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Ryme Intrinseca
Seraphim Auxiliaries
20
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Posted - 2013.09.10 07:46:00 -
[1] - Quote
CCP wrote:1.Base rewards GÇô Every mercenary receives basic compensation for each battle they fight. The size of the reward depends on the time you spent fighting, so joining a battle late will net you lower earnings. Value of objects destroyed in battle has no bearing on this part of the reward. 2.Team rewards GÇô The total rewards calculated from the value destroyed are split between the participating teams, with the winning team earning a larger share. Then, each participant earns a cut of the total rewards that their team received based on the time they spent in the battle. If youGÇÖre late to the party, youGÇÖll earn a smaller cut. 3.Individual rewards GÇô Finally, every participant receives a reward based on their individual contribution on the battlefield. Mercs earn war points based on their actions in the course of each battle, and the more war points you score, the higher your cut of the total payout.
So if I read that right, you get more payout, the more ISK value is lost on your side. This is because, under point 2, the value destroyed is split between both teams. In fact, this undermines teamwork, as it means that by saving a friendly tank you cost yourself ISK. Better to let the red get that swarm salvo off before you shoot him.
I agree with the OP that it would be nice to see the actual contract we are working to, with the breakdown of the amount awarded per second in battle (as per point 1), per 1ISK destroyed (point 2), and per WP earned. This would also encourage CCP to replace point 2, as it would make no sense for the hiring party to offer a contract that rewarded destruction of equipment on our own team. |
Ryme Intrinseca
Seraphim Auxiliaries
20
|
Posted - 2013.09.10 09:37:00 -
[2] - Quote
Garrett Blacknova wrote:CCP have said they aren't publishing the numbers because they're constantly in flux, but why not have a visible contract for the player to read and accept? They could code it with variables that autofill with the appropriate current values so players can see what to do in order to ensure that extra payout. I like this idea, but why not take it further and vary each contract for each battle, within a certain range. On the public contracts tab you'd see something like this:
Contract type: [Ambush/Skirmish/Domination] Hiring corp: [NPC corp] Location: [Planet and district] Appearance fee: xISK per second Performance fee: xISK per WP Destruction fee: x% of total ISK value Win bonus: +x% destruction fee Salvage: x% chance Meta rating: [Lucrative/Generous/Average/Ungenerous/Miserly]
SP should be the one payout that's made according to rules that apply to each battle, as that's presumably the one thing that doesn't vary with each contract. |
Ryme Intrinseca
Seraphim Auxiliaries
20
|
Posted - 2013.09.10 10:40:00 -
[3] - Quote
Garrett Blacknova wrote:Ryme Intrinseca wrote:Garrett Blacknova wrote:CCP have said they aren't publishing the numbers because they're constantly in flux, but why not have a visible contract for the player to read and accept? They could code it with variables that autofill with the appropriate current values so players can see what to do in order to ensure that extra payout. I like this idea, but why not take it further and vary each contract for each battle, within a certain range. On the public contracts tab you'd see something like this: Contract type: [Ambush/Skirmish/Domination] Hiring corp: [NPC corp] Location: [Planet and district] Appearance fee: xISK per second Performance fee: xISK per WP Destruction fee: x% of total ISK value Win bonus: +x% destruction fee Salvage: x% chance Meta rating: [Lucrative/Generous/Average/Ungenerous/Miserly] SP should be the one payout that's made according to rules that apply to each battle, as that's presumably the one thing that doesn't vary with each contract. That's one possible format, but here's another. Contract Type: [Ambush/Skirmish/Domination] Hiring Corp: [NPC corp] Location: [Planet and district] Appearance Fee: xISK per second Destruction Fee: x% of total ISK value destroyed by team Performance Bonus: top 3 WP earners get x% bonus (or tiered bonuses for 1st - 3rd place) Performance Fee: remaining Destruction Fee after Performance Bonus divided among all team members based on WP Win Bonus: +x% total payout before Win Bonus Salvage: x% chance Meta rating: [Lucrative/Generous/Average/Ungenerous/Miserly] I just based my format on CCP's actual calculations. I agree that the destruction fee should be based on what the team destroys, not on everything destroyed in the battle, which is how CCP calculates it. I'm not so sure about giving a performance bonus to the top 3 alone. That would make it very hard for any infantry to get the bonus if there is a capable tanker in the field - two gunners would often get 2nd and 3rd off vehicle assists alone. |
Ryme Intrinseca
Seraphim Auxiliaries
21
|
Posted - 2013.09.10 11:55:00 -
[4] - Quote
Garrett Blacknova wrote:Ryme Intrinseca wrote:Garrett Blacknova wrote:Ryme Intrinseca wrote: I like this idea, but why not take it further and vary each contract for each battle, within a certain range. On the public contracts tab you'd see something like this:
Contract type: [Ambush/Skirmish/Domination] Hiring corp: [NPC corp] Location: [Planet and district] Appearance fee: xISK per second Performance fee: xISK per WP Destruction fee: x% of total ISK value Win bonus: +x% destruction fee Salvage: x% chance Meta rating: [Lucrative/Generous/Average/Ungenerous/Miserly]
SP should be the one payout that's made according to rules that apply to each battle, as that's presumably the one thing that doesn't vary with each contract.
That's one possible format, but here's another. Contract Type: [Ambush/Skirmish/Domination] Hiring Corp: [NPC corp] Location: [Planet and district] Appearance Fee: xISK per second Destruction Fee: x% of total ISK value destroyed by team Performance Bonus: top 3 WP earners get x% bonus (or tiered bonuses for 1st - 3rd place) Performance Fee: remaining Destruction Fee after Performance Bonus divided among all team members based on WP Win Bonus: +x% total payout before Win Bonus Salvage: x% chance Meta rating: [Lucrative/Generous/Average/Ungenerous/Miserly] I just based my format on CCP's actual calculations. I agree that the destruction fee should be based on what the team destroys, not on everything destroyed in the battle, which is how CCP calculates it. I'm not so sure about giving a performance bonus to the top 3 alone. That would make it very hard for any infantry to get the bonus if there is a capable tanker in the field - two gunners would often get 2nd and 3rd off vehicle assists alone. You were giving every player a fixed % of destruction value. From what we've heard, the destruction value is divided based on WP earnings, NOT a fixed amount per player. Also, a lot of reports have suggested that the top 3 players are awarded a significant bonus to ISK earnings, and I've seen evidence to support that in my own playtime. If it's a very small amount, like a 3/2/1% split, then the remaining 94% is divided by WP earnings, it shouldn't give too big an advantage. I was going on the devblog I quoted above, these being the relevant sections:
CCP wrote:2.Team rewards GÇô The total rewards calculated from the value destroyed are split between the participating teams, with the winning team earning a larger share. Then, each participant earns a cut of the total rewards that their team received based on the time they spent in the battle. If youGÇÖre late to the party, youGÇÖll earn a smaller cut. 3.Individual rewards GÇô Finally, every participant receives a reward based on their individual contribution on the battlefield. Mercs earn war points based on their actions in the course of each battle, and the more war points you score, the higher your cut of the total payout. I read this as saying that the allocation of 'team rewards' is based on something like
1/n of total value destroyed*time in battle*win/loss multiplier
and there is then a separate calculation that gives 'individual rewards' based on WP, which does not take into account value destroyed (as that is not mentioned in the individual rewards section). But as it also says 'the more war points you score, the higher your cut of the total payout', I suppose it is possible that the individual reward is another function to be entered into the value destroyed calculation, which then looks something like
1/n of total value destroyed*time in battle*win/loss multiplier*WP multiplier
In any case, the devblog is ambiguous.
As for the top three bonus, that's not mentioned in the devblog, though I suppose it could be part of the 'individual rewards' calculation. I don't have a problem with it if the numbers are small (3%, 2%, 1%, as you suggest) and total WP is the main determinant of ISK payout. But I wouldn't want to see guys in 4th and 5th getting 1000+WP but ISK payout only around the same level as the players in 15th and 16th. |
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