CQC is terrible.....please do something about it

It’s pretty embarrassing guys, 20 minutes waiting here on a Saturday night and the most people I’ve seen in a lobby is 4!

Why has there been no effort made to add some kind of incentive to CQC besides some useless rank in our right panel that influences the main game 0%.

Why not award credits per kill directly into a CMDR’s credit balance?

How about awarding a stash of useful materials at the end of each match?

There’s currently no incentive...

Pathetic effort.

I’m pretty sure that if there was a chance of snagging Exquisite Focus Crystals or MEF at the end of a game this feature could be rescued.

Edit: I continued waiting for an hour, you know just to be thorough and all that...
 
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There's no reward because there's no risk. You lose nothing in CQC. So it boils down to, do I spend time improving my commander or playing CQC? No contest, so CQC is dead.
 
There's no reward because there's no risk. You lose nothing in CQC. So it boils down to, do I spend time improving my commander or playing CQC? No contest, so CQC is dead.

Ah but we could make it risky, and avoid giving CQC players undue benefit over us non-CQC players. I think each player in a CQC match should put up one of their valuable items, the winner takes it all and the losers, well they lose. Actually thinking on that it would give a group of players a way to hand stuff over to another player by deliberately losing so maybe not such a good idea after all. Oh well I tried :rolleyes:
 
One could argue that there is no risk in multicrew either. You can murder dozens of clean NPCs and only get fines. If you die you do not have to pay a rebuy as long as you were using someone else's ship.

Why not make CQC about as profitable as multicrew?
 
The way I see it most people hate the grinding for materials and nobody is playing CQC, kill two birds with one stone and award sets of materials after each match.

Or how about a cool set of decals, 1 new decal for every cqc rank that we can use on our main ships in game?

There’s got to be a simple way of bridging the gap. FD can’t exactly be happy that there’s an entire game mode that nobody uses, the two matches I have played (after one year) were really good fun...
 
Why not award credits per kill directly into a CMDR’s credit balance?
This already happens. The catch is that they set the credit values based on the payouts in 1.0, so they're ridiculously low: works out at about 600 credits/kill.

Two extra zeroes on the payout wouldn't do any harm and it would still be way below the profits of many main game activities.

Oh ... there is one other main-game benefit: the permit you get at rank 50 is a nice one - a full outfitting station and the best discounts in the game on certain things.

There's no reward because there's no risk.
Sure, but why apply that just to CQC?
 
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Sure, but why apply that just to CQC?

Even when exploring there's a chance you'll fall asleep wipe yourself out and lose 6 months of data. There is literally nothing you can lose in CQC, no matter what you do.

IMO, they should move CQC into the main game, same chance of loss of ship and rebuy. Then we can talk about rewards.
 
I wish they would get rid of the stupid "rating" for it on my UI screen - come to think of it, delete it from the game menu too - just leave it on the launcher and then give it away as free to play.
 
Even when exploring there's a chance you'll fall asleep wipe yourself out and lose 6 months of data. There is literally nothing you can lose in CQC, no matter what you do.
Right, sure, you *might*. You might also horrendously misclick several times in a panic while trying to switch between main game and CQC and accidentally reset your account.

But it's not as if the payments for anything in the main game are remotely connected to the level of risk involved. Risky activities don't in general pay more; safe activities don't in general pay less. I can get more money for a single safe one-hop cargo mission than I would for a 50-kill illegal massacre mission - and much more for either than for a single Thargoid kill.

Why - if the rest of the game has no clear connection between risk and reward - should CQC be low paid on that basis? Current payouts are between about 2k and 50k per hour depending on how good you are compared with other players and what your rank is (my long-term average is about 15k/hour). Even multiplying that by 100 would still be pretty low pay for all but the best (and still way less than those one-hop cargo missions).
 
For mine, they need simply to add the following:

- add the ability to fill empty slots with NPCs
- add the ability to create private matches with friends

They wanted CQC PvP to mean something, with the rank and all, but too many of the PvP crowd are more interested in the assymetric PvP (and the supposed challenge/uncertainty that brings....plus easy kills for the more ego-driven types that comes with that when against most casuals), or the 'need' to be able to use their other, larger ships. The more even playing field of an arena with finite small ship options wasn't of interest to many of the 'pro' PvPers, especially given the low credit payouts, so it has effectively failed to scratch the PvP itch. Leaving many of us who prefer the more level playing field of an arena-style PvP in the cold for want of matches.

Fingers crossed it gets such adjustments in 2018.
 
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Right, sure, you *might*. You might also horrendously misclick several times in a panic while trying to switch between main game and CQC and accidentally reset your account.

But it's not as if the payments for anything in the main game are remotely connected to the level of risk involved. Risky activities don't in general pay more; safe activities don't in general pay less. I can get more money for a single safe one-hop cargo mission than I would for a 50-kill illegal massacre mission - and much more for either than for a single Thargoid kill.

Why - if the rest of the game has no clear connection between risk and reward - should CQC be low paid on that basis? Current payouts are between about 2k and 50k per hour depending on how good you are compared with other players and what your rank is (my long-term average is about 15k/hour). Even multiplying that by 100 would still be pretty low pay for all but the best (and still way less than those one-hop cargo missions).

Better suggestion would be to ask FD to balance risk in the main game than to increase the rot to CQC.
 
Or just add bots and your whole match making problem is solved! then you can still fight and slowly trickle credits into your account ;)

In regards to your reward system, the material thing isn't such a bad idea as a reward for levelling up... shoddy materials that then scale up with your level. raw materials such as iron, nickel, tungsten and more could be awarded for levelling up also. this would prevent too many materials being collected. and a mild incentive for putting time into CQC.
 
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