Vell0cet
Royal Uhlans Amarr Empire
430
|
Posted - 2013.10.20 20:14:00 -
[1] - Quote
First, let me say that I really appreciate the transparency and the approach CCP has implemented by bringing this to the community for feedback so early. I think it will help find and fix flaws before they go live and save a lot of development resources. This should be the model for how changes are implemented. Awesome job on the interaction with the community!
Second, I'll just say that the proposal is fantastic overall. There may need to be a few refinements here and there, but I'm really excited about the direction you're moving in.
Teamkilling is obviously the biggest concern. It needs to be in, but in a balanced way and it seems clear that CCP gets how important this is. One way I haven't heard mentioned is to have a criminal flagging system. So if I damage a teammate (maybe beyond a 25% of total HP threshold) then I get flagged as a criminal and go "purple." I appear purple to all teammates (minimap and chevron) for 30 seconds and can be killed by other teammates without them taking a penalty.
OBs need to be handled correctly as well. Due to the AoE, it's inevitable that OBs are going to unintentionally kill teammates, but they represent a huge opportunity to grief your team. These need to be handled delicately. Perhaps if you kill more enemies than teammates, you won't be penalized, but if you kill more teammates than enemies, you get an especially nasty penalty.
I really like the idea of EVE-only OBs, but it's critical that EVE pilots get really great rewards for their efforts (make the rewards too good at first and scale back as necessary), as well as the ability to quickly find and participate in ground fights. We need a large supply of eager EVE pilots willing to risk their ships. Being able to reliably earn very enticing rewards is the key to making that happen. If rewards are paid out as lootable tokens, this will incentivize piracy which would further increase the conflict around this mechanic. This might further spice things up in EVE, giving them more reason to care about DUST.
As far as the no ISK payout for mercs in FW goes, I like that there is an ISK sink, and an incentive to participate to get exclusive gear. If you do decide to add in a reduced ISK payout mechanism, base it on a percent of the ISK value of enemy equipment destroyed only. This will ensure that FW is an ISK sink, but may reduce some of the bellyaching until the player market is in place.
Overall, I'm very happy with the proposal, and the way CCP is tapping the community to iron out details before coding them. |
Vell0cet
Royal Uhlans Amarr Empire
431
|
Posted - 2013.10.21 05:05:00 -
[2] - Quote
Avinash Decker wrote:The problem to a bounty or a flagging system is that it is highly situational( more so with a bounty system) unlike in eve where you aren't forced in a team or a lobby, and a person that is flagged you can just fly to them and kill them in the same server whereas in Dust its a little more random. If anyone gets flagged on your team and dies do your team lose a clone or what(probably not , but it still might happen) ? Because if so you are doing exactly what the griefer wants , and another issue is that players intentionally or unintentionally will get in your way and you will get flagged. Might not happen very often , but certain groups of players ( like tankers , mass driver, forge gun , or plasma launcher users ) will be very restricted in their play styles more often or not . You raise some good points. I still think flagging purple is a good idea as the pros outweigh the cons. If a griefer shoots me below some threshold (say 25%), I should be able to defend myself and retaliate without penalty.
I realize some griefers may intentionally try to get their teammates flagged, but this needs to be addressed separately through a voting/punishment/kicking mechanic, since it will still be a necessary issue to address even without a flagging mechanic. I realize certain weapons will have to be used with more caution. That seems like a reasonable tradeoff to me and will make fight more tactical and realistic (which is kind of the whole point of friendly fire right?). Also I should point out teammates probably won't kill purple targets unless they're griefers, so it's an issue that players will have the freedom to manage themselves as things happen. This seems like a more "organic" and ultimately better approach.
Purple flagging isn't the compete solution to managing griefing, but I think it would be an important component of a larger plan. |