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Haerr
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.07.25 10:45:00 -
[1] - Quote
Looking at what the current reward systems are actually rewarding gives reason to reevaluate how they are set up and what they are to reward.
If the game is supposed to be about fighting for the win, then rewarding players who go stand around on the corners of the map shooting installations is just not the way to go.
This is not just a problem with daily missions as PUB payouts are in least partially dependant on how large portion of the team WP total a player gets, which means ISK that could have gone to the guys playing the game goes to someone who is off in some corner of the map.
Even worse is that the problem extends into what is rewarded with the most SP as that is solely based on time in match plus WPs.
Blowing up installations. Set the WP reward for blowing them up to 0 WPs and remove the daily missions. If you want to make some sort of activity tracking with an achievement/reward for blowing up a couple of them fine, just don't have it tied to daily missions.
Same thing with hacking installations, set the WP reward to 0 and remove the daily missions.
Since Daily Missions positively reinforces certain activities it would make sense if they were solely conditional on playing the games objectives, as such good options include:
Win X Battles Hack or counter-hack X consoles Gain X WPs from objective defence bonus Have X players spawn on your uplinks Revive X players Get X kill-assists Kill X enemies Gain X WPs through equipment
In order to provide variety Win X Acquisition Win X Ambush Win X Domination Win X Skirmish Win X FW (per faction, dependant on who the player signs on for, could reward extra LP) Win X PC matches
Bad options include:
Anything that involves installations as it requires the players to move away from and disregard the game objectives.
Anything that involves vehicles specifically, the general rewards for kills and assists will still reward vehicle usage without enforcing it. This is also because being in a vehicle means at least one less person on the objective.
Since WP rewards directly influence SP gain (and ISK in PUBs) they should only be rewarded for playing the games objectives and for doing things that contribute to winning a game. Things that are specifically risk averse should not be further premiered. Not losing Xk ISK is already enough of a risk averse inducing mechanic, especially so as the rewards for trying are currently not even matching the costs for doing so.
OBs granting WPs for kills, kill-assists, vehicle kill-assists, repair tool guardian, squad order bonus, and squad leader bonus for all above is also more than a little bit excessive.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.07.25 11:40:00 -
[2] - Quote
Bettermissions in vehicles. Not the removal of vehicle missions. Vehicle use is not anywhere near the dumbassery of snipers who never leave the redline. Vehicles have the potential to shape a battle. Removing an option for missions completed in vehicles undermines that.
Further, destroying installations has a strategic value, especially in the case of turrets. Controlling them can tie down the entire enemy vehicle usage. Not controlling them and being unable to gain control similarly hamstrings you.
Blanket calling out bad behavior doesn't tell the whole story.
The kill assists in a vehicle mission is pretty stupid IMHO. I never bother with it.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.07.25 12:46:00 -
[3] - Quote
let the players decide their reward.
for kills, for vehicle kills, for assists, revives, WPs, amount healed, amount of damage taken without dying, headshots... whatever it is that players feel is important to them. kills while using an installation? total wins? whatever.
all of that stuff, we let the player decide what he should be rewarded for. Then we let the player how to play.
if im assault, then i want to go for kills. i would select a kill contract. the base would be x amount of isk per kill. BUT i can take it further if i want and say, I think I can get 20 kills in a match, so i want more isk. so you select a modified version of the kill contract that will pay you more isk ONLY if you complete the contract. alos, paying for these modified contracts may be a good idea to provide further incentive for players to commit to the task.
but perhaps your not good at slaying, but youre a damn good logi. so take a contract for amount of healing provided, or number of revives. maybe you think you can rep 20k... go for for a modified contract that pays more. youll get your payout if you succeed.
the point is that instead of having everyone taking random challenges that may or may not help anyone. we let players reward themselves for what theyre good at.
Intel assist? something for scouts? hacks and counter hacks?
its just an idea, but i feel that the current reward system could be taken further. The ability to reward your style of gameplay is needed, and it should be done in a way that helps a team overall to win.
you could even offer a way to increase a players reward ISK for winning a match by upgrading their contracts. you would would pay collateral, and if you win then you get your collateral back, plus extra ISK. the better the contract, the high the ISK payout, but the higher the collateral cost.
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Kierkegaard Soren
Eridani Light Horse Battalion
875
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Posted - 2015.07.25 13:17:00 -
[4] - Quote
DeathwindRising wrote:let the players decide their reward.
for kills, for vehicle kills, for assists, revives, WPs, amount healed, amount of damage taken without dying, headshots... whatever it is that players feel is important to them. kills while using an installation? total wins? whatever.
all of that stuff, we let the player decide what he should be rewarded for. Then we let the player how to play.
if im assault, then i want to go for kills. i would select a kill contract. the base would be x amount of isk per kill. BUT i can take it further if i want and say, I think I can get 20 kills in a match, so i want more isk. so you select a modified version of the kill contract that will pay you more isk ONLY if you complete the contract. alos, paying for these modified contracts may be a good idea to provide further incentive for players to commit to the task.
but perhaps your not good at slaying, but youre a damn good logi. so take a contract for amount of healing provided, or number of revives. maybe you think you can rep 20k... go for for a modified contract that pays more. youll get your payout if you succeed.
the point is that instead of having everyone taking random challenges that may or may not help anyone. we let players reward themselves for what theyre good at.
Intel assist? something for scouts? hacks and counter hacks?
its just an idea, but i feel that the current reward system could be taken further. The ability to reward your style of gameplay is needed, and it should be done in a way that helps a team overall to win.
you could even offer a way to increase a players reward ISK for winning a match by upgrading their contracts. you would would pay collateral, and if you win then you get your collateral back, plus extra ISK. the better the contract, the high the ISK payout, but the higher the collateral cost.
This.
Allowing mercs to tailor daily missions and the rewards they give to suit their preferred playstyle is something I really want to see.
Dedicated Commando.
"He who can destroy a thing, controls a thing."
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Stefan Stahl
Seituoda Taskforce Command
1
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Posted - 2015.07.25 15:41:00 -
[5] - Quote
Very good points.
My personal gripe: ISK reward should not depend on team rank*. It should depend on personal contribution - preferably in terms of "keep x% of what you kill, y% of what you repair, z% of what you hack". Right now there's an ISK incentive to grind WPs while denying them to teammates so you maximize your own profit while minimizing effort. That doesn't seem right.
(*More precisely I think right now ISK rewards depend partly on the fraction of personal WP achieved to overall sum of WP achieved by the team. However, the rank of that ratio with a team is identical with team rank, so I took a shortcut in the statement above.) |
Thokk Nightshade
Montana Militia
1
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Posted - 2015.07.25 16:34:00 -
[6] - Quote
Stefan Stahl wrote:Very good points.
My personal gripe: ISK reward should not depend on team rank*. It should depend on personal contribution - preferably in terms of "keep x% of what you kill, y% of what you repair, z% of what you hack". Right now there's an ISK incentive to grind WPs while denying them to teammates so you maximize your own profit while minimizing effort. That doesn't seem right.
(*More precisely I think right now ISK rewards depend partly on the fraction of personal WP achieved to overall sum of WP achieved by the team. However, the rank of that ratio with a team is identical with team rank, so I took a shortcut in the statement above.)
I had a match this morning running mostly support logi. 8 kills, 3 assists, 1145 WP. Not a horrible match overall. I was 11th on the leaderboard and had a 142k ISK Payout.
VERY NEXT MATCH we got beat pretty bad. I went 2 and 5 with around 600 WP. I was 4th on the leaderboard and had a 192k payout.
Does this make sense to anyone? I get I theoretically "helped the team more" since I was higher on the board, but roughly 50% of the WP and still a 30% better payout?
Thokk Kill. Thokk Crush. Thokk Smash.
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Mountain Doody
Central Mercenary Services
53
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Posted - 2015.07.25 17:26:00 -
[7] - Quote
i was really surprised how much aur purchase boosts loyalty ranks compared to kills and wins |
Haerr
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.07.26 10:29:00 -
[8] - Quote
Breakin Stuff wrote:Bettermissions in vehicles. Not the removal of vehicle missions. Vehicle use is not anywhere near the dumbassery of snipers who never leave the redline. Vehicles have the potential to shape a battle. Removing an option for missions completed in vehicles undermines that. Keeping only the general missions, which are completable by both infantry and vehicles, would not undermine vehicle usage.
Breakin Stuff wrote:Further, destroying installations has a strategic value, especially in the case of turrets. Controlling them can tie down the entire enemy vehicle usage. Not controlling them and being unable to gain control similarly hamstrings you.
Blanket calling out bad behavior doesn't tell the whole story. The strategic value of Certain installations is not diminished by removing the extra rewards for hacking/destroying any and all installations (including the ones with little to no strategic value).
Breakin Stuff wrote:The kill assists in a vehicle mission is pretty stupid IMHO. I never bother with it. Agreed!
The point I am trying to make is that Daily Missions and WP gain should be tuned to reward winning matches and trying to win matches.
Between the ISK loss for being killed and the Daily Missions and WP gain for doing things that do not require one to either win a match or even to try to win a match, Dust is both encouraging and incentivising poor gameplay. That poor gameplay includes blueberries that troll by doing anything but play the objectives while not only getting a large portion of the shared rewards but also by gaining extra rewards...
Kocken Fanni Hellsvik hade bra ork när hon fick spela fagott vid fartkontrollen sex stopp innan slutstation!
Swedish
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Haerr
Negative-Feedback. Negative-Feedback
3
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Posted - 2015.07.26 10:45:00 -
[9] - Quote
Stefan Stahl wrote:Very good points.
My personal gripe: ISK reward should not depend on team rank*. It should depend on personal contribution - preferably in terms of "keep x% of what you kill, y% of what you repair, z% of what you hack". Right now there's an ISK incentive to grind WPs while denying them to teammates so you maximize your own profit while minimizing effort. That doesn't seem right.
(*More precisely I think right now ISK rewards depend partly on the fraction of personal WP achieved to overall sum of WP achieved by the team. However, the rank of that ratio with a team is identical with team rank, so I took a shortcut in the statement above.)
^ This. This leads to some emergent things being rewarded:
In combination with the repair tool WP cap; stop repairing teammates and let die so that one can either pick them up with a nanite injector or have them spawn on a drop uplink.
While having a nanite injector equiped; If a teammate is in an expensive suit bleed them out by applying any explosive on them (examples: flux, locus, flaylock, mass driver, plasma cannon) instead of picking them up as the match total ISK reward is in part based on what is lost during the match.
Drop uplink paddocking; put uplinks in places that are difficult / impossible get out from, and in so both gain WP and deny WP to teammates allowing you a larger portion of your teams WP total which leads to more ISK to you while denying ISK to teammates. Bonus points if the teammates who spawn on your bad link ends up suiciding (more ISK) or getting killed by enemies (more ISK).
(Word to the wise do not put drop uplinks in places where spawning on them would mean instantly falling to ones death.)
Not engaging enemies until they have killed friendly proto or officer suits (more ISK).
Not killing enemy AV nor hacking or destroying installations until they have blown up expensive friendly vehicles (more ISK).
Kocken Fanni Hellsvik hade bra ork när hon fick spela fagott vid fartkontrollen sex stopp innan slutstation!
Swedish
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