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Thread Statistics | Show CCP posts - 11 post(s) |
KEROSIINI-TERO
Seraphim Initiative..
699
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Posted - 2013.09.03 16:40:00 -
[1] - Quote
Sana Rayya wrote:If you think about it another way, time in battle contributes far more to your SP than warpoints. So if you are in a proto squad and can stomp the other team resulting in a match around 5 minutes long, you could still conceivably earn a decent amount of warpoints (albeit not over 1500) while remaining under the 3k SP limit. But it's safer, easier, and less costly just to AFK instead.
There is a risk of going over 3000 raw SP. A risk of losing some of the precious weekly max gain. Those maximizing competetiveness are not gonna take that chance. |
KEROSIINI-TERO
Seraphim Initiative..
699
|
Posted - 2013.09.03 17:20:00 -
[2] - Quote
Sana Rayya wrote: That's true, and I'm probably not going to use that strategy myself. I'll stick to AFKing. But the point of my post was to illustrate a way for players who do not want to AFK to also stay under the 3k limit (for the most part) - it just means you have to win the battle very quickly by cloning, but your squad (and probably your whole team) needs to do fairly well so the WP are spread around. This might be harder to do now that the matchmaking system is supposed to decrease pubstomps. If the match does end up dragging out and you have a high score, you can always disconnect. You'll probably end up with more points in less time than you would have by AFKing and having to disconnect at the 10 min mark.
Good point. Disconnecting might be a 'more sensible' way to do it. |
KEROSIINI-TERO
Seraphim Initiative..
699
|
Posted - 2013.09.03 17:24:00 -
[3] - Quote
@Cmdr Wang: I'm so sorry for having to say this: You need to get more familiar with your own mechanics and see from the perspective of maximizing SP gains. I know that you are meaning well by defending the event developers, who are also meaning well. Sadly you haven't read the main point of posters (granted, ten pages is a lot) about losing SP if you are playing active before capped out.
Cmdr Wang wrote: also don't see how AFKing will help players maximize their SP gain, yes you will earn more than you usually do, but it is unlikely that you get more than 3000 SP per match by doing nothing.
There lies the key of misunderstanding: The problem is once you cap out, you are no longer getting extra 3000SP per match played. Using extreme (unboostered) example, if you'd magically get reach the cap in one game, you'd get 1x3000SP extra. If you get only 3000 raw SP per game, it takes you ~66 games to reach cap, therefore you gain 66x3000SP extra. If you plan to just cap out, this is HUGE difference. The difference is somewhat reduced by the post-cap extra SP: If you've capped faster and lost some pre-cap bonus SP but yet play the same amount of games, you gain 1000 extra SP per game (unboostered). It is some catching up, but still 1/3 of extra SP you'd gain by maximizing.
That was truly an extreme example, having a difference of 65 matches. But a difference of 25 matches (75k SP) is realistic.
Confusing things: - 3000SP isn't probably a high SP amount for general population. Zero WP ambush seems to score almost that, sometimes more. source :https://forums.dust514.com/default.aspx?g=posts&m=1240969#post1240969
- Are you sure you haven't mixed WP with SP in all your communications here? 3000 WP would be a high amount indeed for bulk of the players, those rambos mentioned occasionally breaking it
- You indicate here that the booster reduces the amount of games needed to cap: this is not the reality of released Dust 514. Also, a dev sticky post you released (on someone else's behalf?) says otherwise Probably there was confusion as the poster you quoted used an example of 'getting 4500 raw SP per match'.
Extra comments: - You are right about the main part of the event not being grind, if semi-afking ambushes from Wed till cap doesn't count - Any event with added post-cap SP gains is grindy indeed; I personally am gonna do a huge ambush marathon to get all those extra 1500SP (with booster) per post-cap ambush. |
KEROSIINI-TERO
Seraphim Initiative..
699
|
Posted - 2013.09.03 17:38:00 -
[4] - Quote
I'm not here only to point out thoughts gone haywire, here's some suggestions what we have learned so far in order to get better events:
- Begin events on same day as cap reset to keep things simple (DONE=)
- Do not add any bonuses to post-cap matches in order to avoid grind
- Do not increase cap dramatically comparing to SP gain increase. It can be higher, but not way out of league.
- Do not create a limit which forces aware players to limit their playing (days to be skipped or limiting the WP/SP they dare to earn)
- Try to avoid extra cap resets as they force aware players to grind. If there has to be extra reset, communicate it well and make sure it's not one/two day "miniweek" to grind cap.
[[[suggestions for this particular event at later post as I have time....]]] |
KEROSIINI-TERO
Seraphim Initiative..
708
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Posted - 2013.09.06 20:30:00 -
[5] - Quote
Duck Gun wrote:Yup, fail event in every aspect. I'm sure the team mates didn't quite know how to appreciate as I tried how many times you could actually suicide during Ambush OMS. The number I got with assault militia stater fit is 26 and actually couple of times the two militia locus grenades aren't enough to kill you. Apparently if you stand right on top of a grenade it doesn't do as much damage as if you're standing next to it. Also sometimes the grenade seems to sink under the floor doing much less damage or no damage at all. On those I had to run and search the red dots to let them kill me.
And yes.. with this style I got 2600 SP so pretty close to maximum efficiency on ambush OMS, just not very nice towards the team mates that might have wanted to play the game for real.
remotes ftw? |
KEROSIINI-TERO
Seraphim Initiative..
712
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Posted - 2013.09.08 01:06:00 -
[6] - Quote
Update: About 70% capped now with two characters, the afk way.
Gotta say this is the slowest and most boring 'grind' so far, being different in that you can't play active games in the middle when you feel like it. I'm really aching for playing dust now. Thank goodness the cap is close by now.
Ofc, the biggest and physically most tiresome thing is still ahead: Taking advantage of the infinite bonus per post-cap matches until monday DT. (yes, that is still a big thing - but not quite as big to ignore the 3000/4500 per pre-cap games, made a rough calculation on that)
In short, this event has been the worst in a couple of ways of all SP events for most dedicated people. Why bother you ask? To maximize, of course. |
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