Lets talk about the reward - punishment system

Well, I play well but they still are a problem :stuck_out_tongue: *Damn you T4/T5 ship prices!*

Gonna happen sooner or later. And not punishing bad play is simply not an option in my eyes

 

How hard can it be to understand that the game punishes dieing. Not bad play, but dieing. You can play bad in a thousand ways and you probably wont get points (and so credits) for it, that is a punishment. But the game goes out of its way to punish one certain act that can be good or bad. Thats arbitrariness is what bothers me. With the reward system you already get a good incentive to go for team objectives (even though pub randoms are almost always xxxx, at least in T1/2, T3 seems to be a bit better, i would think T4/5 is even better). Why punish death and not other things?

pugs in T3/T4/T5 are just as bad as T1/T2 if you ask me. They just got more things on their ship.

 

And people that are terrible, die more often than people that are good, and that way bad people have to pay more for repairs than good people.

And if you get a lot of points even while dying you make more credits than it will cost you to repair, so that work as well.

Credits might not be a problem but it IS the biggest grind, even bigger than Synergy (easy to do the math) in current game version(s).

 

Just nitpicking on the meaning of ā€œproblemā€ā€¦

 

Still Synergy is the bigger evil, as it forces you to play ships you might not want to (making grinding it annoying).

Yesterday I got a tip from the game to not hesitate sacrificing my ship to achieve a common goal. That was obvious to me, but triggered a thought process. I just started to play T3 a couple of days ago, and the credit reward - repair/refill cost ratio took a very sharp turn down (in T3 battles with my T3 ship with good points), so I’m more sensitive to the material stuff now.

 

What I thought is: if i should sacrifice my ship to the common goal than why is it penalized? Yeah, dying means you probably did something bad. Or does it? I die many times protecting the bomb carrier or some other objective or capturing a beacon with my last strength. And i get punished for it.

The problem is: its hard to grasp what is bad play. Picking the 5th long range frigate for a team is probably a bad idea, but not always. Disabling your buffs is not a teamplay option, but sometimes it saves the day (for example you can tank that extra damage through your diffuse shield).

 

If you remove penalties and lower rewards you stay the same in credits (i dont think many people get negative net results), but you wont punish good behavior which you encourage by tips. Identifying reward worthy behavior seems to be more easy, your point already does this more or less (not perfect, but with a little tuning its good enough).

As far as I know (I’m new here) the game reward your efficiency, which doesn’t take into account the times you die, just your kills, spotted damage, capture, defence and so on.

 

So yes, dying is a malus to your income (as it should be) but if you are doing great, you will have profit anyway.

 

For the tier 4 and tier 5 epic repair costs, well, that is how F2P games works. If you want to have profit while playing higher tiers, you need either grind low tiers for credits (so low tiers get populated) or pay for license.

 

I’m just playing rank 2, so I’m still skimming the surface, but for what I can see, PvP battles are for grinding exp (synergy) and PvE battles are for grinding credits.

 

Seems fair for me, since it promotes that both modes are played.

 

PS: As I said, this is the opinion of a newcomer. I don’t know the previous iterations of the game, but the current one seems much like any other F2P game like the same developers WT or the Wargamming titles.

Your view is pretty much spot on Eviscerador. 

After reading the thread, I think we need a compromise:

my suggestion would be to not count the first death into the repair bill, this way the occasional deaths which happens in attempt to contribute to the team victory aren’t immediately punished, but at the same time it avoids player continually suiciding whitout any punishment.

Pardon any English error I did as English is not my mother-tongue…

After reading the thread, I think we need a compromise:

my suggestion would be to not count the first death into the repair bill, this way the occasional deaths which happens in attempt to contribute to the team victory aren’t immediately punished, but at the same time it avoids player continually suiciding whitout any punishment.

Pardon any English error I did as English is not my mother-tongue…

 

 

Not a bad idea. 

 

 

Your English was flawless by the way.

Not a bad idea. 

 

 

Your English was flawless by the way.

Close to flawless, but not flawless  :beee:

As long as in realistic the repair change doesn’t apply, I could not see any reason not to do it.

Credits are hardly a problem, if you invest 15 bucks into the first DLC, because that one item loot, the small loyalty increase, and the received gold for a farming ship in T3 or T2 does the trick well.

 

If you play for free entirely, Credits are a problem. Not because you lose too much, which you can compensate, but because it takes forever to grind for next ships or good equipment. Playing the game with stacked DLCs and premium license is much more easier in that regard, but actually, it is still pretty grindy then, and does not feel like a boost at all.

 

Dieing to a good cause, like being the one ship which dies if you run against a blockade, is worth it. So there are many more examples, when a death is actually part of the game. However, for this kind of playstyle, you also have to have the base experience, tactical skillset, and maybe the occasional golden ship to compensate. After all, in many gamemodes, deaths are points for the enemy, and as many have said, you should not immediately concentrate on a risky gameplay. But if you do, because I love that too, investing into Premiums is maybe good.

 

However, I did not really get, what ā€œteam playā€ and ā€œdeathsā€ have in common - I also love playing StarBattle, which is a spaceship dota without respawn on SC2, and in my experience one of the most heavy team focused games i know of - and there I also love the riskiest damage dealer, the Void Ray, knowing exactly, that sometimes an exchange, like a risky all-in, can completely change the pace of the battle - but since there are no respawns, it pretty much depends on which target you actually take out (is he a good player? does he have a ship which enables the enemy to outplay you? and if: was he actually really the/a cause of the problem?). The death itself is punishment enough, because you have to watch the rest. It does not change anything for it to be a team oriented game.

 

In Conflict, many of these decisions are Reconwarping into LRF; Recon drop on the enemy captain; Fed Guard stomp into Ceptorherds (sometimes no kills, devastating damage, pushes the fronts back, brings momentum for your team, etc.); Beacontake with a Ceptor while multiple enemy Frigates try to hold it; Breaking the healing line of a frigate heavy team if you are thinned out; Beachball storm a Frigate Ball; etc.

 

The thinning out part however is true for most matches, but tactical pings and some advice in chat can do magic. Usually, the problem is, that matches are pretty fast sometimes, and most people still hang around in the reload timer for half a minute. Other games who work with respawns, like Battlefield, circumvent this by giving respawn tickets in intervals.

 

So, generally, staying alive is a better option.

But if you like the morale metagame, like me, think about golden ships, basicly, that’s their biggest bonus. Not caring about the loss. You won’t have them in T5 anymore, so learning to actually survive is basicly what I would advise for the first 1000 battles you play or so.

Yes, I love that Idea of not the first death count against you. 

 

What ever happened to the idea that your score directly correlates to how much LESS you have to pay for repairs? 

 

Example: Lets say I get 10 Kills and 5 assists in a game, and get the highest score of 1300. There should be a mechanic that the repair cost should be lowered even if I died, lets say, 5 times, due to the score of a multiplier, I only uses about 10 durability on a ship then 25 per death (correct me if Im wrong)

  Well there are some of us that have not obtained that ultimate ā€œSKILLā€ level as not die many times in battle either planting the bomb or killing off the bomb carrier. 

 

So along that line of correlations as JPHack eludes -  how about the number of times you pickup the bomb ?

may be the better choise will be that after 4 died your reapair and refuel ammo are the max of credit that u have as reward so if u died more than 4 time u haven’t a bonus of credit but also u aren’t penallty to lost credit that are in your pocket !!

Of course this is only to F2P the Gold ships don’t have this problem  :wink:

I also love playing StarBattle, which is a spaceship dota without respawn on SC2, and in my experience one of the most heavy team focused games i know of

I beg to differ, L4D is impossibru without teamwork.

95r.gif

how about the number of times you pickup the bomb ?

 

  1. Pick it

  2. drop it

  3. repeat

95r.gif

Must save that image

  how about the number of times you planted the bomb/Captured a beacon/Destroyed(Or assist the destruction) the ennemy captain ?

 

With a capped maximum reparation Reduction% (to prevent exploit).