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Absolute Idiom II
Greatness Achieved Through Training EoN.
320
|
Posted - 2013.08.06 16:29:00 -
[1] - Quote
New Active SP reward system
Active SP is currently awarded at: 5 SP per second + 1 SP per WP.
I think that this is the main reason for the proliferation of AFK SP farming. The difference between ZERO effort and some effort is negligable because the majority of your SP is earned for simply being in the match.
If a player were to AFK only, they will manage to hit the weekly cap in 10.6 hours. A player earning a consistent 3000 WP per hour (1000 SP per skirmish or 750 WP per Ambush) would cap out in 9.1 hours. Clearly 1.5 hours saved is not a great way to incentivise or reward playing.
We can see this demonstrated in the following chart: http://i.imgur.com/ZuO7o1j.png?1
I'd like to consider 3 alternatives:
A) 5 SP per second + 1 SP per WP [now] B) 3 SP per second + 3 SP per WP C) 2 SP per second + 5 SP per WP D) 2 SP per second + 10 SP per WP
Chart: http://i.imgur.com/FfZz3P6.png?1 Table: http://i.imgur.com/mJXD3RT.png?1
These alternatives really reward active players a lot more; and allow many more players to reach the cap. AFK activity will drop right off, since it becomes dramatically suboptimal.
Are there any of these that you prefer the look of? Any other options you'd like to see? I feel pretentious enough today to ask you to like the choices in the posts to follow. |
Absolute Idiom II
Greatness Achieved Through Training EoN.
320
|
Posted - 2013.08.06 16:29:00 -
[2] - Quote
A) 5 SP per second + 1 SP per WP [now] |
Absolute Idiom II
Greatness Achieved Through Training EoN.
320
|
Posted - 2013.08.06 16:30:00 -
[3] - Quote
B) 3 SP per second + 3 SP per WP |
Absolute Idiom II
Greatness Achieved Through Training EoN.
320
|
Posted - 2013.08.06 16:31:00 -
[4] - Quote
C) 2 SP per second + 5 SP per WP |
Absolute Idiom II
Greatness Achieved Through Training EoN.
320
|
Posted - 2013.08.06 16:32:00 -
[5] - Quote
D) 2 SP per second + 10 SP per WP |
Stands Alone
Ultramarine Corp
62
|
Posted - 2013.08.06 16:38:00 -
[6] - Quote
B |
Spycrab Potato
Hold-Your-Fire
189
|
Posted - 2013.08.06 17:12:00 -
[7] - Quote
B, because it allows people who play to reach the cap in a reasonable time while discouraging AFK farming. |
Absolute Idiom II
Greatness Achieved Through Training EoN.
332
|
Posted - 2013.08.06 17:35:00 -
[8] - Quote
I actually prefer option D. Massive nerf to AFKing, and massive boost to active players. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
393
|
Posted - 2013.08.06 17:36:00 -
[9] - Quote
let's make an example of a match of 10 minutes and 1000 wp
A) 600 sec * 5sp + 1000 wp * 1sp= 4000 sp B) 600 sec * 3sp + 1000 wp * 3sp= 4800 sp C) 600 sec * 2sp + 1000 wp * 5sp= 6200 sp D) 600 sec * 2sp + 1000 wp * 10sp= 11200 sp
E) 600 sec * 2sp + 1000 wp * 4sp= 5200 sp F) 600 sec * 1sp + 1000 wp * 5sp= 5600 sp
can i pick option E or F? |
Absolute Idiom II
Greatness Achieved Through Training EoN.
336
|
Posted - 2013.08.06 18:00:00 -
[10] - Quote
shaman oga wrote:let's make an example of a match of 10 minutes and 1000 wp
A) 600 sec * 5sp + 1000 wp * 1sp= 4000 sp B) 600 sec * 3sp + 1000 wp * 3sp= 4800 sp C) 600 sec * 2sp + 1000 wp * 5sp= 6200 sp D) 600 sec * 2sp + 1000 wp * 10sp= 11200 sp
E) 600 sec * 2sp + 1000 wp * 4sp= 5200 sp F) 600 sec * 1sp + 1000 wp * 5sp= 5600 sp
can i pick option E or F?
Sure. But the thing is you also want to consider 0 WP (AFKing) and medium skilled players. Your example is the top end.
It's pretty close to option C though, in effect. I purposefully chose very different examples to demonstrate the principles. I'll knock up some graphs/tables tomorrow for you if you like. |
|
ZDub 303
TeamPlayers EoN.
1491
|
Posted - 2013.08.06 18:10:00 -
[11] - Quote
What would be even better is a graduated SP/WP mechanics so you reward skill without penalizing lack of it.
0 - 500 WP = 8 SP/WP (4000 SP) 500 - 1000 WP = 4 SP/WP (2000 SP) 1000+ WP = 2 SP/WP
all of this + 1 SP/s in battle.
So you discourage WP farming, while still rewarding participation and skill. However, the first 500 WP gets you the bulk of your SP, so unskilled players making 0-500 WP per battle aren't totally boned.
So 1345 WP in a 10 minute battle would net you
600 WP base + 4000 SP (0 - 500 WP) + 2000 SP (500 - 1000 WP) + 690 SP (1000 - 1345 WP)
For a total of: 7290 SP |
Oso Peresoso
RisingSuns
541
|
Posted - 2013.08.06 18:13:00 -
[12] - Quote
the problem is, the WP system is not perfect. Making WP the cornerstone, rather than auxillary to the SP gain opens up a host of problems, because now WP trumps winning, or playing the way you want to play, or anything else. You don't get WP for NOT DYING. There are a ton of other things you don't get WP for.
Basically you can do really well in a match, not die very much, and not be AFK the whole time, and end up suddenly with a fraction of the SP of anyone in a logi suit, or someone that played a suicide shotgun scout the whole game, because now WP are 50 or 80% of your SP gain instead of 20%.
Its a great idea but it would cause the WP metagame to completely dominate player behavior even more than it already does. It would be much better to just start kicking people for being AFK (and the detection system doesn't need to be an easily-exploited, naive thing). |
Vin Mora
Sand Mercenary Corps Inc. Interstellar Conquest Enterprises
89
|
Posted - 2013.08.06 18:14:00 -
[13] - Quote
Absolute Idiom II wrote:New Active SP reward system Active SP is currently awarded at: 5 SP per second + 1 SP per WP. I think that this is the main reason for the proliferation of AFK SP farming. The difference between ZERO effort and some effort is negligable because the majority of your SP is earned for simply being in the match. If a player were to AFK only, they will manage to hit the weekly cap in 10.6 hours. A player earning a consistent 3000 WP per hour (1000 SP per skirmish or 750 WP per Ambush) would cap out in 9.1 hours. Clearly 1.5 hours saved is not a great way to incentivise or reward playing. We can see this demonstrated in the following chart: http://i.imgur.com/ZuO7o1j.png?1I'd like to consider 3 alternatives: A) 5 SP per second + 1 SP per WP [now] B) 3 SP per second + 3 SP per WP C) 2 SP per second + 5 SP per WP D) 2 SP per second + 10 SP per WP Chart: http://i.imgur.com/FfZz3P6.png?1Table: http://i.imgur.com/yXpO8Po.png?1These alternatives really reward active players a lot more; and allow many more players to reach the cap. AFK activity will drop right off, since it becomes dramatically suboptimal. Are there any of these that you prefer the look of? Any other options you'd like to see? I feel pretentious enough today to ask you to like the choices in the posts to follow. If we were to include a role bonus to WP gain, like players in Assault and Basic Medium frames earning extra WPs for a kill, then something like option C would be good, *and* encourage people to player their roles.
I can hear the outcry from the Slayer-Logis. . .
|
ZDub 303
TeamPlayers EoN.
1491
|
Posted - 2013.08.06 18:16:00 -
[14] - Quote
Oso Peresoso wrote:the problem is, the WP system is not perfect. Making WP the cornerstone, rather than auxillary to the SP gain opens up a host of problems, because now WP trumps winning, or playing the way you want to play, or anything else. You don't get WP for NOT DYING. There are a ton of other things you don't get WP for.
Basically you can do really well in a match, not die very much, and not be AFK the whole time, and end up suddenly with a fraction of the SP of anyone in a logi suit, or someone that played a suicide shotgun scout the whole game, because now WP are 50 or 80% of your SP gain instead of 20%.
Its a great idea but it would cause the WP metagame to completely dominate player behavior even more than it already does. It would be much better to just start kicking people for being AFK (and the detection system doesn't need to be an easily-exploited, naive thing).
An SP bonus for winning a match might come in handy here then?
|
Meeko Fent
Seituoda Taskforce Command Caldari State
531
|
Posted - 2013.08.06 18:26:00 -
[15] - Quote
Absolute Idiom II wrote:D) 2 SP per second + 10 SP per WP Dish Juan. |
Stands Alone
Ultramarine Corp
62
|
Posted - 2013.08.06 19:22:00 -
[16] - Quote
I picked B. why?
Copy and pasted my reply to a similar post
what about when your team gets proto-stomped or steamrolled by a proto squad or two very organized squads? you get what? usually most stomped teams come out with the top player at 600 wp give or take 200... so the stomped team gets no WPs... also new small corps with not enough manpower for a good squad at any time of the day will be sacrificing SP/WP because they cant even compete with the proto/manpower heavy corps. making the powerful corps even more powerful, due to small corp players wanting to have a full organized squad at anytime of the day but cant, so the will keep getting stomped by increasingly growing massive corps that have the manpower for full squads 24/7 |
Absolute Idiom II
Greatness Achieved Through Training EoN.
352
|
Posted - 2013.08.06 21:20:00 -
[17] - Quote
Yes, there's definitely a balance to be struck between rewarding WP/playing and not ending up 'punishing' those matches where you just get outclassed or you just have a playstyle that assists the team to win but is not reflected in WP awards. |
Stands Alone
Ultramarine Corp
64
|
Posted - 2013.08.06 23:02:00 -
[18] - Quote
Absolute Idiom II wrote:Yes, there's definitely a balance to be struck between rewarding WP/playing and not ending up 'punishing' those matches where you just get outclassed or you just have a playstyle that assists the team to win but is not reflected in WP awards.
good point... dropship pilots will suffer |
SponkSponkSponk
The Southern Legion
153
|
Posted - 2013.08.06 23:48:00 -
[19] - Quote
Happy with B, C or D.
Needs +10% skill points and income for the match if your team wins. |
Stile451
Red Star. EoN.
165
|
Posted - 2013.08.07 01:01:00 -
[20] - Quote
C and D are better for me, but that would prevent a lot of players from hitting the weekly cap.
I would choose 5 SP/s and 5 SP/WP. This would be beneficial to all skill sets and significantly reduce the grind for veterans. |
|
Killar-12
Molon Labe. League of Infamy
430
|
Posted - 2013.08.07 01:14:00 -
[21] - Quote
ZDub 303 wrote:What would be even better is a graduated SP/WP mechanics so you reward skill without penalizing lack of it.
0 - 500 WP = 8 SP/WP (4000 SP) 500 - 1000 WP = 4 SP/WP (2000 SP) 1000+ WP = 2 SP/WP
all of this + 1 SP/s in battle.
So you discourage WP farming, while still rewarding participation and skill. However, the first 500 WP gets you the bulk of your SP, so unskilled players making 0-500 WP per battle aren't totally boned.
So 1345 WP in a 10 minute battle would net you
600 WP base + 4000 SP (0 - 500 WP) + 2000 SP (500 - 1000 WP) + 690 SP (1000 - 1345 WP)
For a total of: 7290 SP I like this it make WP important but doesn't punish new players altogether, but I'd say 2.5 WP/sec which means it would take 150 per minute so they would only gain 1,500 SP passively in that 10 mins in stead of 600 because the new/inexperienced player might only get 450ish WPso that would mean 3,600 SP + 1,500WP and it would take x2 as long to AFK OR 10 SP/WP for 0-400 5 SP/WP for 400-800 2 SP/WP for 800-2,000 1 SP/WP for 2,000+ (just to pervent boosting even more) helps new guys even more
ISK 500 ISK/ WP for 0-500 250 ISK/WP for 500-1000 100 ISK/WP for 1000+ also +25% for a win in pubs or 50% for a win in FW/PC and no ISK for a loss but SP is only halved |
Absolute Idiom II
Greatness Achieved Through Training EoN.
373
|
Posted - 2013.08.07 08:46:00 -
[22] - Quote
Stile451 wrote:C and D are better for me, but that would prevent a lot of players from hitting the weekly cap.
I would choose 5 SP/s and 5 SP/WP. This would be beneficial to all skill sets and significantly reduce the grind for veterans.
I think the issue with 5/5 would be that you wouldn't reduce the incentive to AFK to hit the cap. I freely admit to taking advantage of AFKing; and going to 5/5 wouldn't stop be at all. |
Absolute Idiom II
Greatness Achieved Through Training EoN.
373
|
Posted - 2013.08.07 08:54:00 -
[23] - Quote
What if the winning team received a flat bonus of say 1000 SP to each player? That way you can play to win even if you don't end up earning all that many WP during the battle.
I think a flat bonus would be better than a simple multiplier of say 1.5x. A multiplier still mostly rewards those at the top of the score board.
So you end up with WP being your performance related pay and winning being a (significant) flat bonus. |
Stands Alone
Ultramarine Corp
68
|
Posted - 2013.08.07 22:30:00 -
[24] - Quote
Absolute Idiom II wrote:What if the winning team received a flat bonus of say 1000 SP to each player? That way you can play to win even if you don't end up earning all that many WP during the battle.
I think a flat bonus would be better than a simple multiplier of say 1.5x. A multiplier still mostly rewards those at the top of the score board.
So you end up with WP being your performance related pay and winning being a (significant) flat bonus.
i could see this exclusive to FW/PC but not pub matches |
Killar-12
Molon Labe. League of Infamy
432
|
Posted - 2013.08.07 22:33:00 -
[25] - Quote
Absolute Idiom II wrote:What if the winning team received a flat bonus of say 1000 SP to each player? That way you can play to win even if you don't end up earning all that many WP during the battle.
I think a flat bonus would be better than a simple multiplier of say 1.5x. A multiplier still mostly rewards those at the top of the score board.
So you end up with WP being your performance related pay and winning being a (significant) flat bonus. I like this Idea +1 again. |
Viktor Zokas
187.
143
|
Posted - 2013.08.07 22:37:00 -
[26] - Quote
Absolute Idiom II wrote:New Active SP reward system Active SP is currently awarded at: 5 SP per second + 1 SP per WP. I think that this is the main reason for the proliferation of AFK SP farming. The difference between ZERO effort and some effort is negligable because the majority of your SP is earned for simply being in the match. If a player were to AFK only, they will manage to hit the weekly cap in 10.6 hours. A player earning a consistent 3000 WP per hour (1000 SP per skirmish or 750 WP per Ambush) would cap out in 9.1 hours. Clearly 1.5 hours saved is not a great way to incentivise or reward playing. We can see this demonstrated in the following chart: http://i.imgur.com/ZuO7o1j.png?1I'd like to consider 3 alternatives: A) 5 SP per second + 1 SP per WP [now] B) 3 SP per second + 3 SP per WP C) 2 SP per second + 5 SP per WP D) 2 SP per second + 10 SP per WP Chart: http://i.imgur.com/FfZz3P6.png?1Table: http://i.imgur.com/yXpO8Po.png?1These alternatives really reward active players a lot more; and allow many more players to reach the cap. AFK activity will drop right off, since it becomes dramatically suboptimal. Are there any of these that you prefer the look of? Any other options you'd like to see? I feel pretentious enough today to ask you to like the choices in the posts to follow.
Or just make the difference in isk earned and SP earned from winning vs. losing. Remove the passive sp and isk gains. |
castba
Penguin's March
53
|
Posted - 2013.08.07 22:47:00 -
[27] - Quote
I like B because it still gives new players a chance at some decent SP per match whilst considerably upping the reward for playing well. Of greater benefit would be a 1.75x bonus to SP for the winning team. Would offer great incentive to play for the win instead of afking. |
Stile451
Red Star. EoN.
168
|
Posted - 2013.08.08 00:04:00 -
[28] - Quote
Absolute Idiom II wrote:Stile451 wrote:C and D are better for me, but that would prevent a lot of players from hitting the weekly cap.
I would choose 5 SP/s and 5 SP/WP. This would be beneficial to all skill sets and significantly reduce the grind for veterans. I think the issue with 5/5 would be that you wouldn't reduce the incentive to AFK to hit the cap. I freely admit to taking advantage of AFKing; and going to 5/5 wouldn't stop be at all. It's not about reducing the incentive to AFK, it's about increasing the incentive to want to play. You can carry your team and you're barely rewarded for it(thus 5/5 although 5/10 would reduce the grind even further - the fact that we call it a grind says something in and of itself).
That being said you can't cut out those players who don't rack up the WP every game whether they are new or playing a role that doesn't give you many WP such as a dropship pilot or being a distraction. |
Killar-12
Molon Labe. League of Infamy
434
|
Posted - 2013.08.08 00:19:00 -
[29] - Quote
Stile451 wrote:Absolute Idiom II wrote:Stile451 wrote:C and D are better for me, but that would prevent a lot of players from hitting the weekly cap.
I would choose 5 SP/s and 5 SP/WP. This would be beneficial to all skill sets and significantly reduce the grind for veterans. I think the issue with 5/5 would be that you wouldn't reduce the incentive to AFK to hit the cap. I freely admit to taking advantage of AFKing; and going to 5/5 wouldn't stop be at all. It's not about reducing the incentive to AFK, it's about increasing the incentive to want to play. You can carry your team and you're barely rewarded for it(thus 5/5 although 5/10 would reduce the grind even further - the fact that we call it a grind says something in and of itself). That being said you can't cut out those players who don't rack up the WP every game whether they are new or playing a role that doesn't give you many WP such as a dropship pilot or being a distraction. Dust shouldn't be a part time job. I like being a distraction, that and AV/Demolitions, being a Scout/Logi. |
Silas Swakhammer
GamersForChrist Orion Empire
63
|
Posted - 2013.08.08 01:28:00 -
[30] - Quote
Option C (2 SP per second + 5 SP per WP), please. |
|
Mankou
Prima Gallicus
0
|
Posted - 2013.08.11 15:17:00 -
[31] - Quote
Absolute Idiom II wrote:New Active SP reward system Active SP is currently awarded at: 5 SP per second + 1 SP per WP. I think that this is the main reason for the proliferation of AFK SP farming. The difference between ZERO effort and some effort is negligable because the majority of your SP is earned for simply being in the match. If a player were to AFK only, they will manage to hit the weekly cap in 10.6 hours. A player earning a consistent 3000 WP per hour (1000 SP per skirmish or 750 WP per Ambush) would cap out in 9.1 hours. Clearly 1.5 hours saved is not a great way to incentivise or reward playing. We can see this demonstrated in the following chart: http://i.imgur.com/ZuO7o1j.png?1I'd like to consider 3 alternatives: A) 5 SP per second + 1 SP per WP [now] B) 3 SP per second + 3 SP per WP C) 2 SP per second + 5 SP per WP D) 2 SP per second + 10 SP per WP Chart: http://i.imgur.com/FfZz3P6.png?1Table: http://i.imgur.com/yXpO8Po.png?1These alternatives really reward active players a lot more; and allow many more players to reach the cap. AFK activity will drop right off, since it becomes dramatically suboptimal. Are there any of these that you prefer the look of? Any other options you'd like to see? I feel pretentious enough today to ask you to like the choices in the posts to follow. Great work !
I consider C as the best of your solutions, medium et good players would win quite a lot.The farmers should disappear But the -½ very bad players -+ who generally are the newest ones would lose a bit in the change and at the end could be frustrated.
This is why my number 1 choice is the one from ZDub 303
ZDub 303 wrote:What would be even better is a graduated SP/WP mechanics so you reward skill without penalizing lack of it.
0 - 500 WP = 8 SP/WP (4000 SP) 500 - 1000 WP = 4 SP/WP (2000 SP) 1000+ WP = 2 SP/WP
all of this + 1 SP/s in battle.
So you discourage WP farming, while still rewarding participation and skill. However, the first 500 WP gets you the bulk of your SP, so unskilled players making 0-500 WP per battle aren't totally boned.
So 1345 WP in a 10 minute battle would net you
600 WP base + 4000 SP (0 - 500 WP) + 2000 SP (500 - 1000 WP) + 690 SP (1000 - 1345 WP)
For a total of: 7290 SP New players get points so they're not frustrated. And skilled players are well rewarded for their efforts.
I would also add the ISK solution of Killar-12 because the present system isn't comprehensible. Even if CCP made a dev blogs with the general lines, it's not clear. This proposition must certainly be precised but it is a good start.
Quote:ISK 500 ISK/ WP for 0-500 250 ISK/WP for 500-1000 100 ISK/WP for 1000+ also +25% for a win in pubs or 50% for a win in FW/PC and no ISK for a loss but SP is only halved
Great work all of you |
Absolute Idiom II
No Free Pass
413
|
Posted - 2013.08.14 08:48:00 -
[32] - Quote
I'm still interested in opinions on this proposal. Perhaps with enough momentum we can encourage CCP to make a change in this area? |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
413
|
Posted - 2013.08.14 09:15:00 -
[33] - Quote
After this week i've realized that if you only double the WP you need an insane amount of them, to have a good SP payout, if the match don't last at least 15 minutes. I would like to have some stats like an average duration of skirmish or domination and the average WP gain for each player, to give good suggestions. |
Absolute Idiom II
No Free Pass
413
|
Posted - 2013.08.14 09:21:00 -
[34] - Quote
Make some reasonable assumptions and suggest something? Then say how you'd vary it dependent on what the actuals are? |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
59
|
Posted - 2013.08.14 09:32:00 -
[35] - Quote
Great work on the graph and the suggested alternatives.
I'd vote for either option C or D.
With that in place they also need:
- A bonus WP/SP awarded for winning the match that is significant enough to focus on the objectives rather than just WP farming. I'm not sure what this should be, either 2000 WP or maybe just 2000 SP. This would deter people from just farming WP and actually try to win the battles.
With the new WP/SP system + a reward I see AFK quickly becoming less of a problem. |
shaman oga
Nexus Balusa Horizon DARKSTAR ARMY
413
|
Posted - 2013.08.14 09:36:00 -
[36] - Quote
Would you ever think that the average WP gain in academy battles is 100wp? We need some stats, we can argue on in game elements and personal experiences or of things we have stats (weapons, modules, dropsuits), but on this topic, we are talking about personal data, i can assume an average on my stats but it will not be a true stat, i would really like to give suggestion on this but we need a better view of the whole thing. |
Absolute Idiom II
No Free Pass
413
|
Posted - 2013.08.14 09:50:00 -
[37] - Quote
It's worth pointing out that even if you are given the exact averages for length of match and WP earned, there is going to be a wide variety around that average and so choosing some examples based upon reasonable assumptions is perfectly reasonable to do. |
Reaper Skordeman
The Reaper Crew PMC
76
|
Posted - 2013.08.14 12:58:00 -
[38] - Quote
B.
It's not exactly game breaking, and does make AFK Farming less rewarding versus Active Player. That being said, we'll still see people do it, but if I could just get another two or three PLAYERS on my team I'd be happy.
|
lrian Locust
Condotta Rouvenor Gallente Federation
18
|
Posted - 2013.08.14 13:30:00 -
[39] - Quote
I don't think CCP needs to add additional SP gain multipliers to satisfy newbies. They already have the benefit of cheap initial skills. That should be enough - if not, then the skill tree should be adjusted.
That said, perhaps the skill tree should get rid of the SP cost multipliers. That would a) make it easier for CCP to tweak and balance game performance, b) get rid of skill upgrades without any benefits, and c) makes it easier for players to calculate and compare SP cost.
Hey, I think I'll start a new thread on this! |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
61
|
Posted - 2013.08.14 14:01:00 -
[40] - Quote
Absolute Idiom II wrote:What if the winning team received a flat bonus of say 1000 SP to each player? That way you can play to win even if you don't end up earning all that many WP during the battle.
I think a flat bonus would be better than a simple multiplier of say 1.5x. A multiplier still mostly rewards those at the top of the score board.
So you end up with WP being your performance related pay and winning being a (significant) flat bonus.
Agreed, I always think that their should be a flat bonus for winning - this would really affect gameplay if it is rewarding enough. If it isn't, people won't have an incentive to win and will just farm WP.
|
|
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
62
|
Posted - 2013.08.14 14:03:00 -
[41] - Quote
lrian Locust wrote:I don't think CCP needs to add additional SP gain multipliers to satisfy newbies. They already have the benefit of cheap initial skills. That should be enough - if not, then the skill tree should be adjusted.
That said, perhaps the skill tree should get rid of the SP cost multipliers. That would a) make it easier for CCP to tweak and balance game performance, b) get rid of skill upgrades without any benefits, and c) makes it easier for players to calculate and compare SP cost.
Hey, I think I'll start a new thread on this!
Yes this is another problem indeed - but a new thread is probably the way to go so we don't dilute ideas too much. |
Justicar Karnellia
Ikomari-Onu Enforcement Caldari State
62
|
Posted - 2013.08.14 14:08:00 -
[42] - Quote
shaman oga wrote:After this week i've realized that if you only double the WP you need an insane amount of them, to have a good SP payout, if the match don't last at least 15 minutes. I would like to have some stats like an average duration of skirmish or domination and the average WP gain for each player, to give good suggestions.
This would also be useful - unfortunately, all the metrics remain with CCP for now, although they can definitely apply our ideas to their statistics to give us a viable solution! |
SponkSponkSponk
The Southern Legion
194
|
Posted - 2013.08.14 14:10:00 -
[43] - Quote
I endorse this idea, because quite frankly, the grinding last week was suicide-inducing. |
Absolute Idiom II
No Free Pass
422
|
Posted - 2013.08.14 14:12:00 -
[44] - Quote
SponkSponkSponk wrote:I endorse this idea, because quite frankly, the grinding last week was suicide-inducing.
Although (to be fair) I was away at a festival from Thurs-Mon - last week was the first time I never didn't hit cap. 40k SP short. |
Sardonk Eternia
Multnomah Interstellar Holdings Inc.
139
|
Posted - 2013.08.18 12:00:00 -
[45] - Quote
D) 2 SP per second + 10 SP per WP
We get way too much SP for doing nothing and I also think if you are playing hard and earning a lot of WP you should be able to cap out a lot faster than we currently can. Meeting SP cap is a chore currently and I often AFK so I can do housework or other chores while also accomplishing my dust chore. If I could cap out much faster by being active I would love it. |
Absolute Idiom II
No Free Pass
477
|
Posted - 2013.08.22 17:46:00 -
[46] - Quote
So I featured in this week's highlights: https://forums.dust514.com/default.aspx?g=posts&m=1207154#post1207154
Come on guys, let's get some real momentum behind getting the Active SP system updated. Post your comments and like the relevant posts on page 1. |
blue skink
Subdreddit Test Alliance Please Ignore
20
|
Posted - 2013.08.22 17:47:00 -
[47] - Quote
Here is an idea. If a toon has 10 million or more so then reset the toon to zero. After that implement changes to to gain. Otherwise its not fair to those who are behind the curve in lifetime so. |
SponkSponkSponk
The Southern Legion
242
|
Posted - 2013.08.22 23:12:00 -
[48] - Quote
It's interesting that we're getting up to 5000sp just for logging in, in Uprising. Will that come from the active pool? |
Vrain Matari
ZionTCD
726
|
Posted - 2013.08.23 00:14:00 -
[49] - Quote
Great work, OP. Imo passive sp gain in matches is one of the primary drivers of bad player experiences in DUST for both new players and vets.
I like your proposed modifications. I voted for your option C, but would be just as happy with D.
But there's a dynamic built into ZDub's proposal(and Killar-12's mod) that i really like: for very good players, it makes WP farming unattractive beyond a certain point. Taking a graduated proportional self-referencing system like ZDub's to its natural conclusion leads us to a logarithmic reward system.
I'd like to see if that makes any sense.
So if sp = log(WP), 10 WP gets you 1 sp, 100 WP gets you 2 sp, 1000 WP gets you 3 sp and 5000 WP gets you 3.7 sp.
Calibrating this to match what we're used to, let's multiply by 2000(just a rough guess):
sp = 2000 x log(WP), and so 10 WP gives 2000 sp, 100 WP gives 4000 sp, 1000 WP gives 6000 sp and 5000 WP gives 7400 sp.
This system is very generous to low WP earners, and we can see how it still allows WP farming but the farmers really have to work for their sp.
I don't mind the generosity at the bottom end, anybody who's earning 10 WP per match needs a hand up. I think with a system this generous we could drop the 1sp/second passive bonus and go pure active sp.
Add to this the flat 1000 sp bonus for each player and 1350 WP earns a player on the losing team 6260 sp and 7260 for being on the winning team.
Exploitable? Absolutely! Player just hops from battle to battle, optimizing their time-in-match + queue time to maximize sp, quitting before the end of a battle.
Or a player just puts out a set of hives and uplinks and AFKs for the rest of the match.
The logarithmic reward system is a limiting case and a good example for all graduated reward systems like ZDub's and Killar-12's. Peeps will look for an optimal point to bail on the match where they can maximize SP(the good players) or go the other way and minimize their risk for a still-ok sp reward.
Is there a way to make this work? It would be nice to know what CCP's anti-farming tactics will be. We'll know soon enough i guess. |
KalOfTheRathi
Black Phoenix Mercenaries
579
|
Posted - 2013.08.23 00:39:00 -
[50] - Quote
Just a little reply with my usual side of snark. No personal affronts intended although I would not complain if it happens.
Why do others worry about AFK so much?
I don't do it unless DUST itself forces me into it, like spawning me into a wall on the MCC although the last one kicked me from battle and I received zip for that.
CCP beget EVE and later DUST. Ganking, AFK, passive SP (only in EVE I believe) and many behaviors that are considered pathological or at least sociopathic in nature are endemic to New Eden. One might wonder how promotion is handled within the corporation; I, however, do not.
Gamers Game Everything.
They play the game. They game the game. They game the rewards, the kills, the health, the deaths, the vehicles and anything they can get near. It is the nature of the beasts that are gamers. Regardless of the game itself.
Recall that DUST is a grinder. A heavy grinder with many significant rewards blocked behind massive SP walls. The only currency in DUST that counts is SP. Some have lives such that playing long hours fits with them. Others don't want to lose the SP but don't want to play the game as heavily. In EVE the solution is built into the game and paid for with subscriptions.
In DUST ... AFK is their solution. Okay, they can in DUST with Passive SP, just not very quickly. If there are too many AFK just switch to long distance play. Snipe, test fly your drop ship or rail tank. DUST Devs say they are considering solutions. Which is fine but considering they built the game that enabled this from the beginning I am not holding my breath.
Personally the system doesn't bother me that much (a little, true enough) as the real alternative is a monthly fee. |
|
SponkSponkSponk
The Southern Legion
246
|
Posted - 2013.08.23 01:01:00 -
[51] - Quote
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. |
Vargralor
Mikramurka Shock Troop Minmatar Republic
4
|
Posted - 2013.08.23 01:34:00 -
[52] - Quote
I do like the suggestions of the logarithmic reward scale. It allows players that try and don't necessarily succeed to still get skill points without enabling massive farming. It also caters for the scenarios where players are performing helpful activities for their team that do not actually generate WPs (like running around active scanning for example). This would certainly help reduce a lot of the desire to AFK.
As for the MCC, the simplest solution there is to enable friendly fire in the MCC. There is always another spawn point if you don't want to risk someone shooting you in the MCC and I would happily take the negative hit myself to spawn into the MCC partway during a match and execute the AFKers. |
blue skink
Subdreddit Test Alliance Please Ignore
20
|
Posted - 2013.08.23 02:04:00 -
[53] - Quote
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. |
Poonmunch
DUST University Ivy League
210
|
Posted - 2013.08.23 02:36:00 -
[54] - Quote
Stands Alone wrote:Absolute Idiom II wrote:Yes, there's definitely a balance to be struck between rewarding WP/playing and not ending up 'punishing' those matches where you just get outclassed or you just have a playstyle that assists the team to win but is not reflected in WP awards. good point... dropship pilots will suffer
And us snipers.
Munch |
Vrain Matari
ZionTCD
728
|
Posted - 2013.08.23 02:39:00 -
[55] - Quote
KalOfTheRathi wrote:Just a little reply with my usual side of snark. No personal affronts intended although I would not complain if it happens.
Why do others worry about AFK so much?
I don't do it unless DUST itself forces me into it, like spawning me into a wall on the MCC although the last one kicked me from battle and I received zip for that.
CCP beget EVE and later DUST. Ganking, AFK, passive SP (only in EVE I believe) and many behaviors that are considered pathological or at least sociopathic in nature are endemic to New Eden. One might wonder how promotion is handled within the corporation; I, however, do not.
Gamers Game Everything.
They play the game. They game the game. They game the rewards, the kills, the health, the deaths, the vehicles and anything they can get near. It is the nature of the beasts that are gamers. Regardless of the game itself.
Recall that DUST is a grinder. A heavy grinder with many significant rewards blocked behind massive SP walls. The only currency in DUST that counts is SP. Some have lives such that playing long hours fits with them. Others don't want to lose the SP but don't want to play the game as heavily. In EVE the solution is built into the game and paid for with subscriptions.
In DUST ... AFK is their solution. Okay, they can in DUST with Passive SP, just not very quickly. If there are too many AFK just switch to long distance play. Snipe, test fly your drop ship or rail tank. DUST Devs say they are considering solutions. Which is fine but considering they built the game that enabled this from the beginning I am not holding my breath.
Personally the system doesn't bother me that much (a little, true enough) as the real alternative is a monthly fee. Because it's a match-based shooter and the passive-sp driven AFK mechanic destroys matchplay. Especially for new players.
And they didn't build this game this way from the beginning. They arbitrarily added the passive in-match sp charity without consulting players after we had a massive debate and vote on the beta forums. All the vets here have been over this topic until we were sick of it, I kid you not.
And this current sp reward system was supposed to be temporary. That was six month ago or something like that. And CCP recently announced that they would not be implementing the system the players voted on anytime soon.
But until this passive in-match sp reward is dealt with, new players will continues to be puzzled and let down by DUST's sp mechanics. I'm sure that once new peeps figure out what's going on the reaction is 'that's just lame'.
DUST is a grinder, but it's first and foremost a shooter. Players deserve to be rewarded for activity, not for passivity. |
Killar-12
The Corporate Raiders
647
|
Posted - 2013.08.23 02:53:00 -
[56] - Quote
Logarithms might be easier to code so I'd rather use a logarithmic system... |
KING CHECKMATE
Bragian Order Amarr Empire
613
|
Posted - 2013.08.23 02:54:00 -
[57] - Quote
Absolute Idiom II wrote:New Active SP reward system Active SP is currently awarded at: 5 SP per second + 1 SP per WP. I think that this is the main reason for the proliferation of AFK SP farming. The difference between ZERO effort and some effort is negligable because the majority of your SP is earned for simply being in the match. If a player were to AFK only, they will manage to hit the weekly cap in 10.6 hours. A player earning a consistent 3000 WP per hour (1000 SP per skirmish or 750 WP per Ambush) would cap out in 9.1 hours. Clearly 1.5 hours saved is not a great way to incentivise or reward playing. We can see this demonstrated in the following chart: http://i.imgur.com/ZuO7o1j.png?1I'd like to consider 3 alternatives: A) 5 SP per second + 1 SP per WP [now] B) 3 SP per second + 3 SP per WP C) 2 SP per second + 5 SP per WP D) 2 SP per second + 10 SP per WP Chart: http://i.imgur.com/FfZz3P6.png?1Table: http://i.imgur.com/yXpO8Po.png?1These alternatives really reward active players a lot more; and allow many more players to reach the cap. AFK activity will drop right off, since it becomes dramatically suboptimal. Are there any of these that you prefer the look of? Any other options you'd like to see? I feel pretentious enough today to ask you to like the choices in the posts to follow. edit: Absolute Idiom II wrote:What if the winning team received a flat bonus of say 1000 SP to each player? That way you can play to win even if you don't end up earning all that many WP during the battle.
I think a flat bonus would be better than a simple multiplier of say 1.5x. A multiplier still mostly rewards those at the top of the score board.
So you end up with WP being your performance related pay and winning being a (significant) flat bonus.
+1
And C |
Killar-12
The Corporate Raiders
647
|
Posted - 2013.08.23 02:56:00 -
[58] - Quote
could the OP look at either ZDub's, My, or the Logarithmic idea and add it to the OP? |
SponkSponkSponk
The Southern Legion
248
|
Posted - 2013.08.23 04:19:00 -
[59] - Quote
blue skink wrote: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.
Nope, because everyone will come back from other servers to play on our home server again. |
gargantuise aaron
Sanguine Knights
105
|
Posted - 2013.08.23 04:40:00 -
[60] - Quote
B or c ( d is overboard) with a winning bonus of both +10% isk and + 400 wp (wp for leader board reasons) |
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gargantuise aaron
Sanguine Knights
105
|
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
Osmon Surveillance Caldari State
101
|
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
No Free Pass
506
|
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
DUST University Ivy League
601
|
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
DUST University Ivy League
601
|
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
DUST University Ivy League
603
|
Posted - 2013.08.23 15:51:00 -
[66] - Quote
BUMP |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2049
|
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
ZionTCD
739
|
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
The Southern Legion
251
|
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
OSG Planetary Operations Covert Intervention
34
|
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
killer taxi company General Tso's Alliance
58
|
Posted - 2013.09.02 13:35:00 -
[71] - Quote
C with more opportunities for wp |
Absolute Idiom II
No Free Pass
591
|
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
SyNergy Gaming EoN.
860
|
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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