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Korvin Lomont
United Pwnage Service RISE of LEGION
88
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Posted - 2013.08.08 14:15:00 -
[31] - Quote
Zeylon Rho wrote:If you penalize SP gain in general inside the redline, you've effectively screwed over every player that bothers to try to fight back on a redlined team (remember proto-stomping).
The people on the losing side effectively get no SP if you turn of SP-gain in the redline. That would make people drop rather than try to fight back at the point where they're redline (why fight back for no gain?). The empty slots on their team would get filled my solo players (often new players) that would then be getting thrust into losing games with no SP-gain. It would screw over new-player retention in that respect, if any game you join solo is likely to be on the losing side.
I'd keep the redlining problem in mind when you try to devise penalties for people existing inside of it.
From my experience most don't even try to fight back most will be sitting ducks in the redline trying to snipe, thats not fighting back as ths will never result in pushback of the enemy. Hell I have seen this in domination matches after they lost their objective the first time the whole team falls back in the redline thats basicly selfredlining!!. |
ALPHA DECRIPTER
M.E.R.C. Conventional Forces D.E.F.I.A.N.C.E
239
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Posted - 2013.08.08 15:05:00 -
[32] - Quote
Korvin Lomont wrote:Zeylon Rho wrote:If you penalize SP gain in general inside the redline, you've effectively screwed over every player that bothers to try to fight back on a redlined team (remember proto-stomping).
The people on the losing side effectively get no SP if you turn of SP-gain in the redline. That would make people drop rather than try to fight back at the point where they're redline (why fight back for no gain?). The empty slots on their team would get filled my solo players (often new players) that would then be getting thrust into losing games with no SP-gain. It would screw over new-player retention in that respect, if any game you join solo is likely to be on the losing side.
I'd keep the redlining problem in mind when you try to devise penalties for people existing inside of it. From my experience most don't even try to fight back most will be sitting ducks in the redline trying to snipe, thats not fighting back as ths will never result in pushback of the enemy. Hell I have seen this in domination matches after they lost their objective the first time the whole team falls back in the redline thats basicly selfredlining!!.
You gotta keep in mind that some of those snipers are specced that way so having them switch to a free fit wouldn't be very effective at all. As for the rest the "selfredline" well... they really need to put the dam game down.
I suppose b4 thinking of the redline in general we should first look at the MCC campers.
So far the suggestions have been:
- Fall from MCC after X sec.
- Become killable by teammates after X sec.
- Get kicked from game after X sec.
- Reduce SP gain while in MCC.
I say combine C and D.
`Sigh. Just another fun game of DUST. |
Stile451
Red Star. EoN.
170
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Posted - 2013.08.08 15:26:00 -
[33] - Quote
MCC AFKing is fixed in 1.4. AFKers in the MCC will be kicked from the match.
We still need a proper active SP rewards system though. |
drake sadani
Tacti-corp
61
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Posted - 2013.08.17 21:17:00 -
[34] - Quote
Ferindar wrote:drake sadani wrote:Shattered Mirage wrote:ALPHA DECRIPTER wrote:low genius wrote:no points awarded, and no sp pulled while inside the redline. this is the answer. funny thing is that this may actually work
`Sigh. Just another fun game of DUST . What about when you're redlined? do better next time ? This guy must redline plink, or run with proto stompers.
nope i can barely go 3 matches with positive results .
i have been red lined plenty and you know what it was because my team sucked .
losing that badly makes you want to get better . also life's not fair . deal with it :D |
Thurak1
Psygod9
36
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Posted - 2013.08.18 00:35:00 -
[35] - Quote
WhiskeyJack Otako wrote:After ~20 seconds in the MCC all players become friendly-killable. Friendly fire kills in the MCC are worth +50
So I spawn into the MCC and kill all the killables in that 20 seconds and leave it to continue the game. This solution would move the AFK crowd to the ground where they are killable by reds through a variety of methods.
And then... Once on the ground any one who stops moving for a minute or more in the red zone starts a normal red zone timer killing them if they don't move.
So then people could AFK in the MCC and on the ground, but not without risk of dying - which is the risk we all take and all want the AFKers to take. It used to be possible to move people in the mcc by either bumping into them or shooting them. Simply doing that would work also. It would also be funny yo watch them splatter. |
CaoticFox
Axis of Chaos
21
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Posted - 2013.08.18 00:44:00 -
[36] - Quote
WhiskeyJack Otako wrote:After ~20 seconds in the MCC all players become friendly-killable. Friendly fire kills in the MCC are worth +50
So I spawn into the MCC and kill all the killables in that 20 seconds and leave it to continue the game. This solution would move the AFK crowd to the ground where they are killable by reds through a variety of methods.
And then... Once on the ground any one who stops moving for a minute or more in the red zone starts a normal red zone timer killing them if they don't move.
So then people could AFK in the MCC and on the ground, but not without risk of dying - which is the risk we all take and all want the AFKers to take. they changed it so we couldn't TK in mcc... we use to be able to |
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