Quickplay Bonuses Make Little Difference

I had made a thread before I took my hiatus about adding an incentive to get players to use quickplay, and while I am pleasantly surprised by the addition of one, I feel like it makes little difference for most players—especially lower difficulty players that already make little to no resources per mission.

As seen in my suggestion, I focused on flat rate rewards that are tailored to each difficulty level that you end up joining. I also included a daily bonus that occurs on daily reset in conjunction with Melk.

They’re suggested on the high-end because I’m just a player with ~830 hours as of posting this and I do like to have more incentive to do different things. I’ve seen it all, and I would like to shorten the tedium of pulling the lever on the slot machine.

But if I’m only getting ~70-80 extra plasteel (+10% at Damnation) for using quickplay at the risk of doing missions and conditions I don’t find fun, then there really isn’t anything to gain out of it.

I can’t imagine how little T2-T4 players are gaining from it. A bonus is a bonus but it feels like a rain drop in a water bucket.

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i am waiting for extra 8% bonus scaled with time spent sliding /s

indeed, numbers in this game (bonuses for random games and some +% on blessings just dont make any sense)

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It’s a step in the right direction overall and I’m glad they added a bonus to begin with…

However, I think making everything a % bonus to standardize number design doesn’t really work out in ways that is satisfying or often helpful. It’s a lazy cop-out to make sure that something doesn’t become snuffed out by power creep in live-service game design.

In this particular case, it doesn’t even help anyone at all. Since it’s % scaling, all it does is give players grinding T5 a little extra, but anyone that enjoys their time in T3 or T4 are making scraps still by comparison.

I like to look out for players who aren’t trying to hit T5 and just want to enjoy the game, and these bonuses don’t help anyone. Not even T5 players.

Not enjoying the crumbs?

Yep. The QP bonuses are a joke.
Let’s hope we see some adjustments any time soon.

I am aware that you keep a few of the ressources upon wiping, but that is besides the point.

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Thanks for saving me from making this thread by having done so already.

Yeah if QP bonuses are meant to be an incentive they utterly fail. Biggest bonus is to XP which MIGHT be somewhat valuable while leveling if it wasn’t for the new malice maelstrom mission giving 80% more XP than standard Damnation games (this is a good thing and will be highly appreciated leveling some mates’ character do NOT nerf this FS.)

Meanwhile if you’re out farming plasteel who is gonna risk trading low int for dealers choice of modifiers for the sake of 10% more plasteel? Picking the map and modifier will always always net you better acquisition rates of materials.

Needs to be 20% plasteel bare minimum. 25-30% ideally if they actually want to make QP the standard farming option and get a lot of people into queues.

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The biggest losers are anyone not playing T5. 80 extra plasteel is fine and all, and yes, it “adds up” to a single Damnation run’s worth of plasteel… after 11 successful missions. Assuming your average T5 run is 30 minutes, that’s almost 6 hours!

This game is not designed to have realistic achievable goals when it comes to building items. I only have what I have because I was able to play this game nonstop for several months straight.

Eh it’s 10% more than what you were either way so I’d say it’s comparably crap regardless of difficulty.

Just once again astounded how little FS understands their own gameplay environment that they think those values will genuinely shift a non negligible portion of players to playing QP. That ain’t happening lol.

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What is weirder - you know when you use QP, you can land yourself in empty lobby?
At least that was my today’s experience…

It feels like the opposite, the numbers for achieving a goal are purposfully way too high.

“The longer it takes our players to achieve anything, the longer they will be engaged” seemed to have been the motto, ignoring entirely that if it starts taking too long, players will quit before achieving anything and therefore nuking engagement.

Exactly.
The bonuses would need to be 25% to 100% in order for anyone to even begin caring at all.
I mean, I can land myself on my least fav. map, stuck with a team I have to solo carry and it can be a modifier I don’t enjoy playing and all I get is 10% more? For a match that is surely going to take more than 10% longer than when I could’ve qued up with 3 ppl I actually know to blast the same mission in half the time.

What do you guys think the values need to be?
Id be happy with 50% for as long as locks stay in the game and 25% once they are finally gone.

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They just need to be a flat rate reward like I suggested with a daily bonus to keep most players engaged with Quickplay.

% bonus isn’t good and does the opposite of rewarding you: It punishes you for doing less.

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