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Bethhy
Ancient Exiles
175
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Posted - 2013.10.07 17:21:00 -
[1] - Quote
I have been a long term EVE addicted gamer, So please excuse the biased way of looking at matchmaking and balance for at least for public matches.
In EVE as I'm sure all of you are very familiar with the three Tier system of difficulty.
0.0 - space Low security 0.4-0.1(Faction Warfare space) 1.0-0.5 - "Empire" or High Security space(NPC)
This fundamental option in EVE has always given the players the choice of what level of Difficulty/Challenge/Reward they wanted to partake in their gaming experience, as there are all level's and ages and skill for gamer's. I believe that choice could be fundamental in DUST and shape the way players choose their challenge in DUST 514.
High Security Space - Suit, Weapon, Equipment, Vehicle limitations to Basic level. Reward's for Isk/Salvage minimal. Full Aim Assist, No special Sp bonus. Bonus ISK situation for simultaneous win's to up tier.
Low Security Space - Suit, Weapon, Equipment, Vehicle limitations from Basic to Advanced level. Bonus to Isk/salvage/SP. Aim Assistance Adhesion removed.
Null Security Space - No Restrictions. Significant bonus to ISK/Salvage/SP. No Aim Assistance, Orbital's only callable by EVE Side assistance. MCC's do no damage.
This will allow players to choose how they wish to play and with what gear and against whom. And after all that what they wish to invest into a match versus the rewards. Sometimes it's just easier to take the blame off your hand's CCP and give it to the choices players can make. |
Bethhy
Ancient Exiles
175
|
Posted - 2013.10.07 17:46:00 -
[2] - Quote
TechMechMeds wrote:No troll, I just can't see any reason for it beyond less crying.
I agree as far as an EVE players mentality... specially in the day i was kicked out into cold hard space....
the classic EVE learning curve graph proves that average thought.
http://farm4.staticflickr.com/3088/2335016192_6003c39c4c_z.jpg?zz=1
But Dust needs a learning curve and better risk reward system associated with public battles.
We have an active matchmaking system currently trying to figure us all out, I believe simple choice would be better.
Also give new meaning to the same game modes from all the tier difficulties. |
Bethhy
Ancient Exiles
175
|
Posted - 2013.10.07 19:46:00 -
[3] - Quote
TechMechMeds wrote:I think causing segregation to satisfy noobs temporarily will not work, iv thought about matchmaking so much and I just can't see a proper decent way for it to work without annoying more than it helps.
War is not fair and a vets mlt suit will ruin a newbs mlt suit, further whining down the road assured.
I don't see a vet having much of a significant advantage over a newberry's suit in the same class.. anymore then her/she deserves, to be frank... and the varying level of skill point's behind MLT's will add to the learning curve of all parties... having to adjust for player to player's skill/SP/experience/fitting is vital to growth.
I't add's depth more then satisfies "noob's" and add's structure to a gradual learning curve, and the risk vs reward system which is so famed in EVE.
I don't necessarily think having 16vs16 every match is crucial, as long as the numbers are somewhat balanced from team to team.. and of course the players are active in match. It can be enjoyable with just a few players. And be balanced and challenging for all parties included.
This will also give an avenue for all level of gamer's.. As the average age of a gamer is believe it or not 37... (30 if you count smart phones) It's nice to have avenue's from the serious competitive gamer down to the twice a week gamer. Who is just as committed but has limited time. |
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