Author Topic: What was the reason for introducing the 5K CBill transfer limit?  (Read 1938 times)

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Offline Waffnuffly

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #60 on: October 24, 2011, 01:42:20 AM »
After re-reading this thread, IMO the issue with cbills is one of the rates at which we accrue and spend them. I think cbill sinks, such as repairing, should be more 'sink' like. For example, if my atlas is red lining it should cost me close to the total for a new mech to repair it. Right now, from what I see, repairing is relatively cheap? Correct me if I am wrong here.

Since you invited correction, I will do so. There should be NO C-BILL SHARING. It should be abolished from the MWLL Mod.

Disabling C-Bill sharing completely would not solve any of the problems that sharing creates, and it would only be a massive pain in the ass for everyone else who just needs a couple K for ammo. People will still be able to earn tons of cash and buy their teammates assault mechs to sell or use.

What really needs to happen is a rebalancing of how money is earned in the first place.

Offline Quintilian

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #61 on: October 24, 2011, 02:26:44 AM »
Since you invited correction, I will do so. There should be NO C-BILL SHARING. It should be abolished from the MWLL Mod.

Technically I was asking for correction on a numerical fact, but no probs dude I can see how it can be read!

I tend to agree with Waff, Cbill gain and expenditure needs reviewing.
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Offline ~SJ~ Atlessa

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #62 on: October 24, 2011, 03:01:31 AM »
The only issue I have with the current system is that it doesn't actually limit you to 5k cbills per minute, but to one TRANSACTION per minute, no matter what amount.

So if I want to give, say, MausGMR and theClaw 2k each (for ammo or whatever) the first transaction will invoke the 2 minute timer.

I learned this the hard way when I accidentally gave SOMEONE 1k because I hit num5 (which is my 'confirm transaction' key) accidentally.
I don't even know who it was, since there isn't even a confirmation of amount and recipient anymore...


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Offline ~SJ~ Xarg Talasko

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #63 on: October 24, 2011, 04:05:46 AM »
Glad to see I'm not the only one who thought money was too easy to earn, I even came up with a list of ways to help tone it down while giving some of the newer players a helping hand.

Reductions:

-10.0% any tag benefit
-15.0% kill assist bonus and NARC benefits
-17.5% c3 bonus and damage dealt earning
-20.0% kill bonus

Additions:

+15% CDT->WR, WR->PCM rates
+10% PCM->SCM, SCM->SCP rates

The rank gaining bonuses should enable the newer players who die a lot and rely on the spawn cash to get to the medium bracket faster, while the reductions should prevent people from having retarded amounts of cash as often (recently I earned over 400k in a match, and was afk for at least 25 minutes thanks to C3).

Some ammo prices could also use revision (IMO), 1000 for 5x ArrowIV missiles vs 1850 for 4x HGauss slug seems a bit off given how much damage a successful A4 hit deals.
« Last Edit: October 24, 2011, 04:25:55 AM by ~SJ~ Xarg Talasko »


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Offline AlfalphaCat

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #64 on: October 24, 2011, 05:43:59 AM »
The only issue I have with the current system is that it doesn't actually limit you to 5k cbills per minute, but to one TRANSACTION per minute, no matter what amount.

So if I want to give, say, MausGMR and theClaw 2k each (for ammo or whatever) the first transaction will invoke the 2 minute timer.

I learned this the hard way when I accidentally gave SOMEONE 1k because I hit num5 (which is my 'confirm transaction' key) accidentally.
I don't even know who it was, since there isn't even a confirmation of amount and recipient anymore...

Well, you could just give the first person 5k and have them pass on the remainder to the other guy.  Just a thought.

This game has been a lot more fun with this system, I mean both teams, usually, are upgrading at almost the same pace.  I want to do some scrims like this.  30mins, 5k per minute cbill limit, and TSA.   8)

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Offline -SM-SUCKER

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #65 on: October 24, 2011, 12:53:30 PM »
It is true, we do not see high value assets in the first minutes now.
But the price is, that people might have to play longer until they can use their favorite 'mech/tank/asf. Not giving them the amount of fun they could have. So you force players to play for longer periods. Which is no problem for me, I like to stay on a server for several rounds.
But others might just want to play 15-30 minutes. Whenever I want to play just a little while, I do NOT load up MWLL.

Offline Quintilian

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #66 on: October 24, 2011, 01:28:26 PM »
It is true, we do not see high value assets in the first minutes now.

I am not sure that statement is entirely true. As I have noted it takes 5 mins as opposed to 1 min to field an assault. I would say it is not common to see assaults after 5 mins because most are not aware of the ways to twink someone.
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Offline Xesle

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #67 on: October 24, 2011, 01:49:08 PM »
But the price is, that people might have to play longer until they can use their favorite 'mech/tank/asf.

There's always TOS mode if players want to jump in and immediately have a Novacat.  Personally, I have zero problem making the money for an assault or clantech heavy mech within the first 5-10 minutes of the game.  The Raven E is a money making machine, just leave that C3 active, go dive into a brawl and you'll have 100k before you know it.
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Offline (TLL) Heretic

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #68 on: October 24, 2011, 04:05:27 PM »
But the price is, that people might have to play longer until they can use their favorite 'mech/tank/asf.

There's always TOS mode if players want to jump in and immediately have a Novacat.  Personally, I have zero problem making the money for an assault or clantech heavy mech within the first 5-10 minutes of the game.  The Raven E is a money making machine, just leave that C3 active, go dive into a brawl and you'll have 100k before you know it.

That's what I do to, even with few people playing you can still grab a MKII or Atlas by the 3rd RTB; grab a kill or 2 on a populated server and you've got that Assault by the 1st RTB.

I'd love to see a beta where we earned globally half of what we do now, and reduce the lower rank points to make mediums more accessible to casual/learner players (so similar to what Xarg said above).

Got to say OT though, that the 5K limit is a good thing.


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Offline Nakor

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #69 on: October 24, 2011, 04:32:24 PM »
As far as I have seen the main impact of the banking change is that it is now quicker to get c-bills by playing the game than leaching it from other players. Using c-bill infusions to push players upwards through multiple price tiers was breaking the game. Matches where one team has a massive weight advantage still happen, but from what I have seen it is less common/severe.

As an initial step in producing a balanced transfer system and economy I think this change is working pretty well. As for the current system, it seems to me like the amount of c-bills earned when an asset you damaged dies, is disproportionally high to the actual damage done.

Offline Aidan

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #70 on: October 24, 2011, 05:12:59 PM »
Quote
But others might just want to play 15-30 minutes.

Then they should buy an Xbox or get a 3DS and they can play while they walk.


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Offline CGB [CoffiNail]

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #71 on: October 24, 2011, 05:16:51 PM »
When I want to play a little, I load up and run around as a BA



Offline =CJW=YalK

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #72 on: October 24, 2011, 10:07:27 PM »
^^^ this and if/when I die I can roll out in a Timby B the next life if I wanted....then call it a night...



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Offline Kelmola

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Re: What was the reason for introducing the 5K CBill transfer limit?
« Reply #73 on: November 14, 2011, 10:04:45 AM »
I was away for several months, but jumping back into the game, I noticed that earning any mech was much easier now than in previous versions. So easy in fact that banking (even if allowed) would be no longer a game-deciding tactic. And, it does not take half an hour to earn the 'Mech of your choice, 5-10 minutes in a Partyvan or C3 Owens now earns you enough for a heavy/assault if you stay alive to RTB. The 5k transfer limit works perfectly if you need to get that just out-of-reach 'Mech early early on or after an unlucky streak.