Update - Rewards 2.0
#41
Posted 22 October 2014 - 09:37 AM
#42
Posted 22 October 2014 - 09:42 AM
Russ Bullock, on 22 October 2014 - 08:57 AM, said:
Feel free to check mine out. I think the XP hit has been harder on me than the CBill hit, but the good games range from almost right to strangely bad with PT, while the bad games are downright insulting, even if I didn't have a really bad game. XP wise, I should have had at least double. Even the good XP farming match felt like I should have had more.
I think my CBill earnings average went down by 4,000 per match on average (as in, in my stats they went down from 111,000 to 107,000) and I have PT running right now.
#43
Posted 22 October 2014 - 09:42 AM
There hasn't been a noticeable increase or decrease to my XP each match; that seems to have been unchanged.
Major thumbs up PGI! This is one of your best updates yet!
Edited by Nightmare1, 22 October 2014 - 09:43 AM.
#44
Posted 22 October 2014 - 09:46 AM
AdamBaines, on 22 October 2014 - 06:34 AM, said:
Averages can do that.
You earn 200,000 a match, I earn 100,000 a match, average is 150,000. With rebalance, you earn 250,000, I earn 50,000, and average is still 150,000, but you're happy you got a small bump, while I'm upset I got a huge nerf (% speaking). Now, when players can pull in 400,000 easier, it averages out the players making under 40,000 and makes it look better as an average. What they need to do is examine not only the averages, but the spreads, because I think they'll find the average is back-loaded with bad games being pulled up but the very good games.
#45
Posted 22 October 2014 - 09:49 AM
I think this may end up creating more player hate and rage quits because people will be PISSED when they lose. (Of course it is everyone else's fault but their own...)
My recommendations: Increase some of the C-Bill things by ~10% & Lower the cost of consumables.
My recommendations:
#46
Posted 22 October 2014 - 09:51 AM
Alexander Schmidt, on 21 October 2014 - 04:50 PM, said:
So the winners of Reward 2.0 are the winners from pre-Reward 2.0. Good player (or lucky players with a good group) will earn more, all others earn nothing.
I just had 7 bad games in a row and i earned nothing. In the first games i made the mistake to use airstrikes or UAV as i did it pre-Reward 2.0. At the end i payed CBills to loose a game plus 10minutes of my lifetime. Wow thats funny *sarcasm*
Sorry believe it or not .. this is a step more in the P2W direction.
#47
Posted 22 October 2014 - 09:54 AM
Further, a system where you are (not very subtly) encouraged to play in a particular manner is also going to be very hard on new players. It's approaching the point of information overload. They're still trying to figure out the basics of running their mech, but now have to add all the "role" aspects into their brain just to try to scavenge a little bit of money. I honestly think that if the system stays this way to this extent, you'll see even more new player churn.
Russ, I don't have a huge pile of games of late, but feel free to use me as a guinea pig if you want.
#48
Posted 22 October 2014 - 09:55 AM
The only time I broke 200,000 (that I remember, and with PT) rewards was with LRM Boats. Why? Because not only did I stay in a pack (which I tend to do anyway, but easier to do with a boat), but I got more spotting and flanking bonuses than I might have otherwise, as did my team. With the TAG and NARC bonuses as well, it seems LRM boating is heavily rewarded as a team more than other play styles.
And my rewards still felt low.
#49
Posted 22 October 2014 - 09:57 AM
Only suggestion I have would be to increase the reward for damage done and tie it to mech tonnage by making it damage/ton.Feel free to use my data for looking at the rewards.
Edited by Tvrdoglavi, 22 October 2014 - 10:07 AM.
#50
Posted 22 October 2014 - 10:00 AM
Russ Bullock, on 22 October 2014 - 08:57 AM, said:
Say the community average stays the same, but if it turns out that the rich get richer and the poor get poorer, you're gonna lose some percentage of the poorer players. It's money put of your pocket. The rich have less incentive to premium, and the poor get too aggravated to stick around.
Edited by Orbit Rain, 22 October 2014 - 10:02 AM.
#51
Posted 22 October 2014 - 10:02 AM
But no PGI has to try and make it so dam complicated and pisss off all there player base in a over effort to balance C-bills-MC purchases.If PGI wants to alienate there old players which is still there gravy money and have all the casual and new players uninstall well brother there on the right path.
If Russ is not brainstorming this debacle I would find who is and give them a free golden mech and a pink slip.
#52
Posted 22 October 2014 - 10:03 AM
clownwarlord, on 22 October 2014 - 04:21 AM, said:
What they need is the opposite rewards to the "protect" rewards for lights and mediums. So if you're engaged in the those mechs and taking damage instead of your little buddies, you're also earning pay. Unless that's already how it works, in which case sorry for wasting everyone's time.
#53
Posted 22 October 2014 - 10:05 AM
#54
Posted 22 October 2014 - 10:06 AM
Bront, on 22 October 2014 - 09:46 AM, said:
You earn 200,000 a match, I earn 100,000 a match, average is 150,000. With rebalance, you earn 250,000, I earn 50,000, and average is still 150,000, but you're happy you got a small bump, while I'm upset I got a huge nerf (% speaking). Now, when players can pull in 400,000 easier, it averages out the players making under 40,000 and makes it look better as an average. What they need to do is examine not only the averages, but the spreads, because I think they'll find the average is back-loaded with bad games being pulled up but the very good games.
So then if its about averages...where PGIs data shows on average is balancing out within 5-10%, the people here who are seeing a 50% difference are more then likely to be outliers, on the out edges of the bell curve.
#55
Posted 22 October 2014 - 10:19 AM
#56
Posted 22 October 2014 - 10:19 AM
AdamBaines, on 22 October 2014 - 10:06 AM, said:
So then if its about averages...where PGIs data shows on average is balancing out within 5-10%, the people here who are seeing a 50% difference are more then likely to be outliers, on the out edges of the bell curve.
Possiby, but I was doing an average of 2 people. Let's try 12.
Team 1 Team 2 Player 1 180000 280000 Player 2 170000 265000 Player 3 160000 240000 Player 4 150000 140000 Player 5 140000 125000 Player 6 130000 100000 Player 7 120000 90000 Player 8 110000 70000 Player 9 100000 55000 Player 10 90000 50000 Player 11 80000 45000 Player 12 70000 40000 Average 125000 125000
In one, earnings are spread out pretty evenly. In the other, the earnings are top and bottom heavy, and less people make the average, because it's easier to blow past the average for a high game than it is to pull the average down due to the earnings floor.
I think we're in an economy where we're closer to team 2.
#58
Posted 22 October 2014 - 10:25 AM
And I'm a mediocre player at best.
But I also completely agree with the new/bad player experience being bad enough already. Lowering their earnings ain't gonna help.
#59
Posted 22 October 2014 - 10:35 AM
Bront, on 22 October 2014 - 10:19 AM, said:
Team 1 Team 2 Player 1 180000 280000 Player 2 170000 265000 Player 3 160000 240000 Player 4 150000 140000 Player 5 140000 125000 Player 6 130000 100000 Player 7 120000 90000 Player 8 110000 70000 Player 9 100000 55000 Player 10 90000 50000 Player 11 80000 45000 Player 12 70000 40000 Average 125000 125000
In one, earnings are spread out pretty evenly. In the other, the earnings are top and bottom heavy, and less people make the average, because it's easier to blow past the average for a high game than it is to pull the average down due to the earnings floor.
I think we're in an economy where we're closer to team 2.
Interesting info. Thanks. Well we will see how it is over time as players adjust to the new rewards system.
#60
Posted 22 October 2014 - 11:05 AM
There are certain times where generally both teams "miss each other" and decide to cap the base. What tends to happen is that the Light mechs get to their base to slow/prevent the cap while their team caps the opfor's base or comes back to defend the base.
The problem is that the Light that "slows down" the cap isn't rewarded. Maybe I'm not seeing which reward does what (there are too many to account for at this point in time), but I've felt this was missing or forgotten somewhere along the lines... because of the mech's sacrifice (it's not always a Light, but generally happens to be that way) and it goes unrewarded (especially since you stop really gaining rewards by dying).
So, that really needs to be looked at.
Edited by Deathlike, 22 October 2014 - 11:06 AM.
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