Rewards for losing are garbage

I average first place in my games and often have a 1 to 1.5 thousand point lead to my teammate in 2nd, and at least 500 to the enemy’s best player.

Despite this, I have a 30% winrate.

Let us good players that get matched with bad teammates get the same rewards as the winning enemy team. It’s only fair considering how bad the game’s balancing is. The 34% reward that I get does not reward the effort and struggle I put into trying to win a match.

If it’ll make the grind too easy for you sad developers, then make it so the top 3 players on the losing team get (a suggestion) 60/70/80% of the reward.

2 Likes

No you don’t. You average a total of ~1500 score per match and have an average placement of 64% (past month)

No you don’t. you have an average win-rate of 57% (past month)

You’re playing quite well and scoring and winning quite well. I think it’s just a case of remembering and feeling the losses more than the wins as well as Confirmation bias.

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The sad news is, losing as first player doesn’t make you a good player automatically. Having a win rate of claimed 30% (or sub par at least) is a strong indication that you are not a good player, when it comes to winning.

Why is that so? First of all, depending on the mode you play, you will generate score when you get killed. If you manage to get killed often enough, that will generate quite some score and move you up the scoreboard.
And even worse, by moving up the scoreboard through repeated death, you also fuel an enemy win, because your death hands spawn points to the enemy.
You can also move up the score board by seal clubbing, taking out weak red players that do not matter for the win anyway. Then you get good placement but are a poor play2win player. There are plenty of those.

You claim a win rate of 30%. But your stats say it is just average 47%.
It is also very difficult to average first place in the team unless you always end in first place.

So somehow I don’t trust the claims you make here.

3 Likes

I used to absolutely suck at the game.

And before anything else: I play a LOT since I’m lucky with freetime. I’ve really racked it up for the past few hundred games at 10.3 and top tier but I’ve noticed that I now lose more games than before on average.

The last (I’d say) 50 games at 10.3-12.7 I’ve performed like a cherrypicking WT YouTuber and the most of my team’s poor performance was much more evident than ever before.

I genuinely think it’s an intentional matchmaking feature to keep you at bay and keep the grind relatively difficult by just straight up reducing your rewards.

And it goes both ways: I play with my friend at 7.0 and I struggle due to the difference in playstyle and balance, and he’s not very good himself so we find ourselves to be the trash teammates to a really good player or two that try to carry us all but fail (hence my general stats that you pointed out aren’t as great as I claim for them to be)

That’s why I want a change in the rewards since I believe it’s a general problem with the rewards not rewarding (in my opinion) harsh matchmaking enough.

1 Like

Isnt already like 80% for losing?

34% for research no matter the performance.

What are my stats? 🤔🤩

Where is that?

Last i checked, it was 80% for a loss

Spoiler

No offence to OP, but this statement/response is gold:

OP: I average first place in my games

3 Likes

I get that it’s frustrating getting a really good match and then getting a mid reward because you still lost, but that’s what motivates you to try winning so I don’t think that should be changed

1 Like

Rewards for losing are garbage.
Rewards for winning are better.
So?

2 Likes

You can look it up yourself on statshark :)

I never recommend giving away your login details to any third party in general. On statshark you don’t have to log in, you can just search your in-game name.

I’ve been doing horribly lately compared to my historical performance, recently started grinding the British ground tree so that might be why :P

5 Likes

Doesnt the game have bad rewards % in general if you lose?
I swear i earn WAY more if i win the game with 15 kill than a lose game with 15 kills…
The % you gain for win to me its still unknown so

But what im trying to say its that it feels like you didnt do anything in that game sometimes when you lose,i dont know why

I’m not sure as this is just 3’rd party information from last year but as far as i know the multipliers for win/lose are:

SL: base SL multiplied by 1.47/1.2 and then + any awards.

So comparatively you get about 23% more SL for winning (or ~18% less for losing).

RP: 2/1.34

So comparatively you get 49% more RP for winning (or ~33% less for losing) and RP is 60-80% based on playtime.

Source is from a player so i don’t know the reliability: ( Report on how scores, SL, and RP rewards are calculated )

But even if you have full activity with 15 kills,even if you lose?Shouldnt you be rewards equally as the other team winning?

There shouldnt be a penalty IMO for top 3-5 people (Based on activity and overall performance)

In my opinion that is accounted for by the skill bonus multiplier. If you’ve played that well then that multiplier more than makes up for the win/loss differences. But i see your point.

If you think this through it makes no sense.

Why?

At least in theory the lobbies should be balanced - and not their players. So if each team has 3 better than average players the outcome depends on how these players interact with the enemy team; in other words: The experienced players are in charge of carrying the game.

So if 3 experienced players of Team A are racking up kills by camping the enemy spawn whilst the 3 experienced players of Team B cap all points and defend them at all cost you might agree that the mission score of the 3 top players of Team A was achieved without game impact.

There is no need to give these guys a bonus.

Exactly!

Balancing clearly won’t get changed, and neither will matchmaking which is the real issue. And it makes perfect sense.

Also mass killing is ABSOLUTELY game impactful. This argument needs to be dissolved completely. You’re destroying enemies that are potentially going to attack or defend and change the route of the game. You’re allowing space for your teammates and you’re grinding away at enemy numbers.

That’s game impact. If you think it isn’t, think deeper about it.

Besides, the more you kill, the less points you get per kill, so it’s good to have a balance (which I do since my high performance games average 4-5k points, most of the times higher than the enemy in 1st place), so I still believe that the losing team’s carries should get closer to the full reward the higher they are on the leaderboard.

In fact it should probably be for everyone on the losing team, going from like 15% (2x lower than the current reward gain which is 34% for all losing players) to 100% or at least 80/90% based on position. This is to simply reduce the huge gap of rewards created by a small gap in score (guy in 1st got 20 more points than you cause they died once more than you did xd).

You get % but at the same time you get hit by the reduction of the loss so uhm…you still losing rp/sl

the percentage loss from losing isn’t as big as the gain from the skill bonus. The RP is the biggest difference in win/loss at 49% more RP for a win which is what you get for a stage 2 skill bonus in all ground modes.