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IrishWebster
Molon Labe. Public Disorder.
116
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Posted - 2013.12.27 20:12:00 -
[1] - Quote
Right. I've been seeing these threads for a long time, and I always knew there was a problem with the idea of nixing all war points for people within their own redline. What about the people who get spawn trapped? It's not fair for them to get their war points scrapped when they CAN'T get out of the red line. So...
This guy happened:
Saxbrin Shain wrote:Make it work both ways: No WP earned for kills behind a redline. Period.
That would discourage players from sitting behind a redline all game, but it would also discourage teams from pushing their opponents into the redline and farming them for kills. It's only fair that, if you can't earn an orbital by trying to break out of a redline, you shouldn't be able to earn one while denying your opponent that opportunity.
Both situations can still be tactically advantageous, but you would then need to weigh whether playing unsportingly is worth the loss of warpoints.
Basically, no war points would be earned for red line kills, regardless if the killer or the killed are in the redline.
It would discourage red line campers from staying in the red line, and discourage those from trapping the enemy team in the redline. It'll encourage more sporting competition. I like it.
DISCUSS!! |
IrishWebster
Molon Labe. Public Disorder.
118
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Posted - 2013.12.27 20:35:00 -
[2] - Quote
jenza aranda wrote:To be honest i dont think that would really work in FW and PC where only things that matter is the win and wp dont mean anything.
I think a good way would be to halve the efficiency of any weapon or turret in or just near the redzone to discourage it.
I don't know about that. In any case, for either of these ideas, we would need some sort of indicator on the mini map of where our own redline is. I can't tell where it is at all, either on the main map or on the mini map. I'd suggest maybe a red dotted line to show the border of it? Seems easy and low processing cost for CCP. Easy to program. |
IrishWebster
Molon Labe. Public Disorder.
118
|
Posted - 2013.12.27 20:47:00 -
[3] - Quote
Agrios Endendros wrote:jenza aranda wrote:To be honest i dont think that would really work in FW and PC where only things that matter is the win and wp dont mean anything.
I think a good way would be to halve the efficiency of any weapon or turret in or just near the redzone to discourage it. If you would apply the penalty to those in the redzone, you need to impose the same penalty to those firing into the redzone, as well. I like both the no WP and the weapon damage halving, though. Just say that the MCC puts out a "Dampening Field" to prevent damage and instruments from properly recording. I think it would be great if scanners only scanned those outside of the redzone, as well. It would give redlined teams a better chance at busting out. I think these changes should not apply to installation turrets though. Most are placed in a position that is easy to take out, and it would somewhat defeat their purpose, otherwise. If they couldn't be left out, they should just be moved or the redline modified.
That's what I'm saying. To make it fair, the penalty of no WP would apply to both parties- those IN the redline and those FIRING INTO the redline. The damage modifier to reduce damage would be difficult to code, though. You can't just code for weapons firing into the redline- there's too much room for overlapping circumstances where the mechanic wouldn't work as intended. You COULD code for damage modification to only affect rounds hitting targets able to receive damage within the redline, but it would be complicated and time consuming. |
IrishWebster
Molon Labe. Public Disorder.
118
|
Posted - 2013.12.27 20:54:00 -
[4] - Quote
Sigberct Amni wrote:jenza aranda wrote:To be honest i dont think that would really work in FW and PC where only things that matter is the win and wp dont mean anything.
I think a good way would be to halve the efficiency of any weapon or turret in or just near the redzone to discourage it. That would lead to players gaming the redline's 'redline' as it were and no change really. Adjusting the redline or redline mechanics is using a tiny toons bandaid on a sucking chest wound though. The real problem to fix is match making in pubs and FW. Match making has to pair people up quickly and it has to pair up similar skill and gear levels. Thus far, I don't have a lot of faith in match making being tweaked correctly but I also know it would be a waste of time to tinker with battlefield borders that players will game no matter what rules or reductions you put on it.
Dude, with games like Halo and CoD that have HUGE player bases, with thousands of people online at any given time, matchmaking is easy. You have a massive pool of people to choose from, and that means a greater pool from which to pull your average player and pair him with players near his skill and experience based on different data and metrics.
In DUST, we have about 3-5 thousand players online at any one time. With a MUCH smaller pool of players, the extremes- players with extremely large SP advantages versus players with extremely low SP comparatively- are further apart. In other words your ranges are extremely far apart from your average, making matchmaking very difficult. Matchmaking can not and will not be "fixed" until we have more players. Perhaps a "band-aid" is not only what is required, but our only option for the moment. |
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