Why am I being punished for playing good

You do normal story missions solo or with randoms? I do advanced last night solo and it was not worth the time.

I play advanced, but in normal mode you get nearly the same exp.

Its cause the OP’s problem isn’t rewards, but with matchmaking and he doesn’t even realize it. The OP is tired of one sided matches and carrying people. He thinks he should be entitled to better rewards due to this. What he really needs is for there to be sbmm where he is grouped with like people and against them as well. This would fix his frustration completely.

If someone isnt being rewarded with enjoyment from gameplay then there is a problem with something other than the rewards. In a game like Battleborn how do you define mvp? The person with best k/d? The person with the highest score? The person with more objectives? The most healing and support? Defining rewards for the best player can be a difficult task in a game like this and would take away from the gameplay as people would start only playing the one role that netted the easiest mvp. This would punish teams and people who like to play specific roles.

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That wouldn’t fix the problem though. No matter how balanced the match making is, there will be times when you will lose, even when otherwise you did good, and you won’t get anything back from it. For someone to win, someone needs to lose. That’s how it goes. That’s the point of competitive play. There is literally no way for matchmaking to fix what is a core game mechanic. And while it won’t fix the AFK and leaver problem alone, MVP rewards could actually help with it.

If the MVP reward was balanced, getting it was balanced, there would be no problem with it. It would help give motivation to teams who feel they have no chance to win - at least they could get something out of it, instead of going AFK/leaving the match or voting for surrender when it starts to feel like a comeback isn’t possible anymore. Who knows, maybe that motivation will bring the team back from the dead and allow them to win when their “morale was broken”. Often I and many others feel that at some point in the match there isn’t any reason to try anymore, since losing is inevitable. I’ve seen a lot of people just stop playing at this point, leaving their team to struggle to get at least some enjoyment out of the match.

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True, but just like TF2 hats doesn’t mean you’re a good player, it’s a pretty safe bet that you aren’t a bad player.

Not sure what else to tell you then, I rank up fast (Mostly play incursion) and I don’t even try for the exp, I just play and try to do good, though I am rarely at the top of the scoreboard. I think my PS4 account I am above level 30. I switched to PC so had to start over. I wouldn’t worry too much about leveling though, all that progress is just going to be deleted after beta ends.

I only play 3hrs of games a night so was just trying to find a good way to level in beta for when the game comes out. Just going to take a step back and enjoy the game and not play so hard.

I think Incursion gives the most exp and exp is just determined by how long the game lasts. Incursion is more relaxing than Meltdown. Meltdown is almost just like a team pvp battle and the exp is horrible.

Story mode exp is also bad but the gear packs make it worth it. By far best way to get gear.

I also hate the XP system being based simply on time in PVP. I get a full team in a party, crush the enemy in under 15 minutes but, get less XP than losing a 30 min game? There should at least be a major win bonus.

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I agree with this.

Non ranked should never have a win/lose bonus. It’s about playing, not even really winning. Since youll always have either a lopsided game in these I wouldn’t really say that the winners who got the 4v5 deserve more xp. Especially in comparison to the losers who lost 99-100 after an intense game against comparable players… Maybe in competetive once matches are arranged a bit better win bonusses should be given, but never in a match full of 9 (+1afk) random players.

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I’ve removed a few personal comments.

For those of you making them: Please stop.

Don’t post in a thread if you don’t like it. Flag posts you find troublesome.

I just wanted my exp to be based on my score on how I played. Then win or loss. Not time played. I don’t find it fair to get the same exp as someone doing nothing. The game has a score to rank how you do in the match.

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Doom 1 and 2 :heart_eyes:

Actually, experience with respect to something is directly proportional to how much you have been doing that thing. A driver with “30 years of experience” is more experienced that one who got his license last week. XP proportional to the length of playing the game is not such a ridiculous idea.

Sounds more fair to me. To put it in another perspective.

Just completely stomping an enemy team and dominating in under 15 min, or holding your ground even if losing and making the enemy team put in work to win. Sure there should be a bonus to those who won, but it shouldn’t be anything big, unless a first win or the day deal. Either win or lose effort should be rewarded.

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Couldn’t agree more. Moreover, I don’t think the current score method is an incomplete representation of how the game is played and the different ways players can help their team win (like building/destroying turrets, killing and building minions, etc.)

the current scoring system is not an incomplete method, but its take directly from mobas and it does not cover everything. you see K/D in mobas is not for point reward, its for bragging rights. its why in forms and in communications people like to point to their K/D as much or sometimes even more then their ELO as their validation for their skill, even if that really is not a great way to measure skills in a moba.

you see the idea behind the scoring method is in theory to foster better team work by making a victory as a group matter more then someone going Rambo and getting a high kill count. because when this happens a lot of the time the team losses, especially if victory is objective based or if the enemy team has their kills more spread out. this is because one player got leveled super quickly using enemy kills while the enemy team was able to grind against the oposing team or they were able to push objectives while the team of the guy with the high kill rate was scrambling around trying to pick up the slack of the one person not going for objectives.

but I do think the end game results should award some points for how many shards were collected, how many building were built, and how many thrall camps were captured by each player.

So much this ^^.
K/D has no place in objective based team games. Because it’s not likely you are in 1 vs 1 fights there anyway. Unless both teams are bad. But most of the time person with the best k/d is just the one who had last burst damage im team fight.

As for op origonal issue. Currently it looks like xp is tied at least somewhat to time of the match. Which is kind of valid from my point of view. You stomped enemies in 7-8 minutes - you get little xp. It’s not like it was hard work for you to get such win anyway. This issue will be resolved somewhat once the game launches, because a lot of people really still didn’t know how to play pvp in this game - way too much focus on fight other players. But players will get better over time and matches will be closer and longer, thus netting more xp.

But, if you are looking for better ways to jist level, then doing co-op story missions was best way in beta. With 5 people you can take a variety of heroes that make different parts of missions easier and usually you could blitz a mission in less than 30 minutes (if think my personal best was ~26 minutes for void one with random group) and you get 1000+ xp for that.

I know where the system comes from. I meant that it is incomplete, for this game. I have issues with its use in Battleborn because there is more that goes into victory than KDA and a character could play a vital role in victory in ways that aren’t reflected by it, far more than in a game like League. It’s even conceivable that a player could have a great KDA but throw the game away by ignoring minions.

You probably didnt check and read the link for my post.

I described the issue with no rewards for loosing team because it brings us to the point when majority of public games will be like this: skip all teams until you have high level characters on your side and rookie players on the other side. If you played enough time at beta you probably could see this things starting to happen.

Most of the people would want an easy win not only to enjoy victory but also to get more exp, points, items. MVP reward for loosing team helps to achieve that.

Rewarding best player in the lossing team will help the games be more competetive and fun. Its not fun when in 2-3 minutes you get retreat vote because players dont want to spend time on loosing with no rewards.