I'm absolutely sick of playing Dominion or Tribute. The games dissolve into gankfests and it's ridiculous. Revenge isn't fixed as it goes off sometimes and other times doesn't. I've had fights with people in which 2 people would attack me, I would kill one and the other guy would revenge.
I'm at the point if new modes aren't introduced that allow 1v1 or 2v2, I'm quitting the game. I have no issue dying 1v1 but being killed 2 or 3 on one gets very old.
If Ubi would make 1v1 viable in terms of Steel and Exp, a large population increase would likely occur.
- Reputation leveling: We should get 1,000 Steel for each new reputation level gained. Outside of random colors, engravings and patterns (half of which are downright garbage), this is the best incentive to encourage a player to level up more and more, and this cements a clear leveling goal in the player's mind. Sure, I want an outfit at rep30 for its patterns and symbols, but that's rep30. It's still far off. Give me rewards that I deserve in the meantime, simply for just playing and enjoying the game with the heroes I like using the most.
- Dominion & Skirmish: In PvP Dominion and Skirmish, Steel gain should match how much renown you've stacked. Say, you've stacked 650 renown, you'll get 650 Steel. You've stacked 1123 renown, you get 1123 Steel. This is fair and it adequately rewards the player based on personal performance. Regardless of match outcome. In PvAI you should initially be able to choose bot difficulty in PvAI when matchmaking is off. 'Casual' or 'Hardcore', with Casual setting you up with level 1 and level 2 bots, and rewarding Steel gain at half the renown gained, whereas 'Hardcore' matching you strictly with level 3 bots, and Steel gain is same as PvP, matching renown gain.
- Duels, Brawls, & Eliminations: For Duels, Steel gain should be like 100ish if you won, and half of that if you lost, for both PvP and PvAI. For Brawls it should be 1.2x the amount of Steel gained in Duels, full amount if your team won, half if your team lost. For Eliminations it should be 1.5x the amount of Steel gained in won Duels (that's 200ish Steel) regardless of match outcome.
- Dance of Death: Dance of Death Brawls should reward Steel based on the number of registered takedowns (both 1v1s and kill assists) per match. 50 Steel per takedown. Executions do not increase Steel gain.
- Tribute: For Tribute, it should be based on how much teamwork you've done. Calculating renown, takedowns, claims, and blocks all at once. Each having a percentage in the calculation.
- Community event orders: They should happen once a month and be hard enough to span a week, and reward 5,000 Steel if the target is reached.
- Double XP weekends: They should happen at every new season release (meaning it should happen on Feb 16th with the coming of S5), and during every special event (like the Frost Wind Festival and Halloween), and should happen on the official launch of the dedicated servers.
- Season rewards: First place 20,000 Steel, second place 10,000 Steel, third place 5,000 Steel. A season is 4 months long. We can 'farm' 20,000 Steel in like 3.5 weeks. I don't see why we shouldn't be rewarded 20,000 Steel for winning 1st place after 4 months of constant banner-planting and troop-deploying. Season rewards should also include 'special' crates that can only be obtained if you place 1st or 2nd, with 1st place netting you 3 special crates, and 2nd place netting you one. These special crates reward XP on whichever character you choose. Like, one special crate holds 2,500XP.
- Faction Loyalty Bonus. Throughout a season, if you remained true to your Faction and never switched, you get added bonuses when the season ends, after 4 months. 10,000 Steel, two special crates, and 5,000 Salvage. This reward stacks with the season rewards if your Faction won 1st, 2nd, or 3rd place. You also get a troop deployment boost for the first campaign of the next season.
- Scavenger crates: They should include some Steel and some Salvage, along with the loot, when you open them. Range of 25-200 Steel and range of 100-500 Salvage, depending on character tier.
Common Tier: 25 Steel, 100 Salvage
Rare Tier: 50 Steel, 200 Salvage
Heroic Tier: 100 Steel, 300 Salvage
Epic Tier: 150 Steel, 400 Salvage
Legendary Tier: 200 Steel, 500 Salvage
- Change Look: Should cost between 10 and 50 Steel depending on gear tier, and between 150 and 1000 Salvage depending on gear tier.
Common Tier: 10 Steel, 150 Salvage
Rare Tier: 20 Steel, 250 Salvage
Heroic Tier: 30 Steel, 500 Salvage
Epic Tier: 40 Steel, 750 Salvage
Legendary Tier: 50 Steel, 1000 Salvage
- Gear upgrades: Should cost between 50 and 250 Steel per level depending on gear tier, and between 100 and 500 Salvage per level depending on gear tier.
Common Tier: 50 Steel and 100 Salvage per level
Rare Tier: 100 Steel and 200 Salvage per level
Heroic Tier: 150 Steel and 300 Salvage per level
Epic Tier: 200 Steel and 400 Salvage per level
Legendary Tier: 250 Steel and 500 Salvage per level
- Star weapons: Weapon pieces that have a star icon (extremely rare) cost a bit more Steel and Salvage to upgrade, but Change Look cost remains constant.
- Refine Gear: The new 'Refine Gear' option coming in S5 should cost 750 Steel and 750 Salvage on armor pieces, and 1,000 Steel and 1,000 Salvage on weapon pieces. Refinement nets a +1% boost across the board on any positive stat, and a +3% improvement on any negative stat. If you wield a fully refined weapon (3 pieces), you may equip a weapon effect. If you wear fully refined armor (3 pieces), you may choose a faint, non-intrusive 'aura' which remains active even during movement and combat. This aura follows the same pattern as whichever effect you have equipped under "idle". This aura also can be augmented based on your rank (Bronze, Silver, Gold, Platinum, Diamond).
- Ranked Duel Tournament: Steel gain per each match is same as normal duels (listed above). 1st place nets you an additional 3,000 Steel. 2nd place nets you an additional 1,500 Steel.
- Ranked Tribute: I don't know yet. It's still a failed concept as-is. But it should certainly reward more than normal Tribute.
- Emotes, Executions, & Effects: All emotes should be locked at 5,000 Steel each, all executions at 7,000 Steel each, and all effects at 5,000 Steel each.
- Mythic & Mask Outfits: Considering all of the above, Mythic Outfits are 20,000 Steel each, and Mask Outfits are 30,000 Steel each. To retain their sense of importance and rarity, and not be that easily farmed for. Mask Outfits get discounted at 20,000 Steel for a brief period during respective special events. Mythic Outfits get discounted at 15,000 Steel at Ubisoft's discretion, whenever they decide to discount Mythic Outfits, like they did in the Dance of Death event.
- DLC Cast: Considering all the above changes, DLC heroes are 30,000 Steel each, if you don't own the Season Pass. They should remain somewhat pricey. Season Pass is another matter and is (and should be) the company's right to ask for more $, outside of the game's full retail price. And there is no single hero/item/outfit/thing worth more than 30,000 Steel in the entire game.
Now that, is a reward system that I, and I'm sure most of the playerbase, would be happy with, without the devs having to overhaul the entire framework around which For Honor has been built (F2P MMO bottleneck model dominated by RNG and infested with microtransactions, where they keep adding more content that costs Steel while not modifying Steel gain at all).
That's a big wish list.
Steel sales are probably a large chunk of the studios cash flow. I doubt we will see any big changes to how we earn steel.
I do think however that all game modes should reward the same amount of steel/XP in terms of time invested. Giving season winners some steel would also be justified, as well as a tournament winners a little more steel.
Lol I know, right? unfortunately, it is what they should do with the entire reward system.
You're right, they heavily favor Steel sales, over actual gameplay progression. For Honor is a prototype which the company wasn't sure whether to develop or not, so they drew a safety net just in case. The price being the entire framework of the game itself.