Sprouticus, on 15 January 2013 - 05:56 AM, said:
Shockingly, I agree with Vassago.
There are a LOT of reasons why RnR was removed. I have covered them literally half a dozen times, but here is the super short verison why your economic model wont work:
If you have a large disparity between min and max rewards, users at the edge of the Bell curve (very high and very low) will break the economic model. For instance if the reward is 100k for a loss and 500k for a win, people who have a super high win % will be able to afford to drop with any mech they like. And people with a very low win % will be forced into effectively stock mechs. This will give those players a serious advantage/disadvantage. We actually had this system in September and early october and the system WAS broken. I was making 300k per match winning 90% of the time and non founder/premium players were making 50k winning 50% of the time or less.
That would have been less of an issue IF they manged to balance the mechanics so the stock mechs are at least moderately viable. However, if you have a high win percentage, and can afford to ride the pimpness, so what? I remember I had staight momeny grinding mechs, standard engine, low ammo, outputs etc. etc. I also had pimped out mechs that I would pull out for grins, and because I liked the rush of *gasp* a loss meaning something.
I actually got a thrill out of jumping because a K2 just whacked my ever so expensive XL engined mech.
Sprouticus, on 15 January 2013 - 05:56 AM, said:
Additionally, taking off RnR after bonuses was making the Founders, Premium and Hero bonuses roughly 1.5x to 2x the shown percentage. This was due to the bonus being applied before RnR.
Again, PGI fails at calculators, its ceasing to surprise me anymore.
Sprouticus, on 15 January 2013 - 05:56 AM, said:
If you had a great matchmaking system, and you changed RnR to be linear, you might be able to address these issues. But we don't and we won't for a long time. Unles syou think phase 3 will work perfectly right out of the box. Even then, I dont see where it brings value to the game.
Phase three is going to be just as hosed.
Sprouticus, on 15 January 2013 - 05:56 AM, said:
In short, balancing the game on economics is just plain stupid. It adds no value. I do agree that there needs to be some limitaitons for certain equipment, but that should be internal to the game. ECM needs balance. But as you remember, engine sizing needed balance too, and they have addressed that fairly well. With the current engine system engine size is a balancing factor (compare the Cat-1X to 4X) for making mechs unique. Along with other attributes.
Balancing by economics is supposed to be in the game, its ALWAYS been in the game. If you do well, you get paid, if you don't you are disinherited and get to drive crappy house mechs. There is a LOT they can/could have done using economic balancing.
If you don't think that it works look at Eve, they attempted economic balancing, the players just worked harder to get ships that are the literally thousands of dollars worth of in-game currency, of fleet of Tier 3 cruisers that cost about $30 a pop at plex prices and you DON'T get to keep them when you lose them, that ship is gone forever.
Sprouticus, on 15 January 2013 - 05:56 AM, said:
RnR on a meta scale as part of CW might add value, It would make CW drops means something (on top of winning planets, resources, etc). But for straight up pug drops it is a terrible idea.
Pugs need to harden the **** up, this game has been getting dulled down since I started in late June. At this rate I'll be pleasantly surprised to see it make it to CW actually getting released.