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Absolute Idiom II
SyNergy Gaming EoN.
795
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Posted - 2013.10.14 12:17:00 -
[1] - Quote
So it occurs to me that Dust FW literally boils down to the zerg: whichever side is more popular is the side which earns all the districts. Being ~equal in popularity results in zero net movement.
Last week Amarr were down to 5 districts and now we own practically everything. It wasn't a sudden upsurge in quality, but of quantity because of the FW event. This meant that we filled all the defence contracts and starting raising attacked contracts of our own. Even if you assume an even number of losses and wins you'll find that once you've got more attacks going than defences this results in an inevitable increase in districts.
So all being good and organised can do is temporarily stem the flow. It's like trying to push water from one end of the bath to the other and keep it there - it'll all just immediately flow right back. Only by having more guys fighting for you will actually TILT the entire bath and result in any change.
Maybe this is just how FW is SUPPOSED to work, but I'd really prefer it work differently and rewarded skill and organisation [at the Faction level]. Does anyone else agree that this is completely unsatisfying? |
Absolute Idiom II
SyNergy Gaming EoN.
795
|
Posted - 2013.10.14 12:30:00 -
[2] - Quote
Aero, I wouldn't called it organisation and Amarr patriotism. It's just, like me, they want the Amarr proto logi suit reward. Amarr simply had more people specifically choosing their faction as sole preference. |
Absolute Idiom II
SyNergy Gaming EoN.
795
|
Posted - 2013.10.14 12:32:00 -
[3] - Quote
And really, what I'm saying is I'm disatisfied that the FW pendulum is swing much mroe strongly by mere participation of numbers and only very weakly by skill, or organisation.
After all, how are we supposed to gather more people to the cause in Dust? There are almost zero community tools. And as an FPS, I'd much rather that it was about the quality of the fights and not the quantity of the mercs. |
Absolute Idiom II
SyNergy Gaming EoN.
798
|
Posted - 2013.10.14 16:51:00 -
[4] - Quote
Takahiro Kashuken wrote:Arkena Wyrnspire wrote:Takahiro Kashuken wrote:Zerg doesnt matter when its 16v16
If you cant beat the 16 in front you wont win Did you even read the post, or did you just completely fail to comprehend what was being said? This is about overall district control and mechanics, not the actual matches themselves. @OP - Does it still generate more attacks for the Amarr even if there aren't enough Minmatar players to fill the defence slots? Would this lead directly to a numerical advantage/disadvantage in the actual match itself? This is a pretty significant flaw in the district system it seems. I'll post here again later - I'm going to try and dig up some FoxFour posts on the district system. You can have 1000 players for gallente vs 16players for caldari If 1 match can only spawn the 16 caldari could beat all the gallente over time, they may have more players but if each gallente team cannot beat the 16 in front of them what can they do? Zerg doesnt matter
Technically you are correct in the exact scenario you spell out, however in reality there are plenty of people who multiqueue for all factions and therefore 'fill the gaps' as it were. You'll find the 1000 get more than a single fight - they get to fight unorganised randoms who don't care which faction they fight for - and don't even play together in squads for the most part. |
Absolute Idiom II
SyNergy Gaming EoN.
800
|
Posted - 2013.10.14 19:58:00 -
[5] - Quote
True Adamance wrote:Absolute Idiom II wrote:So it occurs to me that Dust FW literally boils down to the zerg: whichever side is more popular is the side which earns all the districts. Being ~equal in popularity results in zero net movement.
Last week Amarr were down to 5 districts and now we own practically everything. It wasn't a sudden upsurge in quality, but of quantity because of the FW event. This meant that we filled all the defence contracts and starting raising attacked contracts of our own. Even if you assume an even number of losses and wins you'll find that once you've got more attacks going than defences this results in an inevitable increase in districts.
So all being good and organised can do is temporarily stem the flow. It's like trying to push water from one end of the bath to the other and keep it there - it'll all just immediately flow right back. Only by having more guys fighting for you will actually TILT the entire bath and result in any change.
Maybe this is just how FW is SUPPOSED to work, but I'd really prefer it work differently and rewarded skill and organisation [at the Faction level]. Does anyone else agree that this is completely unsatisfying? This is how it is in EVE side FW. The more people you have the harder it is to clear a system and the deplex it. Just wait Idiom. If you want fair/ unfair matches fight Amarr after the event. Were usually the more underrepresented FW group, also with the Gallente being tied up in their own FW you wont see half of the pseudo Minnie FW groups like Molon Labe, Prima Gallicus, Turalyon 514, and more.
It's not about fair/unfair matches. The actual battles are pretty good. It's the meta game I'm finding lacking. As spelled out above, whether you gain or lose ground isn't about ability to fight, it's about the number of people fighting for your faction.
However, I've spoken to a few other people and apparently this sound exactly like Planetside 2 and pretty much any 2-sided 'territorial' game is like. I want more; but I need to think about how to articulate it better. |
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