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Thread Statistics | Show CCP posts - 13 post(s) |
CHIPMINT BUTTERCUP
118
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Posted - 2013.10.31 11:56:00 -
[211] - Quote
CCP Greyscale wrote:
The general approach you're advocating here - addressing specific issues on a case-by-case basis - is, in my experience, not an efficient or effective way of dealing with exploits.
.
Again, so why not just ban delete the persons exploiting? People will start to get the hint.
Meh, why am I even trying CCP does not even listen to the CPM.
Good form Greyscale, hurt the legit players for a few rotten apples, good form.
DUST514 Love The Dream Hate The Product
(>GÇ+Gùá)G£î
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Drapedup Drippedout
G.U.T.Z
66
|
Posted - 2013.10.31 12:22:00 -
[212] - Quote
CCP Eterne wrote:Hello everyone,
I see there is some confusion about this because it wasn't messaged properly. I'm rather confused how it was left out of the official messaging for the hotfix deployed on October 24.
Regardless, this is the patch note for the hotfix:
"Apply a limiter, capping the warpoint gained per minute of the players who are farming warpoints or cheating."
This is to prevent people from setting up a scheme where a friend runs in and dies, then gets revived by a teammate, only to die again, and this happens over and over.
We of course want your feedback about it on if the limiter is too strict.
You guys are ******* morons. You can't fix a specific scenario, so you just decide a blanket nerf is the best option? How about you put a spawn timer on a newly revived clone for 3-5 secs that if revived and killed in that time frame, they are worth 0 WP? Why not put a cap that no more than 2 of the same nanohive or uplink can be active at once? Instead just a blanket nerf to all WP production? Is this a round about way to try to nerf the uplink/nanohive madness? If so, terrible idea. Again, because you're limiting everyone. All vehicle specialists get is a tank to kill and destroy, you've effectively crippled their WP gain in a minute because you're trying to stop a nanite injector issue? Get real, you're lazy and looking for a quick fix-all.
"Apply a limiter, capping the warpoint gained per minute of the players who are farming warpoints or cheating."
Find a way to satisfy the second part of your statement. Stick to limiting farmers and cheaters not EVERYONE. Instead you just limited anyone else who may be playing a legitimate game and simply dominating the battlefield. Everything in this game is centered around WP; orbs, match SP bonus, and ISK and you've just nerfed it for those who may go on a 'hot' streak?
******* geniuses. |
NAV HIV
The Generals EoN.
489
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Posted - 2013.10.31 12:29:00 -
[213] - Quote
Of all the things we witnessed in this game. . . One more "Brilliant" move to make the game better. FML. It's a FPS.
Point>Aim>Shoot>Kill = Rewards+Points+Gloating rights
Not
Point>Aim>Shoot>kill>take a vacation and repeat again
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Mirataf
WARRIORS 1NC
93
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Posted - 2013.10.31 12:30:00 -
[214] - Quote
Nova Knife wrote:SirManBoy wrote:
No and no. Your fourth point is especially troubling because it's as if you aren't aware of the fact that the marketplace carries these variants for us to buy and use. Some of these variants are diverse (only ammo, only triage, a combo thereof) and some are statistically indistinguishable from one another (ie. multiple proto uplinks with exactly the same stats--spawn speed, number of spawns, etc.) and are only different in name. Why, then, would I purchase these variants, if I were capped on how many I could use overall? The max carry and deploy stat has clearly always been associated with each individual piece of equipment, not the equipment class. Your position is based on your own bias against aggressive logistics play and does not represent the reality associated how the equipment was designed and the many variants within a type that were designed. The current system encourages me to purchase and consume a variety of items because I benefit by doing so. You would have it so my demand for all these items would decrease as I'd now be choosing several variants only based on which brand name I prefer. It would no longer benefit me to purchase and consume a wide variety of equipment variants because you would limit my ability to utilize those variants at the same time. Lame.
Please stop trying to be the playstyle police.
The purpose of the variants is to create flavor among players, to suit their needs and preferences. Not to cause an unholy amount of equipment spam. I spent a few minutes trying to track down a picture I've seen where someone took a screenshot of literally an entire objective's surrounding area was surrounded by friendly uplinks. Several dozen, all by different people using "Uplink suits". That is entirely unintended, and CCP has said as much. Equipment is supposed to be valuable, and carefully placed to help your team. Not simply be placed /everywhere/ by spam suits and then have the person swap to a 'slayer suit' when the spam is done. I'm not trying to be the playstyle police by any means. But I do take issue with people using mechanical loopholes that -do- result in framerate and performance issues. (Personally I don't mind the spam all that much from a gameplay standpoint because they feed me sweet delicious points when I blow all the equipment up, but there is no denying that it's just plain silly)
Nova, if you haven't already read from page 9. SirManBoy will defend this till his dying days, he genuinely believes that there is nothing wrong with dropping 26 pieces of equipment to farm and obviously the scalability of this and with the sandbox nature of the game and intended.
I'm sorry but if you have the normal what 3 logistics players per side with 78 pieces of equipment dropped per side 156 pieces of equipment in total, bloody ridiculous
Can you give a blue tag a poke and get an answer |
daishi mk03
Brutor Vanguard Minmatar Republic
282
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Posted - 2013.10.31 12:41:00 -
[215] - Quote
Let logis only deploy 1! single piece of equipment all the time. Be it a nanohive, a dropup or a remote. If he deploys another, the first one gets destroyed. Problem solved. Now you can only get massive WP through skill. |
Drapedup Drippedout
G.U.T.Z
66
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Posted - 2013.10.31 12:44:00 -
[216] - Quote
[/quote]
No and no. Your fourth point is especially troubling because it's as if you aren't aware of the fact that the marketplace carries these variants for us to buy and use. Some of these variants are diverse (only ammo, only triage, a combo thereof) and some are statistically indistinguishable from one another (ie. multiple proto uplinks with exactly the same stats--spawn speed, number of spawns, etc.) and are only different in name. Why, then, would I purchase these variants, if I were capped on how many I could use overall? The max carry and deploy stat has clearly always been associated with each individual piece of equipment, not the equipment class. Your position is based on your own bias against aggressive logistics play and does not represent the reality associated how the equipment was designed and the many variants within a type that were designed. The current system encourages me to purchase and consume a variety of items because I benefit by doing so. You would have it so my demand for all these items would decrease as I'd now be choosing several variants only based on which brand name I prefer. It would no longer benefit me to purchase and consume a wide variety of equipment variants because you would limit my ability to utilize those variants at the same time. Lame.
Please stop trying to be the playstyle police.
[/quote]
Correct me if wrong, but I thought those variants were there for Aurum use. Which would allow someone with nano's or uplinks at lvl 4 to run the lvl 5 prototype variant. What I believe Nova Knife is saying is that the aurum variants are not intended(I believe he cited, "CCP has said as much" as well) for you to purchase and run alongside the non-aurum variant. He's not the playstyle police, if CCP said it, then you my man are using an exploit as a playstyle. Enjoy it, apparently it won't be around much longer.
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Funkmaster Whale
Zumari Force Projection Caldari State
1037
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Posted - 2013.10.31 13:02:00 -
[217] - Quote
It's pretty evident CCP decided to choose the "lazy" route and not the "effective" route. You guys have given a big "**** you" to players who manage to do well and get kill streaks. In fact, I'm pretty sure this is one of those cases where you hurt the legit players more than the players exploiting for warpoints.
Seriously, you have one case of players exploiting for WPs via revives/kills and so you decide to do a blanket nerf to warpoint accrual. Some of the decision making at CCP just flabbergasts me.
Let me play you the song of my people!
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Brush Master
HavoK Core RISE of LEGION
941
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Posted - 2013.10.31 13:23:00 -
[218] - Quote
CCP Greyscale wrote:Sana Rayya wrote:Thanks Greyscale, for explaining the rationale and math behind the warpoint limiter.
The only thing I don't like is that the ceiling is scaled per minute from the very beginning of the match. In ambushes specifically, sometimes you spawn in within 50 meters of the reds, so you might end up scoring kills that are subsequently penalized within less than a minute of the start of the battle.
Maybe you should build incrementally from another fixed WP value other than zero - say 500 WP limit right at the beginning, then 400 WP per minute after that? Yeah, this is probably the next tweak in the line if we find it's still an issue after we raise the cap. Brush Master wrote: I am fine as long as this does not effect normal gameplay but when you say it clear that it is happening, are you giving the player any feedback when it is happening? This goes back to the reduced WP gain on rep tools. It looks like a bug because no feedback is given, just reduced number. How about some red letters or something beside the WP to let them know that WP is reduced that way we know that is not a bug or can clearly see this is happening.
Also, as others have said, this is the wrong way to implement something, you just did it and then asked for feedback, this is backwards and now we wait 1-2 weeks for a fix. These kinds of code pushes are what cause your player base to get mad and leave.
Clear as in we're actually showing you the reduced payout numbers, rather than doing something behind the scenes and not telling you at all. I agree that it could be clearer still, but if this is tuned properly (#1 priority right now) the only people seeing it should be people deliberately farming, and a) they should be able to put 2 and 2 together themselves and b) we don't want to spend any significant amount of effort making a better UI just for them [edit] Oh, yeah, the other thing I was going to say here - we don't discuss exploit fixes until we've shipped them, which includes this change. If we'd announced this early enough to get feedback, it'd have acted as an incentive for the farmers to knuckle down and get in a good few weeks of concentrated farming before we ship it. Aeon Amadi wrote:Flashbacks of dealing with Crimewatch, Greyscale? I'd characterise it as "lessons learned" rather than "flashbacks" but yeah, that's informing this decision-making
For the record, I suggested a point where logis consistently don't get feedback that they are not receiving WP aka repair tool cap and how this relates to this situation as well. As a logi, I know I am easily capping out and is very annoying to not have feedback that I'm at that cap, there is no feedback at all unless this system has changed? How will people know the are running into these caps thus letting you know they need adjusted? It is not as clear as it seems you think they are and as you have said you can't determine every situation so you need us to tell you.
As far as not discussing them here, please, the players know about these weeks and months before you do, there are videos, players share with each other, look at the result of not talking.
GÇá Havok Core - Closed Beta Corp - Accepting Applications Here GÇá
CEO // [email protected]
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IgniteableAura
Pro Hic Immortalis
267
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Posted - 2013.10.31 13:23:00 -
[219] - Quote
Getting more than 400wp a minute is hardly sustainable. Its unlikely that even 1% of players will ever hit this cap. If you do, congrats. You are the top 1% of the WP earners.
This sort of thing fixes a myriad of issues rather than point issues and I appreciate that. If this is honestly going to "change the way you play" with equipment then I am looking forward to less spam on the battlefield, but I highly doubt that behavior will change with this mechanic.
Stop making a mountain out of a molehill.
PHI Recruitment
or PHIsh Tank in game
Twitch
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Skihids
Bullet Cluster Legacy Rising
2370
|
Posted - 2013.10.31 14:40:00 -
[220] - Quote
CCP Greyscale wrote:
The general approach you're advocating here - addressing specific issues on a case-by-case basis - is, in my experience, not an efficient or effective way of dealing with exploits.
If we identify specific cases where, in the course of normal play, we're handing out too many WP, we should and will alter the way payouts are awarded, as and when doing so becomes a priority, so that they're paying in a more balanced manner. This is a balancing concern, though. As far as exploits, farming and the like go, you attack the root not the leaves.
With the introduction of this general cap mechanism are you going to remove the specific triage tool cap mechanism? |
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SirManBoy
Molon Labe. RISE of LEGION
334
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Posted - 2013.10.31 15:08:00 -
[221] - Quote
CCP Logibro wrote:Technically, this is functionally working as intended. However, this (and supply depot interaction in general) is something we would like to change (the exact details of what we will change it to are still being decided on).
This mechanic is not a bug or exploit. You guys are just a bunch of boring assault players who lack the creativity to think outside the box. You call it spam and WP farming, but all of my uplinks and hives are a massive advantage for my team and therefore my playstyle is as viable and legitimate as any other. Additionally, I get my fair share of kills, revives, and triage points from my rep tool. I'm not sitting at the edge of the map doing nothing and helping no one. Hell, I would rather have my WP throttled before having my playstyle banned. That's how much I enjoy it. |
MUDFLAPS McGILLICUTTY
OSG Planetary Operations Covert Intervention
66
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Posted - 2013.10.31 16:17:00 -
[222] - Quote
This "fix" is shitting all over my legitimate gaming experience. |
Skihids
Bullet Cluster Legacy Rising
2370
|
Posted - 2013.10.31 16:43:00 -
[223] - Quote
SirManBoy wrote:CCP Logibro wrote:Technically, this is functionally working as intended. However, this (and supply depot interaction in general) is something we would like to change (the exact details of what we will change it to are still being decided on). This mechanic is not a bug or exploit. You guys are just a bunch of boring assault players who lack the creativity to think outside the box. You call it spam and WP farming, but all of my uplinks and hives are a massive advantage for my team and therefore my playstyle is as viable and legitimate as any other. Additionally, I get my fair share of kills, revives, and triage points from my rep tool. I'm not sitting at the edge of the map doing nothing and helping no one. Hell, I would rather have my WP throttled before having my playstyle banned. That's how much I enjoy it.
Equipment WPs are naturally limited, you don't need an additional throttle (over the new general one anyway).
Deployment earns zero WPs. Usage is what rewards the Logi, and usage is limited by need.
You can't spawn more clones on uplinks than you start with in match. It matters not if you have one or thirteen active, the limit is clone death.
Likewise nano-hives don't sit and generate WPs on their own. A team member has to be receiving ammo for the Logi to be rewarded. There's a slightly more elastic limit on this, but it's capped by need.
If a match has a single Logi working his butt off deploying equipment where it will be used he can top the leader board and he deserves to. He just spent a large portion of he match making sure the slayers will have a good time, not spending a lot of time running to the front and back to a SD. He keeps the action intense and the match fun for everyone, and this is often at high ISK expense as proto equipment is quite expensive and the Logi is often on the front line making deployments that count.
Multiple Logis can deploy more equipment, but they can't increase the need for it so they compete for the existing pool. In that case two Logis might do well, but each place below the player with the most kills.
Think about it this way, if a match had a dozen support players and one slayer that sayer would clean up every match because he isn't sharing the available kills. Ridiculous? Well why is there a single Logi on your team? Is that play style so little fun for the majority of players that they avoid it? Why aren't you?
Rather than nerf the rewards, maybe the job needs to be made more attractive so the task of supporting the entire team isn't borne by a single player. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
438
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Posted - 2013.10.31 18:13:00 -
[224] - Quote
i dont think the great good players would be so upset about this..
______________________________________________________________________________________________ i have no interest in wp or kdr, my only sole interest is to make sure i give everyone on the enemy team a death. none shall escape my gift of death. |
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
108
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Posted - 2013.10.31 18:31:00 -
[225] - Quote
CCP Eterne wrote:Hello everyone,
I see there is some confusion about this because it wasn't messaged properly. I'm rather confused how it was left out of the official messaging for the hotfix deployed on October 24.
Regardless, this is the patch note for the hotfix:
"Apply a limiter, capping the warpoint gained per minute of the players who are farming warpoints or cheating."
This is to prevent people from setting up a scheme where a friend runs in and dies, then gets revived by a teammate, only to die again, and this happens over and over.
We of course want your feedback about it on if the limiter is too strict.
What an epic fail by CCP. Not only do you come up with a HORRIBLE way of fixing the problem but you somehow FORGET to tell us about it? Any plans on fixing this cluster ____? |
Orclev Nori
RisingSuns Public Disorder.
1
|
Posted - 2013.10.31 19:35:00 -
[226] - Quote
FYI this is probably what they are fixing. I don't think even master level WP spam can achieve this level of WP gain. THIS Via Dust 514 Reddit - 60000 WP in one match
I think fixing that crap is perfectly reasonable. The cap will probably be just high enough that protostomp and aurstomp awesomesquads can run pub matches like normal and not feel the squeeze. |
Earl Crushinator
Subdreddit Test Alliance Please Ignore
167
|
Posted - 2013.10.31 21:58:00 -
[227] - Quote
played a match when this was announced. hit the cap. played yesterday didn't hit the cap. Did pretty well both times - feels good now. |
Celus Ivara
DUST University Ivy League
122
|
Posted - 2013.11.02 02:50:00 -
[228] - Quote
Skihids wrote:SirManBoy wrote:CCP Logibro wrote:Technically, this is functionally working as intended. However, this (and supply depot interaction in general) is something we would like to change (the exact details of what we will change it to are still being decided on). This mechanic is not a bug or exploit. You guys are just a bunch of boring assault players who lack the creativity to think outside the box. You call it spam and WP farming, but all of my uplinks and hives are a massive advantage for my team and therefore my playstyle is as viable and legitimate as any other. Additionally, I get my fair share of kills, revives, and triage points from my rep tool. I'm not sitting at the edge of the map doing nothing and helping no one. Hell, I would rather have my WP throttled before having my playstyle banned. That's how much I enjoy it. Equipment WPs are naturally limited, you don't need an additional throttle (over the new general one anyway). Deployment earns zero WPs. Usage is what rewards the Logi, and usage is limited by need. You can't spawn more clones on uplinks than you start with in match. It matters not if you have one or thirteen active, the limit is clone death. Likewise nano-hives don't sit and generate WPs on their own. A team member has to be receiving ammo for the Logi to be rewarded. There's a slightly more elastic limit on this, but it's capped by need. If a match has a single Logi working his butt off deploying equipment where it will be used he can top the leader board and he deserves to. He just spent a large portion of he match making sure the slayers will have a good time, not spending a lot of time running to the front and back to a SD. He keeps the action intense and the match fun for everyone, and this is often at high ISK expense as proto equipment is quite expensive and the Logi is often on the front line making deployments that count. Multiple Logis can deploy more equipment, but they can't increase the need for it so they compete for the existing pool. In that case two Logis might do well, but each place below the player with the most kills. Think about it this way, if a match had a dozen support players and one slayer that sayer would clean up every match because he isn't sharing the available kills. Ridiculous? Well why is there a single Logi on your team? Is that play style so little fun for the majority of players that they avoid it? Why aren't you? Rather than nerf the rewards, maybe the job needs to be made more attractive so the task of supporting the entire team isn't borne by a single player. ^This.
Equipment only rewards WP when they are used, not when they are deployed. Thus, if a player is getting WP off their equipment, it's because they did something useful for the team. This is as true of the hard-working dedicated Logi as it is of the Supply Depot suit swapping spammer.
Now there are closely related issues that are worth discussing: -Does rapid equipment spam near SDs make areas too defensible? -Does having a vast abundance of uplinks (either in a small area, or across the map in general) hinder (or aid?) the value of troop movement related tactics?
These are discussions worth having. But, we must be careful to parse the situations we are seeing. Equipment spam occasionally generating mass WP spikes is not as destabilizing to the gameplay as many people are presupposing. |
Skihids
Bullet Cluster Legacy Rising
2377
|
Posted - 2013.11.02 03:25:00 -
[229] - Quote
Celus Ivara wrote:
Equipment only rewards WP when they are used, not when they are deployed. Thus, if a player is getting WP off their equipment, it's because they did something useful for the team. This is as true of the hard-working dedicated Logi as it is of the Supply Depot suit swapping spammer.
Now there are closely related issues that are worth discussing: -Does rapid equipment spam near SDs make areas too defensible? -Does having a vast abundance of uplinks (either in a small area, or across the map in general) hinder (or aid?) the value of troop movement related tactics?
These are discussions worth having. But, we must be careful to parse the situations we are seeing. Equipment spam occasionally generating mass WP spikes is not as destabilizing to the gameplay as many people are presupposing.
Equipment in very close proximity is visually arresting, but it is functionally useless. You can only spawn in once or get so much ammo before you are topped off. The rest of the equipment just contributes to noise pollution, attracts enemy flux grenades, and generates points for the enemy team.
There are only a few cases where multiple uplinks is a help and that's in places like the bridge in Domination where there are several obstacles that protect uplinks from view and the path to the objective is funneled through one narrow path. But even so I've deployed several on that map and had the enemy roll in and wipe it all out without an OB. A bridge full of uplinks won't save an outclassed team, and a good team can hold it with one.
The amount of equipment doesn't alter the available points. The worst part of concentrated equipment is the deafening roar that prevents you from hearing an enemy approach.
I believe the "equipment problem" is more visual and imagined than real and functional.
Some folks think that more equipment means more WPs for Logis because they don't realize the real limitation is the competition for the points. A lone Logi can earn just as much from a few pieces as a dozen if he's the only one vying for the points.
Those same folks don't stop to think that a few well placed uplinks keeps the match active and the battles contested. Without them it's a long slow slog to the objective and the attacking force is quickly cut down as it trickles in bit by bit. There would be many more boring matches without a good Logi creating molding the battle. |
Eris Ernaga
DUST University Ivy League
629
|
Posted - 2013.11.03 07:28:00 -
[230] - Quote
CCP Greyscale wrote:Nova Knife wrote:For the record, I feel like I should say that the CPM was told of this quite some time before deployment. We strongly cautioned them that it should never affect legit players, and there were a couple of us (Not all agreed) that this is not a good way to go about it. Not only did we get what felt like a patronizing pat on the head saying "Trust us, it will only affect the bad guys" but we tried to offer possible alternatives which were shrugged off.
While yes, this was the most efficient -stopgap- solution until a more robust one can be implemented, it is not ideal.
The ideal solution(s) once time allow are as follows :
(1) Absolute limit on points for a single action. IE: If you have five guys in a squad scanning and one guy kills a scanned victim, only one scan assist is given to the squad leader and the scan points are divided among those who earned them, with a bonus to the base value to the total points to keep them from earning +1's. There is no endless stream of +X's with this method, as multiple people trying to 'get in on the action' becomes moot and more time actually playing is the incentive. To this end, having multiple logi repping the same dude in order to farm guardian points would be moot, but multiple logi repping multiple different dudes would still get them all points. It encourages people to spread the love and work more as a team, rather than just everyone rallying around the 1-2 guys they know will crush everything.
(2) Re-assessment of squad bonus mechanics. (Will go into this later)
(3) When it comes to revives, the entire system needs to be revamped. I'll write a bigger post on how this should work, but essentially there should be persistent "overkill" HP. For example, A person is "Incapacitated" after being brought to 0 armor. if someone has 100 overkill HP, you would have to do more than 100 damage past their armor to "Kill" them, and they would not be able to be revived. If killed and dealt 48 of that overkill HP, they could be revived and survive another 52 overkill damage before being fully "dead". Players' not "dead" and incapacitated should be clearly visible as such and easily finished off. Revives should only be happening if a teammate saves someone just after they go down by killing their killer or forcing them to flee. No one should be getting "Kill" or "Death" stats unless the victim is down for good.
(4) Uplinks and Nanohives : Point accrual from these is mostly fine. The problem is people bypassing the "Max active" limit by using the same type of equipment but a different variant. This is unintended, and the only fix needed to stop "spam" is to fix this loophole.
The general approach you're advocating here - addressing specific issues on a case-by-case basis - is, in my experience, not an efficient or effective way of dealing with exploits. If we identify specific cases where, in the course of normal play, we're handing out too many WP, we should and will alter the way payouts are awarded, as and when doing so becomes a priority, so that they're paying in a more balanced manner. This is a balancing concern, though. As far as exploits, farming and the like go, you attack the root not the leaves.
Odd I don't think anyone has ever earned over 5,000 war points in a skirmish match so what's the problem. If the idiot red dots are to dumb to switch their spawn or give up then they deserve to die as is the case a lot of the times.
I mean I am in a firefight not exploiting anything and started getting my war point for kills lowered. Besides what does it fix that person is still getting killed and you are just lowering our sp and isk pay out it's already hard to make isk don't make it harder with this system.
Ba bang baby
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Eris Ernaga
DUST University Ivy League
629
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Posted - 2013.11.03 07:39:00 -
[231] - Quote
Penalized for playing good players who cheat ruin it for everyone.
Ba bang baby
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deezy dabest
Warpoint Sharx
81
|
Posted - 2013.11.03 09:41:00 -
[232] - Quote
I really want to thank CCP Greyscale on this since no one else has said it. Your communication was awesome in this thread and honestly changed my opinion totally.
As far as the changes go, once the numbers mentioned before are implemented there will probably be very few people legitimately hitting the cap. I have to agree with what (i think) Calus said where you should probably add a buffer at the start instead of basing it on zero. I have a decent amount of experience in fraud monitoring systems and can tell you that anytime you dont give a buffer from the start there will be false positives, also with a buffer you get a bit more forgiveness when you adjust your later filters. |
Minako Nakajima
Vortex State Empire Dark Taboo
26
|
Posted - 2013.11.03 09:51:00 -
[233] - Quote
Lol 3 OB just awhile ago in FW...
"The world we've come to love can often seem to collapse around us." // Terminally Insane
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843 Epidemic
377
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Posted - 2013.11.03 11:30:00 -
[234] - Quote
The better you are the shitter it gets
843-BANE
Director // Ranking Officer // BurgezzE.T.F
Contact me here
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Crash Monster
Snipers Anonymous
1724
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Posted - 2013.11.03 13:09:00 -
[235] - Quote
Random thoughts on the fixed fix...
1) Don't start at zero. You could start a bit higher and end at the same place.
2) Alternately, you could implement a small "overheat" style buffer which shrinks as you approach the total cap -- where going above the limit is absorbed to a small but tunable degree -- allowing you to slow down later and not violate the ultimate limit. Not as simple as #1 but could make the cap effect less visible.
Additionally, this doesn't really seem to do anything to stop the exploits. People with an exploit will apparently be able to gain maximum WP while not fielding and risking expensive gear. This suggests you DO still need to find ways to discourage use of these exploits.
It might also be possible to put in some per character WP limits. As exploits seem to involve complicit participants it would make it harder to take advantage of exploits without involving nearly everyone -- not that I wouldn't expect to see that happen also.
The goal, make it easier to actually play the game to earn rewards instead of screwing the game to earn rewards. Putting such a blanket limit system in place appears to reduce the outsized rewards for screwing the game but not the relative ease and risk of doing so compared to playing. |
CHIPMINT BUTTERCUP
130
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Posted - 2013.11.03 14:19:00 -
[236] - Quote
LOL everyone does know that the Blue Tags stopped reading this after we started pointing out how crappy a group of Dev's they truly are, right?
Anymore advice given in this threads is just falling on def ears.
DUST514 Love The Dream Hate The Product
Dusters - WhenGäó
CCP - SoonGäó
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CCP Greyscale
C C P C C P Alliance
100
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Posted - 2013.11.04 02:33:00 -
[237] - Quote
Crash Monster wrote: 2) Alternately, you could implement a small "overheat" style buffer which shrinks as you approach the total cap -- where going above the limit is absorbed to a small but tunable degree -- allowing you to slow down later and not violate the ultimate limit. Not as simple as #1 but could make the cap effect less visible.
Not totally sure what you're suggesting here, can you explain further? |
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DJINN Marauder
Ancient Exiles
2467
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Posted - 2013.11.04 02:38:00 -
[238] - Quote
Hello. I am still seeing the reduced kill points every few matches. It dropped down to zero today in one match following squad leader dropping an OB and killing 6, all of which were 0 pts.
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Forum Warrior LV. 2
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Llast 326
An Arkhos
322
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Posted - 2013.11.04 02:38:00 -
[239] - Quote
CHIPMINT BUTTERCUP wrote:LOL everyone does know that the Blue Tags stopped reading this after we started pointing out how crappy a group of Dev's they truly are, right?
Anymore advice given in this threads is just falling on def ears. Apparently not
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sssbassil
WarRavens League of Infamy
10
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Posted - 2013.11.04 04:31:00 -
[240] - Quote
Quote: Odd I don't think anyone has ever earned over 5,000 war points in a skirmish match so what's the problem. If the idiot red dots are to dumb to switch their spawn or give up then they deserve to die as is the case a lot of the times.
5100wp one game bud
this cap thing is pissing me off now, can u please fix this asap |
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