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ADAM-OF-EVE
Svartur Bjorn Neo Terra Empire
264
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Posted - 2013.09.13 19:37:00 -
[1] - Quote
just had a great game were the fight could have gone either way and all of a sudden the enemy started to loose everything. after a short time they regained their composure and started to take out a few position. next thing all of a sudden we virtually instantly lost every position we held and was soon 4 manning the assault. the remaining blue berries were nowhere to be found. they just gave up and decided not to respawn.
the reason i believe this happened was purely down to how much suits and isk they lost. when i got the battle report and saw just how much everyone put into the initial fight that was winning us the battle. everyone was in negative kills even on the enemy side and subsequently they gave up not because they didn't want to win but because they couldn't afford to try and win.
1 of the problems with dust at the moment is there is ZERO incentive to win a fight. win/loss stats are so messed up right now on the leaderboards there is no reason to try and alter that. isk rewards for winning or losing are virtually identical. win/loss is pointless.
my suggestion is to double the win reward giving players an incentive to push for that win and risk more to get it. this way if you are winning you can afford to push harder |
lithkul devant
Legions of Infinite Dominion
62
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Posted - 2013.09.13 19:42:00 -
[2] - Quote
ADAM-OF-EVE wrote:just had a great game were the fight could have gone either way and all of a sudden the enemy started to loose everything. after a short time they regained their composure and started to take out a few position. next thing all of a sudden we virtually instantly lost every position we held and was soon 4 manning the assault. the remaining blue berries were nowhere to be found. they just gave up and decided not to respawn.
the reason i believe this happened was purely down to how much suits and isk they lost. when i got the battle report and saw just how much everyone put into the initial fight that was winning us the battle. everyone was in negative kills even on the enemy side and subsequently they gave up not because they didn't want to win but because they couldn't afford to try and win.
1 of the problems with dust at the moment is there is ZERO incentive to win a fight. win/loss stats are so messed up right now on the leaderboards there is no reason to try and alter that. isk rewards for winning or losing are virtually identical. win/loss is pointless.
my suggestion is to double the win reward giving players an incentive to push for that win and risk more to get it. this way if you are winning you can afford to push harder
What you just described is why I do not invest into proto gear of any sort for infintry use, I use all standard or advanced gear, so that even if I die ten times I am still making money off of the match. Yes CCP does need to correct the issue and better rewards need to be available for those that aren't playing the PC battles. However, I am not sure that even doubling the reward would work. |
ADAM-OF-EVE
Svartur Bjorn Neo Terra Empire
265
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Posted - 2013.09.13 19:56:00 -
[3] - Quote
lithkul devant wrote:ADAM-OF-EVE wrote:just had a great game were the fight could have gone either way and all of a sudden the enemy started to loose everything. after a short time they regained their composure and started to take out a few position. next thing all of a sudden we virtually instantly lost every position we held and was soon 4 manning the assault. the remaining blue berries were nowhere to be found. they just gave up and decided not to respawn.
the reason i believe this happened was purely down to how much suits and isk they lost. when i got the battle report and saw just how much everyone put into the initial fight that was winning us the battle. everyone was in negative kills even on the enemy side and subsequently they gave up not because they didn't want to win but because they couldn't afford to try and win.
1 of the problems with dust at the moment is there is ZERO incentive to win a fight. win/loss stats are so messed up right now on the leaderboards there is no reason to try and alter that. isk rewards for winning or losing are virtually identical. win/loss is pointless.
my suggestion is to double the win reward giving players an incentive to push for that win and risk more to get it. this way if you are winning you can afford to push harder What you just described is why I do not invest into proto gear of any sort for infintry use, I use all standard or advanced gear, so that even if I die ten times I am still making money off of the match. Yes CCP does need to correct the issue and better rewards need to be available for those that aren't playing the PC battles. However, I am not sure that even doubling the reward would work.
even if it allowed you to die twice as much when you feel a win is in the bag. i would risk it if i felt sure i was going to win and new that a a win would cover those extra losses needed to get it. |
lrian Locust
DUST University Ivy League
109
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Posted - 2013.09.13 19:58:00 -
[4] - Quote
lithkul devant wrote:However, I am not sure that even doubling the reward would work. I'm sure it would. At some point, ISK becomes a more limiting factor than SP. But I'm sure CCP doesn't want to make the difference to big, to discourage pubstomping and to avoid people to bail when they think they'll lose.
Perhaps a 150/50 division of the ISK? Or even start with 120/80?
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Quil Evrything
DUST University Ivy League
118
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Posted - 2013.09.13 21:05:00 -
[5] - Quote
Given that the existing rewards dont even cover the use of ONE good tank, I dont think its appropriate to rduce rewards any.
I think the original proposal of 'double the ISK for a win' sounds appropriate to me.
And if CCP REALLY wants to "avoid pubstompin", they can do so with a few lines of code, as mentioned in other threads. All they have to do is make the matchmaking, never put proto-unlocked users, with non-proto users.
Edit: yikes.. maybe I should hold off on unlocking that proto rifle myself... :0 |
fawkuima juggalo
Pawns and Kings The Superpowers
30
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Posted - 2013.09.13 21:13:00 -
[6] - Quote
Great idea but really should be provided way more isk for achievements in battle which could bring up another point like kill streak bonuses and objective bonuses, ribbons maybe? also it should deduct what it cost for the battle and just give you the straight number. |
Funky Chunky
FunkyStars
42
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Posted - 2013.09.13 23:02:00 -
[7] - Quote
I see where you're coming from but wouldn't that just make the good players make even MORE money? |
ADAM-OF-EVE
Svartur Bjorn Neo Terra Empire
267
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Posted - 2013.09.13 23:28:00 -
[8] - Quote
Funky Chunky wrote:I see where you're coming from but wouldn't that just make the good players make even MORE money?
depends what you call good. people with proto are not necessarily good and there are many good players who can't afford the gear. it has become the norm for alot of the community to just stop playing when they hit that cutoff that makes them lose isk. why continue when the rewards are the same regardless of outcome. when it comes to good players earning more isk then why shouldn't they if they win.
the ultimate goal should be to win the fight at all costs but as it stands it more about trying to remain in positive isk even at the cost of losing the fight when you have a good chance of winning which i think is bad for the game |
Thurak1
Psygod9
165
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Posted - 2013.09.13 23:51:00 -
[9] - Quote
it would be nice to have more incentive to win so that you get a higher payout. What i have noticed a lot is that it seems often that there are a lot of players that simply dont give a darn about winning the actual match just scoring as many kills as possible. I see people near objectives with no enemy in sight moving away from the objective rather than going to it and spending the time to hack it. It is rather annoying at least to me since in general i actually want to win the match. As for myself i have several proto level things unlocked such as sentinal dropsuit, HMG, forge gun, and assault rifle. When i am playing in pub matches i normally play in standard gear generally in blueprint stuff and usually an advanced weapon to keep costs down on my fittings so i can afford to die a ridiculous amount of times in a match before the payout is less than what i spend. However if i see an enemy tank and especially if said tank is camping a CRU for kills i bust out my proto forge gun and complex damage mods. best part about hunting a tank like this is that they seem to be very pre-occupied trying to get kills and dont notice my first hit that blows their shields apart and starts ripping into their armor. |
Thurak1
Psygod9
165
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Posted - 2013.09.14 00:02:00 -
[10] - Quote
Also for my isk with how much ehp's shields and armor give i generally just use blueprint crap for both and a blueprint armor repair unit. I just don't see the armor or shield extenders doing a whole lot to make a big difference in survivability compared to the dps of even a militia AR. If CCP really wants me to spend ISK on these mods they are going to have to make it worth my while to have them on my dropsuit. |
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ADAM-OF-EVE
Svartur Bjorn Neo Terra Empire
304
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Posted - 2013.09.21 12:17:00 -
[11] - Quote
bump |
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