pwnface, on 13 November 2015 - 01:02 PM, said:
I'm not sure this is a good idea in the current implementations of those game modes. Players that capped a lot should get extra rewards only if the match ends with a cap win in their favor. A lot of times conquest players will ignore the enemy team to go cap at the detriment of the team.
No, it can’t be rewarded only on a win. That’s the whole point and is the problem that.this is trying to solve. Win or lose, players should be rewarded for attempting to carry out the purpose of the game mode. Your anecdote proves this by illustrating that our current expectation, in a capping game mode, is to play skirmish. The reason for that is because we don’t actually see any benefit to capping which is why probably the entire match the other team was clumped together. We have to change our way of thinking, and stop catering to winning all the time. At this point, I’d really just like to have good games where people are performing more roles than simply DPS machines, and everyone is fighting to win in their own way.
When you reward those who play the game mode for what it actually is about, you are removing their risk of losing out on c-bills. And I’m certain that a big portion of the issue is that players don’t feel like the extra effort is worth it. And the other part of the problem is that we put so much damn much pressure on wins. You either win the jackpot, or not.
So to bring up your anecdote again, I wasn’t at the game, and who knows what those light mechs were thinking lol. I’m not saying eradicate mech fighting in conquest, but simply reduce the risk involved with branching out and doing something else other than clumping together. Remember that the other team you were facing is affected by this incentive as well. Wouldn’t it be great if the risk and pressure on losing wasn’t so high? Win and lose still mattered, but not to the degree that we have now (see: PSR, C-bill earnings…)?
Anyways, I think that’s the cause of our issue, (the risk associated with W/L) and it’s altering our way of thinking and affecting how we play the game. There should be more ways than one to play three game modes...
Edited by MoonUnitBeta, 13 November 2015 - 02:25 PM.