typewriter
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Post by typewriter on Mar 5, 2017 21:43:13 GMT -5
I'd like to make a suggestion and discuss: that Pix remove medals of valor and beacons, and instead reward every player on the winning team with the same amount of gold, barring a few cases. The main reason is to take away the incentive of tankers, clubbers and the like once and for all.
This is under the assumption that we want to make the game in such a way that every player's objective is to maximize the probability of his team winning, and nothing else. That, IMO, would create a most enjoyable game.
If you don't agree with this assumption (say if you think it's best to incentivize the maximization of shooting and kills) then my suggestion is void.
The current rewards, I guess, are there because:
1. players would be incentivized to fight hard (medal of valor) and to capture beacons (medal of beacons). These two behaviors are supposed to be the approximation of "helping your team win"
However, as we can see, the approximation has been getting more and more inaccurate. Currently players are over-incentivized to deal damage to the point that it's not helping the team.
As an example, suppose we are on Yamantau high side. We've got center and secured the flanks on both bridges. 3 reds have just spawned recently, 2 have been camping in the sniping platform, and 1 is near beacon B. It's 4 minutes into the match, and our beacon bar is in the lead by a bit.
In most cases, the tactic that would give our team the best chance of winning , IMO, would be to find cover, get into good spots to defend center, and not push for beacon B. (of cos if we have a stalker or gareth on the right flank and can counter the red in B well, then sure go harass him and try to distract)
Let the reds come attack center and we'll have a strong advantage in positions. And if they decide to just camp and shoot, we'll win on beacons.
But in the current system, most players I see would move out of cover and advance into the open ground, in order to deal more damage. And by doing that of cos they die much more easily, and sometimes a few blues die at the same time creating a vacuum in center and the reds can retake it without much resistance.
This damage dealing attempt is not helping the team win.
OTOH, in the system i suggest, say 2 gold for everyone on the winning side, or 3 for the top 2 and 2 for everyone else, I believe most players, if not all, would still be sufficiently motivated to help the team win, be it dealing damage, running for a remote beacon, defending it, or just absorbing damage for a teammate.
By doing what the team needs, one maximizes the chances of getting the 2 gold, and there is no other incentive to make him do otherwise. Plus winning is what we try to do naturally anyway, I suppose?
2. rewarding the player who've contributed most to the team win / the most skillful player, is fair, and is thus a good thing in itself.
Again in the recent months we can see that dealing the most damage doesn't always mean contributing the most to your team. And sometimes it's exactly the other way round.
Also, with the current league system, the better you play the higher you get pushed up, so what is the point of rewarding the "highest contributor"?
If I play really well and because of that my 8/8 hangar keeps getting matched with 12/12 and I don't get top damage because of that, I don't deserve the gold?
Or on the flip side, I play really crappy (even tho I am not intentionally tanking) so my 8/8 gets matched with 5/5 all the time and I top the damage most of the time, does that make me deserve the gold?
With the league system now, I think reason 2 is moot.
But why do this, afterall, you may ask?
Because many undesired behaviors in the game that hurts the experience of other players are incentivized by the medals. Tanking, clubbing, ignoring beacons, etc. This will take away the incentives for them to do these things that make our games not fun.
Of course, even in the system I suggested, tankers still have some incentive to tank, because it will be easier to win vs lower level players. But doing that just for 2 gold most matches, which they should get half the time anyway if they play straight, is much smaller to the 10 they get now. And that may also be outweighed by the end-of-the-month league reward and the time required to tank.
One problem I can think of with this system is that there may be people who want to freeride his team, by just starting the match and then stand there, while watching TV or something. Or to play just one bot and then quit the match. Afterall, people can be ingenious when trying to rip others off.
This can be fixed by having rules like "to get the gold, your damage must be >25% of the team average, you cannot be idle for more than 1 minute, and must wait until the match is over before you leave to the hangar"
I believe these rules will rarely if ever distort incentives, are easy to put in place and will rarely affect innocent players. Should pretty neatly separate freeriders from normal players.
Thoughts?
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Post by Ⅎ₹ѺC₭₩ELDEℲ₹ on Mar 5, 2017 21:46:38 GMT -5
Pix just mentioned that in 2 weeks they are going to start segregating tankers to "special leagues". They can go screw themselves...
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Post by ShutUpAndSmokeMyWeed on Mar 5, 2017 21:48:53 GMT -5
If everyone on the winning team got gold people would just quit or idle repeatedly for free gold in the event that their team manages to win without them.
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Post by cakeordeath on Mar 5, 2017 21:50:41 GMT -5
I like this idea. High damage is already well incentivized by league points and the associated rewards. Shifting the per match rewards this way rewards team play and takes away the lump sum reward that motivates most tankers. I know I prefer to compete with the reds but these days, I feel like my real competition are the blues around me.
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typewriter
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Post by typewriter on Mar 5, 2017 21:56:24 GMT -5
If everyone on the winning team got gold people would just quit or idle repeatedly for free gold in the event that their team manages to win without them. From my original post: **** This can be fixed by having rules like "to get the gold, your damage must be >25% of the team average, you cannot be idle for more than 1 minute, and must wait until the match is over before you leave to the hangar" ****
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Post by SlowReflexes on Mar 5, 2017 21:59:14 GMT -5
If everyone on the winning team got gold people would just quit or idle repeatedly for free gold in the event that their team manages to win without them. Yeah at least now they capture 2 beacons first before quitting.
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typewriter
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Post by typewriter on Mar 5, 2017 22:08:55 GMT -5
Sorry. I might have been too verbose for ppl to read the whole thing. Original post edited a little to highlight that part.
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Post by ShutUpAndSmokeMyWeed on Mar 5, 2017 23:13:58 GMT -5
If everyone on the winning team got gold people would just quit or idle repeatedly for free gold in the event that their team manages to win without them. From my original post: **** This can be fixed by having rules like "to get the gold, your damage must be >25% of the team average, you cannot be idle for more than 1 minute, and must wait until the match is over before you leave to the hangar" **** Sorry, I admit I didn't read the whole OP But even then, you could just eject the first 4 bots and play the last bot for a minute or two. The point is no matter what requirements you have, people are going to do the bare minimum to get maximum farming efficiency and ruin the game for everyone else. It'll be an endless game of cat-and-mouse between the developers and the Au farmers.
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Post by Deleted on Mar 5, 2017 23:27:37 GMT -5
Pix just mentioned that in 2 weeks they are going to start segregating tankers to "special leagues". They can go screw themselves... Good to hear. Where do they usually post about such things?
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typewriter
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Post by typewriter on Mar 5, 2017 23:40:42 GMT -5
From my original post: **** This can be fixed by having rules like "to get the gold, your damage must be >25% of the team average, you cannot be idle for more than 1 minute, and must wait until the match is over before you leave to the hangar" **** Sorry, I admit I didn't read the whole OP But even then, you could just eject the first 4 bots and play the last bot for a minute or two. The point is no matter what requirements you have, people are going to do the bare minimum to get maximum farming efficiency and ruin the game for everyone else. It'll be an endless game of cat-and-mouse between the developers and the Au farmers. yea but since they'd have to wait til the battle ends, they wont be farming super fast. all they save is time split into 8 minute chunks to do other things. Might as well just play straight? They'd also increase the chances of getting the 2 gold that way.
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Post by ShutUpAndSmokeMyWeed on Mar 5, 2017 23:44:31 GMT -5
Sorry, I admit I didn't read the whole OP But even then, you could just eject the first 4 bots and play the last bot for a minute or two. The point is no matter what requirements you have, people are going to do the bare minimum to get maximum farming efficiency and ruin the game for everyone else. It'll be an endless game of cat-and-mouse between the developers and the Au farmers. yea but since they'd have to wait til the battle ends, they wont be farming super fast. all they save is time split into 8 minute chunks to do other things. Might as well just play straight? They'd also increase the chances of getting the 2 gold that way. Wait... so quitting after meching out isn't allowed?
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typewriter
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Post by typewriter on Mar 6, 2017 0:26:30 GMT -5
yea but since they'd have to wait til the battle ends, they wont be farming super fast. all they save is time split into 8 minute chunks to do other things. Might as well just play straight? They'd also increase the chances of getting the 2 gold that way. Wait... so quitting after meching out isn't allowed? Right, that's the idea. For a player who plays straight, how much time is that gonna waste on average? Not a lot I think? Also many would just want to see how the match ends even if the rule wasn't there anyway. If that doesn't sound palatable enough, then how about quitting after meching out is allowed, but you can't join the battle queue before the original match ends? It's basically the same thing, but may sound less like "being forced to watch the rest of the match" to some.
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Post by DIeGo100% on Mar 6, 2017 1:17:18 GMT -5
Pix just mentioned that in 2 weeks they are going to start segregating tankers to "special leagues". They can go screw themselves... Good to hear. Where do they usually post about such things? they post this on one Q&A from the official reditt of war robots
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Post by whatttupG on Mar 6, 2017 1:22:52 GMT -5
From my original post: **** This can be fixed by having rules like "to get the gold, your damage must be >25% of the team average, you cannot be idle for more than 1 minute, and must wait until the match is over before you leave to the hangar" **** Sorry, I admit I didn't read the whole OP But even then, you could just eject the first 4 bots and play the last bot for a minute or two. The point is no matter what requirements you have, people are going to do the bare minimum to get maximum farming efficiency and ruin the game for everyone else. It'll be an endless game of cat-and-mouse between the developers and the Au farmers. In other words, if you set the limit anywhere... say it's 15 pieces of flair, your new problem will simply begin at those running exactly 15 pieces of flair...
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Post by Shahmatt on Mar 6, 2017 1:28:29 GMT -5
Agreed with the OPs suggestion.
For ranking maybe it could be done by score instead of damage?
Scoring could be done as follows, as an e.g- 1 kill - 1 point contributed kill - 0.5 points for damage delivered greater than 10% beacon grab - 1 point beacon liberated - 1 point damage - 1 point per 100 damage delivered damage to others prevented by energy shield - 1 point per 100 damage blocked
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Post by truechill on Mar 6, 2017 2:17:28 GMT -5
typewriter I like the idea. Something in the ballpark of: 1st 4 AU 2nd 3 AU 3rd 2 AU 4th 2 AU 5th 2 AU 6th 2 AU would only be a few more AU than pix normally gives out in a match. I would make a couple additions though. Replace beacon and DMG scores with a "contribution score" that combines the two together. I would also raise the minimum contribution. Maybe something closer to 50% of the average dmg on the team. It doesn't seem unreasonable to me and it would make it much harder to sandbag. I would also add a penalty for people who consistently fail to make at least 50% of the average contribution to the team. Something in the ball park of low priority league that forcing them to make up those games with no reward.
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Post by Deleted on Mar 6, 2017 2:41:48 GMT -5
Well I am one of those bad people on Yam. If the tower is protected, you bet, I'm not standing around. However, my reason is different than you describe. Not damage, but to try and gain a tactical advantage. With 2 Fury's loaded to the gills with Tridents, the ones holding the tower, especially if they are in the tower, are going to get pounded on. Once their destroyed there is a time factor involved in their return to the scene of the crime so to speak. While the opposition starts their attack and more than likely takes the tower and beacon. If I can give them another worthy target to go after in either flank, deal some damage then I just bought the rest some time. Also it might allow a faster bot that's paying attention and either go for the beacon, or pick a spot where they can disrupt a future attack, thereby giving the people holding the tower more time and possibly allowing reinforcements to arrive. Besides standing around is boring. Boring is not fun. Fighting is not boring, so it must be fun. It's game designed for fun, excitement, get the old heart pumping.
I will definitely agree a LR or MR with the most damage mil plus, 1 kill and zero beacons is usually not considered a Hero in my book. While I have been slogging it out trying to get, liberate or hold a beacon. But, they have done that damage to someone, thus giving me an easier kill.
I really haven't checked on the medals in a long time. I more concerned with the green tinted screen saying you won. Do a quick check of stats and start a new battle.
If I have screwed up and meched out. Sometimes I watch till the end, sometimes I don't. I always watch when 2 long range guys are left and the reds are advancing on them and I start rooting for the reds. I always enjoy seeing when they realize they stayed in that bot too long and the game already having been decided long ago. A lightbulb suddenly comes on in their head I imagine. Then they drop, die drop, die. At the end the reds celebrate by dancing in your spawn point gleefully firing weapons everywhere. Never miss that show.
Sometimes I leave so I can fight as many battles, as fast as I can to generate silver. Need 30 mil to upgrade that Galahad, got to crank it out, so I go to another battle and wonder if Pix does really add my rewards in from that previous one. Hard to tell if they ever do. Cause I really don't keep track of that either. Just want to see those numbers go up. So I guess I would vote "NO" to being required to stay and watch somebody else play. That kinda sucks, don't ya think. When you could be doing it yourself.
The gold it goes up everyday, by completing tasks and of course winning some in battles. So no problem there in my book with how it is awarded in battles.
Now the Leagues, took me a week to give up on them. Wish it had been sooner, but it wasn't. Leagues, smeagues. Whoopie do. 23 skidoo.
And the kicker to all this, I battle, I fight, I get kills, damage and beacons. I try to win and do my best. I can't spend time worrying whether or not there is a tanker on my team, or if somebody is going to play one bot and then ditch on me. Because my concentration in on the game and doing my best to win. Pix can do anything they want, but it won't change how I play the game. Nor do I believe it will change how other people approach it, no matter what label you use to describe their style of play, because deep down we all know Pix can't reprogram the players. So some are going to game the game, cause it is a game to game the game.
Gee, I guess short answer is, interesting theory you have there.
Still blowing up bots and having fun doing it.
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Post by The VVatcher on Mar 6, 2017 3:55:53 GMT -5
Pix just mentioned that in 2 weeks they are going to start segregating tankers to "special leagues". They can go screw themselves... Can you guys expand on this? What do you think "special leagues" are going to be?
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Post by AηɗυηєɗнєƖ [ǀƬA] on Mar 6, 2017 4:59:09 GMT -5
Pix just mentioned that in 2 weeks they are going to start segregating tankers to "special leagues". They can go screw themselves... Just wait for being mistakenly segregated in there... And by that, I mean: they haven't found a system to identify them in more than a year and penalize them accordingly, now they got the magical algorithm to sort them out? AH. Paint me skeptical on the actual thing and, if that exists, that it will work properly.
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Post by notyetnotsosoon on Mar 6, 2017 5:02:20 GMT -5
Fair suggestion, Au is getting harder to obtain these days for obvious P2W reasons. I'll gladly take whatever amount I can get.
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Post by frunobulax on Mar 6, 2017 9:02:43 GMT -5
Your suggestion is good, I would also like to see a more fair gold distribution. Maybe not 2 gold for everybody. A player who just stands there doing nothing should get nothing. I suggested to base gold payout depending on beacons and damage combined ( war-robots-forum.freeforums.net/post/37930/thread). This is under the assumption that we want to make the game in such a way that every player's objective is to maximize the probability of his team winning, and nothing else. That, IMO, would create a most enjoyable game. If you don't agree with this assumption (say if you think it's best to incentivize the maximization of shooting and kills) then my suggestion is void. I'm afraid you're not correct in this. Some players want to lose, in order to get placed in easier matchups, and to get more gold/silver this way while playing in matches they dominate (seal clubbing). Your suggestion removes some incentive for tanking, which is good, but it won't be enough to prevent it. It is imperative to make the matchmaking (mostly) independent from player performance, as this is the only way to avoid tanking. As long as matchmaking is performance based there is incentive to lose, and you will find players ready to do so, ranging from "just tanking a wee bit" (giving up easier in matches not going their way) to "hardcore tanking" (trying to achieve -20 points).
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er1k
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Post by er1k on Mar 6, 2017 9:02:43 GMT -5
I like OPs suggestion. One more idea though: How about the gold reward is somehow linked to the time it takes to defeat the other team? E.g. Gold reward = 10 - (total match time in minutes). This would result in 5 gold for every player on the winning side if they win after 5 minutes or 2 gold for a win after 8 minutes. Close matches make the losing team feel less bad, because the winners did not actually get that much reward. This would give an incentive to win the game in a devastating fashion without "penalizing" the winning side for fewer damage done because time was up already. In this case you would get less Ag, but more Au. I would expect that quick wins happen only if the stronger team quickly takes all five beacons and time runs out fast. Edit: Another note: This would create another incentive for Pixonic to create a match maker that sets up fair matches. Otherwise they will give up a lot of gold. ;-)
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Post by gr3ygh05t on Mar 6, 2017 11:04:15 GMT -5
Pix just mentioned that in 2 weeks they are going to start segregating tankers to "special leagues". They can go screw themselves... Like a hacker league? I think counterstrike had one of those. That is indeed an interesting solution. Maybe give them a 2 week probation in the Tanker league to shape up or stay in the Tanker league.
I like it.
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Post by critter667 on Mar 6, 2017 14:19:31 GMT -5
For the idea of not leaving till match is over... Why should I waste my data plan watching a match I can not participate in any longer? I died, I'm out' why stay? Just so your metric is easier to manage?that seems unfair on my end.
As for 25% average damage... As a person who likes beacons I dislike that. For example, on Springfield there is a spawn where both groups start in the city area. Now you could easily have 10 Players slugging it out in the city, never getting the other sides beacon. You could have 2 people running lights fighting over the other 3 beacons. Those 2 could never reach the damage thresholdto earn gold but determine the outcome of the match. Why should They get nothing despite doing the heavy work?
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typewriter
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Post by typewriter on Mar 6, 2017 14:29:11 GMT -5
Well I am one of those bad people on Yam. If the tower is protected, you bet, I'm not standing around. However, my reason is different than you describe. Not damage, but to try and gain a tactical advantage. With 2 Fury's loaded to the gills with Tridents, the ones holding the tower, especially if they are in the tower, are going to get pounded on. Once their destroyed there is a time factor involved in their return to the scene of the crime so to speak. While the opposition starts their attack and more than likely takes the tower and beacon. If I can give them another worthy target to go after in either flank, deal some damage then I just bought the rest some time. Also it might allow a faster bot that's paying attention and either go for the beacon, or pick a spot where they can disrupt a future attack, thereby giving the people holding the tower more time and possibly allowing reinforcements to arrive. Besides standing around is boring. Boring is not fun. Fighting is not boring, so it must be fun. It's game designed for fun, excitement, get the old heart pumping. I will definitely agree a LR or MR with the most damage mil plus, 1 kill and zero beacons is usually not considered a Hero in my book. While I have been slogging it out trying to get, liberate or hold a beacon. But, they have done that damage to someone, thus giving me an easier kill. I really haven't checked on the medals in a long time. I more concerned with the green tinted screen saying you won. Do a quick check of stats and start a new battle. If I have screwed up and meched out. Sometimes I watch till the end, sometimes I don't. I always watch when 2 long range guys are left and the reds are advancing on them and I start rooting for the reds. I always enjoy seeing when they realize they stayed in that bot too long and the game already having been decided long ago. A lightbulb suddenly comes on in their head I imagine. Then they drop, die drop, die. At the end the reds celebrate by dancing in your spawn point gleefully firing weapons everywhere. Never miss that show. Sometimes I leave so I can fight as many battles, as fast as I can to generate silver. Need 30 mil to upgrade that Galahad, got to crank it out, so I go to another battle and wonder if Pix does really add my rewards in from that previous one. Hard to tell if they ever do. Cause I really don't keep track of that either. Just want to see those numbers go up. So I guess I would vote "NO" to being required to stay and watch somebody else play. That kinda sucks, don't ya think. When you could be doing it yourself. The gold it goes up everyday, by completing tasks and of course winning some in battles. So no problem there in my book with how it is awarded in battles. Now the Leagues, took me a week to give up on them. Wish it had been sooner, but it wasn't. Leagues, smeagues. Whoopie do. 23 skidoo. And the kicker to all this, I battle, I fight, I get kills, damage and beacons. I try to win and do my best. I can't spend time worrying whether or not there is a tanker on my team, or if somebody is going to play one bot and then ditch on me. Because my concentration in on the game and doing my best to win. Pix can do anything they want, but it won't change how I play the game. Nor do I believe it will change how other people approach it, no matter what label you use to describe their style of play, because deep down we all know Pix can't reprogram the players. So some are going to game the game, cause it is a game to game the game. Gee, I guess short answer is, interesting theory you have there. Still blowing up bots and having fun doing it. Thanks. And I completely understand where you are coming from. No, I am not saying you are a bad person by going out attacking in the Yamantau case. It's just an example to illustrate my point that aiming at dealing damage isn't always going to help your team. Of course sometimes it is actually good for the team to do that in Yamantau. Like when you have a fast bot on the right, as I mentioned. And even if (I mean if) you were making a wrong judgement and that attacking wasn't helping your team, it wouldn't make you a bad person or that your behavior should be penalized by the system. It'd just be wrong judgement, like bad aiming or bad jump timing or suboptimal bot dropping sequence. It's all part of the game. As to standing around defending is boring and shooting up stuff is fun. Yup I totally get it. That's why I said early on in my original post, that my suggestion is supposed to help incentivize players to maximize winning chance. Like you, I also find shooting up stuff more fun than standing around. I mean who doesn't? But then for me the main part of the fun is in the competition, and so I just prefer the game to have a single simple objective - to win, rather than to have a mixed objective of "to win and at the same time have some fun by blowing things up". And if that means occasionally I have to stand around to kill the clock, I guess I don't mind paying that price. To make an extreme example: We are on Yam high side. We have 40% of our beacon bar and the blue has 3% left. 1 minute on the clock. All other blues meched out and we are down to our last, a stalker. There are 4 reds left, 2 near their spawn and 2 on center. What do we do? I would run and hide and wait out the clock to make sure we win. And at least for me personally that's also an exciting experience. Just different preferences here. Regarding having to stay til the end: Yes it will waste some time for some players. But I reckon it will just be very little - maybe on average 5% or less of your game time. A lot of the games ends before you mech out. And in those that don't, it'd usually be just a minute or 2 before it ends anyway. And no one is going to stop you from leaving your phone there in that period and go get a snack or something. I think that's an acceptable price to pay to get rid of tankers. As to the last point you make, I'd have to disagree the latter half. True that for many players who play straight, Pix can't change their behavior by tweaking the rewards. Because they are here to have fun. You wouldn't change how you play if Pix says you get gold if you win by scoring the lowest damage in your team. You'd prolly just quit, because having fun by fighting is the whole point of the playing. Similarly for me, every time on springfield when it's A vs B, I'll always run to the far side, even though it'll almost guarantee I never make top 3. But then, I believe most tankers (or anyone who game the system) do it not because they have an innate urge to screw us over or that they simply like to beat the system. I think most do it for the gold, and some do it because they enjoy easy wins. Like you said, you don't really care how the gold reward is distributed. But the tankers do care. My suggestion is aimed at deterring tankers, not to change how upright players, like the majority of us here I believe, play.
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typewriter
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Post by typewriter on Mar 6, 2017 14:40:29 GMT -5
For the idea of not leaving till match is over... Why should I waste my data plan watching a match I can not participate in any longer? I died, I'm out' why stay? Just so your metric is easier to manage?that seems unfair on my end. As for 25% average damage... As a person who likes beacons I dislike that. For example, on Springfield there is a spawn where both groups start in the city area. Now you could easily have 10 Players slugging it out in the city, never getting the other sides beacon. You could have 2 people running lights fighting over the other 3 beacons. Those 2 could never reach the damage thresholdto earn gold but determine the outcome of the match. Why should They get nothing despite doing the heavy work? Funny I just mentioned the SF thing in my recent post. I was typing when you posted When I play SF A vs B, I almost always go to the far side because there never seem to be enough teammates doing that. I think the optimal ratio of far side: city side is something like 4:2, while in solo matches it's often 1:5 In my experience, however, even if I am the only one going to the far side, I would make 25% of the average damage an overwhelming majority of the time. Or it could go like each beacon capture waives 3% - 5% of that requirement. Data usage: as I said in one of the previous posts, it can be changed to that you can leave to the hangar after meching out, but you cant join the battle queue before the original battle ends. And yes I am sure it does waste some of your time, and mine, and everyone else's when we mech out early. But is it a small enough price to pay to get rid of tankers? I'd say it is, by quite a margin.
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Post by Ⅎ₹ѺC₭₩ELDEℲ₹ on Mar 6, 2017 14:45:59 GMT -5
Rearranging gold payouts is moot. Its about the daily amounts that one can collect.
Here is the kicker...Trying to appease the tankers by offering them larger sums of game currency so they will stop ruining the games is like paying a small child with toys and candy to stop throwing tantrums...The kid actually throws the tantrum to get stuff any time he wants... No doctor Phil needed.
If the gold payouts don't equal the the old rates of gold farming(clubbing) then I am afraid the tanking continues. 100-200 gold per day was approx the clubbers due...Tankers probably get half that if they are lucky..Pix is not ever gonna pay out at those rates; daily, monthly..or whatever.
That's why Pix is bringing in the - Farmer Assisted Rejects Timeout System - or otherwise known as the FARTS system... They need to be placed in the "special ques" so the rest of us can play the game as it was designed.
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Pilot name: Typewriter
Platform: Android
Clan: [Шικ²] ШικΣd
League: Silver
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Post by typewriter on Mar 6, 2017 14:46:38 GMT -5
typewriter I like the idea. Something in the ballpark of: 1st 4 AU 2nd 3 AU 3rd 2 AU 4th 2 AU 5th 2 AU 6th 2 AU would only be a few more AU than pix normally gives out in a match. I would make a couple additions though. Replace beacon and DMG scores with a "contribution score" that combines the two together. I would also raise the minimum contribution. Maybe something closer to 50% of the average dmg on the team. It doesn't seem unreasonable to me and it would make it much harder to sandbag. I would also add a penalty for people who consistently fail to make at least 50% of the average contribution to the team. Something in the ball park of low priority league that forcing them to make up those games with no reward. I'd rather go 3,3,2,2,2,2 That would be exactly the same amount of gold dished out per match now. The difference between 3 and 2 would be small enough for tankers to have no incentive to tank. Also 50% of average damage is too high in my books. See the discussion of the springfield case above. If the limit is 50%, sometimes honest players who go for team win rather than damage and glory won't make it.
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typewriter
Destrier
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Posts: 61
Karma: 42
Pilot name: Typewriter
Platform: Android
Clan: [Шικ²] ШικΣd
League: Silver
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Post by typewriter on Mar 6, 2017 14:54:47 GMT -5
Rearranging gold payouts is moot. Its about the daily amounts that one can collect. Here is the kicker...Trying to appease the tankers by offering them larger sums of game currency so they will stop ruining the games is like paying a small child with toys and candy to stop throwing tantrums...The kid actually throws the tantrum to get stuff any time he wants... No doctor Phil needed. If the gold payouts don't equal the the old rates of gold farming(clubbing) then I am afraid the tanking continues. 100-200 gold per day was approx the clubbers due...Tankers probably get half that if they are lucky..Pix is not ever gonna pay out at those rates; daily, monthly..or whatever. That's why Pix is bringing in the - Farmer Assisted Rejects Timeout System - or otherwise known as the FARTS system... They need to be placed in the "special ques" so the rest of us can play the game as it was designed. Sorry, you lost me there. How is the system I suggested offering tankers more game currency? The whole point of the system is to make then collect less on average so that they wont want to tank.
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Post by critter667 on Mar 6, 2017 15:01:35 GMT -5
There is a general assumption that If gold were more balanced, tanking would not happen. I don't think this is a valid assumption.
Rather, people will still tank because they would want the certainty of gold. Under an equal payout scheme, a player can earn gold 50% of the time and depends heavily on your whole team. But if I tank, I know I can win more often because my opponents are easy to beat. Now yes tanking takes time, but it is not the same involved time as a real fight requires. If my boss is out, I can tank 5-6 times an hour while at work and not worry. Start a match, check 10 minutes later, start a 2nd one. No effort needed. I could the ay all evening at a lower level gaining gold.
Nothing about this proposed system would change that.
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