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A Better Payout System


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#21 Tyler Valentine

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Posted 02 September 2015 - 02:59 PM

View PostBlue Boutique, on 02 September 2015 - 01:49 PM, said:

Imagine how much less you get with the proposed system when you're forced to give up a third of your earnings to those who got 800 to 1k in damage alone


Unlikely. if you score 650 and two other players on your team score 800 and 1000 damage in one game, the odds that you LOST said game are incredibly small. Additionally even if you did lose then it stands to reason that the other 9 players on your team did virtually nothing. If that's the case then you would still get ~20% of the rewards.

I love this idea.

#22 Deathpactt

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Posted 02 September 2015 - 04:46 PM

View PostVirtualRiot, on 02 September 2015 - 08:26 AM, said:

Optimally new players are matched against other new players or players of a similar skill level. The payout pool for a win or loss remains the same regardless of the teams total match score. For example if a new player is defeated and earns a match score of a mere 150, and the total match score for his team is 1910 ( in this example he did slightly worse than the average for the rest of his team) he would receive ~8% of the total payout pool which again is the same across all levels of play.

Also I would like to add that in the current system new players and people who play **** mechs are already screwed on c-bills so I dont see how this new system could be any "worse" for them.

Player base is not large enough to make this happen. Tier 5 new/casual players most of the time still matched up with t3 players which will be a way harder grind for them.

#23 Nightmare1

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Posted 02 September 2015 - 05:53 PM

I dunno how you play, but I've been making a lot of c-bills, even on losses. In fact, since the rewards system was improved, my earnings went up drastically.

I think the OP needs to look over the rewards system markers so that he/she can understand how to make more money. If you stay with your team, it's pretty easy to make big bucks.

#24 Kjudoon

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Posted 02 September 2015 - 06:06 PM

The only way payouts and rewards are going to improve is if PGI creates a dynamic economy that fluctuates on a daily, weekly or monthly basis; hires a real economist (preferably supply side/Austrian School and not some Keynesian debunked 'science') and puts them in charge of the game's economy, and not Russ and Paul.

Tell the guy what you want to happen, then get out of their way as they fix this mess you created with a whole new economic depth that makes the game a challenge outside the cockpit as well as balances the battlefield with money.

#25 SolCrusher

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Posted 02 September 2015 - 06:16 PM

Honestly payouts are currently too high. If they want people to purchase Premium time they need to lower the payouts even more.
I haven't bought premium time nor activated any of the premium time awarded with Mech pack purchases. Only premium time I ever used were awarded during challenges.

Honestly premium time doesn't award enough bonus CBills and XP to really be worth purchasing. I have 70+ mechs and earned a total of 694,601,680 CBills.

Could I have earned more with premium? Sure, would it have doubled? Nope, so why buy Premium?

#26 Joseph Mallan

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Posted 03 September 2015 - 02:01 AM

View PostVirtualRiot, on 02 September 2015 - 08:12 AM, said:

I think I speak for everyone

I stopped reading right here. I speak for me, Thanks.

#27 VirtualRiot

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Posted 03 September 2015 - 07:20 AM

View PostNightmare1, on 02 September 2015 - 05:53 PM, said:

I dunno how you play, but I've been making a lot of c-bills, even on losses. In fact, since the rewards system was improved, my earnings went up drastically.

I think the OP needs to look over the rewards system markers so that he/she can understand how to make more money. If you stay with your team, it's pretty easy to make big bucks.

View PostJoseph Mallan, on 03 September 2015 - 02:01 AM, said:

I stopped reading right here. I speak for me, Thanks.


1. Personally I make plenty of c-bills because I'm pretty good at the game. I just think that the current system is unfair in the way it rewards c-bills, not the amount of c-bills.

2. @Joseph Mallan, if you have nothing to add to the discussion why even bother posting. Don't be that guy

#28 Almond Brown

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Posted 03 September 2015 - 08:47 AM

View PostVirtualRiot, on 02 September 2015 - 08:19 AM, said:

I'm not arguing that payouts are not ideal (I understand how the f2p system works and the game I reference that used this model was also a f2p shooter), just that this would over all, be a better system than what we currently have regardless of whether or not you have premium time.


Do you actively play this other game? have you found it to be a "fair" system in the long run? I only ask because I can smell trouble in that system if applied to MWO a mile away.

If straight damage/kill performance is the indicator, then we have been there. If it is a mix (PSR) like in MWO now, then the best scores DO get the best rewards/return.

View PostKhobai, on 02 September 2015 - 10:33 AM, said:

Instead of weighting the cbills based on performance. I think I should get 99% of all cbills. And the other 1% distributed to the rest of my team.

Because I only care about myself so why should anyone else get anything? That 1% is just me being generous.


And a very generous 1% if I may add. ;)

#29 Almond Brown

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Posted 03 September 2015 - 08:55 AM

View PostXetelian, on 02 September 2015 - 01:32 PM, said:

I'd greatly appreciate a little more for a loss. Since this game provides mostly one sided stomps, the losing team gets nothing for rewards as they didn't kill any enemies or very few if any.


How about they give the Losers a "Participation Ribbon" that can be cashed in for C-Bills afterwards. Only requirement is that you can only cash in "15 Loser Ribbon" bunches at a time. ;)

So we have F2P, P2P, P2W, and now can add L2getP... Good stuff. ;)

Edited by Almond Brown, 03 September 2015 - 08:57 AM.


#30 Nightmare1

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Posted 03 September 2015 - 12:25 PM

View PostVirtualRiot, on 03 September 2015 - 07:20 AM, said:


1. Personally I make plenty of c-bills because I'm pretty good at the game. I just think that the current system is unfair in the way it rewards c-bills, not the amount of c-bills.


Right now, if I perform well and lose the match, I can still get a high payout in excess of 200,000 C-bills. Folks that didn't do squat don't get nearly as much. If I do poorly and we win, I may only earn 100,000 while teammates who carried will earn substantially more. What you earn in game is based mostly on your performance and not whether you win or lose. That seems very fair to me.

I think your system would be more limiting than the one we have.

If it ain't broke, then...

...don't offer to intentionally break it. ;)

#31 Roadkill

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Posted 03 September 2015 - 12:39 PM

View PostNightmare1, on 03 September 2015 - 12:25 PM, said:

Right now, if I perform well and lose the match, I can still get a high payout in excess of 200,000 C-bills. Folks that didn't do squat don't get nearly as much. If I do poorly and we win, I may only earn 100,000 while teammates who carried will earn substantially more. What you earn in game is based mostly on your performance and not whether you win or lose. That seems very fair to me.

This is a great point, and one that's been discussed before.

The only difference between a win and a loss is the "win" or "loss" reward. As I recall, that's currently 25k for a win and ... 20k for a loss? Or is it 40k and 20k? Regardless, the actual win/loss award differece is very minimal.

EVERYTHING ELSE is already performance based. Kills, assists, damage, scouting bonuses, components destroyed, TAG/NARC assists, hit and run, brawling, etc, etc.

The "problem," as it were, is that in a loss you often have very little chance to rack up lots of those bonuses. If you lose 0-12 then you're not getting any kills, assists, kill most damage, solo kills, etc, and you're probably not getting very many component destructions, TAG/NARC assists, and so on. So while it may seem somehow "unfair" that you had what felt like a good game and got no reward for it, the reality is that your game wasn't nearly as good as you felt it was. Rewards already come from performance based activities, but you simply can't get as many of those in a loss as you can in a win.

#32 Nightmare1

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Posted 03 September 2015 - 12:46 PM

View PostRoadkill, on 03 September 2015 - 12:39 PM, said:

This is a great point, and one that's been discussed before.

The only difference between a win and a loss is the "win" or "loss" reward. As I recall, that's currently 25k for a win and ... 20k for a loss? Or is it 40k and 20k? Regardless, the actual win/loss award differece is very minimal.

EVERYTHING ELSE is already performance based. Kills, assists, damage, scouting bonuses, components destroyed, TAG/NARC assists, hit and run, brawling, etc, etc.

The "problem," as it were, is that in a loss you often have very little chance to rack up lots of those bonuses. If you lose 0-12 then you're not getting any kills, assists, kill most damage, solo kills, etc, and you're probably not getting very many component destructions, TAG/NARC assists, and so on. So while it may seem somehow "unfair" that you had what felt like a good game and got no reward for it, the reality is that your game wasn't nearly as good as you felt it was. Rewards already come from performance based activities, but you simply can't get as many of those in a loss as you can in a win.


Yep! The problem with a loss isn't the loss payout bonus, but rather the fact that the match may end too quickly for a pilot to accrue personal performance bonuses.

Fortunately, the new PSR system has resulted in longer matches for me, so my C-bill income is on the rise (loving it!).





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