You miss the point entirely. Firstly, weighted merits are the least favourable of the 3 main solutions discussed here. Secondly, if we're talking about weighted merits, sigh, its not about reward-per-risk based on some spurious % u may put on it. Weighted merits are to incentivise players to stay in Open not only when it seems low-risk, but also when the going gets tough.
With a weighting effect incentive for playing in Open (all personally-received merits & benefits would be fine remaining the same across the modes) Players are incentivised to take otherwise suboptimal measures to succeed, such as coordinating with teammates to break a blockade, or using hybrid / survivable builds to get through, leading to the opposition adapting their tactics to overcome that in return.
And so it creates a 'Battle of the Atlantic' scenario where tactics and strategies have space to evolve, and Powerplay transcends from the much lamented simplistic grind, into the kind of emergent gameplay the devs always wax lyrical about.
This isnt theorycrafting based on wishful fantasy, we've had good tasters of it, but it is always crippled by the overwhelming incentive to opt-out of opposition when the going gets tough, and simply drop to solo/pg for the sake of efficiency.
It is absolutely not about rewarding people for damage taken or even risk: That is just the method. it is about what ive already explained, and about balancing incentives so that, at the very least, the optimal choice isnt always the easiest choice, always achieved before even entering the game.
Particularly because that choice comes at such a cost to teamplay in a game feature that is fundamentally about teamplay, in many forms.
That's not the argument. If your argument is "players should play in open more", then my response is going to be "no", and we sit at a brick wall forever because your argument is based purely on personal opinion. Why should I care about players taking sub-optimal paths? Why is that better for me? It's better for you, because you get to fight and kill to your heart's content. But it does absolutely nothing for me, so naturally I will fight against it tooth and nail until the cows come home, and you can't prove me wrong because the only arguments are based on what we like, not what's good.
Which is why the actual argument that has been thrown around is 'Open is more dangerous, and therefore should pay more'. This is, in theory, a solid argument based on gameplay balance, something we can actually quantify beyond 'like' and 'dislike'.
Except its fundamental presuppositions aren't true. Open is not dangerous. You can't have things both ways; you can't reward EVERYONE for the MAXIMUM danger they could possibly face, because 99% of the time that danger is never realized. The only way you can have that sort of reward is if you only get it when you actually face danger - IE, when you actually get attacked. (I'd like to point out that I support an idea like this. If players were heavily rewarded for being attacked, then it would solve the problem perfectly. But apparently, this isn't an acceptable solution?) The ONLY other choice is that players are rewarded based on their overall risk, which as anyone who plays in Open can tell you, is very, very low the vast majority of the time. Which means the reward would be far too small to matter.
And then, when you have people proposing the game be changed to make open powerplay more dangerous, just to justify changes to make it also be more rewarding, you end up making massive changes specifically to benefit a portion of the playerbase while alienating another part, and that will never fly, because those players bought the same game as you, and have the same rights to it as you.
Fundamentally, you're asking for the game to change to suit your desires, while they want it to stay the same, and given that you both have equal rights as owners of the game, the default position is always going to be 'no change'. Which is exactly what has happened for the past two years.
What needs to happen are suggestions made that improve the quality of the game in ways that please both parties. This does not require the alienation of a significant portion of the playerbase to succeed, and could in fact encourage transition to Open play by making players want to play there, rather than by making them feel forced to play there.
Which won't work, anyway, because it's ultimately a game, not a job. People will quit long before they play a game they fundamentally don't enjoy.
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