Bishop Steiner, on 24 November 2014 - 12:22 PM, said:
whelp, that would be a good way to get me to uninstall, or at least find another game to play for a month.
30 days of idiotic play...... no thank you bro.
IF surviving actually served some sort of purpose, like number of matches you survive in a row, adding to some sort of escalating bonus, etc, or if in an event a destroyed mech could not be used for the rest of the event, or we still had RnR or any number of things, it might almost serve a purpose.
As it is, it promotes even more timid play. Don't play to win, they play to not lose. And that leads to losing. And dying anyhow.
That's the whole point. It does serve a purpose - it helps your team win. The problem is teaching people the difference between playing smart and playing timid. That takes time and experience. Playing timid simply increases the odds of you losing; playing smart and tactical greatly increases the odds of an overall win.
The point is that you're not going to help people see that line in 3 days. It takes closer to 21 days. When you play in group queue that is a large part of what the difference is; with your group you protect each other and you can safely fall back to save your firepower for later in the match if it's needed.
The problems you're having now is that it's making perfectly clear how few players recognize the difference. The idea is simply a bonus; you get a bonus above and beyond your regular win/loss payout if you get a kill, an assist, and survive a match that you win.
We need retrained, Bish. As a community. The problem with this challenge was NOT the challenge itself; it's that it shown a spotlight on how much we suck balls at a lot of critical skills. You change that by having a long term on-going reward for people who try to cultivate good skills.
Yes, people who play timid will shaft their team. So do people who play stupid. So many people play suicidal stupid that we don't even notice that anymore. There is a balance that is struck between playing like a pansy and playing like Rambo. You're not going to get anyone moving towards that balance in 3 days. This is why good teams train together.
Practice doesn't make perfect. Perfect practice makes perfect. Practicing good skills gets you good skills. Right now we have most the pbase practicing bad skills, being bad and firmly believing they should be good - because they practice.
Make sense? Not talking about that being the only reward; only that fulfilling that criteria gets you a better one. Significantly better and in a format you can track. That's the other issue. KDR isn't that reliable for a lot of reasons; keeping this counter going for 30 days gives people immediate, understandable feedback.