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Reward 3.0 Suggestions

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#1 Xetelian

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Posted 03 November 2015 - 03:58 PM

https://twitter.com/...656795895627776

Quote

Russ Bullock ‏@russ_bullock 2h2 hours ago
But this feedback I am asking for right now and what I can do quickly is adjust reward amounts for things that are currently rewarded

Russ Bullock ‏@russ_bullock 2h2 hours ago
To be clear I would like in the near future to do another pass where we add new types of rewards like we did with rewards 2.0




Can we get suggestions from everyone for things to be rewarded for in game?

Edited by Xetelian, 03 November 2015 - 05:29 PM.


#2 Rhialto

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Posted 03 November 2015 - 04:01 PM

https://twitter.com/...665036205735936

Posted Image

Edited by Rhialto, 03 November 2015 - 07:08 PM.


#3 Big Tin Man

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Posted 03 November 2015 - 04:09 PM

1. CW Loss bonus
2. CW waiting once the 12 man group is locked--10k per minute + 10 LP per minute
3. Component destruction and the targeted mech dies within 15 seconds. i.e. you legged the light, but someone else stole the kill. Should pay more than savior kill.
4. HEADSHOT BONUS

#4 Xetelian

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Posted 03 November 2015 - 04:11 PM

View PostRhialto, on 03 November 2015 - 04:01 PM, said:



Excellent suggestion. 2x cBills for the first win of the day would be excellent.

So would daily rewards for logging in like GW2 and other popular games have.

#5 Burktross

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Posted 03 November 2015 - 04:35 PM

Buff premium time and heroes.

#6 Xetelian

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Posted 03 November 2015 - 04:39 PM

Tanking rewards
AMS coverage rewards
Raise the rewards for proximity protection
Raise the assist reward to the previous level (above kills)
More Tag and Narc bonuses
Light mech selection bonus or lower queue % choosing leading to a bonus
Daily log in rewards.
Tanking damage, being alive for 30 seconds at 40% health gets you a reward and same for 30% and 20% and even more reward if you take that much damage and survive.

Anyone else?

Edited by Xetelian, 03 November 2015 - 04:46 PM.


#7 FupDup

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Posted 03 November 2015 - 04:40 PM

If a match is won without killing all enemy robots, the survivors should count as salvage rewards for the winning team.

#8 Hobo Dan

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Posted 03 November 2015 - 04:40 PM

LRM spotters should get the same or similar dmg rewards as the LRM boat. imo.

#9 pbiggz

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Posted 03 November 2015 - 04:42 PM

role warfare rewards

#10 Viges

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Posted 03 November 2015 - 04:44 PM

So they are going to nerf overall c-bills inc again like with "2.0" and add some secondary rewards to compensate a little?

My suggestion is to close the game and stop trying to milk it so hard :lol: :rolleyes:

#11 Night Thastus

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Posted 03 November 2015 - 04:50 PM

I threw my 2 up on twitter.

AMS rewards. If I take 3 AMS (1.5 tons) and 4 tons of ammo (5.5 tons total) and I shoot down hundreds, thousands of missles, I think I deserve some kind of "ally missile protection" bonus or something. Especially with the incoming ECM changes.

As well, they claimed that they currently rewards you 2x as much for CW as for PUGS, because apparently PUGS take 15 minutes and CW takes 30.

That simply isn't true.

Pugs take an average of 7 minutes, and CW you have to stick around for the full 30 (we don't get multiple drop-decks, remember?) and an average of 5-10 minutes of waiting time. With all this time, we really need higher rewards.

#12 Lugin

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Posted 03 November 2015 - 04:50 PM

How about changing the scouting bonus?
Make it two parts: the initial targeting bonus, like it is now, and continuing tick while it is locked and visible.
Maybe call the second part "Tracking?"

#13 Sereglach

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Posted 03 November 2015 - 04:57 PM

We were having another conversation about this a couple of months ago, here: http://mwomercs.com/...n-game-rewards/

There was a lot of good suggestions in there and some decent discussion. Here are a pile of suggestions I had made in that thread:

View PostSereglach, on 25 August 2015 - 12:36 PM, said:

Ok, so, had some time to think about this; and now I have a little more time to post. My previous comments still stand with minor edits for grammatical purposes. However, here are a few other ideas I've had.

1. Heat Damage: I'm a pyro and I love my flamers . . . you should have known this one was coming, since I was coming back to post more. Provide a minor bonus, basically 5 c-bills per point of heat damage inflicted with weapons such as Flamers (and later . . . possibly . . . inferno missiles, Plasma Cannons/Rifles, etc.). Also, it lets people see exactly how much heat they were actually inflicting during a match. This will obviously also be better implemented once the Flamer reengineering is completed (Come on, Paul, it's been February since we've heard anything about them). This reinforces the belief that their heat damage is actually helping the team.

2. Sucker-punch Damage: 20% bonus c-bills (basically 1 extra c-bill per point of damage) against targets that are shut down. This has a two-fold effect. First, it teaches people to target those who make the mistake of getting themselves shut-down and helpless (sound tactical policy). Secondly, it teaches people a bit more heat discipline, because they know that getting shut down makes them a big glaring target.

3. Sucker-punch Kill: A nominal c-bill bonus (not unlike a savior kill) for killing a mech (or assisting in the kill) while it was in an overheat shutdown state. This helps reinforce the same lessons of #2. Make bonuses teaching points as much as rewarding sound tactics.

4. Base Defensive and Offensive Kills: While we already have them, they only ever happen if you happen to kill an opponent while standing WITHIN the little base square. Sadly, the current implementation ensures that these bonuses are almost never seen. The radius for this (in order to make it more appealing) should be within the "Brawling" bonus's range of the base (which I believe is something like ~300m).

This makes combat in and around bases (assault) and capture points (conquest) far more tantalizing. It also encourages smarter and more defensive play by having things like fire support (like LRM boats) hovering in closer proximity to bases; while at the same time encouraging more aggressive play by lights and mediums that can quickly move into proximity of enemy bases and capture points. All-in-all people will fight more tactically if this is a sizable bonus worth fighting for.

5. Held Lock Bonus: Yes, I'm proposing it . . . because too many people don't use their magic "R" key -or whatever their target lock is- to actually lock onto what they're shooting at. Put in a minor bonus (500 c-bills a tick or so) for every 5 seconds that you're holding lock onto the target you're actively shooting at (hit within last 3 seconds . . . which covers most weapon cooldowns), after you have target info. For people who pick targets and focus fire on them this will be an easily earned payout. For other people it will teach target discipline. This may be the most programming intensive bonus to implement of the list, but I think it would be worth it.

6. Head-shot kill bonus: Mentioned already in this thread, but it's an extremely valid and worthwhile reward. These don't happen often, and when they do, they should receive a respectable reward for it. Personally I'd say make it the same bonus as a solo kill, since it happens so rarely.

7. Marksman Bonus: Make this an end of match reward that gives 100 c-bills per % accuracy a player has during a match to be calculated within the nearest hundredth %, just like the player stats, and rewarding partial credit for a partial percent. This provides a maximum bonus of 10k c-bills if a player has 100% accuracy, and provides 0 c-bills if the person never fires a shot (thereby having 0% accuracy). This teaches better aiming discipline and less spray-and-pray tactics aka "laser vomit" and "fire all the dakka".

8. Weapon Destruction: Destroying a component is one thing. However, the difference between ripping off the shield arm of a Yen-Lo-Wang and crippling (either through destruction or via internal damage crits) the ballistic arm of the same mech are two very different stories. Provide a flat 1k c-bill bonus per each weapon destroyed on a mech (again, whether through taking the component or getting internal crits . . . either works). This encourages players to actively learn and pick out the parts of mechs that carry the heaviest payload on the cassis. It also promotes build diversity, because cookie cutter builds will be quickly identified and disarmed. It also gives the machine gun carrying mechs a monetary reason to be happy that they shred internals.

9. Disabling Blow: Provide a modest payout (equal to a kill assist) for destroying the last functional weapon on a mech. Granted, this cannot be earned off of too many builds (and impossible to earn from zombie capable mechs), so it's a modest bonus for those instances where you strip a mech of all functional weapons. At that point, the mech is virtually already dead, and no longer provides a substantial combat threat. You "killed" it, but you didn't . . . so it's a very situational and mild stacking bonus.

10. Lineman/Tanking Assist: Provide a respectable payout (stacking with a kill assist) to any situation where you were taking the punishment from an enemy mech when someone else got the kill. This encourages brawlers to get in there, brawl, and be the front line of a match. Even if someone else gets the killing blow, you get credit for being the one taking the punishment. This also helps compensate big brawlers who don't get the "most damage dealt" or "brawling kill", but still were up front and in the action.


#14 oldradagast

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Posted 03 November 2015 - 05:12 PM

View PostViges, on 03 November 2015 - 04:44 PM, said:

So they are going to nerf overall c-bills inc again like with "2.0" and add some secondary rewards to compensate a little?

My suggestion is to close the game and stop trying to milk it so hard :lol: :rolleyes:


I see you're familiar with the process.

#15 Sereglach

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Posted 03 November 2015 - 05:27 PM

To comment on what's already been mentioned in this thread:

-AMS Bonus is a MUST. That's a significant tonnage investment (especially for some of the light mech AMS carriers), and it provides a valuable addition to the team. It will be even more important when the Rebalance happens and ECM is no longer the "Magic Jesus Box". AMS will be valuable and have a purpose, as it's supposed to. There's a reason that stock mechs in TT had AMS and ECM paired on a regular basis.

-The "Tracking Bonus" is another great concept for when you're holding a lock over time . . . especially if you're the "provider" of the targeting data (you got and held the initial lock).

To touch on what Russ Bullock is talking about on Twitter:

-UAV Kills are seriously unrewarded. A little XP and no c-bills for shooting down a 40k c-bill investment from the enemy. At the very least make their kill reward 5k ish c-bills.

-At the same token, add a UAV Kill Assist to coincide with the UAV Kills (although not necessarily what he has in mind of making quick adjustments to rewards that already exist). Make the c-bill and xp rewards at least half (if not equal) to the UAV Kill itself. Sometimes you hit a UAV with a Large Laser and do all but the tiniest fraction of damage left to kill it . . . then someone else barely brushes it while your weapons are recycling and you lose out on the kill.

-All the "proximity" rewards should be bumped up a bit. As of right now they almost never make up more than 5k rewards on even the most prolific matches, because they only tick off so often and they aren't big bonuses to begin with.

-Capturing the enemy base on Assault Mode should be worth 75k c-bills, minimum. Then the capture assist for Assault mode should be worth another 75k c-bills. This makes actually capturing the enemy base in Assault (and thereby completing what's supposed to be the PRIMARY OBJECTIVE) a worthwhile pursuit. Being one of the assault force that captures the base and winning through that capture makes it worth as much as a normal "skirmish-esque-kill-everything-that-moves" match. Make the rewards worth while and people WILL change the way they play to compensate. You'll probably see more matches go to just enough kills to overwhelm the enemy forces and then move for base-cap, rather than running around trying to hunt down that last mech.

-Set the Conquest payouts to be twice what they normally are; and then set the losing team back to match the winners levels. It's normally significantly less than the winning team, just off the point values alone; but in events where the match was really close (I've had matches go 749-750 before), OR in matches where losing team actually played to the objectives and lost through kills, it makes the loss payout a bit more consolatory for the team. Reward actually playing the game mode . . . not just the kill-everything-in-sight mentality.

Edited in Point: -Defensive and Offensive kills (you know, those extremely rare rewards for getting kills while inside a base you're capturing/defending) should be doubled . . . at least. They're so rare and so niche (mostly because you must be standing INSIDE the capture box . . . see my comment on a new rewards for that, above) that when it does happen, they should be big. They also tie directly into the primary objective of the game mode.

-Return all of the lowered rewards from before the Rewards 2.0 system hit to their previous values. To me there was no reason to decrease those values in the first place, especially with all the new things that are constantly coming out to spend c-bills on.

-Make the Capturing bonus tick off per % capturing you were there for . . . not how long you're standing in the box; and also increase this rewards bonus significantly, because it is already quite niche. There's little rewarding about having people dog-pile capture points if you only end up getting two "Capturing" ticks out of it, when capping alone can net you 10+ (but wastes a lot of time). If you dog-pile a cap point, you should see a lot of "Capturing" ticks spam your screen and add up fast. It also encourages the nearly forgotten capture accelerator; because people will want to cap as quickly as possible for as much rewards as possible. This also propagates the rewards I mention before for the various game modes.

The amount of things we're getting to spend c-bills on sure as heck isn't decreasing, so rewards should be bumped up a bit to compensate. It's one thing to say, "Well, it should take x-amount of time to earn and kit-out an assault mech" when you have a fixed number of mechs . . . it's another thing when you have a constantly expanding roster of mechs and content. Between modules (especially if you want actually fully outfit a whole CW drop deck), new mechs, outfitting said mechs, tinkering with builds, consumables, etc. there are plenty of things to spend c-bills on.

Also, again, make the rewards for actually playing the game mode worth it, and people will play to the game mode, instead of treating everything as skirmish. If the average player can get 400k for actually playing Assault through and taking the base, then they'll damn sure go out of their way to capture that base. Same goes for winning via Conquest capture points.

Edited by Sereglach, 03 November 2015 - 05:32 PM.


#16 Light-Speed

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Posted 03 November 2015 - 05:34 PM

Rewards such as Kill-Most Damage Dealt, but based on most damage dealt to the component whose destruction was the cause of the kill.

I find it odd that the guy that did 100 damage across the front parts of the enemy assault gets to grab the kill most damage despite the fact that the assault later got killed from a light from the back with 40-60 damage.
This also applies to front dmg vs leg kill, or vice versa with one guy effectively killing the enemy light by legging it vs the teammate that actualyl gutted the light through the torsos.

This hopefully curbs some kill steal and encourage ACCURACY OVER RANDOM DAMAGE as well, especially if PGI finally include kill most dmg or component destruction onto the public score board at the end of the game.

#17 Taffer

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Posted 03 November 2015 - 06:24 PM

I'd like rewards increased in general, but as for new rewards.......well definitely something for AMS support.

#18 Bullseye69

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Posted 03 November 2015 - 06:33 PM

View PostXetelian, on 03 November 2015 - 04:39 PM, said:

Tanking rewards
AMS coverage rewards
Raise the rewards for proximity protection
Raise the assist reward to the previous level (above kills)
More Tag and Narc bonuses
Light mech selection bonus or lower queue % choosing leading to a bonus
Daily log in rewards.

Anyone else?



Increase the win and loss reward since it takes longer than standard non cw match the reward should be more, boost the LP reward so even if it not your faction fighting and you still join the battle to fight or defend you get some LP for that faction your fighting for plus faction LP for your chosen side.

Boost rewards if you come in under tonnage. How about a boost for the amount of time you can defend the object based ont the time left on the clock. The longer it takes to win the match you get some bonus LP and Cbills and XP same for the people defending, call it the Good battle reward for a fight well fought.

Boost rewards for shooting down and deploying UAV, equipping AMS , Beagle active probe,ECM, as well as TAG.

All the factors figure into a successful defense and attack and should be rewards since they cost tonnage and cbills. Winner side gets no charge for consunmable used since you could say they were replaced by salavge off the battlefield and storehouse you won in battle.

Get the Merc rewards coming please I am a merc I want rewards for being a merc and playing a merc.
Don't forget what about Lone Wolves they need some love too.

#19 GreyNovember

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Posted 03 November 2015 - 06:39 PM

Easiest to implement would likely be x2 Cbill bonus as a daily. Extra bonus points when you're running premium and a Cbill bonus mech.

"HOHO, LOOK AT THESE BIG NUMBERS! ME LIKE!"

Role warfare sounds tedious to keep track of. Would work over time, but would feel meh while playing a few matches only; unless the buff was to ridiculous levels.

#20 Foxfire kadrpg

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Posted 03 November 2015 - 06:57 PM

Add a noticable reward for "Teammates Alive" [Victory only]





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