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A Suggestion To Pgi To Improve C-Bill Earnings

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#1 Navid A1

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Posted 18 May 2015 - 11:16 PM

For some reason, the wait times for finding a match is increasing more and more these recent weeks. I don't know if it is because of the event or actually the ever-decreasing player population.

My suggestion is that to prevent a large amount of premium (and non-prem) time waste, A dynamic cbill reward system is needed. How about adding a 10% multiplier to the final cbill earning for every minute of wait time you spent before the match (hitting cancel resets the timer).


I totally know that this goes well against paulconomy.... but paulconomy was established when we had at-least enough players to form a single match. and this suggestion virtually moves the cbills/hour ratio back to "working as intended" status.

Edited by Navid A1, 18 May 2015 - 11:19 PM.


#2 LordKnightFandragon

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Posted 19 May 2015 - 12:45 AM

Paulconomy was to simply make the grind from tolerable to derpy bad.....

What PGI should do is: Buff the winning bonus to 50K, move assists to 5000 per, and buff damage cbills by 10-20%.

That change alone woulda moved my 176K game the other day to over 217K, which woulda been a nice little boost. I only got 2k, 5a, a win and a survival, 450dmg or so. A Better game would pay out far more.

#3 Navid A1

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Posted 19 May 2015 - 12:59 AM

View PostLordKnightFandragon, on 19 May 2015 - 12:45 AM, said:

Paulconomy was to simply make the grind from tolerable to derpy bad.....

What PGI should do is: Buff the winning bonus to 50K, move assists to 5000 per, and buff damage cbills by 10-20%.

That change alone woulda moved my 176K game the other day to over 217K, which woulda been a nice little boost. I only got 2k, 5a, a win and a survival, 450dmg or so. A Better game would pay out far more.


No man...no... that would make the game more fun.

Paulconomy does not agree with fun... we have to come up with something that keeps that in mind... so that it can be implemented.

Edited by Navid A1, 19 May 2015 - 12:59 AM.


#4 Alistair Winter

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Posted 19 May 2015 - 01:00 AM

I think one of the biggest fails in the Paulconomy is the idea that the 'endgame' is buying 20 million C-bills worth of modules for every mech. I've bought my share of modules, but the Module Hunt mini-game is such a waste of time, I mostly play without modules, to be honest.

As a result, I spend more of my C-bills on mechs rather than modules. Because I mostly play without modules and I just need one set of them for when I really need to TryHarder. If modules were locked to each mech, but 1/10th of the price, then I would be buying modules for all my favourite mechs. Right now, buying modules for all my mechs is not a real option.

I would think this is the opposite of what PGI wants. I would think they'd want us to spend all our C-bills on modules, and all our MC and dollars on mechs. No one can afford both with C-bills, and I can't buy modules with MC or dollars. So... it seems like a bad business model.

I guess they're just trying to sell Premium time. Maybe people aren't buying enough mechs.

Edited by Alistair Winter, 19 May 2015 - 02:26 AM.


#5 Kiriesani

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Posted 19 May 2015 - 01:57 AM

I have 50+ modules at this point. I've purchased 2 mechs in the last like 3 months. All I really do anymore is buy modules. It kind of sucks.

#6 Raggedyman

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Posted 19 May 2015 - 03:46 AM

View PostNavid A1, on 18 May 2015 - 11:16 PM, said:

For some reason, the wait times for finding a match is increasing more and more these recent weeks. I don't know if it is because of the event or actually the ever-decreasing player population.


Have you been checking the queues before picking your mech? I've found that when waits are long going for a lower-percentage-in-game mech speeds things up massively.





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