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A study on Trial farming (suicide exploit)


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#21 Vlad Ward

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Posted 30 October 2012 - 05:48 PM

That's part of why I'm trying to expose the community to this idea in whatever ways I can.

The more people who realize that efficient kills are lucrative kills, the easier it will be to acclimate a group or even a PUG to this playstyle.

Right now, aiming for the legs is a completely alien concept for most players - especially MW4 vets who consider legging to be a dishonorable tactic. It's gotten to the point where min-max builds are starting to throw ammo into the legs and strip all the armor off them.

The sooner people wise up to this mechanic, the more they'll be able to reap from it. I have no qualms with sharing what works.

Edited by Vlad Ward, 30 October 2012 - 05:48 PM.


#22 RedMercury

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Posted 30 October 2012 - 05:51 PM

Remove repair and rearm costs and set losing reward to 0.

#23 Accident

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Posted 30 October 2012 - 05:52 PM

Are you seriously going to have to spectate through the last two guys left alive running in circles around each other shooting lasers into the scenery in order to get even cbills for losing? Or watch 4 guys chase a jenner around a map for 10 minutes?

Don't get me wrong the current system is flawed (has been since closed beta) and definitely needs a rework, but forced spectating just seems like cruel and unusual punishment. Locking out trials just like regular mechs makes perfect sense tho.

-Accident

#24 Asmosis

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Posted 30 October 2012 - 05:55 PM

Its probably mentioned already, but one of the dev blogs talks about a "pilot efficiency" rating that gets applied based on how well you perform (or how badly you underperform), and that then scales your overall reward.

Basically if you perform well (idk say 4+ kills/assists, etc etc) you might get your whole reward scaled up 10-20%. im making those figures up for example, but thats the intention.

Edited by Asmosis, 30 October 2012 - 05:56 PM.


#25 Vlad Ward

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Posted 30 October 2012 - 05:57 PM

The c-bill breakdown is pretty sound. I don't see a % multiplier in there anywhere.

2,000 c-bills for kills. 2,000 c-bills for assists. 2,000 for spotting. 1,000 for Component kills. Damagex10 for Damage dealt. Then Salvage.

If a "Pilot Skill" multiplier were to be thrown into Salvage, you'd think I'd have had a higher return on my 1072 damage game.

#26 Kothas Talari

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Posted 30 October 2012 - 06:07 PM

Reduce base amounts of credits earned for win or loss to 30% of what they are now.
Up amounts of credits earned for what you accomplish in game to interesting levels, promote team play with more bonus.
Do not force spectating, we want to fight, not side bench.
Make trial mechs earn anything a owned mech can, but at 50% value, no rearm no repairs for trial mechs.

#27 Arcturious

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Posted 30 October 2012 - 06:25 PM

All the people arguing for a reduction in base amounts and increase in activity probably don't realise this was already tested.

It may work once a proper matchmaker is in, but in the current implementation it results in the vast majority of new players earning almost nothing, will getting steam rolled by premades.

It ends up being a viscous cycle a new player can't break out of. The good player earns more, upgrades armour, weapons mech etc to become better at killing the poor guy who had the bad luck to get cored 2-3 times in a row by a guasspult. With be earnings, no chance to change his loadouts etc he will quit.

It was tested, didn't work. The current system is good. The proposed changes are better.

Don't like watching your last team mate fail? Provide constructive assistance over chat. The only time I've ever quit out early and not spectated is the rare occasion I have to run to work etc. It's courteous to finish what you started.

#28 Vlad Ward

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Posted 30 October 2012 - 06:44 PM

Yeah. Trials are pretty awful. Bryan just made a thread half an hour ago announcing some kind of changes to the Trial Mech and New Player system to be detailed soon­™

Edited by Vlad Ward, 30 October 2012 - 06:45 PM.


#29 Vincent DIFrancesco

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Posted 30 October 2012 - 06:55 PM

When I'm flying something with directed damage I'll usually consider legging. Not necessarily to give salvage. [Although that's a good idea.] I do it mostly because people don't expect their legs to get shot and will usually cheapen out their armor there. :ph34r:

#30 Asmosis

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Posted 30 October 2012 - 08:48 PM

View PostVlad Ward, on 30 October 2012 - 05:57 PM, said:

The c-bill breakdown is pretty sound. I don't see a % multiplier in there anywhere.

2,000 c-bills for kills. 2,000 c-bills for assists. 2,000 for spotting. 1,000 for Component kills. Damagex10 for Damage dealt. Then Salvage.

If a "Pilot Skill" multiplier were to be thrown into Salvage, you'd think I'd have had a higher return on my 1072 damage game.


Its not implemented yet, its more of a "this is something we'd like to do" thing. If i wasnt at work i'd find it but this browser sucks donkey balls and i can barely navagate the website lol.

Edited by Asmosis, 30 October 2012 - 08:48 PM.


#31 Randodan

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Posted 31 October 2012 - 06:24 AM

Thanks to your post, OP, I tried this idea for the first time and guess what -- it works. :wub: I never driven a light 'Mech, but I grabbed a Trial Raven and raced towards the capture point, doling out some damage on the way. Sometimes I got killed on the way, some other times I got killed while capping, other times I single-handedly won the game.

What's great about the concept is the fact that I don't have to focus much on the game... I can chat with the wife, eat some cake, watch TV, and still get some quick and easy CBs towards my Atlas. I am almost at 3M now... :lol:

Again, thanks for the great tip, OP. Otherwise I would have been stuck grinding in an Awesome and actually shooting enemy 'Mechs. :)

Edit: Needless to say - once I am back in my "real" 'Mech, I am back in the correct MO and play the game as intended.

Edited by Randodan, 31 October 2012 - 07:08 AM.


#32 Zerikin

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Posted 31 October 2012 - 06:30 AM

The current setup certainly has problems but being forced to spectate is stupid. WoT just made most of your income depend on doing damage and they never had this problem because of that.

#33 EarthenMight

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Posted 31 October 2012 - 06:50 AM

So instead of fixing the issue, you are going to punish them for farming, which means you will also punish those that are new to the game, rambo, etc...

Who the heck thought of this stupid solution?

Do you people get a bonus if you make sure the game dies quick?

#34 Belkor

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Posted 05 November 2012 - 06:10 PM

Anyone know when the trial mech locking will begin? I know this will only slow the suiciding but anything will be an improvement upon the current situation. All these intentional suiciders right now are making the game unplayable. As I previously stated, there needs to be a combination of systems addressing this such as public statistics, trial mech locking, bigger performance reward incentives and maybe even this system: a game lasts for 5 minutes but you were only alive for 4 minutes so you get 80% of the credits and xp you would've gotten if you were online all 5 minutes.

Intentional suiciders are a significant drawback of this trial mech system. The current system with its suiciders creates a very shallow gaming environment.

Edited by Belkor, 05 November 2012 - 10:35 PM.


#35 Sandpit

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Posted 05 November 2012 - 06:13 PM

View PostBelkor, on 05 November 2012 - 06:10 PM, said:

Anyone know when the trial mech locking will begin? I know this will only slow the suiciding but anything will be an improvement upon the current situation. All these intentional suiciders right now are making the game unplayable. As I previously stated, there needs to be a combinations of systems addressing this such as public statistics, trial mech locking, bigger performance reward incentives and maybe even this system: a game lasts for 5 minutes but you were online only 4 minutes then you get 80% of the credits and xp you would've gotten if you were online all 5 minutes.

Intentional suiciders are a significant drawback of this trial mech system. The current system with its suiciders creates a very shallow gaming environment.

tomorrow I believe

only thing to do at this point is report them and let the devs wipe or ban their accounts

#36 4er3BaPa

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Posted 05 November 2012 - 07:37 PM

Trials mech make as war-meat for Founder users and it team, not for funny play.
I'm play in MWO more than second month, bit i see maximum 112.000 CB per random game (if play in founders team and win, die in trials team vs. pre-groupped founder/friend teams more oftentimes and get maximum 75.000 CB per defeat round).

With owned mechs situation more sorrowful, even light owned mech your CB rise too slowly, repair mech after round - appaling deductable cost if you don't kampering and fight hardly. A fear about repair mech with XL-engines...

Current game economics disbalanced because of founder users get a great more undemanded CB but free-play users can get only smart-money for defeat and no chance for buy XP/CB-busters by MC.

It's occuring from unbalanced team making system ingame - more founder units - win a round, no chance in random team vs. 6-8 founders (founder users play in pre-builted friend teams generally vs. randomly noobie teams... like dog gang... easy money... no glory... new players hate founders and this stupid team making system.

Get a mouse move to other team-based games (for ex. see "Warface"® with CryEngine3 similar core and its player-rooms and clans/friends system). Not fortuitous fight needed but pre-builted mech-balanced team matches. Current mechanics like russian roulette with 6 of 7 bullets in revolver...

Yield a chance to buy buster by MC for all (only one hero mech - not decided).
Make a balanced match making system and get no more topics about unbalanced economy

#37 Konrad

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Posted 05 November 2012 - 08:00 PM

I think this is a big issue, for so many reasons. I have seen this in about every match in the last 4 days or so.

- What is the solution here?


EDIT:

Blaming premades is a cop out answer! And is not the reason for this. We all know that premades are only the small percentage of match groups. I cant wait to hear what the people that complain about premades say when the match making system changes.


EDIT 2:

Just had a guy type in all caps at the start of the match. "THROW MORE RAVENS ON THE FIRE BOYS!"
Then ran straight at the whole team that was slowing moving out of the base. Only, of course, to die. He then typed. "And we do it again!" Then disconnected.

Edited by Konrad, 05 November 2012 - 08:14 PM.


#38 MegaMasher

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Posted 05 November 2012 - 09:05 PM

View PostJason1138, on 30 October 2012 - 05:42 PM, said:

they could end this immediately by removing the money earned just for showing up and x10 the money earned for everything else

it would take them 5 min and would kill farming forever


Just don't forget light/mediums in the shuffle. I may not do as much damage as my buddy with the assault, but I shouldn't get totally shafted because I went with the scouter/spotter and took the risk.

#39 Elepole

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Posted 05 November 2012 - 09:17 PM

Easy fix:

Reduce the loss/win bonus to 10 000/20 000 c-bills
augment the other bonus until and average player do the exact same amout of c-bills he was doing before for an average battle.

Problem fixed.

I hope PGI understood that already, some people are literally screaming that on the forum since they changed the economy the first time.

Edited by Elepole, 05 November 2012 - 09:18 PM.


#40 Johnny Human

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Posted 05 November 2012 - 10:20 PM

View PostArcturious, on 30 October 2012 - 06:25 PM, said:

All the people arguing for a reduction in base amounts and increase in activity probably don't realise this was already tested.

It may work once a proper matchmaker is in, but in the current implementation it results in the vast majority of new players earning almost nothing, will getting steam rolled by premades.

It ends up being a viscous cycle a new player can't break out of. The good player earns more, upgrades armour, weapons mech etc to become better at killing the poor guy who had the bad luck to get cored 2-3 times in a row by a guasspult. With be earnings, no chance to change his loadouts etc he will quit.

It was tested, didn't work. The current system is good. The proposed changes are better.

I wouldn't say the current system is good. Lesser of two evils is a more apt phrase.

I think better yet would be to make trial mechs earn diminishing returns past a certain number of matches. So say you are a new player and you pilot trial mechs for like 30 games and earn normal payouts. After that threshold, your earnings each game in a trial mech start to decline. So say in your 31st game, you earn 90% of the payout. After 40 trial mech games you earn 80%. After 50 trial mech games you earn 70%. The only way you'll earn full payout is to buy and play in your own mech.

If you are playing in a mech you own, versus a trial, then you are less likely to just charge in without actually caring about if you get blown up. And this actually makes the game more fun for everyone. So the solution is to keep trial mechs viable for new players, but motivate experienced players to actually play games in mechs that they own.

Edited by Johnny Human, 05 November 2012 - 10:21 PM.






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