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Improper rewards when winning a voidstar match early?


Goldenstar

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We held for the entire first round when on defender. In second round we broke through the first door in about 1 min and the match ended, but we were not awarded the appropriate number of comms. looks like if the match ends early, the game awards comms as if there's no winning team?

 

http://img94.imageshack.us/img94/3753/screenshot2012041520112.jpg

Edited by Goldenstar
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working as (stupidly) intended.

 

a 1-0 win gets you a lot less than a more lopsided win.

 

which is stupid. your personal contribution matters more the closer the win is (i.e. your performance was more likely to be the difference int he outcome).

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working as (stupidly) intended.

 

a 1-0 win gets you a lot less than a more lopsided win.

 

which is stupid. your personal contribution matters more the closer the win is (i.e. your performance was more likely to be the difference int he outcome).

 

I thought you were supposed to get more rewards for a lopsided win? Isn't that the reason why they added medals for finishing the game early?

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I thought you were supposed to get more rewards for a lopsided win? Isn't that the reason why they added medals for finishing the game early?

 

I've noticed this as well, even if you get extra medals, they seem to have no effect on the total comms rewarded on the end. I had a match in Voidstar where the same thing happened and we only got 60 comms as well, even if each one of us had 15+ medals.

 

As someone else mentioned above, I don't think it's a bug, it's just their idiotic design.

Edited by Balmuck
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Uber guilds requested that rewards only be given to winning teams in blowout games, where there is very little resistance.

 

They got what they wanted.

 

That's not the problem here. The problem is that if you put up 8+ comms in any warzone besides voidstar, you get 90-100 comms. In voidstar, if your team wins early, you only get ~60 comms

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That's not the problem here. The problem is that if you put up 8+ comms in any warzone besides voidstar, you get 90-100 comms. In voidstar, if your team wins early, you only get ~60 comms

 

the apparent issue here is that there is no enemy team

 

if you steamroll a team of 2, for example, you should not be given the winning rewards - because it was never a fair fight

 

same goes for a team of, well, 0

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Had the same problem though I was given 66 comms. Think BW needs to look at the rewards in all warzones and come up with a better plan. Especially love the WZ's that are almost over. Being dropped into a hutball match that is 5-0 is not fun.
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I've noticed this as well, even if you get extra medals, they seem to have no effect on the total comms rewarded on the end. I had a match in Voidstar where the same thing happened and we only got 60 comms as well, even if each one of us had 15+ medals.

 

As someone else mentioned above, I don't think it's a bug, it's just their idiotic design.

 

 

the cap for medals giving you coms is 8.

anything above that adds no more coms.

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the apparent issue here is that there is no enemy team

 

if you steamroll a team of 2, for example, you should not be given the winning rewards - because it was never a fair fight

 

same goes for a team of, well, 0

 

That wasn't the case here. It was an 8v8 matchwhere we had already played a whole round and won in the 2nd.

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you won 1-0.

 

your team scored 1 whole point. you don't get much for winning where you scored 1 point under the new system.

 

So--ideally--we should have let the other team get through a few doors (instead of holding them to none) so that we could push farther than the first door (without ending the match) when we were on the attacking side?

 

That's the stupidest design I've ever heard of. We crushed the other team on defense AND offense. So much so that they never scored and we won in under a min on offense.

 

What kind of braindead cow came up with this design?

Edited by Goldenstar
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So--ideally--we should have let the other team get through a few doors (instead of holding them to none) so that we could push farther than the first door (without ending the match) when we were on the attacking side?

 

That's the stupidest design I've ever heard of. We crushed the other team on defense AND offense. So much so that they never scored and we won in under a min on offense.

 

What kind of braindead cow came up with this sytem?

 

 

congrats on discovering one of the many giant flaws with the new system.

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Correct me if I'm wrong, but Voidstar rounds are 7 1/2 minutes long?

 

So your match was probbly 8 1/2 minutes of play time? And you got 62 comms.

 

A full Huttball goes 15, right? And you'll get around 100 comms?

 

It honestly seems like the comms/time is roughly equal.

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Correct me if I'm wrong, but Voidstar rounds are 7 1/2 minutes long?

 

So your match was probbly 8 1/2 minutes of play time? And you got 62 comms.

 

A full Huttball goes 15, right? And you'll get around 100 comms?

 

It honestly seems like the comms/time is roughly equal.

 

I don't think so. It works by how the score was at the end of matches. In this case (Voidstar) if you hold the attackers to no doors blown up, you will only need one door to finish the game. The system thinks it was a close game and thus awards you less rewards.

 

A good example of this new system is in the new WZ. If you hold 2 out of 3 of the bases the whole game. you will end with 100% to 0% the system notes a decisive victory and awards you max rewards. You get like 6000 credits 110 coms atleast.

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So--ideally--we should have let the other team get through a few doors (instead of holding them to none) so that we could push farther than the first door (without ending the match) when we were on the attacking side?

 

That's the stupidest design I've ever heard of. We crushed the other team on defense AND offense. So much so that they never scored and we won in under a min on offense.

 

What kind of braindead cow came up with this design?

 

Ideally you'd start as an attacker and rush right through everything. Then defend for the attacking time and you get all your medals.

 

Yes the system is stupid.

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I don't think so. It works by how the score was at the end of matches. In this case (Voidstar) if you hold the attackers to no doors blown up, you will only need one door to finish the game. The system thinks it was a close game and thus awards you less rewards.

 

A good example of this new system is in the new WZ. If you hold 2 out of 3 of the bases the whole game. you will end with 100% to 0% the system notes a decisive victory and awards you max rewards. You get like 6000 credits 110 coms atleast.

 

Right, but the opposite is true in Voidstar where a quick victory is a decisive victory. The system shouldn't be so simple that it doesn't distinguish between the mechanics of each warzone.

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working as (stupidly) intended.

 

a 1-0 win gets you a lot less than a more lopsided win.

 

which is stupid. your personal contribution matters more the closer the win is (i.e. your performance was more likely to be the difference int he outcome).

 

 

I've bolded the important part and it shows my opinion. Everything's ****ed up right now for pvp.

 

 

Ideally you'd start as an attacker and rush right through everything. Then defend for the attacking time and you get all your medals.

 

Yes the system is stupid.

 

 

Playing to win is overrated isn't it? The same as staying in defeats when you're not going to get anything even if you perform well.

Edited by Lightmaguz
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I don't think its even if the match ends early.

 

http://imageshack.us/f/513/screenshot2012041519204.jpg/

 

In that game BOTH teams got to the core, however I still only got 58 comms after having 10 medals.

 

Perhaps the game thinks it's a close match if both teams score so it doesn't give you a reward? Think the only way to get max rewards is if you're on attacker first, score quickly, then hold out on defense. It's really silly.

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