2014-05-16, 21:44:15
Wupti, if you are interested in the specific numbers, just take a look into the Mechanics thread.
You get at least 25% additional gold from assists, so it would be more than you put there.
I knew about the fact, that this system would more or less close the gap between players somewhat. But I felt it was necessary with the addition of the killing sprees. The additional gold you can get from that is nothing to sniff at. It's a shift in the gold balance and on how you have to approach the game. As I'm sure you understand, it's kinda hard to get the balancing between such systems right, especially on the first try.
Bascially, the idea was to make comebacks somewhat more likely (and thus potentially increase game length), while also rewarding good play more (in form of more gold for killing and assist sprees). Since this latter one is a usually one-sided bonus, it would favor a shorter game length. My hope was, that these two mechanics would balance each other out in the long run.
If you feel they don't do that yet, we just have to figure out, where we have to adjust things to move them in the right direction.
The values for increasing and decreasing the bounty are purely based on empirical testing. I wanted to have a steadily increasing bounty on every tank over the course of the game and those values came closest to the pace we had with the old bounty.
You get at least 25% additional gold from assists, so it would be more than you put there.
I knew about the fact, that this system would more or less close the gap between players somewhat. But I felt it was necessary with the addition of the killing sprees. The additional gold you can get from that is nothing to sniff at. It's a shift in the gold balance and on how you have to approach the game. As I'm sure you understand, it's kinda hard to get the balancing between such systems right, especially on the first try.
Bascially, the idea was to make comebacks somewhat more likely (and thus potentially increase game length), while also rewarding good play more (in form of more gold for killing and assist sprees). Since this latter one is a usually one-sided bonus, it would favor a shorter game length. My hope was, that these two mechanics would balance each other out in the long run.
If you feel they don't do that yet, we just have to figure out, where we have to adjust things to move them in the right direction.
The values for increasing and decreasing the bounty are purely based on empirical testing. I wanted to have a steadily increasing bounty on every tank over the course of the game and those values came closest to the pace we had with the old bounty.
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