Decrease "participation" Rewards And Increase Performance Rewards.
#1
Posted 08 November 2012 - 06:47 AM
I pug alot because i dont really have time to look for groups and wait for them to set up and organize. I just jump in to a game or 2 every time i have 30minutes to spare between my studys. And in most of those games theres 1-2 (alot of time even 4-6) players that contribute absolutely nothing. They afk at the base or they suicide in to the enemy team or they just plainly suck (im not trying to be an elitist jerk, but if you do 30 dmg in a game than you really are a horrible horrible mechwarrior...esp if you are in a heavy or assault mech).
So please, lower the base "participation" rewards and increase the damage dealt/scouting done and other performance rewards.
#2
Posted 08 November 2012 - 06:57 AM
get rid of win/loss bonuses
balance out role based rewards, perhaps by mech class
allow trial mechs to modify their mechs with Level 1 tech
#3
Posted 08 November 2012 - 07:38 AM
Taryys, on 08 November 2012 - 06:57 AM, said:
get rid of win/loss bonuses
balance out role based rewards, perhaps by mech class
allow trial mechs to modify their mechs with Level 1 tech
That might work.
Yet retaining a small flat reward might not be that bad. To cover some of the basic expenses and keep a bad round from being too frustrating.
The current problem really is the ratio between win and loss reward. It should at least reflect the time invested. So if winning takes 5 times the time compared to just suiciding and losing, but nets merely twice the reward, then the resulting farm mentality is no surprise.
But I agree role based rewards would be very nice. Did you have something particular in mind?
Maybe scouts should at least detect one enemy, assaults should at least tank some enemy damage, heavies should at least deal some damage and mediums.. well dunno, maybe be the most flexible class and get a bit lower rewards, but for different stuff, or for base capping.
#4
Posted 08 November 2012 - 07:52 AM
Being able to pick your contribution level would also be a way to handle those expensive to operate mechs with expert pilots that can carry games, but earn less than the afker.
#5
Posted 08 November 2012 - 08:33 AM
#6
Posted 08 November 2012 - 08:38 AM
I should edit that to role and not class.
Each mech that a person runs should have a role selector which tells how you have built or are planning on playing this mech, which is also something that could be displayed in the pre match and command screen, and also trigger the way XP bonuses could be weighted.
#7
Posted 08 November 2012 - 08:44 AM
#8
Posted 08 November 2012 - 08:46 AM
this has probably been mentioned elsewhere and probably has holes but here's a spitball:
- Remove Win loss Bonuses (no participation credits)
- Make every action have a nominal xp/cbill payout (similair to some things already mentioned)
- Here's the twist: Have a multiplier be applied to your "earned" payouts based on match results losing say 2x for losing 3x for winning.
I would remove an explicit kill/damage bonus in this system and leave it at assists, spotting, capping, maybe some situational bonuses like firing on a mech that is firing on a friendly mech. I would also have repairs be roughly the same as they are now with one exception, the bill can never exceed what you earned in that match, you do really well but take a **** load of damage you are going to pay for it all, but it you get leveled and and don't do much you aren't going backwards. This also keeps the trials viable as they are.
thoughts?
#9
Posted 08 November 2012 - 08:47 AM
#10
Posted 08 November 2012 - 08:50 AM
Vactus, on 08 November 2012 - 08:47 AM, said:
Interesting twist on what I was suggesting. Hmmmm...
Agent of Change, on 08 November 2012 - 08:46 AM, said:
...
#11
Posted 08 November 2012 - 08:54 AM
When you have to literally kill yourself repeatedly ASAP to start having fun in the game the game designers have made a huge mistake.
But none of you jackasses will admit that suicide grinding is a symptom of a big issue with the new player experience being miserable so why bother trying to convince you lot of this.
#12
Posted 08 November 2012 - 08:58 AM
Taryys, on 08 November 2012 - 08:50 AM, said:
I was looking at your suggestions and it occurred to me any major economy change would have to occur changing "as little as possible"
I felt yours might require a bit of serious "ground up" work so it got me thinking of a system that could be changed entirely from 'within the match'. And Voila... my system (theoretically) only changes the pay outs and puts a limit of repair costs, so theoretically if you got the "loss" payout relatively balanced to roughly where it is now (which is where the huge pitfall lies) the economy keeps rollign with a bit more flexibility in potential earnings, and a hard emphasis on participation, teamwork, and Survival.
#13
Posted 08 November 2012 - 08:58 AM
And changes are a coming.
Stop Hazing and Start Raising...
QuantumButler, on 08 November 2012 - 08:54 AM, said:
#14
Posted 08 November 2012 - 09:00 AM
Kushko, on 08 November 2012 - 06:47 AM, said:
...(im not trying to be an elitist jerk, but if you do 30 dmg in a game than you really are a horrible horrible mechwarrior...
I fixed that for you. Lights (and even some mediums, like the Cicada) can be very production and play a large part in a team's success and do hardly any damage.
Otherwise, I mostly agree with the OP and lots of the other suggestions. Right now it's a little too much like T-ball - "Yay! Everybody wins!" Increasing the rewards for performing role specific tasks and then an appropriate multiplier for a win or loss would still reward those that are at least trying and not reward those that are AFK or suiciding.
You'd have to make sure the rewards don't favor damage or kills too much, or you'll end up with no scouts.
#15
Posted 08 November 2012 - 09:01 AM
#16
Posted 08 November 2012 - 09:02 AM
QuantumButler, on 08 November 2012 - 08:54 AM, said:
When you have to literally kill yourself repeatedly ASAP to start having fun in the game the game designers have made a huge mistake.
But none of you jackasses will admit that suicide grinding is a symptom of a big issue with the new player experience being miserable so why bother trying to convince you lot of this.
If you want to be heard try not being what you accuse others of.
But I will say that I don't disagree with you that the grind is not a good thing right now, there needs to be a grind but it may be too tough right now), that said people will always AFK or suicide if it is possible (and profitable) for them to do so and to say otherwise is to be blind to the masses of people on the interwebs looking for the easy way out of anything hard.
#17
Posted 08 November 2012 - 09:02 AM
Taryys, on 08 November 2012 - 08:58 AM, said:
And changes are a coming.
Stop Hazing and Start Raising...
I'm sorry, there's a pretty big percentage of founders who will defend any and all of PGI's decisions no matter how silly said decisions are, I wish everyone agreed the free playe experience is ****, but whenever a topic stating this is made, often with smart suggestions on how to fix it, a bunch of elite and legendary founders tend to come out and call whoever made the topic entitled and calling trial mechs "fine".
#18
Posted 08 November 2012 - 09:03 AM
#19
Posted 08 November 2012 - 09:03 AM
Agent of Change, on 08 November 2012 - 09:02 AM, said:
If you want to be heard try not being what you accuse others of.
But I will say that I don't disagree with you that the grind is not a good thing right now, there needs to be a grind but it may be too tough right now), that said people will always AFK or suicide if it is possible (and profitable) for them to do so and to say otherwise is to be blind to the masses of people on the interwebs looking for the easy way out of anything hard.
See?
You tell me not to call people names, but it got your attention didn't it.
On the internet, you catch more flies with Vinegar than honey.
Edited by QuantumButler, 08 November 2012 - 09:04 AM.
#20
Posted 08 November 2012 - 09:07 AM
QuantumButler, on 08 November 2012 - 09:03 AM, said:
See?
You tell me not to call people names, but it got your attention didn't it.
On the internet, you catch more flies with Vinegar than honey.
The problem is a less thick skinned individual would flame and/or report you. Valid points can be made without resorting to insults or vitriol. We all slip into it form time to time, but it's more likely to be be flame bait than the start of a constructive discussion, and if the point isn't to create or add a discussion it probably shouldn't be posted.
A response out of anger will often blind the responder to any valid points you may have made while they focus on the insult.
Edited by Agent of Change, 08 November 2012 - 09:08 AM.
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