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New way of gaining rewards. Anti infamy-drop. Read Here

Discussion in 'Suggestions & Ideas' started by NoTtIaN, 12 Apr 2018.

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Do you like the idea

  1. I like the math

    45.5%
  2. I like the rewards

    45.5%
  3. I like how it's fair

    90.9%
Multiple votes are allowed.
  1. NoTtIaN

    NoTtIaN Well-Known Member

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    instead of having the leagues for loot, we should have a new way of gaining loot. It is gear score * infamy.
    Say your gear score is 10k, your infamy is 4k, that means the ratio is 2.5
    1 * 2.5 = 0.4 x 10 = 4x
    nightmare gold, 10 000 gold, X 4 = 40 000 gold per match (too much?)

    Heres an example if you are extreme pro, 7k gear score * 4k infamy = 1.75
    1 * 1.75 = 0.57 x 10 = 5.7x (multiplier)
    nightmare gold, 10 000 gold, X 6 (5.7 rounded) = 60 000 gold per match for pro nightmare players.

    This way will prevent infamy tankers

    Here are some rough loot gainable
    challenger 2000 gold, 1250 sugar,
    warrior 3000 gold, 2250 sugar
    master 5000 gold, 3250 sugar
    ace 8000 gold, 5500 sugar
    nightmare 10000 gold, 7250 sugar

    So for a person like me (master)
    it would be 5000 * 2k = 2.5
    1 * 2.5 = 0.4 x 100 = 4x
    5000 x 4 = 20 000 gold, 3250 x 4 = 13 000 sugar per match
    (may change depending on damage/ heal/ ship sunk etc)
    This is normal for my infamy range

    #fair #notankers #nosuicide #goodloot #amazing #dope #loot #everyonehappy
    edit: fixed the math
     
    Last edited: 16 Apr 2018
  2. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Using gearscore as a factor for managing rewards... Interesting. With tweaks it could be awesome for good players.
     
    Nikkie!, *JAWS*, R@jith anand and 3 others like this.
  3. Miathan

    Miathan Well-Known Member

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    Your math hurts my eyes, I honestly don't know what you even mean
     
  4. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    TL;DR he's talking about using a gear score-infamy ratio of sorts to gain a reward multiplier.

    This will be better than the league multiplier since it'll respond to skill and inhibit tankers since their ratio will lower, thus preventing them from tanking.
     
    Nikkie!, NoTtIaN and Fluid Bait like this.
  5. Miathan

    Miathan Well-Known Member

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    That part I understood. It's how he obtains the numbers that makes no sense to me.

    Anyway, I do agree that such a system would be better than the league system. It should be simply based on infamy per gear score though. Reward multiplier = constant * infamy / gear score

    To be honest, I've never liked the league system anyway.
     
    Fluid Bait and TheAntiSnipe like this.
  6. Sh@rp shooter

    Sh@rp shooter Active Member

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    Even before its implementation i found a loophole....what if u have a gear score of 5k on your shooter and 2k infamy but then you play a match with another ship of less gear score and make the multiplier out of the world. Lol
     
  7. Miathan

    Miathan Well-Known Member

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    Well, theoretically this would not work, because lowering your gear score enough to make a significant difference to the multiplier would kill your ability to win matches. Aside from the occasional carry you'd only be losing.
     
    TheAntiSnipe likes this.
  8. TheFixer27

    TheFixer27 Well-Known Member

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    So basically the less gear score and more infamy aka MOEE skill means more rewards?? Awesome!!
     
  9. What's Up Player

    What's Up Player Well-Known Member

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    Love this idea. :rolleyes:
     
  10. Sh@rp shooter

    Sh@rp shooter Active Member

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    But practically it would because believe me its way easy to win with speeder even with low gears and many times the other players can easily carry you around if you just keep nitroing and distract enemy.
     
  11. Miathan

    Miathan Well-Known Member

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    Well if you can reliably use this strategy (distract enemies while dodging shots with nitros and having your teammates kill them) then you deserve to be at that infamy, and the system still works as intended
     
  12. NoTtIaN

    NoTtIaN Well-Known Member

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    if you drop your gear score (per match) you gain more loot, cause it's harder to do well with worse stuff
     
  13. NoTtIaN

    NoTtIaN Well-Known Member

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    but infamy tankers can use sucky items so they still gain more loot when they lose??
     
  14. YerJokinArnYer

    YerJokinArnYer MVP

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    Yes nice idea. Reduces the current perverse incentive to slightly lower infamy to get better rewards.
     
    *JAWS* and NoTtIaN like this.
  15. SupremeCalamitas

    SupremeCalamitas Well-Known Member

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    I like the idea of skill= rewards. Tankers, suiciders, and floaters will not get ANYTHING
     
    Neptune_Gaming and NoTtIaN like this.
  16. NoTtIaN

    NoTtIaN Well-Known Member

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    oh yeah,, um. so, my NeW idea was to make it that the maximum multiplier was 10
    So if you were a mk5 speeder with nothing and you just run around collecting dust and taking damage, at say, 2k infamy
    640 * 2k = 0.32 x 100 = 32 / 10 max = 50 000 gold, and X sugar
     
  17. envylife

    envylife Well-Known Member

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    Yup this is just one of the many issues with using gear score in matchmaking. You enable the user to manipulate the system for rewards.

    I'm strongly opposed to using gear score in matchmaking. If your ship gets stronger, you should move up.. not get tougher matches to keep you down. Think about it... how does progression work if you equip a weak boat and get weak teammates, or equip a strong boat and get strong teammates? It'll be like treading water.... going nowhere.
     
  18. NoTtIaN

    NoTtIaN Well-Known Member

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    Oh yeah,,, what idea do u have?
     
  19. envylife

    envylife Well-Known Member

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    I like the idea of rewards by infamy (sort of what leagues do not a great job of), which addresses tankers, and offers better rewards than the current league system. Gear score is too fluid though, varies by boat, varies by loadout depending on your quest, etc. Infamy needs to be fixed to be more stable though... I've opened several threads with suggestions on how to stabilize it which addressing the tanking issue as well.
     
  20. SeaNavy

    SeaNavy Well-Known Member

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    I don't get the math
    How is 1*2.5 equal to 0.4? Shouldn't it be 1/2.5?
    Also, why is 0.4*100 equal to 4, shouldn't it be 10 not 100?
     
    PastelPiku and PallabKumarS like this.

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