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Thread Statistics | Show CCP posts - 6 post(s) |
iliel
Capital Acquisitions LLC Public Disorder.
1
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Posted - 2013.12.31 07:24:00 -
[1] - Quote
FW has an easy temporary fix that could be implemented by the end of February. (or sooner )
1) Make it so that losing a battle means that one loses standing with the faction for which one is fighting. Exp. I'm fighting for Caldari, I lose, so I lose let's say 15 standing points (%20 of what I would gain if I had won).
2) Allow Eve pilots to pay isk on locations they desire so that only specific level mercs can fight there. That is, if there is a desired district, an Eve pilot may pay so thay between 1 and 16 players are of a certain level. For example, an Eve pilot can request that 2 mercs be level 10 (for 2mil isk each dust side) two mercs be level 5 (for 250k isk each dust side), and the rest have no level requirement. (The cost on Eve's side for how much each level must be determined by CCP.)
3) Allow people of certain level standings to accept FW contracts for that level or lower. Exp. If I am level 7, I can accept a contract for level 3 but not one for level 9.
4) Keep it so that no standings means no isk. I think personally that the base reward should only be loyalty. You should only get paid if you prove both your loyalty and also your skill (the latter would be made evident by one's standing. For, given the first change, only the best players would ever get to level 10 in an any Faction.)
These changes should make it so that the best FW players end up in the same matches: higher level mercs (presumably the better players, who are capable of squading with similar levelled players) won't want to play random fw matches - - since they could lose and therefore lose part of their standing.
Also, for Eve pilots, it would make it so that they're not simply throwing money into the wind. If they have the isk and want a planet, they can pay for it.
Of course, it would mean that 16 level 10s could squad up against 16 level 1s. But that's just the nature of war sometimes... |
iliel
Capital Acquisitions LLC Public Disorder.
1
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Posted - 2013.12.31 19:22:00 -
[2] - Quote
Let me reiterate. The solution to Team Deploy (i.e., the problem of teams of slayers stomping random noobs) is to add levels to FW contracts.
This can be done if and only if one loses levels by losing battles. Such losses would distinguish those players who
(a) can gather a team to play with (a team, obviously, is more likely to win than a group of randoms) (b) those players who are simply better than others and by how much.
The incentive is like real life - - being a better merc meas one gets payed more. Moreover, once players level up, they will not want to play FW for free. So newbies to a faction can enter into entry-level battles without worries.
This is such a simple fix and so easy to implement that it could be done as a minor patch rather than a major update.
1) Move the coding for playing with opposing factions to the factions themselves so that when one loses a battle one also loses standing with the faction for which one is playing. 2) Make it so that some FW have a level requirement (just as mercs need roles to join a PC). 3) Allow Eve pilots to bid on FW matches to guarantee that some or all of the mercs playing on one side are of a certain level. 4) Add the team play.
Steps 1, 2, 3 will eliminate any of the complaints that people have with regard to being pub stomped by teams. Better mercs will want to be paid. And the best mercs will want to get paid the most. So good mercs will likely not join entry-level contracts (1-3) and the best will likely not join mid-level contracts (4-7).
But like all games sometimes people just play to play and this means that sometimes one will have to face a team of slayers in a pub match. But that's life. And at least with these changes, those being stomped will know that the other players are not being rewarded. |
iliel
Capital Acquisitions LLC Public Disorder.
1
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Posted - 2013.12.31 19:43:00 -
[3] - Quote
Free Beers wrote:iliel wrote:Let me reiterate. The solution to Team Deploy (i.e., the problem of teams of slayers stomping random noobs) is to add levels to FW contracts.
This can be done if and only if one loses levels by losing battles. Such losses would distinguish those players who
(a) can gather a team to play with (a team, obviously, is more likely to win than a group of randoms) (b) those players who are simply better than others and by how much.
The incentive is like real life - - being a better merc meas one gets payed more. Moreover, once players level up, they will not want to play FW for free. So newbies to a faction can enter into entry-level battles without worries.
This is such a simple fix and so easy to implement that it could be done as a minor patch rather than a major update.
1) Move the coding for playing with opposing factions to the factions themselves so that when one loses a battle one also loses standing with the faction for which one is playing. 2) Make it so that some FW have a level requirement (just as mercs need roles to join a PC). 3) Allow Eve pilots to bid on FW matches to guarantee that some or all of the mercs playing on one side are of a certain level. 4) Add the team play.
Steps 1, 2, 3 will eliminate any of the complaints that people have with regard to being pub stomped by teams. Better mercs will want to be paid. And the best mercs will want to get paid the most. So good mercs will likely not join entry-level contracts (1-3) and the best will likely not join mid-level contracts (4-7).
But like all games sometimes people just play to play and this means that sometimes one will have to face a team of slayers in a pub match. But that's life. And at least with these changes, those being stomped will know that the other players are not being rewarded. This has motivated me to do a thread on team deploy. You bring up some of my similar concerns as I want team deploy but for specific purpose not more lopsided protostomping matching
Note my edit too - - I'd be interested in feedback on that from as many Dust players as possible. I want CCP to do this, so if money is the issue, my edit could solve that, especially if enough players like the idea.
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iliel
Capital Acquisitions LLC Public Disorder.
1
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Posted - 2014.01.02 17:10:00 -
[4] - Quote
CHICAGOCUBS4EVER wrote:Thor Odinson42 wrote:CHICAGOCUBS4EVER wrote:Im not saying team deploy isnt long overdue. What I AM saying is that capability is already present, and devoting precious time to implementing a formal team deploy at this time. With the plethora of other issues that are far more pressing, is where i disagree with pushing for that right now.
dust is 16v16. Before anyone ever deploys into a battle they should at the very least be aware that squads and teams are far superior than randoms.
Its not like dust is groundbreaking in the fact that large numbers mean team-based gameplay.
sorry if 70% of this community has no idea how to play such a game. Perhaps tutorials (lol) or a better system to allow randoms to learn the ways of the jedi...
lets see, in a single cycle (maybe even 2) do u want team deploy.....OR the FW system addressed, memory leaks decreased, overall game latency to improve and the rebels finally having to fess up to the truth that only because of a broken system do they hold all of their area of space?
we are in agreement on what needs to be done, i think its more the prioritizing of those things No doubt, I firmly believe that it's the payout system in pubs that has slowly pulled people out of squads and into the redline. When you can profit more from hiding and going 0-0 with 0 WP and profit more than the dude at the top of the leaderboard you are going to have problems. Fixing that should be the number 1 priority. The inherent flaw of the entire system couldnt agree more +1
Yes! +1000.
And Team Deploy as fast as possible. Remember that there was a time when there was no squad finder - - yet there were squads. So now have teams without team finder . . .
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