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Sicerly Yaw
Corrosive Synergy No Context
672
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Posted - 2015.07.20 08:12:00 -
[1] - Quote
could we implement the isk reward system that's in PC into pubs, might give some incentive for players to stay in match and actually fight
at least 50% of the enemy isk losses should be divided up to each team equally on top of the current payouts, have a threshold of 200 or 300 wp so that players are encouraged to actually try those that don't wont be punished they just don't get payed as much as those that do, and it wont benefit only logis or other WP farmers as the isk would be divided equally
or we could make it so each player gets the isk cost of whatever they killed in battle
so if you kill a proto suit that's worth 300k you get that as a reward, or 50% to whoever got the kill and 25% to assists
there needs to be more incentive to keep players in battle and to make them fight as hard as they can
if not isk then maybe a certain amount of SP per kill
PC and FW each have their own incentives, but in pubs the payouts are only ever good for people that farm WP those that win games or carry their team at times get no recognition and are left with low payouts while the logi or even an AV player that is damaging tanks enough to farm points but not enough to get rid of them get better payouts all because they end up on the top of the leader boards
I do know that isk lost in battle does effect the payouts to some point but it does not seem significant or fair in the way it is split up
either kills and other objectives should be worth something or the payout formula needs to be changed to give more incentive to stay in match and do as well as you possibly can
if I am hardly doing anything for my team my payouts should reflect that (instead of getting over 100k just for staying in the match) and if I am doing a lot for my team (hacking objectives and installations or defending a point and getting kills) then my payouts should be a lot better
I have been in matches where I stay almost completely alone against 8 or 9 players kill about 9 proto guys by myself die twice as much get first place and get rewarded 500k but if I do the same with a full team and come in second or third even if I do a lot better I get payed 300k or less, to me that seems wrong if I am getting the same or better results then my payouts should reflect that
click here if you are making a new account and want some free BPO's
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Adipem Nothi
Nos Nothi
11
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Posted - 2015.07.20 10:26:00 -
[2] - Quote
+1
Shoot scout with yes. - Ripley Riley (for CPM2)
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501st Headstrong
0uter.Heaven
1
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Posted - 2015.07.20 12:25:00 -
[3] - Quote
Agreed. It should be suits terminated however instead of killed to prevent farming. For AV taking out a certain amount of vehicle hp corresponds to the vehicles cost. You get Madrugar damage, you automatically gain 100k if its proto, with scaling reeards for basic.
Overall there should be more incentives for killing Proto smusers, but this is a good point. Keep what you kill
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Be back in 8 dayz
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.07.20 14:14:00 -
[4] - Quote
Quoted from my post here.
deezy dabest wrote:First of all this is not about payouts needing to be raised.
This is about incentive to win, rewarding activity, and screwing over those that feel that sitting in the red line is a viable tactic because it is currently profitable.
-Remove passive payouts for time in battle. This only screws people that join the battle late and rewards those that AFK the full time.
-Add a base passive payout determined based on win or lose. 100k for a victory and 25k for a loss sounds like good numbers but obviously those are open for debate.
-Adjust the current mechanics of ISK destroyed going into the prize pool so that only 20% of ISK destroyed goes into the pool. This would still be divided based on Win or Loss and WP as it currently stands.
-Add an individual "keep what you kill" system. The player who gets the kill on a suit gets 20% of the value of the suit. Players who get assists on those people receive 10% up to 3 people based on actual damage dealt. Only ISK actually destroyed is paid out just like with the current prize pool. This makes terminating clones absolutely essential.
-Add a bonus payout per war point. Something small like 500 ISK per WP sounds fair but again very open for debate. This is so that logis have an equal chance of making a profit under the new system as slayers do.
My proposed system is not perfect but seems far more balanced than the current system. There would be very little reward in stomping MLT suits and BPOs while it could be highly profitable to fight back against PRO stomps. It also rewards primarily participation while keeping some passive ISK in there so that new players are not totally boned.
You will notice that only 70% of destroyed ISK is distributed. This is to keep an ISK sink in there to offset the base payout from win or loss and keep some importance on wallet management since this is really the most important aspect of being a mercenary. Victories would become fairly profitable primarily for those who were participating while AFKing through a loss nets you next to nothing.
This highly rewards staying and fighting when you see PRO stompers. Being willing to team up with a couple of people and try to pick off as many PRO suits as possible can be wildly profitable even in loss.
It really fits in more with the aspects of pub matches being contracted by large NPC corps. Why would an NPC corp pay a mercenary just for sitting in battle and put little emphasis on if the battle is won or lost.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Sicerly Yaw
Corrosive Synergy No Context
674
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Posted - 2015.07.21 00:48:00 -
[5] - Quote
deezy dabest wrote:
My proposed system is not perfect but seems far more balanced than the current system. There would be very little reward in stomping MLT suits and BPOs while it could be highly profitable to fight back against PRO stomps. It also rewards primarily participation while keeping some passive ISK in there so that new players are not totally boned.
You will notice that only 70% of destroyed ISK is distributed. This is to keep an ISK sink in there to offset the base payout from win or loss and keep some importance on wallet management since this is really the most important aspect of being a mercenary. Victories would become fairly profitable primarily for those who were participating while AFKing through a loss nets you next to nothing.
This highly rewards staying and fighting when you see PRO stompers. Being willing to team up with a couple of people and try to pick off as many PRO suits as possible can be wildly profitable even in loss.
It really fits in more with the aspects of pub matches being contracted by large NPC corps. Why would an NPC corp pay a mercenary just for sitting in battle and put little emphasis on if the battle is won or lost.
i am not really proposing anything I am just trying to give a few options to work off of I do like your proposal but the main point is just to give more incentive to players to stay and fight win or lose, so things like rewards based on winning and losing would be only for that purpose, Id like to have a system in place that helps out all types of players
those that squad up would get more rewards based on their support to each other and their team (their rewards would be split up equally making it better for new players to squad up with vets and in that way vets could help out new players), while a solo player would be rewarded based on their own individual performance encouraging them to do as much as they can
I'd just like to see more players actually try to fight back even if the odds are against them
click here if you are making a new account and want some free BPO's
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Lex DOCIEL
What Two French
61
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Posted - 2015.07.21 07:34:00 -
[6] - Quote
Upvote +1
You lose money when getting your protos out to fight until the end against a stronger enemy (and/or outnumbered). You make money when trolling in basic dropsuits. Did the test, works 100% of the time.
I think either proto dropsuit/modules should be reduce (bad idea), or the reward getting those out (termination) should be raised.
In Eve, the more expensive the ship you destroy, the more money you make out of it. But on top of that, you take it's potential bounty AND cargo AND salvage. That makes a lot more money that you could think of in the end, regardless of the numerous other way you can farm ISK passively.
But it is slowly going this way anyway.
Still, I agree that for now, the harder you fight, the less money you make. If we would be real mercenaries, putting our life (lives) on the balance, nobody would go for public contracts.
Proud player of the most strategic and addictive massively-multiplayer FPS in the world.
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