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BARRACKS => Gameplay Feedback => Topic started by: Keyixa on May 27, 2017, 06:54:23 PM

Title: Reward system needs overhaul.
Post by: Keyixa on May 27, 2017, 06:54:23 PM
Hi, enjoying my first beta so far, however, the biggest issue right now is far from technical.
No, the biggest issue in the game is the reward system, take for example the blueprints, in the rare case you do get one, not only do you have to compete with your teammates for the right to acquire it, you have to keep grinding the same mission a random amount of times for a specific one and also for the character you wish for.

The other monetary rewards are also split between the amount of players that select it. I don't see the point in doing that, this is a cooperative experience, no? Then why do we have to compete for our rewards?

This might be a logic decision if the game was F2P, which I understand it is not.

Missions also generally take quite a lot of time to complete (average of about 25 min. and it also doesn't help that you have to watch the cutscenes sometimes on public matches), while also not guaranteed to succeed and even more so if you're going against an antagonist (which should also receive rewards besides leaderboard ranking, especially more so if he's successful).

So what's the deal with the rewards being so meager and also having to compete over them?

Would be best to get a small amount of each currency (character, faction and gold) on fail and depending on the mission score (which isn't a bad idea, just a bit harsh in how it grades the players, best I could ever get was a bit about 7 out of 10 each time even if I never died and so on) and a medium/high amount on completion.

Solo players should also get a balanced reward system. Having them be shunned from obtaining the amounts you get in Multiplayer is a horrible idea. I can see rewarding Multiplayer with a bigger pool of rewards but it shouldn't be a requirement to have to play Multiplayer to progress your characters. 

That's why the system needs an overhaul, right now it's way too biased for Multiplayer and even then, way too hostile since it is competitive in a co-op game.
Title: Re: Reward system needs overhaul.
Post by: CosmonautCowboy on May 27, 2017, 07:06:27 PM
Solo players should also get a balanced reward system. Having them be shunned from obtaining the amounts you get in Multiplayer is a horrible idea. I can see rewarding Multiplayer with a bigger pool of rewards but it shouldn't be a requirement to have to play Multiplayer to progress your characters. 

That's why the system needs an overhaul, right now it's way too biased for Multiplayer and even then, way too hostile since it is competitive in a co-op game.
Having played more solo, I agree. It's extremely difficult to complete on your own, and getting nothing for it (other than gold) isn't going to sit well with people. If they have different difficulty modes for Solo, I can see easy not giving any rewards, but if the current setting is "normal," then it's robbery not to reward solo players with anything other than 1000 gold for completing a mission.
Title: Re: Reward system needs overhaul.
Post by: SoSen on May 27, 2017, 08:01:22 PM
I believe solo is actually easier by default as the bosses on mission 2 had way less health.

That being said I agree there should be some reward just not as much for people who want to solo vs the difficulty of 4v1 with stronger AI.

Also agree with the fact that the currency shouldn't be split at end. Maybe even a system that a player playing the raider has a higher percentage chance of getting the blue print to make it fair. Otherwise playing with pugs us to harsh and makes me only want to play with friends.

Let's not forget that without a full premade you do not know who your getting so individual score should be a thing if loot is split as you could die 0 times and have top dage but ur pug has 10 deaths no antagonist kills etc. And has as much right to the share as you?

Again makes me not Wana play with pugs and only friends which will be a hard press thing to get us to buy this game with this system in place as it is.
Title: Re: Reward system needs overhaul.
Post by: Gunshanks on June 08, 2017, 08:13:08 PM
Howdy,

Having just received the invite to the beta this coming weekend, I wanted to draw more attention to this thread if possible. The email contained the following line:

 "We’ve made changes to the UI/HUD to make it easier to access the solo and matchmaking modes. In addition, we hope the rewards interface is clearer now. "

Which is great and all, because the interface wasn't all that clear, but it doesn't sound like they've made any changes to how they plan to implement rewards. I've seen multiple feedback threads, all mentioning the reward system as a negative, which makes me wonder if they're still in the middle of trying to figure out how to change it, or if they don't intend to change it at all. Has anyone received word from any of the devs about planned changes therein?

The rewards are the single most frustrating thing about the game, sadly. As they currently stand, it would take way too long to get anything accomplished, and even with a wider variety of missions to play, you'll still have to play the same missions over and over and over again to get the blueprints you need, and then get the cash on top of it.
Title: Re: Reward system needs overhaul.
Post by: Keyixa on June 09, 2017, 02:04:21 PM
If the reward system stays the same, it will hurt the game, bad. It needs to have instanced rewards, each player should be rewarded with it's own currency and blueprint.

It's a massive mistake to have the loot system be competitive in a cooperative experience.
Title: Re: Reward system needs overhaul.
Post by: 5aker on June 10, 2017, 06:46:57 PM
I just made an account to say this is why my friends and I will not be playing again after completing one mission. I can't fathom what you guys were thinking with this system. All I can say is WTF.
Title: Re: Reward system needs overhaul.
Post by: TehMud on June 10, 2017, 08:20:56 PM
I just made an account to say this is why my friends and I will not be playing again after completing one mission. I can't fathom what you guys were thinking with this system. All I can say is WTF.

I can understand the frustration over the Rewards system, but that is a ridiculous thing to never play the game again over. after one mission.
Title: Re: Reward system needs overhaul.
Post by: 5aker on June 11, 2017, 12:19:56 AM
I just made an account to say this is why my friends and I will not be playing again after completing one mission. I can't fathom what you guys were thinking with this system. All I can say is WTF.

I can understand the frustration over the Rewards system, but that is a ridiculous thing to never play the game again over. after one mission.
I didn't say ever. I'll check it out at launch and see if they've fixed it. Right now none of us have any desire to subject ourselves to this anti-fun progression system for free, nevermind whatever they plan on charging for the game.

Gotta wonder who was sitting there thinking "Hey, you know what they'd really like? Let's make them grind for hours to get loot and shaft 3 of the 4 players when something worthwhile drops."
Title: Re: Reward system needs overhaul.
Post by: JeedyJay on June 11, 2017, 01:56:46 AM
Playing through an entire mission and getting nothing for it is just something I don't want to risk. Are there any plans on a baseline reward for each player based on mission performance? Because that would make me much more willing to vie for a choice drop instead of just picking something nobody else is going for.
Title: Re: Reward system needs overhaul.
Post by: Ebisu_rkz on June 12, 2017, 12:51:11 PM
I like the roll for the blueprint. You can go hunting blueprints and I find that fun. It's like raiding in a shooter game xD.

I hate the fact that we have to divide the coins/token1/token2 (sorry don't remember the names) if two or more ppl want the same option.

There will be a bottleneck for evey player in one of the three rewards (probably the same one of all players), this fact will get worse when the people won't care about the other tokens and they will roll for the same reward diving the rewards always by 3 on each game. That is something that happen in any game.

There should be a default option for the rewards.

I also think that this problem woudn't be so obvious if you would had a base reward. If I have a base reward I don't care that much about getting an extra reward divided by 3 or going without any choice, but ending the game without any type of reward is sad and a feel that you have lost your time.... and some games can be long.
Title: Re: Reward system needs overhaul.
Post by: xxSHEPERDxx on June 17, 2017, 08:03:07 PM
Agree with everything said.
Title: Re: Reward system needs overhaul.
Post by: MSE_Amat on June 19, 2017, 10:56:29 PM
This is very interesting feedback!

Allow me join you and see if I can add some perspective to the debate by defining the aims and goals of the reward-sharing system:

The driving force behind this system is player choice. Raiders of the Broken Planet has very different rewards that the players may want to unlock. We want the players to be able to focus on their own goals. We also want them to have to take interesting decisions in the process:
- Which mission awards more of the thing I'm interested in?
- Given the choices of the other players, is there a better option left out for me? Is there a big reward that I can snatch?
- Do I have great synergy with these players that are not interested in the same reward as me? Maybe I can invite them to my squad and play a couple more games with them.

The blueprint raffle is a cathartic, memorable moment. It can be as much frustrating to lose as it can be ecstatic to win. Note that the reward system forces no random outcomes on the players. They can choose not to participate in the blueprint raffle. There's 4 rewards for 4 players, so there's at least one guaranteed full reward awaiting the player who chooses not to participate.

Loot sharing is a common game mechanic in dungeon-based cooperative games. It creates dynamics between the players and a soft offer-and-demand system. Note that rewards are given out for losses as well as for victories. The only factor governing the quantity of the rewards is the speed and advance in the mission.

Even if a mission is completely impossible to beat, and Dr. Kuzman has got the Raiders on their knees, it's still worthwhile to fight until the end, because any amount of progress made on the boss' HP bar will reflect on the rewards. This is a very important message that we want to send to each Raider: No matter how impossible it seemed, every little push you made to make it to the finish had it's reward.
Title: Re: Reward system needs overhaul.
Post by: WYRDBOY on June 20, 2017, 04:16:04 PM
What I really like about the current system is the mind-games part, bluffing and trying to manipulate people into picking something else in PUGs is fun.
Title: Re: Reward system needs overhaul.
Post by: Keyixa on June 20, 2017, 04:16:51 PM
So you're saying you like your lottery system? It's objectively bad, very anti-cooperation and nobody here even likes the idea behind it. Not to mention, the current system for solo and antagonists which is even more abysmal since they get only a small fraction.

The whole point of the game is cooperation, and since most missions take around 15-20+ minutes to complete on average, the high difficulty and learning curve of most of them, having a reward system based on RNG and competition (with everyone being able to cut in to each others reward) is insane.

Take for example the blueprints, if all players select it, only one of them will be awarded, while the other 3 get NOTHING. That's right, playing for like 20~ minutes, even successfully completing a mission against an antagonist as well, your potential reward can even be NOTHING. It doesn't even make sense from a lore perspective since we aren't mercenaries or even actual raiders, we're playing as a rebel faction that has to defend the planet against the actual raiders.

I don't see the FUN in getting NOTHING for my efforts.
Title: Re: Reward system needs overhaul.
Post by: Keyixa on June 20, 2017, 04:19:11 PM
What I really like about the current system is the mind-games part, bluffing and trying to manipulate people into picking something else in PUGs is fun.

Yes, I bet griefing people is tons of fun, no? Like I said, objectively bad. If you really want to go against other players, it should be limited to the antagonist system.
Title: Re: Reward system needs overhaul.
Post by: Ebisu_rkz on June 20, 2017, 05:29:07 PM
This is very interesting feedback!

Allow me join you and see if I can add some perspective to the debate by defining the aims and goals of the reward-sharing system:

The driving force behind this system is player choice. Raiders of the Broken Planet has very different rewards that the players may want to unlock. We want the players to be able to focus on their own goals. We also want them to have to take interesting decisions in the process:
- Which mission awards more of the thing I'm interested in?
- Given the choices of the other players, is there a better option left out for me? Is there a big reward that I can snatch?
- Do I have great synergy with these players that are not interested in the same reward as me? Maybe I can invite them to my squad and play a couple more games with them.

The blueprint raffle is a cathartic, memorable moment. It can be as much frustrating to lose as it can be ecstatic to win. Note that the reward system forces no random outcomes on the players. They can choose not to participate in the blueprint raffle. There's 4 rewards for 4 players, so there's at least one guaranteed full reward awaiting the player who chooses not to participate.

Loot sharing is a common game mechanic in dungeon-based cooperative games. It creates dynamics between the players and a soft offer-and-demand system. Note that rewards are given out for losses as well as for victories. The only factor governing the quantity of the rewards is the speed and advance in the mission.

Even if a mission is completely impossible to beat, and Dr. Kuzman has got the Raiders on their knees, it's still worthwhile to fight until the end, because any amount of progress made on the boss' HP bar will reflect on the rewards. This is a very important message that we want to send to each Raider: No matter how impossible it seemed, every little push you made to make it to the finish had it's reward.

I think that your idea is nice, as I said before, I like the part of the blueprint. I have played a long time in dungeons games and I liked that.

But I think that the part that falls apart is that one:

- Given the choices of the other players, is there a better option left out for me? Is there a big reward that I can snatch?
- Do I have great synergy with these players that are not interested in the same reward as me? Maybe I can invite them to my squad and play a couple more games with them.


That idea is from an ideal world, something that probably won't happen IMO. While you are expecting cooperation for the best reward, I have experienced frustration for having to switch to another reward. And what will happen when there are metas out there or cards that are much more important than others... then everyone will be looking for this reward.

Also there is another problem IMO. The fact that each map have a different reward distribution I find it cool and I like that feature, but it's a double edge blade. If I am doing X mission because it is the mission that drops more X tokens, there is a high chance that the other 3 raiders are here for the same reward, so at the end we all end with less rewards or someone has to sacrifice himself and switch to another one, the last part is the one that I have seen more in the betas, but I don't think a lot of ppl are testing the cards tbh.

I would be interested if there will be a beta where we can try any card of the progression system to test them. I am not used to progression systems so small (only 1 active card with small bonuses and little differences between the rare card and the common one), so maybe my opinon is biased.

I think that the whole reward and progression system need more testing and maybe change some things if necessary.
Title: Re: Reward system needs overhaul.
Post by: WYRDBOY on June 20, 2017, 06:06:17 PM
What I really like about the current system is the mind-games part, bluffing and trying to manipulate people into picking something else in PUGs is fun.

Yes, I bet griefing people is tons of fun, no? Like I said, objectively bad. If you really want to go against other players, it should be limited to the antagonist system.
Overreacting a bit?
The system serves a purpose, even if the devs don't admit it and it is to artificially lengthen playtime and keep people playing. At launch there probably won't be much content and without needing to replay missions, people will chew through the game very fast and leave it until the next DLC.
If this is needed to keep a healthy amount of players, it is fine by me.
That said, losing the blueprint roll could offer some currency or something.
Title: Re: Reward system needs overhaul.
Post by: Rhynerd on June 20, 2017, 11:05:06 PM
At the very least, it would be nice to have a small amount of any of the three currencies (or maybe a small chunk of all of them) guaranteed, even if you don't choose or receive a reward.
Title: Re: Reward system needs overhaul.
Post by: stridedxeno on June 21, 2017, 10:23:56 AM


Take for example the blueprints, if all players select it, only one of them will be awarded, while the other 3 get NOTHING. That's right, playing for like 20~ minutes, even successfully completing a mission against an antagonist as well, your potential reward can even be NOTHING. It doesn't even make sense from a lore perspective since we aren't mercenaries or even actual raiders, we're playing as a rebel faction that has to defend the planet against the actual raiders.

I don't see the FUN in getting NOTHING for my efforts.
tell that to the people in vegas.
Title: Re: Reward system needs overhaul.
Post by: Keyixa on June 21, 2017, 04:59:20 PM
What I really like about the current system is the mind-games part, bluffing and trying to manipulate people into picking something else in PUGs is fun.

Yes, I bet griefing people is tons of fun, no? Like I said, objectively bad. If you really want to go against other players, it should be limited to the antagonist system.
Overreacting a bit?
The system serves a purpose, even if the devs don't admit it and it is to artificially lengthen playtime and keep people playing. At launch there probably won't be much content and without needing to replay missions, people will chew through the game very fast and leave it until the next DLC.
If this is needed to keep a healthy amount of players, it is fine by me.
That said, losing the blueprint roll could offer some currency or something.

Sure, just get aggresive when you defend this broken system. This is gonna do nothing but turn players away, not even F2P games use this sort of slot machine systems.
Warframe is the best example of how it can work. This just invites griefing, massive RNG, and even getting decreased rewards or none, upon successful completion.

This won't get people playing more, it will do the opposite, drive them away since it's as anti-player as it gets. No sane person would pay for a gambling system to get attached to their game.
Title: Re: Reward system needs overhaul.
Post by: WYRDBOY on June 21, 2017, 09:24:52 PM
Sure, just get aggressive when you defend this broken system.
I'm sorry if you think I'm being aggressive here, I don't feel like I've crossed any line towards you that you haven't towards me.
Even though I can see we have a different idea of what kind of grind/RNG systems are acceptable, it's worth discussing because the devs need feedback to make this game as good as possible.
This is gonna do nothing but turn players away, not even F2P games use this sort of slot machine systems.
Warframe is the best example of how it can work. This just invites griefing, massive RNG, and even getting decreased rewards or none, upon successful completion.
As the dev said, this kind of loot-sharing is used in many games, B2P ones and even P2P ones like WoW, where sometimes you have to grind for months to get your drop or collect multiple items for a set. Here it's much simpler, you only need one blueprint which you roll for against 3 people, most of the time even less and if you win, you're good to go.

This won't get people playing more, it will do the opposite, drive them away since it's as anti-player as it gets. No sane person would pay for a gambling system to get attached to their game.
This may drive away SOME players, others won't mind. People pay for worse gambling as I said, and you know why? Because they enjoy the gameplay (in worse cases they are addicts :-\ ), and if you don't enjoy playing these missions over and over, this game won't offer you much I'm afraid.
The devs also have the incentive to keep you playing/grinding, by keeping the rewards low, so splitting it makes sense in that case.
Keep in mind that the game will be "very cheap", but will have microtransactions.
Now I do not know if you can use paid currency for anything other than cosmetics, but it's not impossible, so that would be another reason for this system.
Title: Re: Reward system needs overhaul.
Post by: Keyixa on June 22, 2017, 09:00:10 AM
Sure, just get aggressive when you defend this broken system.
I'm sorry if you think I'm being aggressive here, I don't feel like I've crossed any line towards you that you haven't towards me.
Even though I can see we have a different idea of what kind of grind/RNG systems are acceptable, it's worth discussing because the devs need feedback to make this game as good as possible.
This is gonna do nothing but turn players away, not even F2P games use this sort of slot machine systems.
Warframe is the best example of how it can work. This just invites griefing, massive RNG, and even getting decreased rewards or none, upon successful completion.
As the dev said, this kind of loot-sharing is used in many games, B2P ones and even P2P ones like WoW, where sometimes you have to grind for months to get your drop or collect multiple items for a set. Here it's much simpler, you only need one blueprint which you roll for against 3 people, most of the time even less and if you win, you're good to go.

This won't get people playing more, it will do the opposite, drive them away since it's as anti-player as it gets. No sane person would pay for a gambling system to get attached to their game.
This may drive away SOME players, others won't mind. People pay for worse gambling as I said, and you know why? Because they enjoy the gameplay (in worse cases they are addicts :-\ ), and if you don't enjoy playing these missions over and over, this game won't offer you much I'm afraid.
The devs also have the incentive to keep you playing/grinding, by keeping the rewards low, so splitting it makes sense in that case.
Keep in mind that the game will be "very cheap", but will have microtransactions.
Now I do not know if you can use paid currency for anything other than cosmetics, but it's not impossible, so that would be another reason for this system.

Yes, a system that has players compete for their rewards, RNG, antagonist that can fail you the mission, long duration matches with around 20+ min, this being a huge problem with the system grading you on speed, as well as number of deaths which also cuts into your rewards, griefing on the rewards system with other players potentially just picking whatever you pick, just to cut into your rewards, this can happen even when failing so you get either extremely few currency or even none, and this isn't even getting into the gameplay balance problems, as well as the economy ones, and this is just for multiplayer, solo and even antagonist have their issues as well.

You can keep defending this system but don't expect anyone else to swallow this lottery trash.
I've been playing Warframe since closed beta and they had similar problems but the game is vastly different today, after 4 years. If it would have stayed the same, with the same issues, the player base would be nonexistent.

I've already listed the reasons why this system is disconnected with the rest of the game and doesn't benefit it, in an objective manner.
The players don't adapt to the game, the game adapts to the players or else it's gone.
Title: Re: Reward system needs overhaul.
Post by: stridedxeno on June 22, 2017, 10:49:41 AM
-looks at most of the 2 page post- ....are you sure it would turn people away??  I mean the fact the oldest MMO"s like WoW and EVE(<--- not a good pick but still relevant) practically have a dice system, And yet still alot of people play it. 20 min??? they spend 4 hours in one raid sessions, Maybe even more through trial and error.                                             

Point is, make a poll and post it somewhere and see if they agree with....... your opinion
Title: Re: Reward system needs overhaul.
Post by: PrimaryParadox on June 25, 2017, 05:35:11 PM
The loot system is no different from any other game out there that requires a player to  play for a random reward. The difference here is that players can see the drop when it appears. Competing for the drops is a nice added change to a system that  usually rewards you based on chance. Everyone here seems to be salty because they cane see the reward and have to make a decision on if they want to compete for it.  The bottom line is that if you couldnt see the drop and you got nothing you would all be chalking it up to RNG like every other game out there. This wont hurt the game at all, get a mic or keyboard and TALK to your team for rewards. Once you have the BP then you wont be selecting it again so as the game progresses less people will want the reward. How about we not shit all over something new that gives a player choice and let them develop the game.
Title: Re: Reward system needs overhaul.
Post by: stridedxeno on June 25, 2017, 07:52:33 PM
The loot system is no different from any other game out there that requires a player to  play for a random reward. The difference here is that players can see the drop when it appears. Competing for the drops is a nice added change to a system that  usually rewards you based on chance. Everyone here seems to be salty because they cane see the reward and have to make a decision on if they want to compete for it.  The bottom line is that if you couldnt see the drop and you got nothing you would all be chalking it up to RNG like every other game out there. This wont hurt the game at all, get a mic or keyboard and TALK to your team for rewards. Once you have the BP then you wont be selecting it again so as the game progresses less people will want the reward. How about we not shit all over something new that gives a player choice and let them develop the game.
              only a few people are salty...
Title: Re: Reward system needs overhaul.
Post by: Rhynerd on June 25, 2017, 10:54:40 PM
This wont hurt the game at all, get a mic or keyboard and TALK to your team for rewards.
Have they implemented any means to communicate with other people yet? Last time I checked, you can only use the warning and gesture system to communicate with teammates.
Title: Re: Reward system needs overhaul.
Post by: WYRDBOY on June 25, 2017, 11:00:02 PM
Have they implemented any means to communicate with other people yet? Last time I checked, you can only use the warning and gesture system to communicate with teammates.
On consoles, supposedly yes, on PC, nope.
Title: Re: Reward system needs overhaul.
Post by: Keyixa on June 27, 2017, 08:30:26 PM
-looks at most of the 2 page post- ....are you sure it would turn people away??  I mean the fact the oldest MMO"s like WoW and EVE(<--- not a good pick but still relevant) practically have a dice system, And yet still alot of people play it. 20 min??? they spend 4 hours in one raid sessions, Maybe even more through trial and error.                                             

Point is, make a poll and post it somewhere and see if they agree with....... your opinion

Thanks for stanking up the thread with pointless replies. Don't care if anyone agrees or disagrees. Objectively, it's a terrible system.

You can argue semantics all you want. It's mind-blowingly stupid to have a reward system based on an RNG lottery system that has players go AGAINST each other in a COOPERATIVE game, with even the currency you do get (aside from gold to purchase blueprints) going into more RNG with the character and faction points to purchase cards at random that marginally improve your character (since Aleph boosts are so situational and scarce).

So, since no one else seems to add anything of value to the thread, I will lock this.
Title: Re: Reward system needs overhaul.
Post by: RELLIK on July 01, 2017, 10:57:07 AM
Have to say I was finding rewards increasingly frustrating. Currently even if you have the blueprint you can bet on it and potentially win the same thing again/screw other players over royally. I unfortunately had this happen, perhaps others as well. MAYBE banning previous winners from entering blueprints they already own could mitigate some frustration for other players, however with the current drop rate I kinda doubt it. Granted still beta and no communications, getting NOTHING because you basically HAVE to bet on blueprints to get new weapons is extremely off putting.

But I dont think it should be gutted/replaced with standard progression necessarily. Bluffing is fun  :D I'd honestly like to see the reward system evolved. Its a shame you couldnt split your pick/place 2 bets. IE: If you want all the class points double down on them, if you want a blue print you may put ONE (1 max per player) on it and another on something else. However, only placing 1 bet on class/gold/faction nets you 0.5 while placing 2 gives the usual 1.0 (assuming nobody else has bet).

Title: Re: Reward system needs overhaul.
Post by: WYRDBOY on July 01, 2017, 10:25:23 PM
This thread, ...unlocked? Weird...

Have to say I was finding rewards increasingly frustrating. Currently even if you have the blueprint you can bet on it and potentially win the same thing again/screw other players over royally. I unfortunately had this happen, perhaps others as well. MAYBE banning previous winners from entering blueprints they already own could mitigate some frustration for other players, however with the current drop rate I kinda doubt it. Granted still beta and no communications, getting NOTHING because you basically HAVE to bet on blueprints to get new weapons is extremely off putting.
You are mistaken, after you aquire a blueprint, you are forbidden from selecting it in the future. So idk how it happened to you, but if it did, then it was a bug.
Title: Re: Reward system needs overhaul.
Post by: Keyixa on July 06, 2017, 05:58:16 PM
So, you'll unlock my thread despite my decision but you won't change the god awful "reward" system? Yea, thanks! You can forget about it, I'm done.

You can keep your "reward" (like you can even call it that, I'd rather be in a coma than having to waste my time with this slot machine system) system the way it is. It's clear enough by the developer response you don't want to change it anyway but you'd unlock the thread regardless. I won't be wasting my time with this, plenty of other games with even instanced reward systems and there's plenty of grief there as well, I don't need to get a headache each time I finish a mission.

Title: Re: Reward system needs overhaul.
Post by: MetelStar on July 08, 2017, 12:08:18 AM
I think it's actually a good idea to keep this subject unlocked because, whether the devs decides to make radical changes to it or not, this is STILL a very good subject to discuss; locking it simply because people don't agree with your viewpoint doesn't seem like such a proper use for it. If the rewards system is so irksome to you that it would keep you from playing the game then... well, that's your decision to make for yourself, enough said about that.

As for the subject of the reward system itself, here's what I think of it; I've only played a good several games for the first two days I've been able to play it (and that was two weeks ago) so I don't feel confident enough to speak about ways to change it. However, I can understand that trying to grind for a particular reward when it can shrink drastically because everyone else wants can be, at the very least, annoying at times. So here's my personal strategy for whenever I feel like grinding out a particular currency (ie gold, character points and faction points, if I'm remembering right); don't pick the mission that offers the most of whichever currency you're grinding. Instead, pick the mission with the second-highest or even the third-highest amount.

The logic towards this idea is, by selecting the mission that gives the most of a currency you're grinding for, you are very likely to be grouped up with people who are ALSO grinding for that particular currency. Given that there are no blueprints that others are able to snatch (assuming the bug mentioned by WYRDBOY is fixed, hopefully), chances are you'll be fighting against everyone else for a grab of the main pot, thus having to split it with whoever has chosen it.
However, if you go and grind for your desired currency in a different mission than one that offers the most of it- like say, picking a mission with biggest reward being faction points over gold- more likely than not, people will be going for the faction pot instead of the gold pot. It's by no means guaranteed that no one else will pick the reward pot as you still, but it should be less likely than if you try to grind for gold in a mission that rewards mostly gold. Depending on the mission, it might even be possible to get a bigger chunk with no or one split in the former mission than splitting it between three or four in the latter.

tl;dr While some improvements can certainly be made to the current reward system, there are still ways to get more of your currencies by simply choosing missions that gives a little less of what you're looking for than those that gives you the most of it, simply because people are more likely to bet on whichever pot's the biggest for that mission.

Though I cannot say how effective this will be in the long run, I can at least say it is worth trying during the beta and the initial release of the game to see how well it would actually work out. This is merely an idea based on probability, after all; by the time most people start to catch on this thought-process, there could be plenty of other missions with varying amounts of different rewards, so it's uncertain whether that will assist with said thought-process or not.
Title: Re: Reward system needs overhaul.
Post by: Zenatsu on July 15, 2017, 03:02:28 PM
It's a horrible system and it needs to change. I think all team memeber should get gold/exp for the char they played and and if someone wants extra of X reward they roll for it...same for blueprint.

So at least we wont get a situation when you wated 20 mins for nothing at all.
Title: Re: Reward system needs overhaul.
Post by: DevilBlackDeath on July 16, 2017, 03:39:01 PM
I would like, like mentioned by someone before, a performance system of sorts ! Not one that gets you 1% if you literally get nothing, but if you go head to head on say gold, with a player that did a lot less than you, it seems only fair for you to get like 70% of that gold.

And as I said in my own post (thanks for the invitation ;) ), The blueprint needs to be a rarer drop, but one that all players get (with a compensation if it's a duplicate).

It's hard enough to play with PUGs who don't understand the melee system and objectives, going around, not seeing elite, depleting life counts, shooting fully charged rooters while staying next to them, trying to interact with the generators without any aleph and so on and so on, without adding to injury =/
Title: Re: Reward system needs overhaul.
Post by: Ebisu_rkz on July 16, 2017, 07:55:39 PM
I don't think I would like a proportion rewards on your performance, you will only make the difference bigger between good and bad players. Most good players will play more than the bad players, as they are often more casual.

I second the part to get a small base reward always, I think the biggest problem is to be able to go without rewards for a long match, that can be pretty frustrating.

I like how it works the blueprint now. I think that if you give the blueprint to everyone then the content of the game can be rushed in a week without much problem. And less value to replaying games. Although I am used to that type of rewards.
Title: Re: Reward system needs overhaul.
Post by: TehMud on July 17, 2017, 06:45:05 AM
I feel overall if you gamble on a BP and lose, you should get SOMETHING.

 Even if it's just like 50 gold. We spent 20 mins getting there, we want at least something.

Otherwise it's fine for me. I just think the rewards should be a bit higher.