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Paulconomy/rwds 2.0 How To Improve The Economy: Assists-Ams-Ecm


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#1 Gattsus

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Posted 04 January 2015 - 05:57 AM

I would like to suggest three ideas to help with the Paulconomy.
  • Bump Assist Kills from 3500(?) to 4500/6500cbills.
  • Implement an AMS reward. i.e 5-10-25cbills per shot -> 10-20-45k cbills per ton
This would encourage the use of AMS. There are about 7 mechs that could "boat" AMS: FS9-S, VND-1AA, JESTER, CPLT-K2, TDR-9S, SMN-D, STK-5S and Omnipod kfx-c. This is rather a small percentage of the total availability of mechs used. Despite this, none of them could seriously abuse the reward as currently more actions are required to boost the CBills income.
  • Implement an ECM reward. An implementation a la "lance formed" would be a good initial idea. Where the rewards are assigned depending on the number of mechs and their time under the ECM bubble. Maybe, as noted down below, 5cbill per second, per mech under the ECM bubble.
My final thought is that if PGI increases the rewards, we would be wealthier, could acquire more mechs and guess... spend real life money into mechbays!!!!!





My two cents.

Edited by Gattsus, 04 January 2015 - 06:48 AM.


#2 LordKnightFandragon

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Posted 04 January 2015 - 06:03 AM

Assists back to 6500, Damage Cbills doubled, kill shot cbills increased by 50%.

25cbills per Missile shot down with AMS.

2cbill per second, per mech under the ECM bubble.

For Assaults: 10K cbills and 100xp for every 10% dmg taken during the match without dying. Call it the Bullet Magnet reward. Max reward would be 90K, 900 more xp just for being an assault that took damage but didnt die.

Also, upon killing a mech, we should get "Component Destroyed" added on for every weapon/ams/ecm/bap or any systems left on the mech that were not already destroyed.

Edited by LordKnightFandragon, 04 January 2015 - 06:10 AM.


#3 Cyborne Elemental

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Posted 04 January 2015 - 06:07 AM

And something for Narc & Tag please..

#4 El Bandito

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Posted 04 January 2015 - 06:10 AM

View PostLordKnightFandragon, on 04 January 2015 - 06:03 AM, said:

Assists back to 6500, damage point numbers doubled, kill shot increased by 50%.

50cbills per Missile shot down with AMS.

5cbill per second, per mech under the ECM bubble.


Goodbye LRMs. -_-

I will have to switch to my Jester MKII to farm pugs then.

Edited by El Bandito, 04 January 2015 - 06:12 AM.


#5 Gattsus

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Posted 04 January 2015 - 06:12 AM

View PostLordKnightFandragon, on 04 January 2015 - 06:03 AM, said:

Assists back to 6500, Damage Cbills doubled, kill shot cbills increased by 50%.

25cbills per Missile shot down with AMS.

2cbill per second, per mech under the ECM bubble.

For Assaults: 10K cbills and 100xp for every 10% dmg taken during the match without dying. Call it the Bullet Magnet reward. Max reward would be 90K, 900 more xp just for being an assault that took damage but didnt die.

Also, upon killing a mech, we should get "Component Destroyed" added on for every weapon/ams/ecm/bap or any systems left on the mech that were not already destroyed.


I updated.

View PostEl Bandito, on 04 January 2015 - 06:10 AM, said:


Goodbye LRMs. -_-

I will have to switch to my Jester MKII to farm pugs then.


Thought the same.

#6 LordKnightFandragon

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Posted 04 January 2015 - 06:14 AM

View PostMister D, on 04 January 2015 - 06:07 AM, said:

And something for Narc & Tag please..



Half the damage dealt by other allied missiles that your NARC or TAG were guiding is added to your own damage score. Call it "Damage Assistance" reward. You cannot guide your own missiles with NARC or TAG and get the bonus.

View PostEl Bandito, on 04 January 2015 - 06:10 AM, said:


Goodbye LRMs. -_-

I will have to switch to my Jester MKII to farm pugs then.



Holy crap, LRMs are not dead haha. Last night in a CW match, we attacked outside the walls and dear god the whole world opened up on me wiht LRMs as I was trying to retreat into the wall...got hit for what felt like 20 seconds with LRMs....they ended up finishing of mah WHK.

#7 El Bandito

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Posted 04 January 2015 - 06:19 AM

View PostLordKnightFandragon, on 04 January 2015 - 06:14 AM, said:

Holy crap, LRMs are not dead haha. Last night in a CW match, we attacked outside the walls and dear god the whole world opened up on me wiht LRMs as I was trying to retreat into the wall...got hit for what felt like 20 seconds with LRMs....they ended up finishing of mah WHK.


That is CW, where team is more coordinated. In pugs, farming C-Bills is high priority, and if you give those guys overt incentive (such as C-Bill rewards), then everyone will mount AMS and ECM and then group up for max effect. LRM usage will be gone within a month. Only reason LRMs are still good in pug queue is because many people do not understand the covert incentive of bringing AMS and ECM. Although I suppose it could be a good step towards fixing feast-or-famine nature of LRMs.

Besides, enemy team taking 20 seconds to kill you shows the weakness of LRMs--too spread out to be efficient killer.

Edited by El Bandito, 04 January 2015 - 06:23 AM.


#8 LordKnightFandragon

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Posted 04 January 2015 - 06:22 AM

View PostEl Bandito, on 04 January 2015 - 06:19 AM, said:


That is CW, where team is more coordinated. In pugs, farming C-BIlls is high priority, and if you give those guys overt incentive (such as C-Bill rewards), then everyone will mount AMS and ECM and then group up. LRMs will be gone within a month. Only reason LRMs are still good in pug queue is because many people do not understand the covert incentive of bringing AMS and ECM.

Besides, enemy team taking 20 seconds to kill you shows the weakness of LRMs.



Yeah, cuz the only thing that matters to PuG Q is damage....pretty much any game now, only thing anyone sees is Damage....never mind soft stats, or defenses....

AMS? It prevents damage and allows your own team to deal more...and ups the chance of winning...but yeah, AMS doesnt deal damage, so no go :ph34r:

#9 CocoaJin

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Posted 04 January 2015 - 07:14 PM

Whatever boosts you guys half ask for, half it...now their is MC incentive and an ability for PGI to maintain revenue...this game don't run on warm & fuzzy feelings.

#10 Davers

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Posted 04 January 2015 - 07:15 PM

Equipping AMS is it's own reward.

#11 Gattsus

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Posted 09 January 2015 - 07:43 PM

View PostCocoaJin, on 04 January 2015 - 07:14 PM, said:

Whatever boosts you guys half ask for, half it...now their is MC incentive and an ability for PGI to maintain revenue...this game don't run on warm & fuzzy feelings.


It can be successfully argued that offering more cbills can promote more real money consumption: mechbays, cosmetic elements, premium time, etc

Sadly we'll never have statistics about how many active players stay forever with 4 mechbays.

#12 Brody319

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Posted 09 January 2015 - 08:13 PM

give everyone a flat 200,000K at the end of a game. Easy fix.

#13 Mycrus

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Posted 09 January 2015 - 10:03 PM

The economy was fun before paulconomy™... so it is pretty clear what this game needs to be rid of...

#14 Green Mamba

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Posted 09 January 2015 - 10:17 PM

MWO has no economy...A true economy in MMos requires trade between players,When you sell something back in this game it is just absorbed for your 10 to 15 % value of what it was originally worth

#15 CocoaJin

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Posted 09 January 2015 - 10:56 PM

People, this is a custom hot rod game...there is little leveling, especially when it comes to gear. So it's simple, either grind it or buy it.

If you can't handle the C-bill grind, spend $15 and get over it. I don't spend any c-bills on Any mech over $5mil, I only buy mechs I'm going to use, buy them with MC if money is tight, sell off mechs I don't plan to use.

I re-joined the game a month ago with only 2 mechs and $15mil. Now I have 10 mechs, $11mil, 4 maxed modules.

I sold two mechs today and have 1-2 used for mastery that will likely find themselves on the chopping block...which is good, because after I master my current chassis, I'm going to buy my first Clan mech...a Nova(c-bills), just to prove to the whiners it doesn't suck.

The current economy gets no major complaints out of me...personally, "easier for me" isn't a valid reason to hamper PGI's income. If they made it easier, people would just grind more and save their money...why, because people will generally take the path of least resistance. In this case, the game needs that path to follow pretty damn close to MC purchases.


#16 Cyborne Elemental

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Posted 10 January 2015 - 12:08 AM

Doing an 800-1000 damage round, and just because its a loss, you receive only 60,000 Cbills for all that work.. it sucks.
Assists and raw damage should IMO be the majority of your CB winnings.

#17 CocoaJin

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Posted 10 January 2015 - 12:55 AM

View PostMister D, on 10 January 2015 - 12:08 AM, said:

Doing an 800-1000 damage round, and just because its a loss, you receive only 60,000 Cbills for all that work.. it sucks.
Assists and raw damage should IMO be the majority of your CB winnings.


No, completing the objective at hand should be. Win baby, win! You are on a team...you win together, you lose together...it's not a solo sport.

It would seem the major difference in win/lose payout is the a Salvage...you can't get it if your the schmuck getting salvaged. The actual win vs lose payouts is only like a $25k difference right?

Plus, the game has made a conscious effort to move away from damage whoring. You did a crap load of damage...great, pat yourself on the back for a job well done...but ya'll lost, so your pay out sucks...that's life. Everybody loses, it sucks...and it makes your wins that much more satisfying.

We don't get paid to play, we don't get paid to show up(ok, I take that back, we do get that pee-wee league participation pay out). We get paid to win...so put up the "W" or go home.

Edited by CocoaJin, 10 January 2015 - 01:04 AM.


#18 Savage Sweets

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Posted 15 January 2015 - 11:09 AM

View PostCocoaJin, on 10 January 2015 - 12:55 AM, said:

Plus, the game has made a conscious effort to move away from damage whoring. You did a crap load of damage...great, pat yourself on the back for a job well done...but ya'll lost, so your pay out sucks...that's life.

Damage whoring in a loss still nets you roughly equal or more C-Bills than a winning game where you don't have the opportunity to deal much damage, or land many kills.

View PostBrody319, on 09 January 2015 - 08:13 PM, said:

give everyone a flat 200,000K at the end of a game. Easy fix.

That's a bit too easy, though I sense sarcasm. Still, I agree with the sentiment behind this post; aka the fact that C-Bill payout is far too low.

View PostGattsus, on 09 January 2015 - 07:43 PM, said:

It can be successfully argued that offering more cbills can promote more real money consumption: mechbays, cosmetic elements, premium time, etc

Agreed.

View PostCocoaJin, on 04 January 2015 - 07:14 PM, said:

Whatever boosts you guys half ask for, half it...now their is MC incentive and an ability for PGI to maintain revenue...this game don't run on warm & fuzzy feelings.

We're not asking for warm or fuzzy feelings. We're asking for a balance between C-Bill gain and MC usage.
I doubt many are so fool-hearted to believe that MWO, and PGI by extension, can survive on nothing. At the same time, we don't appreciate that understanding being taken advantage of with nickel-&-diming at every corner.

To salt the wound, the purchases are generally in macro-transactions, not micro-transactions, which further limits the pool of people willing to spend. It's not so difficult to realize that many small purchases are much less apparent than a few large ones, to most people, but for whatever reasons, we're left with these bulky and unattractive macro-transactions that only the most hardcore fans, the wealthy who needn't worry about spending willy-nilly, the defeatists who settle for the current system bc they believe change can't/won't happen, the supporters who think the system is near-flawless (if not completely flawless), and the people who simply don't care. Oh, and of course the masochists who enjoy grinding their lives away.

Edited by Savage Sweets, 15 January 2015 - 11:20 AM.


#19 Screech

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Posted 15 January 2015 - 11:15 AM

Please no more weapon specific rewards. Let us learn from the Tag follies.

#20 Savage Sweets

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Posted 15 January 2015 - 11:17 AM

View PostMycrus, on 09 January 2015 - 10:03 PM, said:

The economy was fun before paulconomy™... so it is pretty clear what this game needs to be rid of...

Also... not to sound daft, but what exactly is this "paulconomy" and its name origin(s)?





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