Kin3ticX, on 14 April 2016 - 02:59 PM, said:
Forgive me for being skeptical about dynamic rewards, but PGI tried that stuff manually in early phase 2 and then gave up and it went static for months. Pretty sure our current faction rewards have been this way since October(despite Laio and Marik having like 600 players). The reward tables before that were in place since May. This also brings up another small issue and that is its not differentiating from active an inactive players. Maybe this is a phase 3 feature?
Just from PGI's behavior with rewards, I gather they discovered rewards don't seem to work very well at regulating population so they just straight up gave up. I don't know all the reasons for this, but a big one might be all the people that heavily RP for their faction and will never switch for any reason. I could be wrong about that, but I dont think I am wrong about CW players just being insensitive to changes in rewards on the scale. I mean, big swings in rewards would probably work like a champ, but I don't think we ever got that did we?
If people are worried about eating turret drops more than rewards, the manual or even dynamic movement in rewards on the scale PGI has done in the past might not convince anyone to chase them.
There problem is two fold...
1) Contracts
I know people mock the contract system (and rightfully so), but part of the system that sucks the most (for Merc units) is the minimum duration is "too long".
For such contracts to work, having short one-day contracts would make the most sense as the only time you want an extended contract is the loyalty point bonus modifier... or a commitment to the faction (thru the faction hub TS).
Despite that, that isn't just it...
2) Rewards
The rewards IIRC were mostly complete garbage, and that's independent on being rather slow in adjusting faction reward bonuses. I mean, I bet some people did have to contemplate on Ghost Dropping. That in itself kills any sort of CW momentum.
If the rewards were for two factions to actually fight it out (like Smoke Jaguar needs to successfully win vs Kurita for X reward, and vice versa), then you could at least get something going. That was not how the contracts were laid out (I'm not even sure those forums are visible/available to give a damn about). Obviously it would have to be done over a 24 hour period (win 2 of 3 planets after 3 cease fires).
Even then....
3) Contracts - Yes, again. Then again, it's about location... so many it's "location, location, location".
One of the things that got people going is IS vs Clan - it's much less interesting to see IS vs IS or Clan vs Clan... and I suspect factions didn't get full variety (partly in due to population). So, if you were stuck in Liao, well - you're mostly going to experience IS vs IS, and the occasional defense vs Clan on some other faction's planet.
I probably still have a boatload of Smoke Jaguar XP long before I've been in Kurita and having experienced both sides of this coin - there's little incentive to attack your "neighbors" (IS vs IS, Clan vs Clan).
A modified map start (essentially, no reset - but rather a themed purpose for every faction to play vs one another) would help in this. I've vouched for the idea for having like "North vs South" or "East vs West" where two factions (usually of the same type - two Houses or two Clans - no mixing) would be allied and try to work together to dominate their side of the map.
I mean, as long as we keep resetting the map to where the Clans can get super-suppressed at the start (like in the early days of CW Phase 2), then we'll just get bored of the "same poop, different day" type of mentality... and that's what kills CW.
Edited by Deathlike, 14 April 2016 - 03:20 PM.