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Kazeno Rannaa
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Posted - 2013.10.21 23:14:00 -
[1] - Quote
Aero Yassavi wrote:Faction Warfare right now has some flaws and CCP is addressing some flaws with the recent changes, mainly adding rewards. But even after these changes, faction warfare will still lack a sense of progression and EVE players trying to give support to their Dust players will still end up getting ping-ponged across New Eden. So why not knock out two birds with one stone? Part of the progression issue is that it seems odd that a 15 minute skirmish is all that decides the outcome of a district. Instead of making the battles longer, I propose the following. Say the Imperial Guard is attacking a district owned by the Republic Command. The battle will proceed as follows:
- Ambush. The attackers are trying to gain a foothold in the district. If the defenders win, then the district is successfully defended and temporarily locked up. If the attackers win, proceed to case (2).
- Ambush OMS. The attackers gained some ground and opened up the battlefield to off map support. If the defenders win, return to case (1). If the attackers win, proceed to case (3).
- Skirmish. The attackers have made their presence known and are trying to seize as much territory as possible. If the defenders win, return to case (2). If the attackers win, proceed to case (4).
- Domination. The attackers are going in for the finishing blow on the critical objective. If the defenders win, return to case (3). If the attackers win, the district is successfully captured and temporarily locked up.
Here is a flow chart by everyone's favorite cat to help you visualize this, http://i.imgur.com/fnaa7RI.pngEDIT: It came to my attention that a mod may mistake me for a Cat Merc alt. Obviously this is not the case, he simply helped me in collaboration of this idea over skype. Each battle would happen on the same mega terrain, but would use different maps and moods as you are moving to different portions of the district (perhaps rotating moods between matches to give the illusion of a day/night cycle). After each map, players will be returned to the warbarge where they wait about 5 minutes for the next stage of the battle to happen. If players leave, new players queued for FW will replace them. Bonus rewards for players who stick from the beginning of the battle to the end if successful. This would also help solve the case of EVE players ping-ponging across the warzone, as they would spend more time sticking around the planet then flying several jumps to the next one. Additionally, imagine you take all the districts that the Amarr and Minmatar fight over for example and string them together to form this circular track such that one district leads to the next nearby district and so on and so forth until the last district leads back to the first district. Now imagine you are on a GÇ£trainGÇ¥ following this track. Once the district you are fighting on gets GÇ£locked,GÇ¥ you advanced along the track to the next district. This will give an even deeper sense of progression for the Dust players as well as further help in keeping the EVE players localized. To accomodate for the large player base, new GÇ£trainsGÇ¥ will be created to follow this same track but be evenly spaced out. Also in this case, the district wouldnGÇÖt actually need to be GÇ£locked,GÇ¥ instead it simply wouldnGÇÖt be attacked again until the next GÇ£trainGÇ¥ arrives. And even better, CCP wouldnGÇÖt have to create anything new as this uses entirely existing resources.
Zion, this is by far one of the best suggestions that I have heard from you, and I have to say this is a brilliant use of what we already have implemented as for battle deployment mechanics.
What could really make this interesting is the inclusion of finite resources at the beginning. This would be in the deployment forces and also the defending forces, much like what we have in PC.
Let me explain: With ever military deployment there are a number of factors that come largely into play that are in the background away from the active awareness of the troops on the ground. Logistics and maintained lines of communication that would be promoting strategic and tactical decisions. On both ends the logistical lines are immensely important, and without consistent lines of communication, boots on the ground will not be able to be directed and informed of their role in a larger tapestry, which they would largely be unaware of, and would require those EVE pilots that have achieved rank and command level abilities (or at least the responsibility of making those decisions) to coordinate the planning, prioritizing, and supplying of these kind of persistent operations. But this also leads one to also consider that not all operations are meant to take the whole district, i.e., ambushes that disrupt logistics or act as diversionary tactics for the main element of the forces being deployed (i.e., the same kind of role that Rangers and other such units would be committed to - government sanctioned terrorists terrorizing military targets).
Since we have a basic mechanic that is actively being used in PC (i.e., the Planetary Structure types/designations to districts), these would come in handy on the part of both defenders and attackers both in the planning of operations and the conducting of said operations as they are a means of accomplishing a specific goal (i.e., taking particular systems because they cause choke points or gateways to other systems which could help in the control of reinforcements of both OPFOR or Friendly forces).
But these are larger considerations as for the greater meta game.
The current model that you are proposing is a good start in the right direction of painting a larger picture of purpose for all of us mercs. Frankly due to the lull in content and the perpetual proto-stomping that has ben going on in both pub and FW matches has turned this experience into more of a grind than I remember over the last year or so. |
Kazeno Rannaa
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Posted - 2013.10.21 23:31:00 -
[2] - Quote
Himiko Kuronaga wrote:Domination is a god awful game mode and should not ever be used for anything official under any circumstances.
It is the single most ridiculous meat grinder this game has to offer and there is zero strategy whatsoever.
Actually if you take into consideration a military operation where the attackers are attempting to root out the remaining vestige of the OPFOR, this mode makes perfect sense. You are right in the fact that it is a meat grinder, but that is usually the case when attacking a heavily dug-in opponent in an isolated location that feels like a cornered, wounded animal.
My advise, think of this in terms of what a military operation would be like. It wouldn't be just some random operation where you get hired out for a week or two to do some clean up or a quick raid. It would be the sustained decimation of you enemy until they are completely wiped out. To the last clone, they would all have to die as long as the clones kept coming out of the clone bays.
This is where a previous idea of mine, limited clone counts for the CRU's would work wonderfully. Either take the CRU, blow it up, or bleed it out. In either of the possible solutions to the problem of continuously reanimating clones coming out to ruin your idea of righteousness, they all point towards the isolation and elimination of the OPFOR's ability to sustain their own operations. This is where Attacking specific districts would make sense and so would the redefinition of the Planetary Structures actual job.
Production facilities should produce. Research facilities - speed production. Storage facilities should be that, storage for not only clones, but the equipment that would be available for the forces that are hunkered down on that planet. The goal should not be the taking of single districts, but ultimately the taking of the entire planet. Take any one of these parts away, it should affect the total operational effectiveness of that planet for the faction that holds it.
Take over a production facility to reduce the total production output for that faction, not just in that specific district, but for the whole planet. Take out a research facility, production time of clones, and hopefully later of the equipment on that planet, is reduced, i.e., slowed. Take out a storage facility would equate to less available clones to maintain on hand to defend the planet and less equipment too, while also reducing the total amount of equipment a faction would be able to max out at due to storage space constraints.
These same principles would then be able to be shifted to low-sec ad null-sec PC, while also providing for the large meta-game that everyone wants; CCP, EVE pilots, and DUST bunnies. |
Kazeno Rannaa
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Posted - 2013.10.23 12:58:00 -
[3] - Quote
Aero Yassavi wrote:True Adamance wrote: Ah ha. I think I will do some research into just who you are Aero Yassavi. I think I have you previous character finally figured out! Good, good, because this is the completely wrong cookie crumb you'd need to follow to discover my identity before Aero Yassavi. Though I'm not saying it'd be impossible for you to figure out, the resources are actually there for you, but this is, again, the wrong cookie crumb.
It was a diversionary tactic on my part; miscommunication and and seeding false understandings |
Kazeno Rannaa
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Posted - 2013.10.23 13:03:00 -
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Aero Yassavi wrote:Raskutor wrote:IgniteableAura wrote:The only problem I see with this set-up is the time involved. IT could take hours and hours to finish a set of matches....OR days if that's what separates the battles. I would stick with just 3 total battles as opposed to 4. Otherwise great concept, but I would still prefer skirmish 1.0....which apparently won't ever happen again cause its "old tech" I rather like the idea that it could possibly take hours, or longer, for control of a district to change. To me, then, winning the district would be a much greater accomplishment than just a 15 minute skirmish. Agreed. I also think the probability of fighting over a single district for a day or longer would be very slim and practically non-existent.
Aero, I think that may, more than likely be true, yet the possibility still remains. If you have several teams of highly motivated crews participating in the contest for the district it could possibly go for hours, i.e., Hamburger Hill moments that turn into ULTRA-meat grinders.
Keep in mind that, though many players may become disenfranchised in a district due to consistent red-lining, you may get a number of people that will become stubborn and tough it out to the bitter end. |
Kazeno Rannaa
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Posted - 2013.10.23 13:13:00 -
[5] - Quote
What I would like to see implemented with this style of persistence is the ability to not only target a planet or jump into a targeted district that is chosen for us by the Battlefinder and Scotty, rather having Players be more of an active and determining component in the strategic process of designing the battle plan and implementing the invasion.
This would allow for the expansion of these ideas to allow a multi-concerted attack (i.e., hitting several districts at once). EX: district 5 is a production facility along with district 8 (all part of a 12 district planet). Initiating the attack on both would make more sense. But for those pushes to work, it would also make sense to initiate ambushes on Districts 3, 2, 9, &10 since they are all storage facilities. This would spread the forces holding the planet thinly, making the effort on the two production facilities easier and less organized on the side of the defenders.
The attacks on the storage facilities don't have to actually win, they just have to dwindle down the the clone counts and work as a distraction, on that is large enough and successful enough that it divert energy and resources to it.
Again, a meta-game approach to FW.
Aero, by far one of the better discussion I have had the recent pleasure of being involved with on here in a long while. Thanks. |
Kazeno Rannaa
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Posted - 2013.10.23 13:16:00 -
[6] - Quote
Aero Yassavi wrote:True Adamance wrote: Ah ha. I think I will do some research into just who you are Aero Yassavi. I think I have you previous character finally figured out! Good, good, because this is the completely wrong cookie crumb you'd need to follow to discover my identity before Aero Yassavi. Though I'm not saying it'd be impossible for you to figure out, the resources are actually there for you, but this is, again, the wrong cookie crumb.
Sorry about that Aero, I had a Zion flash back moment. Damn people have been trying to catch that curve ball for a minute and all it was, was a **** poor throw. |
Kazeno Rannaa
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Posted - 2013.10.23 13:17:00 -
[7] - Quote
Now if we could only see some water in this whole dust bowl style battlefields!! |
Kazeno Rannaa
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Posted - 2013.10.23 23:44:00 -
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Fox Gaden wrote:Monkey MAC wrote:Not bad, Not bad!
A few tweaks/suggestions if I may? I like the train idea but not necessarily the match types! If you want to make it feel more inclusive try
1) skirmish 1.0 (renamed "ground war") Enemy has to move mcc succesfully to point for win condition 2) standard skirmish, they are approaching the district null cannon 3) domination
If you really want you could add an ambush in their somewhere.
Also to make it a little fairer on the defenders, if at any point during stages 1 + 2 the attackers mcc is destroyed, they loose period! Ambush is the beach-head. The landing in an enemy district. Trying to get a foothold. Although it might work better if the Attackers had a limited number of clones, and the defenders had a limited amount of time. Basically it would be the Attackers trying to hold ground long enough for a CRU to be delivered, which would result in the Ambush OMS match to follow. If the Defenders can clone out the attackers they can prevent the Attackers from setting up a CRU and getting a foothold.
Fox I am liking where that idea is going. If you start out an Ambush match with both a 15 minute timer for the defenders to clone the attackers and the attackers having the equivalent of 8 full squad complements of clones (which turns out to be 48 clones, so the current number of 50 is a good base) and the objective to either last till the timer runs out or they, themselves, take over one of the defender's CRU's, eliminate the defending troop element, or push past a certain geographic marker with minimal contact to place a beacon for the friendly force's CRU, that could be a good beach head assault.
But then the question comes in whether or not the vehicles (specifically I am thinking of an air assault operation using multiple dropships, which would work better in skirmish 1.0 - ground war) should be allowed and what are we to do about the redline? Personally I think the redline in FW should be removed and some lateral movement should be allowed for the sake of simulating a more accurate and functional military operation. But this brings to question; what is the purpose of this particular beachhead assault? Is it to harass the enemy into shifting their forces to open gaps in other districts, is it an attempt at logistical disruption, or is it blitzkrieg? If it is the last, why would it start in assault, when en-mass zergs would throw everything they have at the enemy?
This seems to point towards strategic operational planning which means the player should have a functional and accurate map int he war barge. Without a basic understanding of the terrain of the district, mind you no the exact placement of installations rather the sockets and buildings, would allow for the commanders of the ground operation to choose between a couple of modes per-say: hit&run harassment, logistical disruption (sabotage), or full-scale military operational push (i.e., taking the district). This I feel would add to the complexity of the meta game.
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Kazeno Rannaa
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Posted - 2013.10.24 00:05:00 -
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[/quote] Why not simply have a rush style game called Beach head.... Ground war could be the escorting of the MCC when it gets locked to the district, to the main combat zone, then Skirmish, we the combat over the outlying points is fought, and then to domination where the central command structure of the district is fought over.[/quote]
That has potential. I think the item that I am concentrating on is the importance of variety in the number of options available to the commanders conducting operations.
The BF2/BF3 rush approach to the beach head idea I can run with and see the potential in it. Ground war being the progressing style of old Skirmish 1.0, but with more latitude in the use of terrain and choosing on whether or not to engage the enemy at particular points or from particular avenues. This would get the troops into place to assault the surrounding large sockets and consolidate their logistical lines to make the final assault on the Planetary structure, which would be the domination stylized match.
But then, the defenders should be able to respond with other Ambush OMS styled matches when conducting counter operations such as isolation and logistical disruption of the OPFOR invading the district.
MUCH to think about my brothers of this council of war.
Off to class. |
Kazeno Rannaa
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Posted - 2013.10.24 05:13:00 -
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Alldin Kan wrote:Aero Yassavi wrote:
- Ambush. The attackers are trying to gain a foothold in the district. If the defenders win, then the district is successfully defended and temporarily locked up. If the attackers win, proceed to case (2).
- Ambush OMS. The attackers gained some ground and opened up the battlefield to off map support. If the defenders win, return to case (1). If the attackers win, proceed to case (3).
- Skirmish. The attackers have made their presence known and are trying to seize as much territory as possible. If the defenders win, return to case (2). If the attackers win, proceed to case (4).
- Domination. The attackers are going in for the finishing blow on the critical objective. If the defenders win, return to case (3). If the attackers win, the district is successfully captured and temporarily locked up.
1. Ambush - like one guy previously mentioned, it should have a tight redline around the map, kind of like back on Chromosome. 2. Ambush OMS - ok 3. Skirmish - ok 4. Domination - Remove this mode and add Skrimish 1.0, in the previous battle the defender's MCC was destroyed so now the attackers can push all the way in the district with their MCC. Now if only there were proper balance changes for the infantry...
Personally I think the tight redline that is unavailable to the entire player base is one of the problems as of right now. For PUB Matches, I am ok with it because it is more like a gladiator arena approach to combat maneuvers. But in a FW match, if this is supposed to be connected to EVE, and is supposed to be the warfare between two factions, then there should be no redlines, AT ALL. The only safe zones in EVE are stations and High-sec space. And even in those everyone has access to them, you just can't kill each other. With us mercs, that is the MQ and war barge. After those two spaces, there should be no "all protective redline" that allows some player the ability to get the advantages of being in the combat zone with little to no part in the risks. Personally I think it is BS!
That being said, there are a number of options available to handle this particular issue of people not doing their jobs in FW, which is to get their tasked operation done no matter the cost, which are MCC only deployment, DUL's (drop up links), sticking together as a group, deployable beacons (this should be an equipment piece thrown like a grenade, kind of like popping smoke for artillery or a chopper) for the marking of needed installation drops (i.e., turrets, CRU's, or Depots) or getting in a vehicle and rushing designated positions and setting up a line of attack in the field.
People have become lazy and overly dependent on the redline as some sort of illusion of safety. in FW and PC there should be two things going on; Live fire should be on (i.e., friendly fire - hard core) which would demand the better training of the mercs going into FW and PC and better coordination of said mercs as they are being deployed and engaging their targets.
It is about time that we take the training wheels of and get down to business. |
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Kazeno Rannaa
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Posted - 2013.10.24 06:55:00 -
[11] - Quote
Booker DaFooker wrote:Fox Gaden wrote:Kazeno Rannaa wrote:What I would like to see implemented with this style of persistence is the ability to not only target a planet or jump into a targeted district that is chosen for us by the Battlefinder and Scotty, rather having Players be more of an active and determining component in the strategic process of designing the battle plan and implementing the invasion.
This would allow for the expansion of these ideas to allow a multi-concerted attack (i.e., hitting several districts at once). EX: district 5 is a production facility along with district 8 (all part of a 12 district planet). Initiating the attack on both would make more sense. But for those pushes to work, it would also make sense to initiate ambushes on Districts 3, 2, 9, &10 since they are all storage facilities. This would spread the forces holding the planet thinly, making the effort on the two production facilities easier and less organized on the side of the defenders.
The attacks on the storage facilities don't have to actually win, they just have to dwindle down the the clone counts and work as a distraction, on that is large enough and successful enough that it divert energy and resources to it.
Again, a meta-game approach to FW.
Aero, by far one of the better discussion I have had the recent pleasure of being involved with on here in a long while. Thanks. I think this is possibly where FW could go. AeroGÇÖs idea is something that can be implemented with what we have today, but would also fit very well into any number of advanced scenarios that could be developed later. They are talking about having EVE pilots fly the War Barge to the planet and anchor over the district to start PC battles in Planetary Conquest 2.0. They could easily adapt that to allow EVE players to start district battles in FW in this manner. Then EVE/DUST Alliances that specialize in FW can do as you suggest and plan their attacks at the meta level. of course! Eve FW corps could buy and transport clones to where they wanted them used then put out merc contracts for the districts required, maybe your available clone count is dependent on how many are bought?
BOOKER!!!! I sure as hell hope so. that would add the kind of twist and meta-gaming that would get everyone involved juices flowing. |
Kazeno Rannaa
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Posted - 2013.10.24 20:05:00 -
[12] - Quote
Laurent Cazaderon wrote:Aero Yassavi wrote:Faction Warfare right now has some flaws and CCP is addressing some flaws with the recent changes, mainly adding rewards. But even after these changes, faction warfare will still lack a sense of progression and EVE players trying to give support to their Dust players will still end up getting ping-ponged across New Eden. So why not knock out two birds with one stone? Part of the progression issue is that it seems odd that a 15 minute skirmish is all that decides the outcome of a district. Instead of making the battles longer, I propose the following. Say the Imperial Guard is attacking a district owned by the Republic Command. The battle will proceed as follows:
- Ambush. The attackers are trying to gain a foothold in the district. If the defenders win, then the district is successfully defended and temporarily locked up. If the attackers win, proceed to case (2).
- Ambush OMS. The attackers gained some ground and opened up the battlefield to off map support. If the defenders win, return to case (1). If the attackers win, proceed to case (3).
- Skirmish. The attackers have made their presence known and are trying to seize as much territory as possible. If the defenders win, return to case (2). If the attackers win, proceed to case (4).
- Domination. The attackers are going in for the finishing blow on the critical objective. If the defenders win, return to case (3). If the attackers win, the district is successfully captured and temporarily locked up.
Here is a flow chart by everyone's favorite cat to help you visualize this, http://i.imgur.com/fnaa7RI.pngEDIT: It came to my attention that a mod may mistake me for a Cat Merc alt. Obviously this is not the case, he simply helped me in collaboration of this idea over skype. Each battle would happen on the same mega terrain, but would use different maps and moods as you are moving to different portions of the district (perhaps rotating moods between matches to give the illusion of a day/night cycle). After each map, players will be returned to the warbarge where they wait about 5 minutes for the next stage of the battle to happen. If players leave, new players queued for FW will replace them. Bonus rewards for players who stick from the beginning of the battle to the end if successful. This would also help solve the case of EVE players ping-ponging across the warzone, as they would spend more time sticking around the planet then flying several jumps to the next one. Additionally, imagine you take all the districts that the Amarr and Minmatar fight over for example and string them together to form this circular track such that one district leads to the next nearby district and so on and so forth until the last district leads back to the first district. Now imagine you are on a GÇ£trainGÇ¥ following this track. Once the district you are fighting on gets GÇ£locked,GÇ¥ you advanced along the track to the next district. This will give an even deeper sense of progression for the Dust players as well as further help in keeping the EVE players localized. To accomodate for the large player base, new GÇ£trainsGÇ¥ will be created to follow this same track but be evenly spaced out. Also in this case, the district wouldnGÇÖt actually need to be GÇ£locked,GÇ¥ instead it simply wouldnGÇÖt be attacked again until the next GÇ£trainGÇ¥ arrives. And even better, CCP wouldnGÇÖt have to create anything new as this uses entirely existing resources. Not fan of the idea as it's using game modes that are broken. I'd rather see a brand new staged game mode being developped to have longer battles with a real feeling of "conquest". WHy ? because Dust desperately needs such a game mode. And because such a pattern of different rounds for the same battle, with difference game modes poses the issues of going from lobby to lobby, server to server, etc.. I'd rather have one game mode that lasts around 30-40 minutes with fail safe in case of major redlining\crushing.
You seem to forget that we DO NOT go from server to server if we are ALL ON Tranquility. A typical skirmish from start to finish right now does go for 20-30 minutes. A new game mode adds issues to an already problematic existence. Down the road I would hope to see something like what you are talking about, but what I think this group is really attempting to address is the solidification of the link between EVE and DUST, at least for FW, which would encourage consistent consideration and inclusion of each platform in the operational planning of FW.
With PC being limited in available territory and those that are currently district holder in those territories, the smaller and newly formed corps lack the resources and ability to get involved without it becoming a HUGE ISK sink, i.e., unattractive and unaffordable.
So that leaves all of us in smaller and developing corps the option of PUB matches (JOY!) to make money and FW to work on long term campaign tactics and corp training until more territory is released to the player base by CCP and CONCORD.
What DUST desperately needs is not another game mode that is going to throw a crap ton of glitches at the DEVs to fix and this small player bases to be frustrated, rather tightened game play, better inclusiveness and options for new players, , all of our basic dropsuits, weapons, and vehicles, and SOMETHING that begins to high light the connection between EVE pilots and DUST bunnies on the ground, i.e., that us DUSTERS are need by the capsuleers and that the capsuleers are needed by us. |
Kazeno Rannaa
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Posted - 2013.10.25 04:39:00 -
[13] - Quote
Llast 326 wrote:CCP please do implement the ideas in this thread, it will add to the game. My suggestion would be once a working model is in place do a beta run within the community by adding it as an option in the special contracts tab. This will allow us all (at different skill levels) to try it out and supply feedback towards development before a full implementation.
I think that is a really goods suggestion for the implementation of this particular thread. I guess the next question comes as to when we can get some detailed input from the DEVGÇÖs, and on a side note; when are we going to be getting some detail on the new suits an weapons coming in 1.7 so that we can begin to discuss them?? Final models?? |
Kazeno Rannaa
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Posted - 2013.10.25 17:42:00 -
[14] - Quote
Aero Yassavi wrote:Kazeno Rannaa wrote:Llast 326 wrote:CCP please do implement the ideas in this thread, it will add to the game. My suggestion would be once a working model is in place do a beta run within the community by adding it as an option in the special contracts tab. This will allow us all (at different skill levels) to try it out and supply feedback towards development before a full implementation. I think that is a really goods suggestion for the implementation of this particular thread. I guess the next question comes as to when we can get some detailed input from the DEVGÇÖs, and on a side note; when are we going to be getting some detail on the new suits an weapons coming in 1.7 so that we can begin to discuss them?? Final models?? I agree, some updates on 1.7 content would be nice, but let's try to stay on topic here.
Fair. I just had to throw that one out since I am feeling really good about the fact that the DEVs are watching this thread.
AS for the ideas, I think it is time to compile a listing of those initial features we are looking at presenting with it working down to the more advanced ones that can be implemented after the basic structure is inserted.
We have created quiet the mountain for the DEVS to sort through and climb. IF we are going to get this implemented, WE should take the initiative to sort through the content presented and create something that the DEVs can actually work with, i.e., a road map of sorts. If we can do that, what it will do is shine the light on specific features and the DEVGÇÖs would have an easier time of identifying the means of coding and getting them out to us that much faster since a mass majority of the work in conceiving the scaffolding is just waiting to be assembled. No cut pile necessary in carpenter like analogies.
It is almost a prefab house. Pick up the pieces and put them together. Fine tuning being of an absolute necessity, but the major lifting that is conceptualizing the building is done. Also this thing we call being recognized for the mass amounts of brain power that we are putting to work or the only payout as being the enjoyment of this game and the escape from our own existences for portions of our existence.
I will start to work on one version, if I can get Booker, Aero (but of course the OP) and all of the other major contributors to do the same. Then we could at least arrange a time to meet online in squad and talk this over on coms or something of the like.
What do you think? |
Kazeno Rannaa
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Posted - 2013.11.01 14:36:00 -
[15] - Quote
Vinsarrow wrote:Aero Yassavi wrote:From my perspective, and I don't have anyway to prove this but CCP can look into their stats and find out, the problem is two fold.
1) When you queue to search for a FW match, it looks for a district to attack. This is supported by the fact that if your faction owns 100% of the districts, thus no districts to attack, it results in the infamous Scotty error. Similarly, if there are a few districts to attack, but their is already a match currently going on in them, it will result in the Scotty error. So as soon as the losing faction gains a district, it will be the subject of all attacks. Thus, unless there is a massive surge by one side, like we saw when they introduced faction rewards, nothing will change. This is also further supported by the fact that since they introduced the new queue system for Faction Warfare, the state of control has always been one end of the extreme. Either one side owns 99-100%, or the other side owns 99-100%. The only time we see it inbetween are during these massive surges, which have flipped it to the other extreme in about 2 to 3 days.
2) Not many people like the Amarr, because the game portrays us as evil religious slavers. More people would rather be the space rebels, since popular sci-fi usually portrays the rebels as the good guys. Similarly, not many people like the Caldari who are portrayed as evil corporate pigs, while the Gallente are painted as the freedom fighter heroes of New Eden. Basically, since Dust 514's client doesn't share any of the positives of Amarr/Caldari or any of the negatives of Minmatar/Gallente, more people queue up for the latter. What this results in is all the people who don't care (i.e. they have all four factions checked) end up in Amarr/Caldari to balance the numbers out. This is supported at least from my experience of seeing several NPC corps from all races stacking up on the Amarr/Caldari side. And generally, these are not that good of players. Someone posted this in a different post & I thought I'd bring it here as we all know about this & it just makes for another point to why this new FW style set should be implamented in.
I think this is a very interesting point to bring up. One that I have been noticing of late. Fortunately my corp is primarily Amarr and Caldari supporters. The notion about the random number of noobs that get arbitrarily thrown into battles because they have either not chosen a faction or have not learned to adjust the battle finerGÇÖs options has turned FW matches into lop-sides trolling sessions. If I go it alone, my team may win, if I ma lucky enough to get dumped into a match that has serious, organized squads. If I get the opposite, then it turns into a proto-stomping. |
Kazeno Rannaa
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Posted - 2013.11.10 21:48:00 -
[16] - Quote
Has anyone finished compiling all the features together yet?? I have been buried with school. |
Kazeno Rannaa
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Posted - 2013.11.16 20:46:00 -
[17] - Quote
OK. Still working on the compilation. We should finish it and see if it can be presented to the CPM and the devs. Do we have anymore input on this one? |
Kazeno Rannaa
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Posted - 2013.11.17 02:13:00 -
[18] - Quote
Fox Gaden wrote:I did my best to compile the ideas in posts #237, #238, #239, and #240. I think I only got as far as the ideas on the 7th page though.
Later I had an idea to improve Ambush OMS in post #250.
OK. I have been trying to compile and group the ideas in relation to the responses from all of us. There seems to be primarily 8-10 of us that have been large contributors to the thread.
I am hoping to get the entirety of it together hopefully before 1.7 releases so that the DEVs have a chance to maybe make some tweaks for 1.8 so that we may be able to see one of our suggested changes by 1.8 and maybe a full FW release by 1.9.
Holiday is coming up and I hope this week to finish my compilation and have it posted by mid next week. Unfortunately school has been a particularly vicious mistress. |
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