

Please Go Volunteer To Test The Reward System
#61
Posted 21 October 2014 - 10:32 PM
#62
Posted 21 October 2014 - 10:32 PM
#63
Posted 21 October 2014 - 10:33 PM
#64
Posted 21 October 2014 - 10:38 PM
#65
Posted 21 October 2014 - 10:40 PM
Edited by Sergey kosinskiy, 21 October 2014 - 11:47 PM.
#66
Posted 21 October 2014 - 10:50 PM
TBH, I feel the rewards are a lateral change, but for really bad losses, it's far worse.
I've been taking screenshots of the rewards, and some of the little ones honestly make no real difference, but the existing ones are more notable.
For instance, the well known Savior Kill bonus is far less giving than before (the #s bear that out since the parameters haven't changed). I already thought it was generous on the XP, but whatever.
Anyways, I think it really punishes new players, or players that genuinely "could do more" for the team somehow, but haven't because they don't know (or don't want to, which is a very different case altogether).
#67
Posted 21 October 2014 - 10:59 PM
You earn less money after the patch - congrats you are a bad team player and a bad solo player too.
the rolls favor team play - for newbs...stay in formation
or ultra solo players that are hunting for the big game - solo kill -
sounds fair - ok assaults don't get so much bonus - they can't flank, brawling don't earn them money - so yes if you don't deal incredible much damage on a single target & getting the kill shot - you will earn less.
On my own in a PUG and Assault i will earn less - for sure (but i don't have to run an Assault)
Anyhow - this system is hardly 12 hours active - and you are complaining?
Edited by Karl Streiger, 21 October 2014 - 11:03 PM.
#68
Posted 21 October 2014 - 11:04 PM
I started premium time over the weekend, so the results may be skewed, and I have been running light mechs with tag and narc now that I realized I can make crazy high c-bills just spotting.
I did notice my c-bills being considerably lower with losses in non-spotting/scout mechs. I played the new Atlas-S in both a brawling and LRM support config and couldn't break 100k, even with premium and the hero bonus. I ended up giving up after half a dozen bad teams and losses.
However, when just tagging and narcing, and just bringing a minor weapon (2x medium lasers on a raven, or 1x LPL on a kitfox) I am getting anywhere from 90-200k on a loss, to 200-395k per match on wins. I do between 150-550 damage with this information warfare config, which is maybe half what I used to do with combat oriented builds. It seems heavies and assaults are getting hurt bad by the new system, but good information warfare lights can have a ball. By changing my lights from combat builds to information warfare, I make on average 100k more c-bills with wins and loses. I probably make 25-50% less with heavy and assault combat builds, with losses being especially bad.
Basically, it seems everyone needs to bring either tag or narc in order to benefit from the rewards. Otherwise they get chump change. Basic damage dealing builds and inexperienced players shouldn't be penalized as badly as they seem to be right now.
Edited by Greenjulius, 21 October 2014 - 11:30 PM.
#69
Posted 21 October 2014 - 11:10 PM
#70
Posted 21 October 2014 - 11:18 PM
I suspect that my XP earnings have been slashed -- my guess is roughly in half, because I've only seen first-victory-of-the-day bonuses this small only on the rarest of occasions (e.g. a bad day in the Locust) before today, but today all of my FVotD were like this. The new XP system itself, I like very much -- but the values need adjustment.
The difference between the old system and the new may affect newcomers differently than it affects experienced players. For example, new players are going to be less likely to get the "solo kill" bonus, which is one of the largest combat bonuses in the new system. If so, then new players may have an even harder time relative to the veterans than they already did last week -- which, in turn, was far harder than it was a year ago, before first-tier 'mechs were paywalled, and before all the new weapon modules were created (which take new players months of solid play to unlock, with efficient prioritization).
Since I have 120,000+ GXP (and have already unlocked all of the useful 'mech modules, as well as most of the less-useful ones, and most of the weapon modules that I want), I'm not particularly concerned about this for my own resources. However, I'm very concerned about how the grind bar has been continually raised over the last year -- in particular, its effect on newcomers to the game (and, indirectly, via the new players' effect on player population, on those of us who've been around longer).
Cut my XP earnings if you must -- I don't like it, but I won't grumble too loudly -- I can afford it. But -- and I say this as someone who has played 9000+ public matches in total -- for love of mud, stop continually making the game harder and harder for new players. It was already more than hard enough to get started a year ago, and it keeps getting worse! More often than not, PGI, you are not succeeding in twisting the newbies' arms into paying real money -- you're simply driving them away. So, cut my XP earnings if you must, but stop cutting that of the new folk. And, beyond halting this trend, reverse it. Make the game's grind less prohibitive toward new players than it has been the last several months. Not more!
Edited by Carl Avery, 21 October 2014 - 11:55 PM.
#71
Posted 22 October 2014 - 12:03 AM
Do not listen to the complainers about earning less. The reward is playing in a team; and after this patch, it works!
Edited by lunticasylum, 22 October 2014 - 12:04 AM.
#72
Posted 22 October 2014 - 12:17 AM
lunticasylum, on 22 October 2014 - 12:03 AM, said:
Do not listen to the complainers about earning less. The reward is playing in a team; and after this patch, it works!
I've always played as a team. That's the point of the game.
Yet, my habits have not changed. yet I'm seeing my earnings cut nearly in half... in an economy that's already terrible, having my earnings cut in half hurts BAD.
it's honestly frustrating, and I'm thankful that most of my customization is done... because these next few days are going to be terrible in regards to earning c-bills.
When I used to average 125k a match, and now I'm barely averaging 50k a match... there's an issue with the rewards system.
#73
Posted 22 October 2014 - 12:18 AM
#74
Posted 22 October 2014 - 12:20 AM
#75
Posted 22 October 2014 - 12:25 AM
Note that I haven't played much in the past year, so that may play with the results a bit.
#76
Posted 22 October 2014 - 12:28 AM
Edited by MuzMuzMuz, 22 October 2014 - 12:28 AM.
#77
Posted 22 October 2014 - 12:33 AM
#78
Posted 22 October 2014 - 12:38 AM
It's the same on XP; at first I was pissed, getting 500ish per match even on a win. But I managed a game at 3k xp without premium or the daily bonus.
#79
Posted 22 October 2014 - 12:39 AM
Russ Bullock, on 21 October 2014 - 07:20 PM, said:
the issue is the gap between max and min rewards, not the average, they differ too much. Good pilots will probably on avergae go up a lot. Not so good pilots will go down I guess. And the mech now decides way more if you get many shiny rewards or not. Gonna make more testruns today and see the difference.
Edited by Lily from animove, 22 October 2014 - 12:40 AM.
#80
Posted 22 October 2014 - 12:48 AM
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