Bethhy
Ancient Exiles. Renegade Alliance
967
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Posted - 2014.01.26 13:32:00 -
[1] - Quote
Judge Rhadamanthus wrote:I think we have to consider the size of the player base too. We could balance it after matchmaking to allow for the smaller player base. Off the top of my head :
1) Scotty puts the best mix he can together based on queue size, squads etc. If a % of people on each team can run proto then any suit is allowed. If only one team has proto then it lowers the max tier allowed to advanced.
What I am getting at is maybe some match balancing can be made after the teams are together rather than before. Or another top of the head idea :
2) If one side is determined to be better geared, or has more pre-made squads the calculation for battle payout changes, so the disadvantaged team gets a higher reward than usual, to compensate them for the likely loss of more suits.
3) Build teams based not on gear or SP but on performance in the last 4 games. I have proto but rarely run it outside of PC, I have many SP but it is in a class that has less effectiveness than the same SP in another class. Look at my last few games kills and WP to decide my skill. Put my in a battle based on that.
Automated matchmaking in a sandbox universe with imposed limits.
We need difficulty levels in with risk versus reward scenario's the players can choose for them self's. No matter what tools you give a new player to couple month old player, they shouldn't be going up against a player that has been playing for a year, they will always get wrecked.
Regardless corporations where supposed to be saving to buy a giant flying warbarge, and then mercenaries in said corporations where to save and buy quarters on the Warbarge. Build trophy rooms, have hang out area's.. Spend time flying it to different places on planets and fighting for it. Then spending time grinding and building infrastructure on the planet districts we conquered. Video of the Old warbarge.
PC was supposed to take up a lot of everyone's time. Public matches where only for a ISk and possible SP grind when not participating in what DUST was actually about.
RPS: How do you have persistence in a match-based game?
CCP Wolfman wrote:
Thomas: We have, much like EVE GÇô in fact exactly like EVE! GÇô we have different security levels. We have high security, low security, and nulsec, where anything goes. And thatGÇÖs where weGÇÖre pretty much hands off. When youGÇÖre in highsec we have NPC generated battles, so youGÇÖll always be able to find a battle, youGÇÖre able to grind and get money, but without being exposed to the depth building an infrastructure on the surface of planets, things like that. But then as you play through into the lower levels of security it starts to be about: okay, IGÇÖve got the hang of the game, IGÇÖve got a group of friends, weGÇÖve formed a corporation, and weGÇÖve got backing from some EVE members for the corporation, so weGÇÖre going to hire a war barge, weGÇÖre going to load it up with supplies, and weGÇÖre going to try to attack this location. WeGÇÖre going to get our first foothold on a planet. And that is all scheduled and controlled. Those matches are planned, and the defenders are warned in advance so they have the opportunity to defend. Once you get into that kind of game youGÇÖre making a larger commitment in terms of time to be able to defend your things. And so the more you invest, the more commitment you have to have to protect whatGÇÖs yours. But thereGÇÖs always matches rolling in highsec.
From 2011 |