Incoming Reward Adjustments For Kurita And Smoke Jaguar
#1
Posted 26 January 2015 - 12:05 PM
#2
Posted 26 January 2015 - 12:40 PM
#3
Posted 26 January 2015 - 12:44 PM
#4
Posted 26 January 2015 - 01:13 PM
#5
Posted 26 January 2015 - 01:17 PM
Your population balancing mechanic is pretty lame when the C-bill rewards are low to begin with. People don't play CW for C-bills. They certainly don't do it for the end of match rewards. Increase C-bills by a factor of 10 or find a more realistic population balancing mechanic.
#6
Posted 26 January 2015 - 01:35 PM
Adding an additional 50,000 C-Bill bonus for a single CW match is pretty uneventful.
#7
Posted 26 January 2015 - 01:40 PM
#8
Posted 26 January 2015 - 01:48 PM
Edited by Grabbabrewski, 26 January 2015 - 01:48 PM.
#9
Posted 26 January 2015 - 01:48 PM
Thank you
#10
Posted 26 January 2015 - 01:50 PM
I'm sure they'll get it together sooner or later. For now, the frustration of small groups vs 12-mans is too high and the rewards waaaaaay too low.
#11
Posted 26 January 2015 - 01:55 PM
#12
Posted 26 January 2015 - 01:56 PM
#13
Posted 26 January 2015 - 01:58 PM
ThomasMarik, on 26 January 2015 - 01:17 PM, said:
Your population balancing mechanic is pretty lame when the C-bill rewards are low to begin with. People don't play CW for C-bills. They certainly don't do it for the end of match rewards. Increase C-bills by a factor of 10 or find a more realistic population balancing mechanic.
Getting paid a guaranteed minimum for a loss would help a lot.
#14
Posted 26 January 2015 - 02:08 PM
#15
Posted 26 January 2015 - 02:24 PM
#16
Posted 26 January 2015 - 02:32 PM
Victor Steiner Davion Kahn, on 26 January 2015 - 01:13 PM, said:
Wing 0, on 26 January 2015 - 01:40 PM, said:
Corbenik, on 26 January 2015 - 02:24 PM, said:
Hi, I'm from Clan Ghost Bear, just here to remind you that we've been making half of what you guys were, and we haven't been complaining about it.
Edited by 101011, 26 January 2015 - 02:32 PM.
#18
Posted 26 January 2015 - 04:41 PM
Edited by CHH Badkarma, 26 January 2015 - 06:34 PM.
#19
Posted 26 January 2015 - 09:52 PM
OK I get that CW is still knee deep in beta and there are still a lot of kinks to iron out, but some things by now should be obvious to PGI. The C-bill earning for one...in the length of time it takes to que for a CW game and finish 1 battle (win or loose) I can generally play 3-4 regular public que matches and make double or more C-bills than I would earn in that one CW match even with the contract completion rewards (and even if I am playing for a faction that receives 100000 C-bills for a completed contract over one that only pays 50000 C-bills). Then there is the whole attack vs defend issue...in the beginning defend was easymode, almost everyone wanted to que defend because its more rewarding/easier to succeed so the first change (I noticed anyhow) was 90% of the time you select "defend" you get counter-"attack" instead (I know many of you will point out that counter attack is part of planetary defense I get that but it unfortunately is a game mode that plays like an attack game and is therefore not truly a defend game, you don't get turrets, you don't sit behind the wall repelling the attackers...if I selected "attack" and got counter-attack I'm happy, if I select "defend" and I get counter-attack I'm disappointed and I ask myself why I'm even asked to select a game mode). after a while attackers and counter-attackers find a way to succeed easily, the light zerg tactic. The response by PGI? Rather than look at balancing attack vs defense (what I mean by this is essentially giving attacks a better chance to succeed without having to zerg) the solution was to make defending even easier (adding the generators), then upping the drop deck minimum so people couldn't bring all light mechs, then they made defending easier again (upping the health on the generators). All these changes to try to eliminate the zerg-win tactic, but the harder PGI makes it to attack they more the zerg-win becomes a necessity...the only difference now is instead of zerging light mechs you now see 12 man zerg teams of all TW-SC-SC-SC for clans and TB-TB-?-? for Inner Sphere. I do really like the idea of community Warfare, I still think it will be a "game changer" for MWO and I am looking forward to all the new content PGI has talked about but for right now I've had enough of waiting 10-30 minutes to get a game (OK not quite so bad anymore, but still takes a while most of the time), attacking when I select defend, defending when I select attack and fight TW-SC-SC-SC times 12 every game.
#20
Posted 27 January 2015 - 03:17 AM
ThomasMarik, on 26 January 2015 - 01:17 PM, said:
Your population balancing mechanic is pretty lame when the C-bill rewards are low to begin with. People don't play CW for C-bills. They certainly don't do it for the end of match rewards. Increase C-bills by a factor of 10 or find a more realistic population balancing mechanic.
Yeah, I need c-bills so I stopped playing CW. It's fun, but for people who don't want to join a group like me, it makes more sense to just solo drop and grind with hero/boosted mechs.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users