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Why Are Non-Kill Rewards In Losses So Terrible?


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#41 Carl Vickers

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Posted 20 July 2015 - 09:47 PM

View PostMystere, on 18 July 2015 - 01:46 PM, said:


Blame the habitual whiners. Payout for objectives was much higher before people cried to Momma PGI, as always.

The player base is the reason we cannot have nice things in this game.



The above is the truth and only getting worse. I work in IT and I think sometimes this forum is worse than work from a whining point of view

#42 LordNothing

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Posted 21 July 2015 - 01:10 AM

you can make a lot of money with scouting bonuses, if you so happen to get a glimpse of an enemy formation in an ecm mech (or any mech for that matter), spam r for free money. i dont really like the way scouting bonuses work, you can get one per enemy mech (and i think you may have to be the first to target it too), and after that you are locked out for the rest of the match. i kind of think it is important to keep your team up to date on target positions, so i think the lockout needs to be on a timer. when the timer expires you can then scout that mech again. this would actually greatly improve rewards for scouts, since they could keep getting points for locking targets.

#43 Joseph Mallan

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Posted 21 July 2015 - 01:18 AM

View PostSjorpha, on 18 July 2015 - 01:14 PM, said:

I don't mind the win/loss discrepancy or the kill bonuses so much, that all evens out across matches.

What I do mind, a lot, is that damage and kills pay more than fulfilling the primary objectives in conquest and assault. That's ****** up, clearly the primary win condition should give larger payout than the secondary.

But what happened is the players wanted more money for killing cause capping the base(s) ended the game before they had a chance to sate their lust for digital blood. Apparently there is no fun performing the duties they signed a contract for.

#44 Light-Speed

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Posted 21 July 2015 - 06:08 PM

Oh and I thought of another thing.

Something that can contribute to the victory but is definitely not scored is sticking around after death and helping the team communicate to each other.
This includes telling the teammates that are still alive what builds the others are using should they have any strengths or weaknesses that needs immediately be broadcasted, how close are they to dying, and where enemies may have been spotted if the one that spotted it doesn't have VOIP and didn't have time to type.
One could also give useful advice or commands that help the team pull thorough a close match.

So a high reward for victories overall makes the most sense due to all these uncharted contributions.





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