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Faction Population Weighted Rewards


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#21 Almond Brown

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Posted 02 January 2015 - 07:36 AM

View PostKjudoon, on 01 January 2015 - 09:30 PM, said:

PQs are where you are supposed earn your money so sayeth PGI.


Incorrect. If you play CW in a fashion, other than Zerg to the Gennies, then funds can be generated quite similar to PQ. Just divide by 4.

When the ZERG frenzy wears off, after the Stockings get taken down, real CW fighting will take a better hold. Killing 48 enemy Mechs and reaping those rewards is totally doable, and way more fun then the current ZERGING attack being done by nearly "everyone". Lemmings will be lemmings, but each new generation of Lemmings do learn a little something new and that life is more profitable than death. ;)

Edited by Almond Brown, 02 January 2015 - 07:36 AM.


#22 RG Notch

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Posted 02 January 2015 - 08:38 AM

View PostLord Scarlett Johan, on 01 January 2015 - 10:11 PM, said:


I've been making mad money in CW. It's also infinitesimally more fun than public queue. I'm making 1.1mil every 25 minutes in CW as FRR.

CW is also infinitesimally more fun.

Win/win for me.

infinitesimally, you keep using that word, I don't think it means what you think it means. :rolleyes:

#23 Bigbacon

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Posted 02 January 2015 - 08:48 AM

View PostLord Scarlett Johan, on 01 January 2015 - 10:11 PM, said:


I've been making mad money in CW. It's also infinitesimally more fun than public queue. I'm making 1.1mil every 25 minutes in CW as FRR.

CW is also infinitesimally more fun.

Win/win for me.


and here lies the problem...with this, CW is just another assault mode with a fancy map where people mostly just fight it out for bills and ignore the primary because it pays less.

#24 AlmightyAeng

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Posted 02 January 2015 - 08:59 AM

Find the best of both worlds. Zerg! Then farm. Then end it.

Edited by Ghost Badger, 02 January 2015 - 08:59 AM.


#25 Kirkland Langue

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Posted 02 January 2015 - 09:02 AM

View PostBigbacon, on 02 January 2015 - 08:48 AM, said:


and here lies the problem...with this, CW is just another assault mode with a fancy map where people mostly just fight it out for bills and ignore the primary because it pays less.


I think many people agree that you should be rewarded for shooting generators. I'd argue that the rewards should be multilayered. Something like:
1. Count damage done to Generators.
2. Team Shared Cbills for destroying a generator.
3. Time Remaining at Victory should give bonuses (like 500 per second, divided amongst the team)

#26 Saint Scarlett Johan

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Posted 02 January 2015 - 11:34 AM

View PostBigbacon, on 02 January 2015 - 08:48 AM, said:


and here lies the problem...with this, CW is just another assault mode with a fancy map where people mostly just fight it out for bills and ignore the primary because it pays less.


It's not the fault of the players that the mechanics of the game mode are paper thin and not engaging.

#27 jper4

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Posted 02 January 2015 - 12:49 PM

View PostMystere, on 01 January 2015 - 09:12 PM, said:


With the amount of players I see playing for c-bills instead of objectives in CW, I think zeroing out rewards will have an effect. Firstly, it would annoy me less as I would see less of these real-life wannabe mercenaries. ;)

As for massively lowering LP, there will come a point where "What am I playing <faction> for?" becomes a serious enough question that a faction gets massively depopulated. That will not be good either.


well the past couple of weeks you can;t really blame people for going the cbills/score route due to the stocking stuffer thing. lost track of how many drops i had with people saying "i don;t care if we win or lose i just want my 80 match score." and play accordingly. now that it's over people may starting playing for the win more i'd hope.

#28 Harathan

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Posted 02 January 2015 - 01:00 PM

I assume the desired end result of your suggestion is to have the populations of all the factions be relatively balanced, right?

I don't think you've thought that thru. If the Factions are all the same, whats the point in Factions? Might as well just superimpose the IS map against the traditional three game modes and have done with it.

Community Warfare needs to be balanced by the Community first and foremost, and by PGI adjusting incentives second.

What people need to get their head around (and this is really important) is that some Factions are going to lose, and that's OK.

#29 Saint Scarlett Johan

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Posted 02 January 2015 - 03:15 PM

View PostHarathan, on 02 January 2015 - 01:00 PM, said:

I assume the desired end result of your suggestion is to have the populations of all the factions be relatively balanced, right?

I don't think you've thought that thru. If the Factions are all the same, whats the point in Factions? Might as well just superimpose the IS map against the traditional three game modes and have done with it.

Community Warfare needs to be balanced by the Community first and foremost, and by PGI adjusting incentives second.

What people need to get their head around (and this is really important) is that some Factions are going to lose, and that's OK.


Except that everyone wants to be the space good guys from the lore (FedCom and Clan Wolf) and no one wants to play the space bad guys (CapCon and Smoke Jaguar).

It's not like PS2 where they have a dynamic system in place where the factions with lower pops get huge XP boosts (which also means huge boons in Certs to unlock things). And to keep one faction from overwhelmingly outnumbering another an any one continent, they put a population cap on it. So if the TR population on Indar is full, I can either wait in a queue for anywhere between a few seconds to an hour, I can go to another continent with a lower TR population, or I can fight on Indar with my NC character.

If this game were to rely on the community to balance things out, the bulk of players would wind up in two factions slugging it over the star map because the average player would be sick of being in the faction that's hemorrhaging planets.

#30 Kjudoon

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Posted 02 January 2015 - 03:39 PM

Scarlett gets my point.

This is a game first, with real world reflections. When you have a surplus population, life is cheap and prices drop till an equalibrium is found. This is basic supply/demand economics. BTW, if you look at "The Plan" you will see that PGI wants to go to a dynamic, faction influenced market where prices vary and fluxuate with population, supply and demand. Manpower is a commodity, and that means the bigger a faction population base, the more likely that rewards will lessen because well... there's always someone else who will take your place if you don't like what you're getting.

So if you get a fanboy pileon to CW and FS, those rewards should go down while they increase (and that precident is already set by PGI) in less popular factions. It's encouraging to see that PGI is thinking this way already.

#31 Harathan

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Posted 05 January 2015 - 02:03 PM

View PostHarathan, on 02 January 2015 - 01:00 PM, said:

some Factions are going to lose, and that's OK.


Because some people still aren't getting it.





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