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Author |
Thread Statistics | Show CCP posts - 13 post(s) |
Seeth Mensch
highland marines
47
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Posted - 2013.11.04 06:48:00 -
[241] - Quote
CCP Greyscale wrote: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?
Thank you so much for posting right after Chipmint's little diatribe about how dev's don't pay attention! <3 |
DJINN Jecture
Hellstorm Inc League of Infamy
65
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Posted - 2013.11.04 07:16:00 -
[242] - Quote
DJINN Marauder wrote: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.
I'm sorry to hear that, maybe if you stop shooting the guys in the militia suits with your proto weapons in pubs it may fix your problem. Your Zerg is strong Marauder. |
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CCP Greyscale
C C P C C P Alliance
102
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Posted - 2013.11.05 11:26:00 -
[243] - Quote
OK, cap ought to have been lifted from 250/300 to 450/500 today. If you're still running into it regularly after today's patch, please post here so I can look into what you're doing that's breaking our assumptions |
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Absolute Idiom II
SyNergy Gaming EoN.
830
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Posted - 2013.11.05 11:30:00 -
[244] - Quote
Is there a reason that you couldn't simply add a max(1000,[your formula]) statement to ensure that you don't start off the battle with a cap of 0, but with a reasonable cap of 1000?
Then only after 2.x minutes would your cap begin to climb higher than 1000.
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
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CCP Greyscale
C C P C C P Alliance
102
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Posted - 2013.11.05 11:40:00 -
[245] - Quote
Absolute Idiom II wrote:Is there a reason that you couldn't simply add a max(1000,[your formula]) statement to ensure that you don't start off the battle with a cap of 0, but with a reasonable cap of 1000?
Then only after 2.x minutes would your cap begin to climb higher than 1000.
It opens the door to yo-yoing in and out of battles to game the cap. We might do something along those lines if people are still having issues, but I'd much rather not and keep everything nice and tight.
(Yes, you can then try and track battles and persist the cap per-user per-battle, but at that point it stops being a simple fix and you're heading down the complexity rabbithole again.) |
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Absolute Idiom II
SyNergy Gaming EoN.
830
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Posted - 2013.11.05 11:50:00 -
[246] - Quote
Thanks for the reply. I think in reality, the match exit and loading times would make that a suboptimal play anyway, but I appreciate the principle at work.
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
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Noc Tempre
Imperfects Negative-Feedback
2613
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Posted - 2013.11.05 11:50:00 -
[247] - Quote
DUST sacrificing gameplay for the bottom line and lazy solutions again. You might as well just start selling the SP bundles for a flat rate now and get it over with. |
Absolute Idiom II
SyNergy Gaming EoN.
830
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Posted - 2013.11.05 11:54:00 -
[248] - Quote
^^^Mate, your logical reasoning is so flawed you should petition to be renamed Noc Sequitur.
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
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Noc Tempre
Imperfects Negative-Feedback
2613
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Posted - 2013.11.05 12:03:00 -
[249] - Quote
Absolute Idiom II wrote:^^^Mate, your logical reasoning is so flawed you should petition to be renamed Noc Sequitur.
You don't remember, that is what skill spikes were supposed to be. SP for $$$ at a flat exchange rate. Let's even assume boosting is a large problem with this game. How much return on investment is there from limiting them? Does CCP make more money? The customer convert rate from free-booster to pay-to-grinder must be abysmally low. However it DOES limit the current customers. Forces them to play more matches to make their weekly SP or better yet earn less SP in general.
If you want to tell jokes I've got one too: Rollover SP |
Ansiiis The Trustworthy
We Pay The Iron Price
377
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Posted - 2013.11.05 12:13:00 -
[250] - Quote
I hate getting nerfed. If I play in a squad I almost always get capped. |
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Brush Master
HavoK Core RISE of LEGION
952
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Posted - 2013.11.05 13:27:00 -
[251] - Quote
CCP Greyscale wrote:Absolute Idiom II wrote:Is there a reason that you couldn't simply add a max(1000,[your formula]) statement to ensure that you don't start off the battle with a cap of 0, but with a reasonable cap of 1000?
Then only after 2.x minutes would your cap begin to climb higher than 1000. It opens the door to yo-yoing in and out of battles to game the cap. We might do something along those lines if people are still having issues, but I'd much rather not and keep everything nice and tight. (Yes, you can then try and track battles and persist the cap per-user per-battle, but at that point it stops being a simple fix and you're heading down the complexity rabbithole again.)
Can we remove the logi repair tool cap since we have a global cap now.
GÇá Havok Core - Closed Beta Corp - Accepting Applications Here GÇá
CEO // [email protected]
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Fox Gaden
Immortal Guides
1499
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Posted - 2013.11.05 13:34:00 -
[252] - Quote
Noc Tempre wrote:Absolute Idiom II wrote:^^^Mate, your logical reasoning is so flawed you should petition to be renamed Noc Sequitur. You don't remember, that is what skill spikes were supposed to be. SP for $$$ at a flat exchange rate. Let's even assume boosting is a large problem with this game. How much return on investment is there from limiting them? Does CCP make more money? The customer convert rate from free-booster to pay-to-grinder must be abysmally low. However it DOES limit the current customers. Forces them to play more matches to make their weekly SP or better yet earn less SP in general. If you want to tell jokes I've got one too: Rollover SP Are you drunk? |
Jak'Saan
3dge of D4rkness SoulWing Alliance
63
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Posted - 2013.11.05 14:32:00 -
[253] - 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.
To me the fix to this setup is simple and does not hinder actual killers: Recently needled clone: any deaths should not merit wps x seconds after needle (prevents waiting for needle to kill someone) Needling a clone: should not merit any wps until victim survives x seconds after needle (prevents scenario mentioned above and needle farming in hostile environments) |
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