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Easiest Fp Population Fix


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#1 Telemachus -Salt Wife Salt Life-

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Posted 07 March 2017 - 06:55 PM

Other ftp games do this to make people keep playing their games. THIS = give the premium currency at the end of each match too so that the population stays high.

5 MC for win
2 MC for loss

I wanted to say 10 and 5 but obviously it can't be too high, and 5 and 2 sounds lowly and reasonable. A simple colour would cost 100 wins or 250 losses. A decal would cost 36 wins or 90 losses. A mech bay 60 FP wins or 150 losses

Accounting for 15-20 minutes a game not including wait time, a person would be spending 15-20 hours grinding a single mechbay IN FACTION PLAY assuming all wins.

Hell, remove the Faction MC rewards. People play games for instant gratification. not for a 500, 1500, or 2500 MC gratification months down the road.

I doubt it would stop whales from buying MC/Mech Packs. PGI might even get more people playing the game more and occasionally spending some money here and there on mechpacks.

More games for all.

Discuss.

Edited by Telemachus Rheade, 07 March 2017 - 06:57 PM.


#2 Carl Vickers

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Posted 07 March 2017 - 07:07 PM

While I dont mind the idea it would mean PGI would be giving away MC at a huge rate and most likely hurting their own revenue stream by giving away too much MC. Ive played over 500 games of FP since 4.1, win/loss ratio of around 3.5, easy to round it up to 4. That would mean 375 wins at 5 mc = 1875 mc + 125 losses at 2 mc = 250 mc, thats 2125 mc.

There are people who play a lot more than I do and they would be rolling in MC if your model was used.

#3 Telemachus -Salt Wife Salt Life-

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Posted 07 March 2017 - 07:29 PM

So you spend roughly 167 (assuming 20 minute games) hours in CW matches playing. That means you were available for another 23 players to play 167 hours. Even if the number is 3 and 1, I am trying to make the point that this game's biggest issue is population, which is what people always complain about with wait times and whatnot. I bet you there will be some one out there who will grind out a mech bay or multiple mech bay in losses, and add value to other people too.

Of the 167 hours you and everyone else played the game since 4.1, AT LEAST one of you spent more money on the game in that time that PGI would lose in giving out the MC 5/3 or 3/1 MC for you to keep playing. Same reason I keep playing the stupid games on my phone because they give out their reg currency AND premium currency out at the end of each game I play, based on wins/loss/performance.

PGI should look into it, that's all I am saying. I don't come on the forums often, or attend those town halls, so someone can bring it up, if it hasn't been already. Not like MC is the only revenue stream considering mech packs etc. It would not be economical to grind mechs with MC, unless someone had a LOT of time, because as your example of your play time suggests, 167 hours is barely a mech.

Edited by Telemachus Rheade, 07 March 2017 - 07:30 PM.


#4 Carl Vickers

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Posted 07 March 2017 - 08:06 PM

2 mc for a win and 1 mc for a loss is all that I could see happening but even then, in a niche game with low overall population, would still hurt PGI.

#5 Marius Evander

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Posted 07 March 2017 - 09:11 PM

View PostCarl Vickers, on 07 March 2017 - 07:07 PM, said:

There are people who play a lot more than I do and they would be rolling in MC if your model was used.


I dont think 2100 mc is a lot carl, thats , earning a hero light once every 4 months ?

#6 Carl Vickers

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Posted 07 March 2017 - 09:26 PM

I dont think in terms of using MC to buy mechs, I think mech bays and then using space bucks to buy the mechs. Only time I use real money to buy mechs is mech packs.

I suspect PGI make a reasonable chunk of cash off mech bays and that is really where the experieinced players would be spending their mech credits. Or saving it up for end of year premium time sales.

Either way, PGI would lose out so I dont see this happening.

#7 Liveish

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Posted 07 March 2017 - 09:30 PM

Still would not play :(

#8 Ssamout

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Posted 07 March 2017 - 10:14 PM

View PostTelemachus Rheade, on 07 March 2017 - 06:55 PM, said:

THIS = give the premium currency at the end of each match too so that the population stays high.

5 MC for win
2 MC for loss


This would attract even more tier5 heroes with batshit crazy builds to derp around doing nothing but complain because 'elites' are stomping their asses, but they would persist because money.

So I'd say NO.

#9 Carl Vickers

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Posted 07 March 2017 - 10:20 PM

View PostSsamout, on 07 March 2017 - 10:14 PM, said:


This would attract even more tier5 heroes with batshit crazy builds to derp around doing nothing but complain because 'elites' are stomping their asses, but they would persist because money.

So I'd say NO.


That being said, 'elites' would be cashed up with MC Posted Image

#10 justcallme A S H

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Posted 07 March 2017 - 10:29 PM

I suggested this change ages ago. Never made a round table, they prefer to talk about planets giving specific bonuses (which won't motivate anyone to play).

So in any given FP Cycle of 8hrs - the following could apply

1MC per win capped at 5MC a cycle - Provided a cycle is won by the side you play for

This motivates players to:

- Bring proper builds
- Actually play to win
- If there is a DC - Follow the calls
- Engage in teamwork
- Might actually drive players to form groups

Because - If you want that MC, you actually have to put in and WIN. I actually had some donkeyhole arguing with me 2 nights ago, OVER COMMS, about my drop calls being sheet (when I called him out for not moving). We won the match 48-30, said player did 30% the DMG I did (no surprise). So ye, it might actually motivate people to engage teamwork.


Now before the pitchforks come out and people say "but everyone will go to clan", that won't happen. Why? Cause it's not happening now. Clan is not winning territory hand over fit anymore, IS is winning cycles (we won one 3 nights ago, almost did last night).

Also do not take the UNIT MC away from them. They need rewards for getting larger groups on, training, often drop calling etc etc.

Further to that if PGI actually fix:
- IS XL
- Loyalist LP tree/progression options
- Merc tree (lots of Rank 10s around already)
- A way for teams to find each other


Then right there you basically have a lovely little 4 "quick win" to get FP and more population going. It's not great, but it's very simple. Hell even give people a free mechbay for every 300 wins or something. Further motivate people.

Edited by justcallme A S H, 07 March 2017 - 10:35 PM.


#11 justcallme A S H

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Posted 07 March 2017 - 10:34 PM

View PostSsamout, on 07 March 2017 - 10:14 PM, said:


This would attract even more tier5 heroes with batshit crazy builds to derp around doing nothing but complain because 'elites' are stomping their asses, but they would persist because money.

So I'd say NO.


This is the only real risk, potatoes will just continue to drop their carbohydrates all over the place.

Hell even change the message (make it pop up monthly for all I care) - FP REQUIRES TEAMWORK or something.

If it coincides with the Loyalist fix it might get some of the good ones more active again. Almost a case of better to try something, than nothing at all.

#12 DarklightCA

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Posted 07 March 2017 - 10:38 PM

What F2P game gives out free premium currency just because? If PGI wants to offer MC as incentive to attract players into FP they would remove the stupid planet cap on the planetary income to spark some actual competitive interest towards planets.

At the same time you already get a really good goodies bag through LP rewards as well as what you can earn through the 6 planet cap and people still don't care about it, offering MC isn't going to fix this.

Faction Play is far beyond what it should be that it doesn't matter what incentives you offer people, nobody is going to want to play a dull section of the game.

#13 KingCobra

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Posted 07 March 2017 - 10:44 PM

give the premium currency at the end of each match too so that the population stays high.


That would be great except in reality MWO has so many issues why New Players bail this game and why the remaining players don't soak enormous amounts of $USD into MWO anymore.

But the list is long and Im sure you don't care anyways just as PGI does not care about fixing there game right.

#14 justcallme A S H

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Posted 07 March 2017 - 10:53 PM

It has to be end of cycle

It's gotta be because people TRIED to win.

That's how to motivate. Hell give them a popup end of a cycle or next log in "spoils of war XXMC" or whatever. Make it interesting, motivating.

View PostDarklightCA, on 07 March 2017 - 10:38 PM, said:

What F2P game gives out free premium currency just because? If PGI wants to offer MC as incentive to attract players into FP they would remove the stupid planet cap on the planetary income to spark some actual competitive interest towards planets.

At the same time you already get a really good goodies bag through LP rewards as well as what you can earn through the 6 planet cap and people still don't care about it, offering MC isn't going to fix this.

Faction Play is far beyond what it should be that it doesn't matter what incentives you offer people, nobody is going to want to play a dull section of the game.



Yeah the MC planet cap is a bit - meh. A good unit can push 2-3 cycles and tag 3 planets easily.

54MR did it 2 weeks ago, 3 cycles, 3 planets. Kinda just to see if it could be done, and it was, easy lol. If the rewards for units actually FIGHTING, it might encourage them to, i dunno, fight.

Edited by justcallme A S H, 07 March 2017 - 10:54 PM.


#15 LordNothing

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Posted 07 March 2017 - 11:00 PM

i already play fp because its better than qp. qp is for when you are leveling crap, learning not to suck, and for when people are not playing fp.

#16 James Argent

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Posted 08 March 2017 - 12:47 AM

Nearly every F2P game gives out free premium currency, even MWO. They don't give a ton of it, but it's enough to save up over time to buy some tastes of the premium life. Its distribution is meant either to motivate F2P players to participate in areas of the game which need more population or in events as a thank you for playing, but in both cases the idea is to entice the player to make the jump from being F2P to paying customer, and this kind of motivation works. I was never going to spend a dime on this game until I won a mechpack during the Regional Finals. Shortly after that I ordered the Huntsman pack and the switch had been made. I can't spend a lot, but freebies hooked me. PGI's generosity was a net gain for them.

Right now the planetary MC is a goal behind too many gates for most players. Yeah, it's there, but outside of stunt runs, planet tagging is mostly an afterthought. Keep tagging and its rewards the way it is now, but people generally play FP for the matches, so that's where the new reward should be earned. Also, not everybody is in a convenient time zone to be online at the end of a cycle, even if they pulled the most weight to win it.

A prize of 2 MC for winning a match/1 MC for losing would not have anyone 'swimming in MC' who wasn't doing so already. While it's tempting to shut out the losers, you have to give them some reason to keep coming back. My unit's (generally lance-sized) group has wins and losses, but on days when we come up against the same stomping 10-12 man every match, there's no reason for us to keep banging our heads against the wall...some of us go to QP and some of us just log off. If we had a reason to grind FP matches for MC, we'd probably stay in FP longer.

#17 LordNothing

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Posted 08 March 2017 - 02:46 AM

View PostJames Argent, on 08 March 2017 - 12:47 AM, said:

Nearly every F2P game gives out free premium currency, even MWO. They don't give a ton of it, but it's enough to save up over time to buy some tastes of the premium life. Its distribution is meant either to motivate F2P players to participate in areas of the game which need more population or in events as a thank you for playing, but in both cases the idea is to entice the player to make the jump from being F2P to paying customer, and this kind of motivation works. I was never going to spend a dime on this game until I won a mechpack during the Regional Finals. Shortly after that I ordered the Huntsman pack and the switch had been made. I can't spend a lot, but freebies hooked me. PGI's generosity was a net gain for them.

Right now the planetary MC is a goal behind too many gates for most players. Yeah, it's there, but outside of stunt runs, planet tagging is mostly an afterthought. Keep tagging and its rewards the way it is now, but people generally play FP for the matches, so that's where the new reward should be earned. Also, not everybody is in a convenient time zone to be online at the end of a cycle, even if they pulled the most weight to win it.

A prize of 2 MC for winning a match/1 MC for losing would not have anyone 'swimming in MC' who wasn't doing so already. While it's tempting to shut out the losers, you have to give them some reason to keep coming back. My unit's (generally lance-sized) group has wins and losses, but on days when we come up against the same stomping 10-12 man every match, there's no reason for us to keep banging our heads against the wall...some of us go to QP and some of us just log off. If we had a reason to grind FP matches for MC, we'd probably stay in FP longer.


pretty much this. skill gating the rewards is just going to make the lower skilled players quit, preventing them from gaining the skill to win and developing the camaraderie neccisary to coordinate matches. no rewards for freelancers, no planet captures for solos who contributed to victories and any units big enough to win have to divvy that mc up between a lot of players. it makes more sense just to take out planet capture and replace it with victory pay. even if its just 1mc per loss and 2mc per win, and maybe a 10mc cap per phase. that kind of payout and it would still take a week or two to save up for a dekkle. you might also throw in some more mc sinks, like say more mc consumables, ones that dont suck.

you do have some mc prizes provided that you put in the grind, but the amount of grind is vast, and many of the lower skilled players view those as unreachable goals. they simply arent going to feel like its doable if they get stomped into the dirt match after match after match. they will simply conclude that its not worth it and do something else. its the same problem with planet capture.

#18 DarklightCA

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Posted 08 March 2017 - 07:41 AM

View PostLordNothing, on 08 March 2017 - 02:46 AM, said:


pretty much this. skill gating the rewards is just going to make the lower skilled players quit, preventing them from gaining the skill to win and developing the camaraderie neccisary to coordinate matches. no rewards for freelancers, no planet captures for solos who contributed to victories and any units big enough to win have to divvy that mc up between a lot of players. it makes more sense just to take out planet capture and replace it with victory pay. even if its just 1mc per loss and 2mc per win, and maybe a 10mc cap per phase. that kind of payout and it would still take a week or two to save up for a dekkle. you might also throw in some more mc sinks, like say more mc consumables, ones that dont suck.

you do have some mc prizes provided that you put in the grind, but the amount of grind is vast, and many of the lower skilled players view those as unreachable goals. they simply arent going to feel like its doable if they get stomped into the dirt match after match after match. they will simply conclude that its not worth it and do something else. its the same problem with planet capture.


It's designed that way because Faction Play wasn't meant to be dominated by solo players. It was created for Units/Groups and you don't have to be a good player to be in one. Every player gets LP rewards but if you want planetary income you need to be in a unit actively conquering planets (entire point of Faction Play).

If you want to get rid of what is pretty much the only point to conquer planets just so all the lazy soloists who don't want to play with a group can get more rewards, what exactly is the point in keeping Faction Play at that point? Factions don't matter, Planets don't matter. Longer wait times for just a 4 drop version of quick play without group restrictions.

#19 James Argent

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Posted 08 March 2017 - 08:54 AM

This isn't just about solo players, and nobody said anything about them dominating FP. I described what happens to my UNIT/GROUP when we run up against a continuous stream of stomps. But because FP is always 12v12 (and 4v4, but we're not talking about scouting), the solos are needed anyway. Should your unit just give up and not do FP sometimes because you can't field exactly 12 pilots every single time you play? Of course not...you either need solos to fill in the gaps in your sub-12 group or if you have more than 12 you need to split into two smaller groups and have solos fill even more gaps. Why should the pilots who make it possible for you to drop not be rewarded for doing so? They're at least as important as the 6-11 members of the unit that gets the tag because without them the unit didn't drop and there's no tag to be had.

I don't think anyone's suggesting that planetary income should go away, just that everyone should get something for their efforts or they'll stop showing up. Because they've stopped showing up. When they do show up, the excruciatingly slow LP grind is not enough to keep them there if they're not having the fun of winning at least some of the time.

Edit: OK, someone did call for planetary income to go away. Both could still work together, though.

Edited by James Argent, 08 March 2017 - 08:57 AM.


#20 Monkey Lover

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Posted 08 March 2017 - 09:17 AM

Try fixing the mode and thats not adding more feature or paying people to play a game they dont like.

Edited by Monkey Lover, 08 March 2017 - 09:17 AM.






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