so - there is 1.5x experience multiplier for winning, but if you had a horrible team an lost you just cant do anything about that… yet!
my idea is to give the win condition multiplier to the top 30% of the team, so at least the good players get better rewards (and encourage other people to try a bit harder)
Ok this will probably be an unpopular opinion, but I don’t think this should be implemented. Don’t get me wrong, more xp is nice, but we already have xp bonuses for individual performance as is. Making it so that if you are in the top three, the team winning or losing as a whole doesn’t matter much kind of takes some of the stakes out of the match, and may encourage players to do things that raise their own score at the expense of the team, like camping out at the enemy spawn areas instead of defending the objective.
There needs to be some reason for players to keep playing. The losing team tends to lose half of their players sometimes and it turns into a rout. You can almost walk to victory at that point. What happens when a popular streamer joins your game and brings friends + walk-ons from the stream? You may be good but its almost guaranteed that your teammates aren’t. What reason would you have to stick around?
I think they should increase the winning multiplier from 1.5x to 1.7x and make it so losing team gets 1.5x, but top 30% get’s 1.6x. The grind would be a little better overall.
The top 30% in a losing side are already likely to get some sort of bonus from the various “battle hero” awards that are possible - not always of course, but it is pretty common to see.
As you will know these start at x1.2 multiplier, IIRC +0.1 for each extra one you get, and it is common enough to get 2 for x1.3.
IMO that is not bad even if losing, and more than adequate for the purpose suggested.
In addition there’s the x0.7 multiplier for being a dickwad deserter - making that x0.0 perhaps would be good!
Like the other guy said, its 1.8x if you win. It takes less than 5 minutes to figure out if your team is crap.
So, doing quick math saying you earn 30,000 exp in 30 minutes. In the second example, I leave and join a winning game:
Loss (30 minutes): 1.2 x (30,000) = 36,000
Desertion (30 minutes): 0.7 x (5,000) + 1.8 * (25,000) = 3,500 + 45,000 = 48,000
Sorry, but I’m going to have a good time in a winning match and bank at least 33% more experience for doing so. Someone else can play and yell at the scrubs on their own team for 25 more minutes while I have fun.
I agree with original post, bad team = might as well leave early and find another match.
If you are going to stack teams with mostly lmg/smg on one side and mostly bolt/semi-auto on the other, you can at least give 1.5 xp bonus to top 3 on losing team to make it worth their time to play the match out.
So you premis is that it should be based on levels of the players - low level player should get more of a bonus 'cos htey are using mostly BA, whereas top level players are using LMG/SMG?
Because otherwise the choice of weapons is entirely the players’ choices - why should you get a bonus for choosing to use less effective weapons?
I was saying that because the matchmaker gives us completely skewed teams, unequal # of human players, unequal average campaign progress between teams with one team having more full auto squads than the other, creates scenarios where players get punished for playing certain nations in certain timeslots. You can try your hardest and it doesn’t matter because there are not enough human players on your team, or they do not have adequate weapons, or they are simply terrible and do not pull their own weight.
The top 3 players on the losing team should get 1.5 xp bonus to make up for the downsides listed above. If nothing changes then the existing problem of players leaving matches without trying to turn the game around will only get worse. There is simply zero incentive to do so.
“participation award” implies that they showed up and did not contribute, which is obviously not the case if they are top 3 on their team. but if you want to misrepresent it I guess you can do that.
I shjould have added of course, that people don’t drop out because they see they are in a team of noobs - they drop out at the begining because they don’t like the map or the game, or half way through because the game isn’t going well, and they aren’t prepared to work harder for a win - they don’t like losing, the poor wee dears.
So the argument that it will stop people dropping out is overplayed IMO.
And yes I portray it as that - in your scenario it seems that getting top 3 isn’t going to be so hard since all the other players are useless bots because “there aren’t enough human players on your team”.
Very much a “oh woe is me, it is so unfair” argument.
I´m against the idea. This is not going to incentivize anything except more of scummy spawnbombing which would be greatly rewarded. Awarding scummy practices is not the direction game should be heading.
I’m all for rewarding good performances, but as others have said the game already rewards “best losers” with award multipliers. An outstanding performance in a loss will grant you up to 1.5x XP, same as a mediocre win, so imho it’s an acceptable compromise.
Just think that in War Thunder, in comparison, losers get NO such bonuses, and everyone has also to pay currency to repair vehicles post battle.
the problem of spawnbombing is not in the idea i posted, but that the spawnbombing exists at all - if this isnt implemented in the game, then you cant get spawnbombed? you will always leave your spawn nice and good?
Yes it is 1.8 - but you didn’t win, so IMO you dont 'deserve 1.8, and 1.3 is a good result for being good in a losing side.
I just got 1.4 in a loss
look, that guy 2 posts above just did some math - if you left that game as soon as you realised that your team is losing and deserted and joined another game and won there you would profit (if you got at least one 0.3x multiplier)