Teralitha, on 30 November 2012 - 04:53 AM, said:
I understand your concern here. If PGI were to determine that the grind wasnt slow enough, they could lower the values I listed, but the values I listed, are the same as they are now, minus the win/loss rewards, which generally was more than a R&R bill which win or lose always gave a player a positive balance. The "end" game is all about optimizing your mechs for competitive lvl 8vs8 team play, and those that wish to participate in that without grinding will buy premium, and MC to buy mechs. The buying of MC and premium shouldnt be affected by the removal of RR and win/loss since both pretty much cancel each other out.
Without RR, and without win/loss reward, no one can suicide to gain any reward. They actually have to contribute to the match in order to get any cbills. The only goal in any match will be simply... to play and win. Doing nothing rewards you with nothing. it is really that simple.
Again my current issue with your proposal is, it doesn't actually provide any real incentive for winning or tactical play. Why would players cap the base when its more profitable to duke it out?(like it or not, its still a tactic). The priority should be winning. As said, sure remove the loss/repairs iff absolutely neccessary, then reduce the value of winning accordingly. Don't remove it entirely, a win should still be worth more than a loss. I even do believe that yes, iff a person tries in game, plays well, they should still get a mild reward for losing. Penalising losing players to prevent suicide farming doesn't help either. Yes, win or loss, people should be able to gain mildly, atm thats what happens. Wins/Losses mildly exceed RR costs. Iff RR is removed it should be reduced, but not removed.
The legit player should not be penalised due to these people. To be blatantly honest, I'd much prefer to see the LoL reward system for matches implemented here. Players still rewarded for losses, more for Wins. Why? It works. It incentivises winning without having the losing player feel as iff they completely wasted their time. That being said, it implements in game reporting, a tribunal system and an honor system along with ELO and the ability to recconnect to matches. Also the inability to start a new match until the current one is finished. <-- that right there would prevent the vast majority of suicide farming.
There are other ways of preventing this behaviour, going to this overly simplistic model causes even further issues. Measuring suicides is simple enough, even codable to prevent payment to suiciders without changing this system. Afkers the same deal applies, they can also be prevented from profiting from matches. The system can be fixed to prevent the wrong behaviour, without causing other issues.
Edited by JPsi, 30 November 2012 - 05:18 AM.