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Harpyja
DUST University Ivy League
972
|
Posted - 2013.12.29 02:49:00 -
[1] - Quote
I think a good solution to balance out FW is to scale the rewards based on the number of systems owned by each faction. When both factions have control of an equal amount of systems, then the rewards will remain the same as they are currently, or with a bonus value of 0%.
However, an increase in the number of systems will decrease the bonus, while a decrease in the number of systems will increase the bonus.
Adding up the bonus values for both opposing factions should equal 0, with an exception.
Let's say that faction A has control over every system in the warzone against faction B. Since faction B owns 0% of the systems, their bonus value is 100%. Faction A, however, since they control 100% of the systems, should have a bonus of -100%. But, here's where the exception kicks in. This bonus may not go below, say, -90%. So essentially faction A will receive a fraction of the rewards from a balanced state while faction B will earn double the rewards from a balanced state.
Here's why this makes sense and could fit the lore. If faction A is clearly winning, it would be beneficial for the faction to reduce spending and thus reducing the rewards. "It's nice that you fought for us, but because we are already in the possession of the majority of the systems, if not all, we simply don't value your efforts highly. We will however still give you something for fighting for our cause."
If faction B is clearly loosing, it'd make sense that they would attempt to bribe more mercenaries to fight for them by increasing the rewards. "We have taken notice of your efforts to fight against the odds. As such, we value your participation highly and we will reward you with great rewards in hopes that you will continue fighting for us and push us closer to victory."
I am hoping that something like this would make FW more fun for both sides. In the current situation, many players will flock to Caldari instead of Gallente because their rewards for fighting for Gallente will be extremely low and fighting for the Caldari will earn them great rewards. This should reach an equilibrium where both factions have almost the same number of systems under control and win/loss ratios will be close to 1, preventing all the frustration that would come from losing 10 matches for every win or the boredom from redlining the enemy team every match
I don't exactly know how this would play out, so the only way to see what will happen is to actually implement it and see what happens.
Please discuss
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Thor Odinson42
Molon Labe. Public Disorder.
2462
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Posted - 2013.12.29 02:58:00 -
[2] - Quote
I don't think the rewards should decrease for the winning side, but it only makes sense that incentives would be thrown out by the factions to pull in better mercs.
Perhaps ISK bonuses for wins or double LP for wins in vulnerable systems.
I think the answer should be contracts for Dust corps. FW Eve side could post contracts for systems. These matches would be team deploy for the one side (although I think team deploy should be possible for all FW matches).
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Mortedeamor
1147
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Posted - 2013.12.29 03:22:00 -
[3] - Quote
who plays fw for lp? and why enter anything that further lowers rewards? as is fw pays less than a pub with way more risk.
so hey lets make people make even less?
what exactly is the point of fw right now?
there is none..dust is about money..no smart gamer would play fw..more risk less reward ina game where risk vs reward is unbalanced in every mode with fw giving the least reward...
in other words what this thread says to me it fw is the most financially draining mode so lets lower payout further
yeah great idea GG bro (SARCASM )
why use suits when ccp gave us nice shiny op as hell tanks that cost next to nothing
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Niuvo
NECROM0NGERS Covert Intervention
939
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Posted - 2013.12.29 03:30:00 -
[4] - Quote
I wish something good comes out of level 10 in fw. |
Harpyja
DUST University Ivy League
972
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Posted - 2013.12.29 03:42:00 -
[5] - Quote
Mortedeamor wrote:who plays fw for lp? and why enter anything that further lowers rewards? as is fw pays less than a pub with way more risk.
so hey lets make people make even less?
what exactly is the point of fw right now?
there is none..dust is about money..no smart gamer would play fw..more risk less reward ina game where risk vs reward is unbalanced in every mode with fw giving the least reward...
in other words what this thread says to me it fw is the most financially draining mode so lets lower payout further
yeah great idea GG bro (SARCASM ) You're not thinking in terms of equilibrium bro
Implementing this should put factions into a state of equilibrium where win/loss is 1:1. Thus rewards will be as they are currently. Decreasing rewards for the winning faction would decrease player willingness to fight for that faction but for the other, helping the other faction win more and returning to a state of equilibrium. That's the whole purpose of increasing and decreasing rewards.
When the player market is introduced, LP store items will be valuable. You are wrong when you say that players don't play for LP.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Thor Odinson42
Molon Labe. Public Disorder.
2467
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Posted - 2013.12.29 16:52:00 -
[6] - Quote
Harpyja wrote:Mortedeamor wrote:who plays fw for lp? and why enter anything that further lowers rewards? as is fw pays less than a pub with way more risk.
so hey lets make people make even less?
what exactly is the point of fw right now?
there is none..dust is about money..no smart gamer would play fw..more risk less reward ina game where risk vs reward is unbalanced in every mode with fw giving the least reward...
in other words what this thread says to me it fw is the most financially draining mode so lets lower payout further
yeah great idea GG bro (SARCASM ) You're not thinking in terms of equilibrium bro Implementing this should put factions into a state of equilibrium where win/loss is 1:1. Thus rewards will be as they are currently. Decreasing rewards for the winning faction would decrease player willingness to fight for that faction but for the other, helping the other faction win more and returning to a state of equilibrium. That's the whole purpose of increasing and decreasing rewards. When the player market is introduced, LP store items will be valuable. You are wrong when you say that players don't play for LP.
That would be like cutting the salaries of all your players after winning the Super Bowl.
More likely, you'd see the teams that lost or didn't reach the Super Bowl overpay for free agents to join their ranks in the hopes of winning.
I think because of standings and LP you'd have to throw a big reward out there to entice mercenaries to hurt their standings. The incentives would have to be worth it. Currently it wouldn't take much because standings don't mean a whole lot (after level 4 or 5 its not really worth the grind).
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Malek McRoland
DUST University Ivy League
153
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Posted - 2013.12.29 17:02:00 -
[7] - Quote
Thor Odinson42 wrote:Harpyja wrote:Mortedeamor wrote:who plays fw for lp? and why enter anything that further lowers rewards? as is fw pays less than a pub with way more risk.
so hey lets make people make even less?
what exactly is the point of fw right now?
there is none..dust is about money..no smart gamer would play fw..more risk less reward ina game where risk vs reward is unbalanced in every mode with fw giving the least reward...
in other words what this thread says to me it fw is the most financially draining mode so lets lower payout further
yeah great idea GG bro (SARCASM ) You're not thinking in terms of equilibrium bro Implementing this should put factions into a state of equilibrium where win/loss is 1:1. Thus rewards will be as they are currently. Decreasing rewards for the winning faction would decrease player willingness to fight for that faction but for the other, helping the other faction win more and returning to a state of equilibrium. That's the whole purpose of increasing and decreasing rewards. When the player market is introduced, LP store items will be valuable. You are wrong when you say that players don't play for LP. That would be like cutting the salaries of all your players after winning the Super Bowl. More likely, you'd see the teams that lost or didn't reach the Super Bowl overpay for free agents to join their ranks in the hopes of winning. I think because of standings and LP you'd have to throw a big reward out there to entice mercenaries to hurt their standings. The incentives would have to be worth it. Currently it wouldn't take much because standings don't mean a whole lot (after level 4 or 5 its not really worth the grind).
Maybe. But think of it like this: the Super Bowl team cuts back salaries or releases players because they have the coaching staff to develop players for cheaper. If Gallente/Minmitar are winning the vast majority of the time, why pay them the same LP when they have loads of players to fight for them? They'll lower the LP rewards to cut back on the surplus of mercs they have chomping at the bit to pull a gun on any Caldari/Amarr.
Loyal Amarr and Caldari supporter
Don't even start with AV and how tanks are not OP.
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Thor Odinson42
Molon Labe. Public Disorder.
2467
|
Posted - 2013.12.29 17:05:00 -
[8] - Quote
Malek McRoland wrote:Thor Odinson42 wrote:Harpyja wrote:Mortedeamor wrote:who plays fw for lp? and why enter anything that further lowers rewards? as is fw pays less than a pub with way more risk.
so hey lets make people make even less?
what exactly is the point of fw right now?
there is none..dust is about money..no smart gamer would play fw..more risk less reward ina game where risk vs reward is unbalanced in every mode with fw giving the least reward...
in other words what this thread says to me it fw is the most financially draining mode so lets lower payout further
yeah great idea GG bro (SARCASM ) You're not thinking in terms of equilibrium bro Implementing this should put factions into a state of equilibrium where win/loss is 1:1. Thus rewards will be as they are currently. Decreasing rewards for the winning faction would decrease player willingness to fight for that faction but for the other, helping the other faction win more and returning to a state of equilibrium. That's the whole purpose of increasing and decreasing rewards. When the player market is introduced, LP store items will be valuable. You are wrong when you say that players don't play for LP. That would be like cutting the salaries of all your players after winning the Super Bowl. More likely, you'd see the teams that lost or didn't reach the Super Bowl overpay for free agents to join their ranks in the hopes of winning. I think because of standings and LP you'd have to throw a big reward out there to entice mercenaries to hurt their standings. The incentives would have to be worth it. Currently it wouldn't take much because standings don't mean a whole lot (after level 4 or 5 its not really worth the grind). Maybe. But think of it like this: the Super Bowl team cuts back salaries or releases players because they have the coaching staff to develop players for cheaper. If Gallente/Minmitar are winning the vast majority of the time, why pay them the same LP when they have loads of players to fight for them? They'll lower the LP rewards to cut back on the surplus of mercs they have chomping at the bit to pull a gun on any Caldari/Amarr. When you dominate and upgrade a system in Eve FW you can reap massive rewards. Huge rewards.
What would be the point of winning if you expect to see your rewards drop? If you think about this very long it should become clear very quickly why this would be bad.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Malek McRoland
DUST University Ivy League
153
|
Posted - 2013.12.29 17:11:00 -
[9] - Quote
Thor Odinson42 wrote:When you dominate and upgrade a system in Eve FW you can reap massive rewards. Huge rewards.
What would be the point of winning if you expect to see your rewards drop? If you think about this very long it should become clear very quickly why this would be bad.
I hate to say this, but if you know anything about an economy, a surplus of workers means wages drop or stagnate. As much as LP rewards dropping for the faction with a majority of districts, its just economics. The factions only care about winning, not what a merc thinks he/she should be rewarded with.
Loyal Amarr and Caldari supporter
Don't even start with AV and how tanks are not OP.
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Monty Mole Clone
Shiv M
88
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Posted - 2013.12.29 17:25:00 -
[10] - Quote
this would be a bit to harsh on the loyal min/gal players, so instead just use enemy system control as the modifier. so for instance if the minmatar have 90% control amarr players get 90% more standings and lp after the game and the minmatar get a 10% bonus |
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Master Jaraiya
Ultramarine Corp
1437
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Posted - 2013.12.29 17:30:00 -
[11] - Quote
So, players would get rewarded less for winning and increasing the territory of their faction?
Are you serious?
So why would anyone bother playing to win in FW? Oh so they get rewarded even less than when they started playing.
Makes perfect sense!
"The true measure of a shinobi is not how he lives, but how he dies."
- The Toad Sage
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Malek McRoland
DUST University Ivy League
153
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Posted - 2013.12.29 17:34:00 -
[12] - Quote
Master Jaraiya wrote:So, players would get rewarded less for winning and increasing the territory of their faction? Are you serious? So why would anyone bother playing to win in FW? Oh so they get rewarded even less than when they started playing. Makes perfect sense!
LP reward = short term gain
FW Balance = long term gains. Dust will live longer...as long as PvE is established soon after
Loyal Amarr and Caldari supporter
Don't even start with AV and how tanks are not OP.
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Mordecai Sanguine
What The French
234
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Posted - 2013.12.29 17:53:00 -
[13] - Quote
Harpyja wrote:I think a good solution to balance out FW is to scale the rewards based on the number of systems owned by each faction. When both factions have control of an equal amount of systems, then the rewards will remain the same as they are currently, or with a bonus value of 0%.
However, an increase in the number of systems will decrease the bonus, while a decrease in the number of systems will increase the bonus.
Adding up the bonus values for both opposing factions should equal 0, with an exception.
Let's say that faction A has control over every system in the warzone against faction B. Since faction B owns 0% of the systems, their bonus value is 100%. Faction A, however, since they control 100% of the systems, should have a bonus of -100%. But, here's where the exception kicks in. This bonus may not go below, say, -90%. So essentially faction A will receive a fraction of the rewards from a balanced state while faction B will earn double the rewards from a balanced state.
Here's why this makes sense and could fit the lore. If faction A is clearly winning, it would be beneficial for the faction to reduce spending and thus reducing the rewards. "It's nice that you fought for us, but because we are already in the possession of the majority of the systems, if not all, we simply don't value your efforts highly. We will however still give you something for fighting for our cause."
If faction B is clearly loosing, it'd make sense that they would attempt to bribe more mercenaries to fight for them by increasing the rewards. "We have taken notice of your efforts to fight against the odds. As such, we value your participation highly and we will reward you with great rewards in hopes that you will continue fighting for us and push us closer to victory."
I am hoping that something like this would make FW more fun for both sides. In the current situation, many players will flock to Caldari instead of Gallente because their rewards for fighting for Gallente will be extremely low and fighting for the Caldari will earn them great rewards. This should reach an equilibrium where both factions have almost the same number of systems under control and win/loss ratios will be close to 1, preventing all the frustration that would come from losing 10 matches for every win or the boredom from redlining the enemy team every match
I don't exactly know how this would play out, so the only way to see what will happen is to actually implement it and see what happens.
Please discuss
Best idea EVER. I just love you dude. Go work at CCP. Right now LP rewards and FW should be stopped. This is useless.
Players win so they play even more bring friends etcetc... What the point about making squad if you have 99% chance of losing ? You can bring them a squad in Amarr. But you'll lose anyway in minmatarr there's at least ALWAYS 2 squad with at least 2 tanks. The FW is meaningless because all race don't have their vehicules and dropsuits. Okay for vehicules Calda and Gallente have their own and Minmatarr / Amarr don't have.
But for the dropsuits ? Heavy are Amarr and Damagers are Amarr. Heavy machine gun is Minmatarr. Forge gun is Caldari. Heavy you're welcome at FW xD
Scouts are only one side for each battles Minmatarr and Gallente. Grenades are Minmatarr. Flux is almost useless in 75% of battles. AV weapons are only Calda and Gallente Remotes are Minmatarr. I'm a logi this is totally mindfucking......
FW should has wait a complete lineup. This has bring all these unbalance. |
Jacques Cayton II
Providence Guard Templis CALSF
374
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Posted - 2013.12.29 17:55:00 -
[14] - Quote
Monty Mole Clone wrote:this would be a bit to harsh on the loyal min/gal players, so instead just use enemy system control as the modifier. so for instance if the minmatar have 90% control amarr players get 90% more standings and lp after the game and the minmatar get a 10% bonus I like the idea it wouldn't be bad since gallente and minmatar already farm fw
We fight for the future of the State not our
personal goals
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Mordecai Sanguine
What The French
234
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Posted - 2013.12.29 17:56:00 -
[15] - Quote
Thor Odinson42 wrote:Malek McRoland wrote:Thor Odinson42 wrote:Harpyja wrote:Mortedeamor wrote:who plays fw for lp? and why enter anything that further lowers rewards? as is fw pays less than a pub with way more risk.
so hey lets make people make even less?
what exactly is the point of fw right now?
there is none..dust is about money..no smart gamer would play fw..more risk less reward ina game where risk vs reward is unbalanced in every mode with fw giving the least reward...
in other words what this thread says to me it fw is the most financially draining mode so lets lower payout further
yeah great idea GG bro (SARCASM ) You're not thinking in terms of equilibrium bro Implementing this should put factions into a state of equilibrium where win/loss is 1:1. Thus rewards will be as they are currently. Decreasing rewards for the winning faction would decrease player willingness to fight for that faction but for the other, helping the other faction win more and returning to a state of equilibrium. That's the whole purpose of increasing and decreasing rewards. When the player market is introduced, LP store items will be valuable. You are wrong when you say that players don't play for LP. That would be like cutting the salaries of all your players after winning the Super Bowl. More likely, you'd see the teams that lost or didn't reach the Super Bowl overpay for free agents to join their ranks in the hopes of winning. I think because of standings and LP you'd have to throw a big reward out there to entice mercenaries to hurt their standings. The incentives would have to be worth it. Currently it wouldn't take much because standings don't mean a whole lot (after level 4 or 5 its not really worth the grind). Maybe. But think of it like this: the Super Bowl team cuts back salaries or releases players because they have the coaching staff to develop players for cheaper. If Gallente/Minmitar are winning the vast majority of the time, why pay them the same LP when they have loads of players to fight for them? They'll lower the LP rewards to cut back on the surplus of mercs they have chomping at the bit to pull a gun on any Caldari/Amarr. When you dominate and upgrade a system in Eve FW you can reap massive rewards. Huge rewards. What would be the point of winning if you expect to see your rewards drop? If you think about this very long it should become clear very quickly why this would be bad.
I think rewards for the side that (really) lose should be better (at least twice at the moment). And for the other side 20% less rewards.
You said "why they should keep fighting if rewards goes down" Maybe because they win almost 8x more Lp than us Calda/Amarr and easily win standings which means anything now that Gallente and Minmatarr win standings every battle. |
Jacques Cayton II
Providence Guard Templis CALSF
374
|
Posted - 2013.12.29 18:13:00 -
[16] - Quote
Well if things go the way they have been their won't be anymore PC battles because their isn't any reward. Wait could you imagine it no fw battles O_O
We fight for the future of the State not our
personal goals
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Takahiro Kashuken
Red Star. EoN.
2073
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Posted - 2013.12.29 18:19:00 -
[17] - Quote
Your also talking about the tier system in EVE
More you have the more your LP goes on stuff you want with cheaper LP prices
Intelligence is OP
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