we found the other team main force, 2 lances of mechs turned to chase a single mech in the opposite direction. In the end it was a 1 Assist match because that was all our team killed. Couldn't even get lance bonuses because the Disconnect was in my lance. Grand total... 17,000 Cbills... pathetic... it shouldn't be possible to earn less than half the cost of a consumable even from a terrible match. Which admittedly I think it's the worst match I've even played, but still... something makes it even more disheartening to come out of a stomping like that and earn less than the cost of 2 DHS for the experience.

Edited by Kreisel, 21 October 2014 - 01:28 PM.


#10 Inveramsay

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Posted 21 October 2014 - 01:40 PM

The bonuses for sticking with your team really only amounts to a few hundred over a game so they are inconsequential for how much you really make over a match.

#11 Alexander Garden

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Posted 21 October 2014 - 01:54 PM

We've made some pretty extensive changes to the Rewards system, and users will see some noticeable differences compared to the original system. Full details on these changes can be found in the Patch Notes, under the Gameplay entry.

We're going to continue evaluating the new Reward system as match information comes in.

#12 JC Daxion

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Posted 21 October 2014 - 01:58 PM

I am just loving the new system.. I have noticed that it is much more about how you play, than if you win... Aka, have a good match, and even if the team looses, you still get a nice chunk of C-bills/XP.

On the flip side, doing things like scouting, flanking, hit and run, getting mechs to chase you, all seem to help increase your totals. So nice to see something other than just doing MAX damage as a way to help your team win, and be rewarded..

Very, very cool!

#13 eFTy

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Posted 21 October 2014 - 01:59 PM

Agreed. Nice to see more diverse rewards for actions that actually help the team.

#14 BSK

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Posted 21 October 2014 - 02:25 PM

I am not sure about this new system, I played a game in my Dire Wolf and got a fast rushing team, leaving me the option to snipe from the side. The flanking awards popped up all the time, and without premium I was able to get 2700 Xp. In my opinion, this looks a bit too much rewarding for someone who was not a teamplayer.

#15 Codestar

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Posted 21 October 2014 - 02:35 PM

Hi,

Just finished a few games this evening. Noticed my c-bills and mech xp are both down 30-50% per match win or lose in comparison to similar matches over the past few nights. Playing three different chassis with three different play styles. I hope this gets re-balanced once you can see average match takings are down. Or is it just me? :)

Cheers

Codestar

#16 Summon3r

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Posted 21 October 2014 - 02:47 PM

i didnt even realize this was happening very cool!!

#17 DYSEQTA

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Posted 21 October 2014 - 02:57 PM

Rewards 2.0 = Superb.

#18 Phaeric Cyrh

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Posted 21 October 2014 - 03:06 PM

View PostCodestar, on 21 October 2014 - 02:35 PM, said:

Hi,

Just finished a few games this evening. Noticed my c-bills and mech xp are both down 30-50% per match win or lose in comparison to similar matches over the past few nights. Playing three different chassis with three different play styles. I hope this gets re-balanced once you can see average match takings are down. Or is it just me? :)

Cheers

Codestar


I want to be careful not to offend, because that is not my aim at all.. But the new scoring system rewards team cooperation and tactics rather than just smash points. It also seems to really carve out nicely role warfare giving rewards for those different play styles. If you find your XP and C-bill totals are down, try to re-examine your playing style to see where you can more align it with the rewards system and I think you will see those totals begin to climb.

Edited by Phaeric Cyrh, 21 October 2014 - 03:06 PM.


#19 Alexander Garden

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Posted 21 October 2014 - 03:16 PM

Merging all Rewards 2.0 threads into this one and Pinning.

#20 Brizna

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Posted 21 October 2014 - 03:22 PM

I also love the spirit. Still need time to get more samples, but I'm generally receiving more than I used to, but I play lights and mediums so that's only expected and fair, since previous system was unfair to those two weight classes.

There is one thing that is wrong though, it's not big but it's bad. Lance bonus, if your random lance mate is afk you'll never get it unless a light kills it early. Also don't quite understand the inspiration for it, you mean that if your fellow light raven goes out scouting that's bad team play??

#21 Summon3r

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Posted 21 October 2014 - 03:49 PM

for the few drops ive played so far, i thing this is extremely cool

#22 AlphaStruck

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Posted 21 October 2014 - 04:30 PM

Another PGI lunch break brainstorm. Sounds good in someones head and fails in reality. This is overcomplicated and a blatant attempt to change play behavior to what you think it should be with negative actions. These rewards are far to complex or triggered by accident to actually change the game, not to mention NO ONE will change their winning play style to see those rewards pop up. We play to win... killing the other team is the challenge not triggering your rules. There is no magic math formula or trigger code that will find all those little things a player does at the right time to turn the tide for his team.

Here is the fix:
Four class rewards system

(1) Damage dealing, component, etc
(2) Tanking, absorbing damage while a teammate hits enemy, AMS reward(needed ASAP), ECM covering,saviour damage,etc
(3)Scouting, Spotting, TAG, NARC, etc
(4)Tactical rewards, Your new stuff, Flank,etc

Every mech should get cbill/exp for everything but more/less for your chassis' role with all getting 100% of the class (4) rewards

Example:

Assault Tank mech:
(1) 50% cbill/exp for these rewards
(2) 200% cbill/exp for these rewards
(3) 25% cbill/exp for these rewards

Heavy Direct Fire oriented mech
(1) 150% cbill/exp for these rewards
(2) 50%% cbill/exp for these rewards
(3) 25% cbill/exp for these rewards

Light scout mech
(1) 50% cbill/exp for these rewards
(2) 25% cbill/exp for these rewards
(3) 250% cbill/exp for these rewards

Not all mechs in a class will receive same rewards but most will. A FS9-S should get more in the class (2) for the AMS cover it provides and a FS9-K needs more in (1). These will have to be tweaked until every weight class starts getting same amount of rewards for a well played game.

There you go, what you were trying to achieve done at least better and more simple. Someone else has better idea please let them know so we can stop this before it becomes another temp fix accepted only because they moved on.





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