I’m tired of going into Firefight games only to have people do just enough work to bypass the banhammer, then go idle the rest of the game to collect the full game bonus. This crap formula needs to go. Giving a completion bonus as the primary source of income is a horrible idle. It’s the sole reason why these kids go idle in the first place… they know they’re still gonna get a great credit boost just for sitting in the game. Please make them work for their credits.
Payouts should be paid out like this in all game types…
Main Payout : Winning Bonus
Primary Bonus : Objectives Completed Bonus
Secondary Bonus : Performance Bonus
Jackpot : Luck with odds increased with high bonuses in other 3 category.
For Firefight, performance bonus should be reduced for each death. Something like… make each death reduce their performance bonus 10%. 10 deaths gives them no performance bonus.
This will keep kids from AFK’ing if they get nothing for playing a game… and will make players try to win and perform well.
Hmmm i would think to improve on that idea. The more kills (and points) you receive will determine how much credits you will get. Just score a little and go AFK and you won’t get as much cR. Time does not factor in how much credits you get.Or so the idea works in theory i dunno. The cR system needs some SERIOUS tweaking.
Espcially when it comes to objective games. >.< I mean i approve of spawn trapping/killing as a skill but just not turning in the objective for 12 minutes straight is just low. And then? The game rewards such behavior with tons of credits because it’s based on the amount of time played in the match (trust me, i know a really good team who does this alot) .
> Hmmm i would think to improve on that idea. The more kills (and points) you receive will determine how much credits you will get. Just score a little and go AFK and you won’t get as much cR. Time does not factor in how much credits you get.Or so the idea works in theory i dunno. The cR system needs some SERIOUS tweaking.
>
> Espcially when it comes to objective games. >.< I mean i approve of spawn trapping/killing as a skill but just not turning in the objective for 12 minutes straight is just low. And then? The game rewards such behavior with tons of credits because it’s based on the amount of time played in the match (trust me, i know a really good team who does this alot) .
How is that improving anything? With what I propose… winning would be the largest part of the payout. Completing objectives would be the 2nd largest part of the payout… meaning that the more objectives you complete, the larger that portion of your payout will be.
Kills are meaningless except in slayer. Paying out based on kills only encourages selfish statwhoring gameplay. You would only switch the game from going from AFKing to statwhoring. Emphasis should be on winning and teamwork… not individual performance except in Rumble Pit slayer games. Teamkilling/Teamdamaging should severely reduce your performance payout as well… to reduce people from griefing. Spawn raping just to rack up kills is not how the game should be played… as a matter of fact I think it’s poor sportsmanship.
I’d love to see performance payout bonuses based on stuff like wheelman medals, protector medals, avenger medals, spawn sprees, and showstopper medals. That would definitely make it more interesting to see people trying to be the driver, trying to save a teammate, trying to set-up closer spawn areas… like games should be played.
Encourage good behavior and discourage poor behavior.
I feel compelled to correct you in this statement. Kills are equally important in both slayer and objective gametypes because in objectives, you cannot move the objective while all 4 members of a competent team are still alive (meaning you must kill them first), and in slayer gametypes, killing is the objective.
OT: I wouldn’t have minded seeing the game completion and performance bonus be a little bit more equal in their payouts (thus increasing the value of a win), but it seems it’s too little too late now.
> > Kills are meaningless except in slayer.
>
> I feel compelled to correct you in this statement. Kills are equally important in both slayer and objective gametypes because in objectives, you cannot move the objective while all 4 members of a competent team are still alive (meaning you must kill them first), and in slayer gametypes, killing is the objective.
>
> OT: I wouldn’t have minded seeing the game completion and performance bonus be a little bit more equal in their payouts (thus increasing the value of a win), but it seems it’s too little too late now.
But the Cr payout for kills in objectives needs to be reduced. And they need to start paying out for objectives. Think about it. How many kills do people get in objective games compared to the scoring of three flags? So they are not equal. Kills are important sure, but they are more common and help in a more indirect way.
> > Kills are meaningless except in slayer.
>
> I feel compelled to correct you in this statement. Kills are equally important in both slayer and objective gametypes because in objectives, you cannot move the objective while all 4 members of a competent team are still alive (meaning you must kill them first), and in slayer gametypes, killing is the objective.
>
> OT: I wouldn’t have minded seeing the game completion and performance bonus be a little bit more equal in their payouts (thus increasing the value of a win), but it seems it’s too little too late now.
Okay… so the wording was wrong, but still… the point is valid. The only game types in which kills matter as far as stats are concerned are the slayer game types.
In an objective game type, the goal should be to complete the objective… not statwhore the entire game like grifball has become. There is something seriously wrong when people would rather sit on the objective while other players rack up kills.
And I have seen games in which players have completed objectives without killing anyone on the other team.
> > > Kills are meaningless except in slayer.
> >
> > I feel compelled to correct you in this statement. Kills are equally important in both slayer and objective gametypes because in objectives, you cannot move the objective while all 4 members of a competent team are still alive (meaning you must kill them first), and in slayer gametypes, killing is the objective.
> >
> > OT: I wouldn’t have minded seeing the game completion and performance bonus be a little bit more equal in their payouts (thus increasing the value of a win), but it seems it’s too little too late now.
>
> Okay… so the wording was wrong, but still… the point is valid. The only game types in which kills matter as far as stats are concerned are the slayer game types.
>
> In an objective game type, the goal should be to complete the objective… not statwhore the entire game like grifball has become. There is something seriously wrong when people would rather sit on the objective while other players rack up kills.
>
> And I have seen games in which players have completed objectives without killing anyone on the other team.
It’s not always as black and white when it comes to holding the objective. When overall skill levels of the players in the game come into question, the team that doesn’t pay attention to weapon timers, teammate locations, callouts, etc. open themselves up to not only getting the objective held on them, but also getting spawn trapped. It’s up to the more dominant team to come to a decision whether or not to hold the objective.
There are certain things that you must pay attention to if you want to be able to run the objective and if all 4 members of both teams are paying attention to the callouts, weapon timers, etc. then it will be impossible to run an objective without thinning the opposition. The only time I could ever see an objective game go to score with no kills is when everybody in the game is lacking thumbs, for lack of a better term. They’re just 8 lone wolves running around with no gameplan, no strategy, no tactics, no communication… all things that you need if you want to be successful in a game of Halo, objective or slayer.
IMO, people sit on objectives because they are clearly better than their opponents. If the lesser skilled people want to avoid having the objective held on them, then they need to take the time to practice and learn how the game flows and develop strategies with their team. It would be like a Pop Warner team telling an NFL team to stop intercepting the ball and sacking the QB and stopping the run before they can pass the line of scrimmage. It’s unfair to the Pop Warners for getting matched up against pros, and it’s unfair to the pros that they won’t be able to flex their muscles that game.
It all comes down to the people in control of the game being played how much mercy to show the opponents. I just wish the credits system didn’t cater to people who would hold the objective as much as it does.
Having the main payout be winning would just encourage quitters. I think the cR system is fine for matchmaking, for FF I think I would just make the commendations worth more and the completion bonus worth less. That way you get points for playing without encouraging quitters in both scenarios.