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New Economy Balancing (Command Chair)


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#121 Joseph Mallan

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Posted 17 December 2012 - 11:21 AM

View PostDeskDroid, on 17 December 2012 - 11:06 AM, said:

From my understanding in regards to kills/assist.. You still make more money if you get the kills. One from Component destruction on the kill itself and..

Average[color=#959595] Rewards by player match rank before any bonuses:[/color]
  • 1 – 100,000+
  • 2-3 75,000-100,000
  • 4-5 50,000-75,000
  • 6-7 35,000-50,000
  • 8 – 25,000-35,000

[color=#cccccc]I'm assuming a guy with 8 kills ranks 1, so 8 assists still make less cash in the long run. [/color]

An ineresting point and one I was not considering! :lol:
Worth look at after the Patch. Thanks for teh kick in the right direction. But the KILL should be worth more the help :lol:

#122 Chrithu

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Posted 17 December 2012 - 11:21 AM

View Postcapt bishop, on 17 December 2012 - 11:20 AM, said:

NO!

Now free players can get an Assault mech ( or any other mech ) way too quickly.

Wheres the grind for new players who wont spend a dime. PGI what are you doing man.


Are you serious?

#123 Noth

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Posted 17 December 2012 - 11:22 AM

View Postcapt bishop, on 17 December 2012 - 11:20 AM, said:

NO!

Now free players can get an Assault mech ( or any other mech ) way too quickly.

Wheres the grind for new players who wont spend a dime. PGI what are you doing man.


In a f2p game you don't want new players to experience a grind. You want it to be a smooth and rewarding experience to hook them. After they are hooked you let the grind start sitting in and since they are hooked they should be more willing to spend real money on the game.

#124 DeathofSelf

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Posted 17 December 2012 - 11:22 AM

View PostElizander, on 17 December 2012 - 11:19 AM, said:


Even high ranked teams in WoW Arena can win-trade due to low participation late at night and it's easy to fix matches. :lol:


What does that have to do with MWO's supposed small player base? (I know nothing of WoW Arena and it's player base)

#125 Shadowsword8

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Posted 17 December 2012 - 11:22 AM

I have a question about the system. When you take a hit on your gauss rifle of shell, and it explode, causing additional damage. Is that indirect damage taken into account when calculating the score of the one that shot?


Well, those changes won't make me change the way I play. For me there's only two kinds of enemies: Those who can be neutralised fast to improve the chances of the team, and those that will take a bit more time. So I prioritize the still dangerous cripples, and I am completely uninterested in which C-bill reward is more profitable.

#126 capt bishop

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Posted 17 December 2012 - 11:22 AM

View PostJason Parker, on 17 December 2012 - 11:21 AM, said:


Are you serious?


Yes. Now PGI is going to lose money that is so wrong is so many ways.

#127 Chrithu

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Posted 17 December 2012 - 11:23 AM

View PostNoth, on 17 December 2012 - 11:22 AM, said:


In a f2p game you don't want new players to experience a grind. You want it to be a smooth and rewarding experience to hook them. After they are hooked you let the grind start sitting in and since they are hooked they should be more willing to spend real money on the game.


Listen to him capt bishop. He got it right.

#128 bionicbadger

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Posted 17 December 2012 - 11:23 AM

What about the people that already spent a bunch of GXP and cbills getting a now totally pointless/useless capture assist module?
Honestly, if there is no difference between winning and losing, and no bonus for capturing, then get rid of capturing alltogether and refund the module cost.

#129 capt bishop

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Posted 17 December 2012 - 11:24 AM

View PostJason Parker, on 17 December 2012 - 11:23 AM, said:


Listen to him capt bishop. He got it right.


Now this sets in a new fear...


Multiple accounts

#130 Noth

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Posted 17 December 2012 - 11:27 AM

View Postcapt bishop, on 17 December 2012 - 11:24 AM, said:


Now this sets in a new fear...


Multiple accounts


How is that a fear? You can't trade cbills between accounts so you effectively gain very little by doing that. The most successful free to play games have little to no new player grind. They are easy to pick up and play and be noticeably rewarded. Only as the player gets farther does the grind set in.

#131 pesco

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Posted 17 December 2012 - 11:27 AM

Right direction. Thanks for removing the broken RnR design.

Promises to add more rewards for non-combat roles nonwithstanding I expect payouts will favor damage dealers. Not catastrophically so, but I would have done it differently.

#132 Trauglodyte

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Posted 17 December 2012 - 11:30 AM

View PostJason Parker, on 17 December 2012 - 10:52 AM, said:


Sadly the way I interpret it they just changed numbers and removed cap bonuses form the final equation. You currently do not get the kill assist with the kill and you will also not get it after tuesday.


Ugh, meant component kill not kill assist. In order to actually kill someone, you have to obliterate a mech section. Whether it is destroying the center torso or the l/r torsos holding the X/L engine. You still blewed it up thus getting you the 5k kill and the 2.5k component (ie, 7.5k = 7.5 kill assist).

#133 elbloom

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Posted 17 December 2012 - 11:31 AM

Don´t understand me wrong, I appreciate the coming changes VERY VERY much, but really i didn´t expect PGI/IGP to *improve* the reward system so drastic.

I have to think this game has a massively dropping player base, I hope it´s not too late for the Devs to start listening...... :lol:

But really a great move, participation rewarding instead of dumb bonuses for win/loss/cap. I REALLY WANNA FEEL IT !!!!
All the loosers standing still at base doing nothing to support their team, I REALLY hope they get NOTHING from tuesday on !
(then i wouldn´t have to TK them)

#134 Elizander

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Posted 17 December 2012 - 11:31 AM

View PostDeathofSelf, on 17 December 2012 - 11:22 AM, said:


What does that have to do with MWO's supposed small player base? (I know nothing of WoW Arena and it's player base)


WOW reaches up to 10,000,000 subs and the organized, competitive scene for that game (Arena) can still be low on activity enough during late hours that players can win trade at higher ratings by fixing games and hoping to fight each other (and the other team loses on purpose).

#135 Poisoner

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Posted 17 December 2012 - 11:31 AM

View Postharuko, on 17 December 2012 - 10:12 AM, said:

Anyone who thinks these changes are bad or will negatively affect the game are pathetic idiots who are mad that they can't get off to 4 man dropping into pubs and killing trials. New player experience is more important than fellating your ego.



U MAD?

#136 Clay Pigeon

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Posted 17 December 2012 - 11:33 AM

View PostDeathofSelf, on 17 December 2012 - 11:17 AM, said:


Yes I want you to provide me with hard numbers showing the "small" player base. I don't think that is unreasonable. Having a hard time finding an 8 man team during off peak hours does not equal small player base.


I cannot give you the numbers, because PGI no longer shares that information with the players, and they have an interest in making the game seem well populated. What I did notice before the counter was removed, is that the peak numbers were steadily dropping during late closed beta before the counter was removed. There have been threads on new account creation on the forums by the person who tallied founders numbers. The rate of new account creation has been quite low during open beta. The horrid new user experience for non founders from late closed beta (after they stopped giving free testing MC to non founders) carried on into open beta, but that should improve on tuesday. Logically, new account creation has been low, and player retention doesn't appear to have been very good.

Finding an 8-man match is quite difficult outside of the few hours of peak time, presently.

So to finalize, no I can't give you those numbers, because PGI doesn't share them any more. However, that doesn't make me wrong.

#137 Child3k

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Posted 17 December 2012 - 11:33 AM

I do like most of the stuff that PGI is planning in that regard - so: Thumbd up!

Just one - or two - quick questions:

The after-match-ranking. What is exactly the ranking stat? Is it damage? Is it XP?

Quote

Average Rewards by player match rank before any bonuses:

1 – 100,000+
2-3 75,000-100,000
4-5 50,000-75,000
6-7 35,000-50,000
8 – 25,000-35,000


Is that for the "best" 8 players in the whole match or 8-man-team based?

#138 Raso

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Posted 17 December 2012 - 11:34 AM

Based on the passive reward balancing that they introduced I truly have to wonder how often they expect a new player to rank among the top 5 in just 25 matches. I really hope that this cadet bonus is a set reward for each match and not a percentile bonus. Still, most Hunchbacks or Centurions aren't much more than a Jenner so as long as they can rack up about 4 mill they can start making competitive builds.

What we'll need is a better lest of trial mechs, too. PGI, here's a tip. Don't make all of the trial mechs long range support mechs! Give the new guys some brawlers to play with for Pete's sake!

#139 Chrithu

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Posted 17 December 2012 - 11:35 AM

View Postcapt bishop, on 17 December 2012 - 11:24 AM, said:


Now this sets in a new fear...


Multiple accounts


Seriously I think you're dramatizing this problem. Thing is that having to grind too much for your first customizable mech will turn away more people than it iwll encourage to pay for MC to shorten the grind. It's been like that for me and I guess it's the same for others. What encouraged me to actually pay MC instead of grinding another 9 mil CBills was seeing how much more fun the owned customizable mechs are and my demand to play and customize that other mech right now and not in another 3 to 7 days.

I'm sure PGI don't take this step out of thin air just because we kept telling them to do so. I guess they had pretty clear speaking numbers on how many people stopped actively playing before they got their first owned mech.

Also Mulitaccounting won't hurt much either. The majority of income I am sure is planned to come from the heros and the mech visual customization anyways. And those can't be circumvented by multiaccing. The number of heros and mechs with colors and patterns that cost MCs kinda show that that is actually working quite well. It's kinda hard to actually get into a match in which there isn't at least one Ilya or Yen Lo.

So getting new players hooked by giving them their own mech to customize and showing them how much fun they are is a good idea.

#140 multiplesanta34

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Posted 17 December 2012 - 11:35 AM

Hope the changes play out as good as they sound. Nice job PGI, now make us some new maps!





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