For Honor's proper Reward System - Discussion & Suggestion
I think we can all agree we're being bottlenecked and not rewarded proper Steel and XP for our gameplay, let alone rewarded properly for individual performance in matches. Everything is over-inflated and more often than not, you feel at a great loss when you skip/miss orders. Especially given that they keep adding new content, while not altering/improving Steel gain at all.
The following is a compiled suggestive list that covers every gameplay aspect of For Honor (I think) and how it should be re-addressed from a fresh perspective; one that favors the player, and rewards individual gameplay. Most of these changes address proper Steel gain for every aspect, more fair Steel expenditures across the board, and better XP rewards where they make sense.
- 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 depressingly wrong-looking), 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.
-- EDIT -- : I've been told through feedback that renown = Steel gain is a bit too much. I will dedicate more thought on how renown plays a role in end-match reward for both Dominion and Skirmish.
UPDATE ON DOMINION
For PvP Dominion, I came up with an improved suggestion concerning how you should earn Steel and XP:
The amount of objectives/captures you register count towards 50% of the added end-match XP gain, with a 33x multiplier. Half of the amount of total renown you accumulate will form the other 50%, with a 3x multiplier.
The total amount of takedowns you register count towards 50% of the Steel gain end-match, with a 25x multiplier. Half of the amount of total renown you accumulate will form the other 50%, without multipliers.
This goes as following:
- For XP: If you did 8 captures and have accumulated 600 renown, that will be 264XP on the captures (8 x 33), and 900XP on half the renown (300 x 3), netting you 1164XP end-match.
- For Steel: if you did 9 registered takedowns and have accumulated 600 renown, that will be 225 Steel on the takedowns (9 x 25), and 300 Steel on half the renown, netting you 525 Steel end-match.
For PvAI Dominion, it retains the same values as PvP Dominion if you choose 'Hardcore' when matchmaking is off (strictly level 3 bots), and it halves the values of PvP Dominion if you choose 'Casual' when matchmaking is off (level 1 and level 2 bots).
UPDATE ON SKIRMISH
For PvP Skirmish, the calculation is rather simpler than that of Dominion, and takes a bit of a different route. If your team won the round, you receive in Steel half the amount of renown you've stacked, and you receive in Salvage the same amount of renown you've stacked. If your team lost the round, you receive in Steel the amount of renown divided by 2.5, and you receive in Salvage half the amount of renown you've stacked. The same amount of XP gain calculation is retained as-is in the current ongoing system. This goes as the following:
- If your team won and you accumulated 650 renown: You get 325 Steel (650/2) and 650 Salvage.
- If your team lost and you accumulated 650 renown: You get 260 Steel (650/2.5) and 325 Salvage (650/2).
- Whether your team won or lost: Same XP gain as the current ongoing system.
For PvAI Skirmish with matchmaking set to off, it halves the values as PvP Skirmish for Steel and Salvage if you choose 'Hardcore' (strictly level 3 bots) and your team won the match, and it divides those values by 3 if you choose 'Casual' when matchmaking is off (level 1 and level 2 bots) and your team won. Upon choosing 'Hardcore' and your team lost, it divides the values of PvP Skirmish by 3. Upon choosing 'Casual' and your team lost, it divides the values of PvP Skirmish by 4. This goes as the following:
- Hardcore setting, your team won and you accumulated 650 renown: You get 325 (650/2) Steel and 325 (650/2) Salvage.
- Hardcore setting, your team lost and you accumulated 650 renown: You get 216 (650/3) Steel and 216 (650/3) Salvage.
- Casual setting, your team won and you accumulated 650 renown: You get 216 (650/3) Steel and 216 (650/3) Salvage..
- Casual setting, your team lost and you accumulated 650 renown: You get 162 (650/4) Steel and 162 (650/4) Salvage.
- Any setting, whether your team won or lost: Same XP gain as the current ongoing system.
What this does is specialize Skirmish as an ideal mode where you can farm Salvage, should you need a bigger Salvage pool, while still not bottlenecking your Steel gain, and adequately rewarding you for your personal performance. This also complements the newly added XP Boost mechanic as of Season 5. Should you need to purchase a lot of XP Boosts with Salvage, you're gonna need to farm Salvage for that. It's only logical, and reasonable, to have a mode where you can farm Salvage while XP gain remains somewhat sub-par, but in exchange you can buy XP Boosts with the accumulated Salvage, should you not need to upgrade or Change Look a lot of times.
- 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).
Would love to hear feedback and thoughts. And thanks for reading.
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