Excellent Economic Adjustments
#1
Posted 17 December 2012 - 10:29 AM
Guaranteeing that new players get 8.6 million C-Bills over the first 25 matches means they can get to the really fun, core aspect of the game (mech customization) much more quickly. I've hated repair and rearm costs for a while now. All they've really done is push me to avoid my mechs that cost more to fix up (even though they aren't any stronger than my cheaper ones) and given me team mates who's armor and internals are already in the orange when the game starts. Now that's gone. And shifting rewards based on performance so a team mate who AFKs or suicides at the start of a match gets very few C-Bills while those of us who actually contribute get much more is an excellent deterrent to farming with those strategies.
Well done PGI. Well done.
#2
Posted 17 December 2012 - 10:32 AM
R&R was odd, but OK.
#3
Posted 17 December 2012 - 11:00 AM
- run a mech they don't like, simply because it will make more money (usually by virtue of being cheaper to repair / reload)
- suicide farm (greatly decreased income for non-active participation)
- base cap rush (you'd still get the win, but with a lot less income)
However, no repair and reload just feels... shallow. It seems like it removes the care for how much damage you take. I would like to see this adjusted a little when Community Warfare comes out:
- The new rewards, as of tomorrow, should be what happens if you sign up with a house military. They would take care of the cost of fixing and reloading your mech, as you are in their service.
- Going 'lone wolf' or joining a merc company should be more like how it was before: you (or your company) have to foot the repair bills, but in trade you should have the potential to earn more... or the risk of losing more, because of the added costs.
Edited by WardenWolf, 17 December 2012 - 11:00 AM.
#4
Posted 17 December 2012 - 11:02 AM
#5
Posted 17 December 2012 - 11:07 AM
WardenWolf, on 17 December 2012 - 11:00 AM, said:
I thought RR is still there it's just unseen. So damage is taken into account in terms of rewards
#6
Posted 17 December 2012 - 11:21 AM
I understand why they couldn't do that before (because new players would have a REAL hard time earning money), but with RNR removed, that is no longer a problem.
Now it is time to reward participation more and just being there less. This way new players still earn SOME money if they are ineffective, but players who fight do much better.
I wouldn't mind PGI actually eliminating almost all win/loss C-Bill rewards (maybe win/loss only earns you XP). That way you need to do something to the other team to make money.
Now the Base Cap is used to end a match when a mech runs away and hides. Perfect
#7
Posted 17 December 2012 - 11:25 AM
Sears, on 17 December 2012 - 11:07 AM, said:
I thought RR is still there it's just unseen. So damage is taken into account in terms of rewards
You won't be charged for damage taken or ammo used when you get your C-Bills at the end of the match. Everything goes back to 100% for free. But right now the fact that you have to pay for RnR is calculated into how big the rewards are. What they are doing is reducing the average amount of C-Bills awarded to reflect the fact that you no longer have that expense. So people playing mechs with expensive RnR will earn more over all C-Bills than before while people playing mechs with exceptionally low RnR will see a decrease. The idea is to level the playing field so that every mech has the same (or at least similar) money making potential. There are some legitimate complaints about the new system for calculating rewards but it sounds like we will see this being tweaked a lot over time as they try to get it right.
#8
Posted 17 December 2012 - 11:25 AM
MeiSooHaityu, on 17 December 2012 - 11:21 AM, said:
I believe that is exactly what they are doing
Check out the link in the OP if you haven't already...
#9
Posted 17 December 2012 - 11:27 AM
WardenWolf, on 17 December 2012 - 11:25 AM, said:
Check out the link in the OP if you haven't already...
I did see it, but I didn't think they were going to do this that dramatically. I will check out the link again.
EDIT: Yep, I'm an *****, didn't read close enough. Thanks.
Edited by MeiSooHaityu, 17 December 2012 - 11:29 AM.
#10
Posted 17 December 2012 - 11:53 AM
MeiSooHaityu, on 17 December 2012 - 11:02 AM, said:
No, balancing around cost is a silly mechanic. If ammo is expensive, I'd simply remove a heatsink or two so I could put on more ammunition and never re-arm.
If I run an XL engine, I just wouldn't repair it, since that alone would normally double or triple my repair costs. My XL unrepaired engine would only be a liability if they got through both armor and internal structure - so not much of a liability at all!
PGI's changes are mana from heaven. Great job, PGI.
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