Too much reward for the winning team

Discussion in 'PlanetSide 2 Gameplay Discussion' started by LT_Latency, Jun 26, 2014.

  1. libbmaster

    Up to +25% xp if you are underpoped on the server.

    UP to +25% xp if you are underpoped on the continent.

    Up to +25% xp if you are underpoped in a hex.


    Max bonus, before boosts (which should stack), for getting your butt beat: +75% xp
    • Up x 1
  2. Liberty

    Don't get me wrong, it is far from perfect. I think a pretty simple issue that would prevent something like this from ever happening is the population flux in a hex especially near the time of defeat. In the last 15 - 30 seconds it is pretty common for a good bit of the losing faction to redeploy thus leaving the attackers with a near empty base and incurring a penalty they don't really deserve. It also penalizes you if you are trying to push forward and start up a new fight, as you won't be earning any XP until the defenders get their act together. Example : when you hex jump an enemy where they are assaulting a base but aren't on point yet and you back cap them, forcing them to retreat to resecure.

    (in addition to what you said, if the fight is at a stalemate with the front lines for each faction in between hexes, you are penalized for no good reason). A good example is the hang up between pushing out of Regent Rock and Paris Eastern.
  3. zaspacer

    Yeah, it's amazing the doors that can be opened or closed based on how something is said as opposed to what is being said.

    Bigger populations should help, especially in "Capture Continent X" or Capture All Z On Continent X" on a high population server. Because the Population Cap on each Continent will counteract Server Population imbalance.

    But Alerts to "Capture All X" (across all Continents) do not impose any Population Cap to participation, and will continue to reward whichever faction has the highest *participating* population.

    Also, during off-peak hours or if server populations dip, we will see the same Population Imbalance factors triggering the same problems: worse and dull fights at bases, across continents, and in Alerts

    I do not think this is a good idea. For many reasons.

    A LOT of players play more than one faction, and log in to each daily in order to get the passive Cert reward. Your change would lock them out of being able to log in for their reward for any character beyond their first (on the same server).

    People can currently "play whatever they want" and "play whenever they want" and "play wherever they want". That is HUGE and makes for a compelling selling point to get people to log in and play. Take any of those away (without adding something of equal or better value), and the game loses a lot of appeal to many players... They've taken away the "play wherever you want". First with Lattice, and now with Continent Lock. Was something of equal or better value added for each?

    Taking away easy 4th Faction could also lead to cause the issue to get worse. Players would get familiar with which faction was dominating most often, and then start always logging in with them first. Other players would log in and leave if they were unable to join the "winning" faction.

    Hard to say. I think it depends on the player.

    I started as VS and now play mostly TR. Why? Because I prefer the Mosquito (Speed + Needler) and Striker (Air and Ground, hits hard). I have high level alts on NC and VS, but Scythe is too slow for me, Reaver gun is too close range + small Mag/Ammo, and neither faction has the Striker.

    SOE has very poor communication and coordination tools. Also, most units and engagements in game can be successful in a "mindless Zerg" basic strategy. And what communication and coordination tools exist are mostly for Outfits and Squads.

    Most Outfits I encounter seem to try to play only within their own group. They do not make much effort to engage or collaborate with players in their area who are not part of their group. These outfits/squads harness the superior resources they have exclusive access too, and their overall impact is both hit-and-miss, and also not really something most non-outfit players care about.

    I have played all factions extensively during many Alerts. It seems the faction with the most population wins... unless it's a faction that typically loses, in which case their members frequently have stopped trying to win and continue to ignore the Alert even when they have superior population.

    I typically ignore Alerts, unless it looks like a balanced and fun fight. I used to log on 4th faction for the XP (why not?), but now I tend to just stick with TR because I don't enjoy playing NC or VS as much, (ESF, HA Lock On)
  4. TheFamilyGhost

    I want to win because my team won.

    I enjoy the asymmetrical nature of the game. I really don't care about winning, or losing, or what I get from it. You could say I want the challenge as it comes, not as it is arbitrarily created.

    Who cares if someone switches? I'm not in a match to be king of the world, I'm playing a wargame. War is never fair, and never balanced. I like that.
  5. Wecomeinpeace

    Extremes, it's allways extremes on here.
    It's either "this ruins the whole gameplay for everyone all the time and the game dies, blablabla", or it's "losers shouldn't get rewarded, our society does that allready way too much, socialism sucks, and by the way, where is obamas birth certificate, blablabla".
    What? A sensible middle ground? That's crazy talk!
    Is a 50% reduction with the current mechanics and populations a bit much? Yes. Does this kill the game off? I don't think so. Would reducing the bonus "reward losers"? No, and it's a stupid argumentation to begin with. This isn't a natural selection process or a political debate, it's a game.

    Tone down the resource bonus a bit and implement proper incentives to play on the underpopped factions (The current xp bonus still doesn't really cut it).


    Also:

    If you don't care that much why do you keep arguing in this thread? Repeatedly writing about a certain topic usually indicates a certain level of care. Or trolling. Pick one.
  6. TheFamilyGhost

    Instead of picking one that isn't, I'll introduce you to something new: culture.

    I represent a player culture, a culture that plays for the sake of playing. You may have been born after the time when people played for the sake of palying, but it is a fact that there was a time when that's all we had to play for. We gave as good as we got, and we played on. No-one begged for tender mercies, and everyone congratulated their opponent.
  7. iller


    You say this like it's something new...
  8. Puppy

    I disagree with people being to to just switch to the other faction on the same server... Personally, if we're loosing horribly I will still never leave Vanu on Connery. The winning faction is the target and the challenge of the game is to push against that empire. That's the point.
  9. gnometheft

    bump. 25%xp and 50% resources are both too much.
  10. Tuco

    obviously it's not enough
  11. Sovereign533

    I agree with the large rewards from the locking. Leads to an actual incentive to try and stop someone. Or actually having a goal to fight for. That said I also think that there should be exponential bonusses for the underpopulated faction(s).
  12. libbmaster

    No, that's my suggestion.

    Now, it just goes up to 50