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Incoming Reward Adjustments For House Liao, Csj, And Cjf


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#21 Tennex

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Posted 15 December 2014 - 06:57 PM

View PostDeathlyEyes, on 15 December 2014 - 06:54 PM, said:

Maybe if you applied bonuses to everything.


like a % multiplier to end of round games

#22 Joe Mallad

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Posted 15 December 2014 - 06:58 PM

View PostJin Ma, on 15 December 2014 - 06:54 PM, said:


Jade falcon relaly isn't doing that bad tho

they took butte
oh I know. I was just poking fun is all.

#23 Jon Gotham

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Posted 15 December 2014 - 07:06 PM

View PostScratx, on 15 December 2014 - 06:45 PM, said:

I'd move but I'm not very interested in breaking contract early. Pondering.



Has to do with faction popularity itself. Liaos and Jaguars were predictable. I am actually surprised the Falcons need help.

I don't think they do, do they? HoL seem to be lolstomping everyone.

#24 LordLosh

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Posted 15 December 2014 - 07:12 PM

They are not big enough to defend everything they take is the only problem they will have lol

#25 Noesis

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Posted 15 December 2014 - 07:14 PM

Would be helpful if we understood how long these "contracts" are to be for. After all a contract should stipulate these terms to allow people to judge the associated value of them?

#26 Jin Ma

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Posted 15 December 2014 - 07:14 PM

Population is important but

Number of fronts is a factor too.. and needs to be taken into account of for any future fixes to ghost drops.

#27 Draven Darkshadow

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Posted 15 December 2014 - 07:15 PM

uh 7 - 14 - 28 days or perm.. it all depends on your unit leaders' decision

#28 Kael Posavatz

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Posted 15 December 2014 - 07:16 PM

You expect Jade Falcons and Smoke Jaguars to accept mercenaries looking to make some quick cash amongst their ranks, quineg?

AND to give loyalty points for such behavior?

#29 Tristan Winter

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Posted 15 December 2014 - 07:16 PM

IDEA: INCREASE REWARDS FOR LESS POPULAR FACTIONS
http://mwomercs.com/...pular-factions/


@Alexander Garden: May I have a cookie? Chocolate chip is fine.

Edited by Nicolai Kabrinsky, 15 December 2014 - 07:17 PM.


#30 Deathlike

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Posted 15 December 2014 - 07:24 PM

Oh good. The greed in me is growing. :D

#31 aniviron

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Posted 15 December 2014 - 07:27 PM

View PostJin Ma, on 15 December 2014 - 06:43 PM, said:


These factions need merc units more so they will pay them more.

But this really isn't that much.


This is the real problem. If it were a 100% boost to the in-game earned rewards, sure, that's awesome and probably going to convince people to switch around.

But this is a 100% boost to the post-contract payout, i.e. that 50 or 0 LP and 50000 or 0 CB you get after winning or losing. That's nothing- the 50LP might as well not exist when the reward for a match is commonly around 1000 for winning. The CB reward isn't much better.

#32 Asmudius Heng

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Posted 15 December 2014 - 07:29 PM

View PostDeathlike, on 15 December 2014 - 07:24 PM, said:

Oh good. The greed in me is growing. :D


Come to the Liao - apparently our mechs are made of gold now? :P

#33 N0MAD

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Posted 15 December 2014 - 07:30 PM

Lets see 100k for 30 minute wait times in CW (as many have posted) and with factions that are not popular so low pop (the xtra rewards confirm this) or 150k average per game in 10 minutes in the pub groups Q.. hmmm
If i was motivated by C-Bills where should i go...
hmmm, i know that one...

#34 Firewuff

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Posted 15 December 2014 - 07:34 PM

View PostRuss Bullock, on 15 December 2014 - 06:41 PM, said:


Unfortunately there are no announcement systems for in game. But yes you can tell by clicking on a planet info it shows the higher amounts.


It is one of the small pains in the game is a lot of announcements are missed because people dont watch the website. Same with challenge progress and personal stats. On one of my machines the client crashes every time I alt tab out to see my stats. would be awesome to have them in game.

As for the new rewards, awesome. it will make queue times better for everyone as it will help balance the numbers. Down the track it would be nice to see this dynamic with planets who have been waiting longer having rewards creep up and defenders who are facing greater odds (more wins needed) the rewards goes up too.

#35 ShadowWolf Kell

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Posted 15 December 2014 - 07:43 PM

View PostDeathlike, on 15 December 2014 - 07:24 PM, said:

Oh good. The greed in me is growing. :D


My contract expires soon and I was planning to anyway. This is just a bonus. ;)

#36 N0MAD

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Posted 15 December 2014 - 07:48 PM

Take people out of one Q to top up another and what happens the original Q now doesnt have enough players, classic case of rob Peter to pay Paul, thats going to work well right?

#37 Sprouticus

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Posted 15 December 2014 - 08:01 PM

View PostN0MAD, on 15 December 2014 - 07:48 PM, said:

Take people out of one Q to top up another and what happens the original Q now doesnt have enough players, classic case of rob Peter to pay Paul, thats going to work well right?



It is a balance thing. # of fights can balance somewhat, but population balance between factions to a ROUGH extent is still necessary.

For instance.


Lets say each clan has 1 intra clan and 1-2 clan/IS planets. The large houses might have 2-3 intra-house and 1-2 is/clan.


But people naturally gravitate to clan/Is fights. It has always been the big draw.So a large % of the population of the house ready's up to fight clanners. But the clanners are outnumbers 3:1....then you get ghost drops. Not good.


So you incentive-ize the smaller population until you reach a new equilibrium. You are not robbing peter to pay Paul, you are simply shifting resources so there are fewer ghost drops.


It is not a perfect system, and frankly 75k CB per 30 minute drop is not going to lure many folks. But it is a start. 20% on ALL rewards would motivate folks though!

#38 _Comrade_

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Posted 15 December 2014 - 08:02 PM

View PostxWiredx, on 15 December 2014 - 06:40 PM, said:

To get players to play those factions. Us green chickens seem to be doing okay, though, hence the smaller boost. Clearly the other factions have a lot more players, and PGI is trying to balance the teams numbers a little.


mostly cause of house of lords were doing fine, but overall i see the same JF players so we are outnumbered by our inner sphere enemies

Edited by Grimwill, 15 December 2014 - 08:02 PM.


#39 Gigastrike

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Posted 15 December 2014 - 08:06 PM

View PostJin Ma, on 15 December 2014 - 06:54 PM, said:


Jade falcon relaly isn't doing that bad tho

they took butte

Yeah, Jade Falcon and Smoke Jaguar certainly aren't doing bad. Smoke Jaguar took a lot of losses the first day, but we've been expanding ever since then.

It's just a balancing mechanic to get the team sizes even.

Edited by Gigastrike, 15 December 2014 - 08:06 PM.


#40 Kadix

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Posted 15 December 2014 - 08:09 PM

I do not understand, but I will take the extra loyalty points.

For the Turkina!





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