dying without killing will lower your DSR(useless though), and your rewards are so low you might actually get a negative amount of credits(reward-repairs-ammo).
So in a certain way good and bad behavior already has consequences.
Yes, in a certain way. That is the topic itself: i think the way is wrong.
How would you like to see it though? Increased rewards are sufficient enough for me personally to try my best in combat.
Thats a good question. Im not a designer, so i have no experience or study in the topic. But i wrote it earlier: remove punishments, because they are hard to adjust and lower credit rewards overall to make the net credit gain same as before. Good for a start.
Thats a good question. Im not a designer, so i have no experience or study in the topic. But i wrote it earlier: remove punishments, because they are hard to adjust and lower credit rewards overall to make the net credit gain same as before. Good for a start.
Yes, encourage bad gameplay! Why the hell not! Listen, you want 200 points whenever you suicide yourself, while you’re at it?
Yes, encourage bad gameplay! Why the hell not! Listen, you want 200 points whenever you suicide yourself, while you’re at it?
I see someone is not getting it. I mean at all.
Currently you get 10 credits and you lose 5. After modification for the same play you get 5 credit and thats it. Why would that be promoting bad play exactly? You get rewarded for good play, and you dont get rewarded for not good play. But you wont get _punished_ for possible bad play.
The whole point of the thread is that DIEING is not BAD play under all circumstances. It just seems arbitrary.
You are right, its not.
But tbh. this Game is in PvP so random. Game mechanics can only judge binary effects like cap beacon, buff, kill etc…
Useful/meaningful Dieing cant be judged by the game mechanics… so it might be only valid in a tournament, where your team knows what and why you are doing it. (Randoms just dont know it)
On the other hand: Not punishing dieing will encourage bad gameplay, like the random covops that will die and die and die because he isnt learning that he just cant kill the captain in the frigball. You can try this once… but over and over again? Thats just bad, it feeds the other team to a certain victory, while NOTHING is archived. And this is just an example.
You really want to encourage that lemming-gameplay? I really dont want to. Its hard enough with the stupid teams sometimes.
The problem here is with the ABUSE of mechanics that would be encouraged due to such an behavior. (Missile spam, I win button etc)
I completely agree with Zap. I do not want anyone dying on my team, reducing our numbers on the front and feeding the enemy score due to suiciding on captain without being punished. I am doing a good work on getting our team the kills, and they are just giving them free feeding without a coordinated effort. And it is also an annoying and very cheap tactic to use against the enemy. It absolutely frustrates me when I lose my perfect kill streak due to a random suicidal just blowing up on me. This takes no skill and is the cheapest move ever.
So, yeah. Dying must remain punished, or else bad behavior would be even more common.
Gonna happen sooner or later. And not punishing bad play is simply not an option in my eyes, Everyone has a bad battle once in a while(one of those matches where you don’t get any points because you get everywhere a second too late or too early and get blapped every time)
But generally credits should not be a problem if you are a bit careful.