

Remove Guaranteed C-Bills
#1
Posted 02 December 2012 - 01:40 PM
This ensures that the only way to get money is to actually play. BAM, no more farmers.
#2
Posted 02 December 2012 - 01:41 PM
#3
Posted 02 December 2012 - 01:55 PM
1. Remove guaranteed C-Bills for trial mechs?
Yeah, why not? You can't go minus, after all. Well, you could leave a very small minimum participation reward, but it has to be small enough to de-incentivize farming. Payout should be performance-based. And with that I don't mean cbills for kills. I mean cbills for fullfilling a role.
2. Remove guaranteed C-Bills for owned mechs?
Hell no. There should be a participation reward based on your mech class/weight/equipment quality, that covers average repair costs. Just like an employer in the BT universe would pay you based on what you bring to the table. If you drive something very fancy and expensive, exceeding that flat amount, like umpteenth tons of Artemis ammo? Your problem.
Basically PGI just has to get rid of the guaranteed C-Bills for a loss in a trial mech. That's the broken case that makes farming viable.
Edited by John Norad, 02 December 2012 - 01:55 PM.
#4
Posted 02 December 2012 - 01:56 PM
Edited by Vlad Ward, 02 December 2012 - 01:56 PM.
#5
Posted 02 December 2012 - 02:00 PM
#6
Posted 02 December 2012 - 02:00 PM
#7
Posted 02 December 2012 - 02:00 PM
To require wins in trial mechs would literally make personal mechs unattainable for the vast majority of new players.
PGI could of course, you know, fix heat and this would no longer be an issue and c-bills could be performance based.
#8
Posted 02 December 2012 - 02:03 PM
#9
Posted 02 December 2012 - 02:08 PM
I wonder what their metrics are tracking aside from spotting / cap / dmg / kill / assist - if they truly want to make it based on role then it has to cover more. ECM coverage? commander activity?
#10
Posted 02 December 2012 - 02:21 PM
You can't make it about winning or losing, because the trial newbs would never get anywhere, and quit. Again, it's not hard to imagine a payment scheme based on action that averages out to be equivelant to the current model.
#11
Posted 02 December 2012 - 02:25 PM
It seems though this will take a while until its implemented. Small steps.
Into the Lab
Quote
We've been play testing this for a few weeks now, things are coming along nicely! It's fun and requires lots of team coordination. We're fixing up some balance issues, resource/base locations, and general HUD/BattleGrid messaging to smooth out what's going on. We're taking a look at CB/EXP rewards, focusing on rewarding teamplay above all else. This means a reduction in kill/assist/damage done rewarding, and an increase in holding resources points. With a new mode, comes a new way to launch into matches. A new button will allow players to select/set their default mode to: Quick Play (random), Assault, or Conquest.
#12
Posted 02 December 2012 - 02:35 PM
MungFuSensei, on 02 December 2012 - 02:21 PM, said:
You can't make it about winning or losing, because the trial newbs would never get anywhere, and quit. Again, it's not hard to imagine a payment scheme based on action that averages out to be equivelant to the current model.
Sure, the Devs may calculate a new rewards system in such a way that the average rewards remain the same.
All that will mean in practice, though, is that corps-level players with custom Mechs like me will make 500,000+/match while New Player Joe in his first trial Mech will make 0-2,000 c-bills for his first 20-50 games.
#13
Posted 02 December 2012 - 02:49 PM
Vlad Ward, on 02 December 2012 - 02:35 PM, said:
Sure, the Devs may calculate a new rewards system in such a way that the average rewards remain the same.
All that will mean in practice, though, is that corps-level players with custom Mechs like me will make 500,000+/match while New Player Joe in his first trial Mech will make 0-2,000 c-bills for his first 20-50 games.
A reworking of what is reward worthy, instead of actual rewards, would be required, then. For instance, instead of a flat rate for spotting, you get a percentage of the payout for damage done while spotting (increasing the possible payout for scouts, the easiest thing for a newb to play). Instead of getting money for kills, you could get money strictly on a damage basis, with a kill resulting in payout based on maximum possible damage against the target (so a headshot would net you as much as picking something apart piece by piece). This would make it so high level players can still get great payouts, without stacking over 200k without premium. No system will be perfect, but it's possible for this one to work just as well as the current one, without the problem of farmers.
#14
Posted 02 December 2012 - 03:04 PM
Vlad Ward, on 02 December 2012 - 01:56 PM, said:
They could, you know, come up with the small amount of money required to buy a Jenner. Presumably this "90%" of players has enough disposable income for gaming rigs and broadband, so why not a few bucks for the MWO devs?
#15
Posted 02 December 2012 - 03:11 PM
#16
Posted 02 December 2012 - 03:37 PM
Kavoh, on 02 December 2012 - 03:11 PM, said:
A simple way to fix this is add a "newb" modifier on top of everything else in my proposed payment scheme, another multiplier for those who are using trial mechs who also do NOT actually own a mech. The first time a player buys a mech, he loses that bonus forever. Helps a new player get on their feet, but then disappears afterwards to prevent abuse.
#17
Posted 02 December 2012 - 03:40 PM
If you don't play premade, guarenteed c-bills are the only reason you actually have c-bills. You'd die and lose far too often to make any money.
#18
Posted 02 December 2012 - 03:51 PM
M Jordanus Sicarius, on 02 December 2012 - 03:40 PM, said:
If you don't play premade, guarenteed c-bills are the only reason you actually have c-bills. You'd die and lose far too often to make any money.
I rarely play premade (only a group of 2 when I do), and sometimes I roll a trial mech as I never own more than one mech at a time. I can consistently get 3-400 on my bad days with trials. On the surface, your idea sounds great, but that wouldn't prevent farming, just lower the rate of payment, as you could easily bot movement paths on the different maps, link to an aimbot, fire off one shot, then suicide. Quite a bit more complicated, but not out of the realm of possibility, so farming wouldn't stop. Still, good to hear more ideas. Keep 'em coming.
#19
Posted 02 December 2012 - 03:57 PM
#20
Posted 02 December 2012 - 04:01 PM
Edited by Zeke Steiner, 02 December 2012 - 04:02 PM.
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