Void Angel, on 08 February 2015 - 08:19 PM, said:
I agree, YueFei - though it bears mentioning that you will find advocates of toxic, counterproductive tactics like hanging back to clean up, using your teammates as decoys/fodder, etc. Still, while such players exist, they are in the minority - most players are simply playing the game they way the game trains them to play it. The game conditions people toward long-range combat and damage avoidance, while simultaneously pushing them away from close-range combat and accepting damage in order to win. Until and unless that situation is rectified, the only hope we have to affect the problem is education. =)
Yeah, I don't know how to change the behavior of truly toxic / selfish players. All the efforts of your guide are much more likely to positively influence the well-meaning player. You're right, the unforgiving nature of the game makes newer players very risk-averse. Your guide tries to teach these players that it's OK to take a hit sometimes, as long as you're taking that hit with a goal in mind. Like you said, "Damage is like Water".
Maybe you could add a section in your guide for personal-survival tips? Or maybe you could put a link to another forum post that covers that topic. I think players are more likely to be bold if they learn some techniques that increase their odds of surviving enemy fire (other than the technique of clinging to a rock
).
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As for the people deliberately trying to exploit their teammates, I think that more role-based rewards would help, as would an overall increase in c-bill income. If players are engaging in toxic behaviors to get c-bills, the way that c-bills are handed out should be considered as a driving factor. Right now, rewards are just too slow, and still too dependent on kill-related activity. Play rewards are supposed to encourage you to keep playing, but I don't play for the c-bills: I can't, because if I watch the c-bills, I get frustrated and impatient; then I consider buying c-bills with MC - then I look at the prices and just turn off the game in disgust. If players were given more c-bills to play with - and rewarded more for doing things other than killing - they might be more inclined to try new builds and playstyles - rather than crippling their own team in order to reap rewards at others' expense.
Yeah, the game could definitely reward roles better. It seems that the potential is there, since the game now has funny rewards like "flanking" (which you can get by hitting an enemy and not getting hit in return, even if you did it from the front and he was looking right at you, LOL).
I'm thinking a reward for Light mechs distracting the enemy should reward more, the game can track when the enemy fires at the Light mech. Reward the Light mech for:
1.) The enemy shots that the pilot dodges.
2.) Damage landed by friendlies upon the enemies that are shooting at the Light mech.
It could also reward the tanking role in a similar two-fold way:
1.) Reward the player who is tanking for the damage reduction through damage transfer from dead arm-stumps and dead side-torsos / legs. E.g.: you twist right and get hit in the dead left torso, which transfers 40% of the damage to your CT. The game rewards you for the 60% of the damage that you denied.
2.) Reward the player who is tanking for the damage that his friendly teammates inflict upon the enemy while he is taking enemy fire.
Basically, there are activities which help contribute to the team's victory, but are very self-less acts that put the player in danger and don't reward him or her for it. By recognizing and rewarding this behavior, it can be fostered and encouraged.