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Cw Loss Rewards Too Low


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#61 Zolaz

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Posted 11 April 2016 - 12:25 AM

Untagged pilots all in their own queue? Good bye surats Posted Image

#62 Willard Phule

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Posted 13 April 2016 - 07:08 AM

View PostZolaz, on 11 April 2016 - 12:25 AM, said:

Untagged pilots all in their own queue? Good bye surats Posted Image


You think that? Really?

On the one side, you'll have teams full of T5s just derping their way across the landscape because one of them figured out how to create a unit. Doesn't make them any better, just puts them in the unit queue.

On the other side, you'll have groups that disband just so they can harvest baby seals.

Watch.

#63 Zolaz

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Posted 13 April 2016 - 05:02 PM

Being a baby seal is subjective. The baby seal getting beat in one game will be doing the clubbing in another. Most groups disband because they are losing to better teams. Scrub team gets beat too much and disbands sounds more probable than disbanding to club bad players.

#64 Deathlike

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Posted 13 April 2016 - 05:35 PM

While I think there should be some reward increase for losing (a small flat rate across all factions - or a medium laser for your troubles)... let me be clear...

If you put little to no effort in setting up a good dropdeck and working together, then you reap literally what you sow.

There are profitable losses - assuming teams are actually of similar skill levels and teamplay. The problem is that many that drop do not play nor work together, and thus increase the chances of reducing your payday.

If people took the time to put in the effort to do all the work that is required to be successful in CW... well, we wouldn't have these discussions in the first place.


You shouldn't be rewarded for just showing up. That's for solo quick play.

#65 Soulos

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Posted 14 April 2016 - 08:42 AM

View PostDeathlike, on 13 April 2016 - 05:35 PM, said:

While I think there should be some reward increase for losing (a small flat rate across all factions - or a medium laser for your troubles)... let me be clear...

If you put little to no effort in setting up a good dropdeck and working together, then you reap literally what you sow.

There are profitable losses - assuming teams are actually of similar skill levels and teamplay. The problem is that many that drop do not play nor work together, and thus increase the chances of reducing your payday.

If people took the time to put in the effort to do all the work that is required to be successful in CW... well, we wouldn't have these discussions in the first place.


You shouldn't be rewarded for just showing up. That's for solo quick play.


I understand what you are saying but I feel you are missing a few things. First, not everyone has all the 'mechs they need for CW. While I do understand we have QP, that shouldn't mean they shouldn't be well rewarded for trying to help their factions keep or take planets.

As for all the people saying they don't put forth enough effort, all I can say is you are wrong. Some people put a lot of thought into their decks so they can best support the team. How many flames does it take to really slow down the dps of a dire or king crab? How much ammo needs to go into a lrm 5 kintaro vrs a lrm 75 stalker? They spend hours in the training grounds to ensure they have the right ratio of ammo to tag to narc to heat sinks. In a match they try to do everything they can to help. They ask for people to get locks so they can support the fight. They call out when lights enter the backfield. They care, and they are trying very hard. If we were paying people based purely on effort these guys would clearly be the highest paid people in every match. Think about it this way. If you join a 12 man team and that team tells you how to build a 'mech, how much effort did you really put in? If a drop caller tells you where to go and who to shoot, how much effort did you really put in?

"The ends may justify the means as long as there is something that justifies the end." -Leon Trotsky

Edited by Soulos, 14 April 2016 - 09:02 AM.


#66 fbj

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Posted 14 April 2016 - 08:57 AM

I didn't read much past the title.

So if this has been said before. Oh well.

People don't play CW as it is meant to be. The conquest of worlds. Yes worlds even though they mean nothing, is still the point of CW, get your tag on it.

As long as people look at CW as where I can get money. Then its lost what its original content is suppose to be. A team oriented game mode. Requiring people to run coordinated builds, work together to win and to share armor.

Come into this game mode treating it at as another Solo Game is the problem. Paying out more won't fix that.

It's the attitude of the player base that needs to change.

As long as we cater the Solo Droppers in a mode that is suppose to emphasize team work over everything else. This mode has failed long before anyone has hit the Launch button.

#67 Deathlike

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Posted 14 April 2016 - 10:10 AM

View PostSoulos, on 14 April 2016 - 08:42 AM, said:

I understand what you are saying but I feel you are missing a few things. First, not everyone has all the 'mechs they need for CW. While I do understand we have QP, that shouldn't mean they shouldn't be well rewarded for trying to help their factions keep or take planets.


The thing about not having the mechs is that you're effectively handicapping yourself.

Owning the mech allows you greater control... and using a trial mech limits your abilities (heat is being the #1 reason, followed by lacking overall agility vs an elited out mech).

In some ways, if you're not really ready to help, you're not going to be truly effective when it matters most.


Quote

As for all the people saying they don't put forth enough effort, all I can say is you are wrong. Some people put a lot of thought into their decks so they can best support the team. How many flames does it take to really slow down the dps of a dire or king crab? How much ammo needs to go into a lrm 5 kintaro vrs a lrm 75 stalker? They spend hours in the training grounds to ensure they have the right ratio of ammo to tag to narc to heat sinks. In a match they try to do everything they can to help. They ask for people to get locks so they can support the fight. They call out when lights enter the backfield. They care, and they are trying very hard. If we were paying people based purely on effort these guys would clearly be the highest paid people in every match. Think about it this way. If you join a 12 man team and that team tells you how to build a 'mech, how much effort did you really put in? If a drop caller tells you where to go and who to shoot, how much effort did you really put in?

"The ends may justify the means as long as there is something that justifies the end." -Leon Trotsky


What I see often times on the field is a number of players that are ill equipped (bad builds and/or trial mechs) and have no leadership (they aren't even on a faction TS). Spending hours on the training grounds means nothing if you don't put any of the information to a more practical use.

When people that have an idea to be successful in CW and you "try to go against the grain", you're generally going against "stuff that works".

I mean, you can always ignore the advice... but people that are in a big group would like direction, dropdeck synergy... stuff that helps. You can always be that oddball that doesn't follow, but you shouldn't be surprised that you aren't effective when people are running long range, and you're the only short range player at the moment.

The people that actually need to learn this the most are the people that deal sub-500 damage (more like sub-800, but there's already a lot of players that fall into this category).

While it kinda sounds like mob-mentality (do it or die), the reality is that working together across the board increases your chances of winning, and unless you are exceptionally skilled (which is an unlikely scenario in most instances), your consistency in CW will be questionable at best.

Noone can ultimately force you to do what you don't want to do, but then again if you don't want to get a clue, then how likely are going to succeed?

#68 Livewyr

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Posted 14 April 2016 - 02:01 PM

View Postfbj, on 14 April 2016 - 08:57 AM, said:

I didn't read much past the title.

So if this has been said before. Oh well.

People don't play CW as it is meant to be. The conquest of worlds. Yes worlds even though they mean nothing, is still the point of CW, get your tag on it.

As long as people look at CW as where I can get money. Then its lost what its original content is suppose to be. A team oriented game mode. Requiring people to run coordinated builds, work together to win and to share armor.

Come into this game mode treating it at as another Solo Game is the problem. Paying out more won't fix that.

It's the attitude of the player base that needs to change.

As long as we cater the Solo Droppers in a mode that is suppose to emphasize team work over everything else. This mode has failed long before anyone has hit the Launch button.


This.


It's supposed to be "end game content."
That which you have played Solo/Group queue to build up and prepare for.

(Were it up to me, I'd not have it give Cbills or XP, but a different currency or two used for other things.)





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