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Why Was The New Reward Implented In The First Place?


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#1 BattleBunny

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Posted 23 October 2014 - 05:40 AM

(can I correct the typo in the title?)

There are a lot of threads up about the new reward system, but all seem to focus on the system itself. Maybe I missed it, but nobody seems to ask why it was done in the first place.

from developer Alexander Schmidt:

Quote

Initially it was our intention to have a bigger difference in between a good and a bad match.


allright. but why?
From where I am sitting this is , with all due respect, an incredibly stupid idea. Assuming the average amount of cbills earned by all players per match is about the same this means:

1. Good players/veteran players/good groups/ players with good mechs (timbies):
will get the bigger rewards here. Do we really need the 1% to get even more money?

2. New players / bad players/ casual players / bad groups:
will struggle to make a buck. consumables for these people are simply out of reach now. Getting stomped was bad enough, Now you are getting stomped without any reward.

These consequences should be obvious, even way before implementing whatever system to achieve the goal specified the quote.

so what is the idea here PGI? why actively gimp newcomers? even with the incoming increase from 10k to 20k for a loss, my 4 casual friends will all have a hell of a hard time getting a new mech. I still get cute screenshots from these guys in my email saying "look I broke 400 damage!" after 3 months of play. Will these people have no place anymore in the game?

Edited by BattleBunny, 23 October 2014 - 05:44 AM.


#2 Xione87

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Posted 23 October 2014 - 05:44 AM

I think reasoning behind the new system is to reward role warfare more. Role-warfare of course being everything except actually shooting stuff.

I've had a couple of decent matches and quite a few crappy ones so far, it seems if you're not actually farming flank and saviour kill rewards you're not walking away with much...

#3 Pr8Dator

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Posted 23 October 2014 - 05:46 AM

We were all PUGs once... everyone goes through it...

#4 Malcolm Vordermark

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Posted 23 October 2014 - 05:47 AM

For one thing, the old system was based pretty much exclusively on doing damage and killing. Which obviously favors heavier mechs. Now you can get paid for doing stuff that comes easier to lighter mechs with high mobility, like the flanking shot. I imagine you can rack up some serious cbills if you spend all game getting the flanking bonus.

#5 UnsafePilot

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Posted 23 October 2014 - 05:48 AM

View PostXione87, on 23 October 2014 - 05:44 AM, said:

I think reasoning behind the new system is to reward role warfare more. Role-warfare of course being everything except actually shooting stuff.

I've had a couple of decent matches and quite a few crappy ones so far, it seems if you're not actually farming flank and saviour kill rewards you're not walking away with much...


Savior kills and flanking rewards come from 'actually shooting stuff'.

#6 Joseph Mallan

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Posted 23 October 2014 - 05:55 AM

View PostBattleBunny, on 23 October 2014 - 05:40 AM, said:

(can I correct the typo in the title?)

There are a lot of threads up about the new reward system, but all seem to focus on the system itself. Maybe I missed it, but nobody seems to ask why it was done in the first place.

from developer Alexander Schmidt:



allright. but why?
From where I am sitting this is , with all due respect, an incredibly stupid idea. Assuming the average amount of cbills earned by all players per match is about the same this means:

1. Good players/veteran players/good groups/ players with good mechs (timbies):
will get the bigger rewards here. Do we really need the 1% to get even more money?

2. New players / bad players/ casual players / bad groups:
will struggle to make a buck. consumables for these people are simply out of reach now. Getting stomped was bad enough, Now you are getting stomped without any reward.

These consequences should be obvious, even way before implementing whatever system to achieve the goal specified the quote.

so what is the idea here PGI? why actively gimp newcomers? even with the incoming increase from 10k to 20k for a loss, my 4 casual friends will all have a hell of a hard time getting a new mech. I still get cute screenshots from these guys in my email saying "look I broke 400 damage!" after 3 months of play. Will these people have no place anymore in the game?
I regularly do less damage than that. I am almost always broke, buying trying and selling Mechs, Accidentally selling 6 Million C bills worth of Modules :rolleyes: I have 7 Mechs, 4 of which I am stuck with, and I have a good time playing. Sure it's a bit boring in PUG, but I still have good Matches and I have bad matches and that is just how it is meant to workout!

#7 BattleBunny

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Posted 23 October 2014 - 05:58 AM

Quote

I think reasoning behind the new system is to reward role warfare more.


They could have done so without increasing the difference between good and bad games.

Quote

I imagine you can rack up some serious cbills if you spend all game getting the flanking bonus.


When I am in a game, all my thoughts and actions are based on trying to win that match. I dont want to "farm" matches, I want to win matches. That might be just me though. Maybe more people enjoy farming cbills and exploiting the money system then I imagine.


Quote

We were all PUGs once... everyone goes through it...


aye, I remember the good old days :)
It was hard enough as it was.

#8 Malcolm Vordermark

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Posted 23 October 2014 - 05:59 AM

View PostBattleBunny, on 23 October 2014 - 05:58 AM, said:


When I am in a game, all my thoughts and actions are based on trying to win that match. I dont want to "farm" matches, I want to win matches. That might be just me though. Maybe more people enjoy farming cbills and exploiting the money system then I imagine.



Gee, I guess shooting enemies in the back is bad for the team.

#9 van Uber

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Posted 23 October 2014 - 06:02 AM

View PostBattleBunny, on 23 October 2014 - 05:40 AM, said:

From where I am sitting this is , with all due respect, an incredibly stupid idea. Assuming the average amount of cbills earned by all players per match is about the same this means:

1. Good players/veteran players/good groups/ players with good mechs (timbies):
will get the bigger rewards here. Do we really need the 1% to get even more money?

2. New players / bad players/ casual players / bad groups:
will struggle to make a buck. consumables for these people are simply out of reach now. Getting stomped was bad enough, Now you are getting stomped without any reward.

These consequences should be obvious, even way before implementing whatever system to achieve the goal specified the quote.

so what is the idea here PGI? why actively gimp newcomers? even with the incoming increase from 10k to 20k for a loss, my 4 casual friends will all have a hell of a hard time getting a new mech. I still get cute screenshots from these guys in my email saying "look I broke 400 damage!" after 3 months of play. Will these people have no place anymore in the game?


I disagree. Note how Alex says "bigger difference in between a good match and a bad match". Thats Good and Bad, not Win or Loss. So what they want to reward is role-play, which a lot of people have asked for.

Now, the competence of your team does not have to be a huge factor. Playing with a bunch of hens will still give you the opportunity to make big bucks. Grab a Light or Medium and run along an Assault and you will reap some rewards regardless what your team actually do. Strap on a Narc or Tag and you will get even more. Just pay attention to what actually earns you money. And for the record, whatever people say about the match maker, it does not pit new players against veterans by default.

Point is, it is not just the "elite" who will benefit from this, it's the players who adhere to the new incentives. Which everyone can do, not just the experienced players. Do we want these incentives? Well, they have been demanded quite often in the past.

What PGI can be criticised for is not showing clearly enough how you make money. Currently the only really detailed instructions is in the patch notes. If you do not know that staying together and supporting each other gives bonus income, you won't earn much. So that part can be much, much improved.

Edited by van Uber, 23 October 2014 - 06:05 AM.


#10 KraftySOT

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Posted 23 October 2014 - 06:02 AM

If youre struggling.

Get your credit card out.

#11 FupDup

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Posted 23 October 2014 - 06:06 AM

It's an attempt at the long-neglected design pillar of Role Warfare.

I'm not saying it's successful or unsuccessful at that, I'm just saying what the purpose of it is.

#12 El Bandito

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Posted 23 October 2014 - 06:07 AM

^ That's the gist of it. I did find the new rewards to be mixed blessing. You get more rewards for a well fought defeat, but you also get less rewards for a well fought victory. And kills, they matter more than ever.

http://mwomercs.com/...ewhale-matches/

Edited by El Bandito, 23 October 2014 - 06:14 AM.


#13 Joseph Mallan

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Posted 23 October 2014 - 06:10 AM

View PostEl Bandito, on 23 October 2014 - 06:07 AM, said:

^ That's the gist of it. I did find that the new rewards are mixed blessing. You get more rewards for a well fought defeat, but you also get less rewards for a well poorly fought victory.

FTFU, The better you work with your team to win the more money you make. So those who are used to carrying hard, are not getting the scratch they once did. BUT the hot patch will make me even more rich cause I score 5-8 assists almost every game and an extra 2,000 per is welcome in my bank! :lol:

Edited by Joseph Mallan, 23 October 2014 - 06:10 AM.


#14 RalphVargr

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Posted 23 October 2014 - 06:12 AM

The restaurant has gone from paying workers hourly, to tipping wages.

#15 Livewyr

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Posted 23 October 2014 - 06:12 AM

Role Warfare and performance:

no longer important to bring the biggest fattest mech with the most damage dealing ability and staying power.
can no longer be minimally involved and receive decent rewards.

#16 Hades Trooper

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Posted 23 October 2014 - 06:14 AM

The new system is much better

+1 PGI for making a positive change for once.

-1 if you whinge that you can't make cash

#17 Blakkstar

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Posted 23 October 2014 - 06:15 AM

The point is to give players some incentive to run non-ECM lights and mediums.

#18 Livewyr

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Posted 23 October 2014 - 06:15 AM

Think of it as incentive to improve your teamwork and tactics.

#19 Joseph Mallan

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Posted 23 October 2014 - 06:16 AM

View PostRalphVargr, on 23 October 2014 - 06:12 AM, said:

The restaurant has gone from paying workers hourly, to tipping wages.

And as a former waiter, the better you hustle the better you tips!

View PostLivewyr, on 23 October 2014 - 06:15 AM, said:

Think of it as incentive to improve your teamwork and tactics.

I know I am getting rewarded better for doing my thing to help the team. :D

#20 BattleBunny

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Posted 23 October 2014 - 06:18 AM

The purpose of the thread was to look at the system from a newcomers point of view. I think it will scare of new players because it is even harder for them to get started now. I think this is ultimatly bad for the game.

I get that all of you (and me) like (dont mind) the system because you know how to play and will make that paper regardless.

ah well.





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