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![gargantuise aaron gargantuise aaron](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
gargantuise aaron
Sanguine Knights
105
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Posted - 2013.08.23 04:46:00 -
[61] - Quote
blue skink wrote:SponkSponkSponk wrote:KalOfTheRathi wrote:Why do others worry about AFK so much? Because my home server is Oceanic, and I'm sick of joining a match only to see ten AFK players in my MCC, taking up team slots that could have been players actually helping to win the game. Guess what. One day you won't be able to into a match because it will take 30 minutes to an hour to find opponents. If that happens they could just make smaller matches 6v6 12v12 its better than having 5-10 afk and you get destroyed because the other team only has 2 afk and you just get shot by more people |
![Alena Ventrallis Alena Ventrallis](https://web.ccpgamescdn.com/dust/img/character_creator/female_caldari_128.jpg)
Alena Ventrallis
Osmon Surveillance Caldari State
101
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Posted - 2013.08.23 06:32:00 -
[62] - Quote
The reason it is the way it is now is to allow players to still gain sp at a steady rate even if they get protostomped all the time. I think what would go a long way is using the carrot rather than the stick. The idea of the winning team getting bonus sp and isk is great, but that bonus sp should count towards the weekly cap. Otherwise, protostompers will get even more ahead of everyone else. |
![Absolute Idiom II Absolute Idiom II](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Absolute Idiom II
No Free Pass
506
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Posted - 2013.08.23 07:14:00 -
[63] - Quote
Killar-12 wrote:could the OP look at either ZDub's, My, or the Logarithmic idea and add it to the OP?
I'll take some time later today to do this. |
![Seymor Krelborn Seymor Krelborn](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Seymor Krelborn
DUST University Ivy League
601
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Posted - 2013.08.23 09:18:00 -
[64] - Quote
I like where your thread is going.
I agree there needs to be a better system for sp gain in a match that discourages afkers
consider this please...
we already get passive sp when not in a match, why should we get more in one...
I propose no passive sp in match and 2 sp for 1 wp with a x3 modifier at the end of a match for a win based off your wp gained and a x1.5 modifier for a loss...
dropships will suffer is not an excuse for passive sp... they just need to fix dropships |
![Seymor Krelborn Seymor Krelborn](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Seymor Krelborn
DUST University Ivy League
601
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Posted - 2013.08.23 09:34:00 -
[65] - Quote
Alena Ventrallis wrote:The reason it is the way it is now is to allow players to still gain sp at a steady rate even if they get protostomped all the time. I think what would go a long way is using the carrot rather than the stick. The idea of the winning team getting bonus sp and isk is great, but that bonus sp should count towards the weekly cap. Otherwise, protostompers will get even more ahead of everyone else.
proto stomping does suck, however I have found a good team trumps proto gear... I have lone wolfed in proto gear and got my butt handed to me by a better team on the other side, I have also been stomped but usually half my team is redline sniping/afking...
heres the trick: DONT GIVE UP
I have found the team that wants to win the most and gives their best concerted effort usually wins or loses by a small margin.
focus fire on a proto kills them quickly and perseverance either wins out or at least gains you enough wp to make a loss worth it...
matchmaking would be nice but until such time the goal should be to encourage teamwork not simply rewarding people joining a match.
the team effort, squading up, not giving up, playing aggressively is what should be rewarded.
passive sp gain in a match is counter productive to this. |
![Seymor Krelborn Seymor Krelborn](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Seymor Krelborn
DUST University Ivy League
603
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Posted - 2013.08.23 15:51:00 -
[66] - Quote
BUMP![Cool](https://forums.dust514.com/Images/Emoticons/ccp_cool.png) |
![Zeylon Rho Zeylon Rho](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2049
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Posted - 2013.08.23 16:20:00 -
[67] - Quote
Hmm... I thought Zdub's scaling post was interesting, and the idea for bonuses for the winning team.
I think you can't really get away with the fact that WP-incentives don't really cover the range of team-focused behaviors, and if your no-WP behaviors only benefit you in the event of a win - that's also restrictive. I suppose that's why passive is the bulk of SP in battle now, but it still needs addressing from a reinforcement of player behavior perspective.
If it did become WP-weighted, it shifts a focus to WP-whoring to some degree. I can probably be in the top three of most matches if I really try. That's not meant to sound arrogant, and it's not even suggesting that I'd be a significant help to my team. You can be focused on getting WP and not be the "most helpful" player. The game rewards all sorts of behaviors that aren't necessarily helpful, and does nothing for others. That's part of why I liked Zdub's post, because there's at least some discouragement of WP-whoring.
You want a few different things out of the design I think. Discouraging AFKers is a bad way to look at it; the focus should be on incentives for playing. You want players to be rewarded for helping their team, especially in ways that don't necessarily involve shooting someone in the face. You don't want failures on the part of player that is unskilled or unlucky to result in a seemingly punitive skill-gap with people that are already better.
The passive SP mostly helps with the latter case I think, and I think that's due consideration when you're asking what happens to a proto-stomped player in a WP-ruled system. Do they end a match with 16 deaths, no kills, and a handful of SP? That the sort of problem that would create a skill-gap where the winners get the SP for better gear (and feel good going into the next match), and the losers suffer a SP deficit and have problems hitting the cap regardless of playtime. If the end-message of Dust is "losers should quit", then that probably will cause issues with the playerbase over the long-term.
I don't really like the cap to begin with though (not exactly the issue of the OP), it would be more kind to players to have some sort of rollover. I'd like to see WP rewards fleshed out and SP rewards generally higher. I wouldn't want to see passive take a big hit before fixing some of the other issues. |
![Vrain Matari Vrain Matari](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Vrain Matari
ZionTCD
739
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Posted - 2013.08.24 02:51:00 -
[68] - Quote
Zeylon Rho presents solid points, and he has helped me clarify my thinking on this.
A skillpoint reward system has only one job, and that is to reward player behavior on the battlefield ideally this reward would be for how much a player contributed to winning a match. That's a hard thing to determine, isn't it?
I can imagine a panel of impartial match judges sitting around and trying to quantify different players contributions to winning a match - the discussion could go on for hours. It's a big ask for any system to get right.
But here's the important part: a skillpoint reward system should never be modified to stop AFKing. When we start trying to do that we deform it away from it's real purpose, which is a hard enough thing all on its own.
In light of that I'm looking at CCP's anti-AFK mechanic as a positive thing.
And i'm still thinking a graduated or log system could be a good thing.
The real question would then be how do we design a WP reward system that promotes dynamic, creative, impassioned teamplay? Or is this also the wrong thing to ask of a WP system? |
![SponkSponkSponk SponkSponkSponk](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
SponkSponkSponk
The Southern Legion
251
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Posted - 2013.08.24 06:28:00 -
[69] - Quote
Vrain Matari wrote: The real question would then be how do we design a WP reward system that promotes dynamic, creative, impassioned teamplay? Or is this also the wrong thing to ask of a WP system?
I think a war point system and a skill point rewards system have overlaps but have different goals.
One is an attempt to measure an individual's objective contribution to a match, to give them in-match rewards like bombardments.
The other is to reward the player for playing the game by improving their character, which may involve cutting the obviously hopeless people a bit of slack, and not rewarding the best players as much because frankly they seem to be doing well enough already. |
![Jaysyn Larrisen Jaysyn Larrisen](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
34
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Posted - 2013.09.02 13:25:00 -
[70] - Quote
+1
Big fan of option D...might need some thin between C and D though.
The thing that caught my eye was your comment on incentivizing actually winning the match... I am a HUGE proponent of this. As long as losing teams and players aren't punished this could have a major positive impact on game play.
If teams are incentivized to win you get more folks on coms, more folks working together, and a whole host of shaped behavior. I also think that minor but noticeable rewards for squads in the form of extra WPs at the end of the game would be another idea to explore. Essentially, calculate normal individual WPs and for hitting certain thresholds (similar to getting an orbital) you. Get some ISK bonus. |
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![Monkey MAC Monkey MAC](https://web.ccpgamescdn.com/dust/img/character_creator/male_amarr_128.jpg)
Monkey MAC
killer taxi company General Tso's Alliance
58
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Posted - 2013.09.02 13:35:00 -
[71] - Quote
C with more opportunities for wp |
![Absolute Idiom II Absolute Idiom II](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Absolute Idiom II
No Free Pass
591
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Posted - 2013.09.03 13:21:00 -
[72] - Quote
Jaysyn Larrisen wrote:+1
Big fan of option D...might need some thin between C and D though.
The thing that caught my eye was your comment on incentivizing actually winning the match... I am a HUGE proponent of this. As long as losing teams and players aren't punished this could have a major positive impact on game play.
If teams are incentivized to win you get more folks on coms, more folks working together, and a whole host of shaped behavior. I also think that minor but noticeable rewards for squads in the form of extra WPs at the end of the game would be another idea to explore. Essentially, calculate normal individual WPs and for hitting certain thresholds (similar to getting an orbital) you. Get some ISK bonus.
You do already get a reward for being in a squad - you can get +10% WP for actions taking place close to the squad orders. |
![Absolute Idiom II Absolute Idiom II](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Absolute Idiom II
SyNergy Gaming EoN.
860
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Posted - 2013.11.14 20:15:00 -
[73] - Quote
Given we've been asked to consider an SP rollover system, I'd like to bump this thread about *how* we earn our active SP.
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
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