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Sir Dukey
The Unholy Legion Of DarkStar DARKSTAR ARMY
332
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Posted - 2014.01.12 19:19:00 -
[1] - Quote
So as many of you know, matchmaking sucks balls. Every time you go into a match without a squad it seems like you are put up against full squads of prototype stomping bastards. To fix this I have come up with several ideas:
-It's not my favorite but we can reduce squad size back to 4 but that won't really help with the proto tomping -We can make matchmaking based on net total of sp per team. So if 3 players have 1 mil sp each, they are equal to one player with 3 mil sp -We can set a net total of isk a team can use per battle so along with the MCC HP and clone reserves it shows isk stat. Once isk usage per team is reached, players are forced to use militia starter fits and no vehicles
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Lt Royal
Subdreddit Test Alliance Please Ignore
2436
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Posted - 2014.01.12 19:23:00 -
[2] - Quote
Matchmaking does indeed need fixing but not like the ideas you have suggested here...
Gÿ£GÿàGÿP Subdreddit Recruitment Video Gÿ£GÿàGÿP
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R F Gyro
Clones 4u
1038
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Posted - 2014.01.12 19:34:00 -
[3] - Quote
Reduce payouts (both SP and ISK) in higher security space, then allow players to choose the range of sec levels they want to fight in. Players would want to get the best payout they can, but if they go beyond their ability they get stomped, so they'll back off.
It won't prevent rich, high-SP jerks from ruining high sec games "for the lols", but that should be relatively easy to detect and can be dealt with by a license change & GM action.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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Asha Starwind
VEXALATION CORPORATION Partners of Industrial Service and Salvage
114
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Posted - 2014.01.12 19:44:00 -
[4] - Quote
I like the idea of smaller squad size, 25% of a team's fighting force rather than roughly 38%.
Matchmaking based on SP, just seems iffy, it feels like it help alleviate the gross mismatch problem that persist but just opens up entire other can op worms e.g. what happens when a player with +20M SP over the next guy joins a lobby?
The purse idea is just bad all around. Not being able use a fit that you already paid because the team can't afford it? Doesn't make sense does it, but would make for an interesting fixed value suit game mode: 50-75k suit battle royale. |
Vulcanus Lightbringer
Eyniletti Rangers Minmatar Republic
178
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Posted - 2014.01.12 20:19:00 -
[5] - Quote
What about restricting prototype gear from being used in public matches? Wouldn't that be a much easier, less invasive way of dealing with this?
(Tiericide now please...) |
elric the enchanter
xCosmic Voidx Partners of Industrial Service and Salvage
320
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Posted - 2014.01.12 21:02:00 -
[6] - Quote
Agreed that if we want to retain more new players etc, something has to be done, as it's demoralising getting proto-stomped no matter what your 'veteran status'. Fully appreciate that the 'modular' nature of the game hinders tiercide, but quite like the idea of experimenting with simply setting an ISK value per suit.
Think the ceiling of somewhere around 70-80k would allow for very decent advanced setups (speaking as a logi who's suits don't usually even come close to that), or a severely 'toned-down' proto suit. Suits above the limit would be unavailable (red as in out of stock) to call upon in battle but would still give plyrs the option to quickly 'tweak' them in case it was simply swapping an armour mod for instance.
It could potentially work along the lines of there then being 2 tiers before choosing match type - limited and unlimited. Players or squads' choice. Also make the rewards for each tier match the level of risk. (sorry if this has already been pitched)
Then matches in each tier would then be determined more by skill/teamwork than the isk value of suits.
I have no skills into the metal beasts, so can't comment on a decent price limit for them, but I'm sure something could potentially be worked out per vehicle type.
Tried being CEO of Cosmic Void once...
...but it's in safe hands now!
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