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Bendtner92
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1593
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Posted - 2014.01.30 09:14:00 -
[1] - Quote
Marad''er wrote:So is anyone going to do the math for how much isk is going to be made off this with no risk?
Ill personally do AE's daily isk generation... Might even do all of RA as a whole. 245 districts * 8.800.000 ISK (assuming all districts are non-Production Facilities, which they're likely not. 8.8 million ISK since 80 clones produced per day * 110k ISK) = 2.156.000.000 ISK per day. Yep, more than 2 billion ISK made passively per day in PC.
My easy to do solutions: 1. Remove passive ISK generation. 2. Increase payouts for winning. 3. Make Clone Packs 150 clones with a 50-60 million ISK pricetag instead (or have different Clone Packs, so one with 120 clones at the current price and one with 150 at a higher price). 4. Fix the exploit where no-showing refunds the Clone Pack.
There, PC will be in a reasonable state until PC 2.0 comes around. That CCP has done nothing for months is simply inexcusable, and I just don't get it. So much ISK is being generated passively with no risk at all.
Alternatively you can also do this (involving a bit more work):
1. Delete PC. 2. (Re)introduce Corp Contracts, only this time it shouldn't list who puts up the contract, but just the time. Also there should be a minimum of at least 10 million ISK for putting up contracts.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
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1597
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Posted - 2014.01.30 11:02:00 -
[2] - Quote
I just don't get how hard it can be to remove ISK generation and fix the refunding exploit. Those two things would solve this problem right away. After that they can look at doing things like increasing the payout for winning.
They don't need to fix every single problem with PC as it's going to be deleted when PC 2.0 comes around. They just need to do those small bandaids.
It's also funny they were supposed to at least lower ISK generation (to 60k ISK per clone) three months ago, but for some unknown reason that has never happened. Just do these bandaid fixes and leave PC be until PC 2.0 or delete PC right now and forget it ever existed.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
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1597
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Posted - 2014.01.30 11:17:00 -
[3] - Quote
Aeon Amadi wrote:I always love reading the "remove 'x' content please" arguments. Last thing this game needs is less content - PC is the only thing that separates this game from a 100% match-maker shooter and, well, it just barely does that at the moment.
Removing ISK generation would just kill any reason to go into PC what-so-ever, the entire point of getting into PC is to make ISK and removing that defeats the entire purpose of a "risk vs reward" style gameplay. What we need is a more methodical way to go about it and one solution I really liked was having it so that clone packs could only be used to attack a district bordering a high-sec system. Gives a more tactical reason to have space in a certain area as opposed to just anywhere and it kills district locking all together in systems that -dont- border high-sec.
Only thing you need to do then is make it so that systems that can be attacked by those clone packs don't make any ISK from it; as previously stated. Gives players a reason and drive to push further into low-sec and more tactical space because otherwise they're subject to just constant attacks by just anyone and they don't make anything from it, only when their clones are at capacity in the district. All of that is something that can't just be done easily. Removing ISK generation and fixing the refunding exploit is easy. Reason for still wanting to get districts is to attack and make ISK from winning those matches, in fact, I even said they should increase payout for winning = more reason to get districts as they can get more ISK.
They absolutely shouldn't be trying to redesign PC at this point as it will be deleted once PC 2.0 comes around anyway, so there would be no point. They just need to do some bandaid fixes to keep PC running until we have PC 2.0.
As for my comment about deleting PC right now I think you missed my post on the last page where I wanted Corp Contracts (re)introduced instead. I also said this would involve more work than just doing the bandaid fixes I mentioned above.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
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1601
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Posted - 2014.02.01 16:39:00 -
[4] - Quote
Aeon Amadi wrote:Such stark opposition, disagreement and a general consensus all saying "remove ISK generation, increase ISK payouts". I don't think anyone really sat down and thought that out, at all.
How does it solve district locking if not promote it? If I am not making ISK from the selling of clones on a district filled to capacity, than it's pointless to have that district in the first place if not to coax other entities to attack it - which is essentially putting it up on the chopping block to lose it...
Further more, if that's the case, why not just attack it with a dummy corp anyway? I'm making more (guaranteed) money from doing so, thereby I could just throw clones back and forth between two or more districts with two separate corporations - not like I'm making any money from them at maximum capacity anyway. It's Red vs Blue but with profit as the main selling point. Removing ISK generation and fixing the refunding exploit would indeed solve district locking (with a profit), and certainly wouldn't promote it.
You wouldn't be able to just attack yourself either with a clone pack or from another district while making money from it.
If you're using clone packs it costs you 36m each attack and even if rewards were increased to for example 200k ISK per clone killed, you still wouldn't be able to make a profit.
If you're attacking from another district you might be able to make a small profit from each battle, but the attacking district can ALWAYS be attacked by anyone else.
PC does not need a complete redesign at this point. PC 2.0 shouldn't be too far of, so there's absolutely no reason to begin demanding huge changes to PC. At the moment PC just needs the few bandaid fixes in the form of removed ISK generation, fixed refunding exploit and possibly a ISK payout increase. Doing that would keep PC running at a reasonable level until it can be replaced by PC 2.0.
Edit: When I'm talking about removing ISK generation I wouldn't have a problem if it stayed at a symbolic value of 10-20k per clone sold. With 20k per clone it would be less than 2m ISK per district per day. Currently districts make 8m+ each day which is simply way too much.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
Imperfects Negative-Feedback
1602
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Posted - 2014.02.01 17:08:00 -
[5] - Quote
xxwhitedevilxx M wrote:Okay, here you're all saying that it would be good if they just fix this. But what about reinforcement windows? If the strongest asian corps made an alliance on their own they would be able to control any single district in molden heath. It's easy: attack any district between 16 00 ET and 19 00 ET then set your reinforcement window at 10 or 12 ET. How would you "fix" that? Just like Cronos tried to do?
Seriously though, what's the problem with that? Take the districts on the weekend and change the timer, or pay european or asian corps to take them? Or just don't lose your districts?
Look I'm not saying there aren't any problems at all with it, but now is not the time for huge PC changes, those should have happened months ago. Remove ISK generation and just keep PC running as it is until PC 2.0. Ideally it would likely have been better if each district had a 12 hour downtime of the owners choosing where the district couldn't be attacked while an attacker could choose to attack whenever he wanted within the other 12-hour period, but CCP shouldn't focus resources on PC anymore outside a few bandaid fixes, since that would likely delay PC 2.0.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
Imperfects Negative-Feedback
1603
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Posted - 2014.02.02 08:18:00 -
[6] - Quote
Aeon Amadi wrote:It's not just he 200k isk per clone; there's usually a baseline 1,000,000 per player active. Fielding a 16 man team and killing off all 120 clones would net you a 4m ISK profit.
And yes, the attacking district can always be attacked by anyone else - including your dummy corp that you're using to lock up the districts in the first place.
There's no easy way out of this, you can't just up and remove ISK generation without giving some other reason for having territory in the first place. Two million a day would cover the losses of perhaps three, maybe four people who took the time out of their day to defend it. The entire reason the ISK generation was increased to begin with was because people were losing more ISK than they were gaining, which I usually don't have much of a problem with but the band-aid proposed doesn't give any incentive to do PC at all. Corporations would be exhausting more effort to keep the districts than they were worth.
It's been eight months. At this point, we're long overdue for the meaningful interaction PC was supposed to provide; so it's not out of the realm of belief to want to see that happen. I'm a patient guy though, and I know PC 2.0 likely isn't going to come for at least another few months - on the other hand, the band aid applied shouldn't be yet another knee jerk reaction to people getting riled up and screaming "remove" or "nerf". This needs to be handled with a scalpel and none of the solutions proposed here are scalpel changes. 1. There isn't a baseline million ISK per player active. You are aware that all clones killed, including your own teams, is a part of the payout to the winning team? Thus, if you kill 150 clones and lose 100 yourself the winning team will get 25 million ISK or around 1.5 million per player. There is no more ISK than what comes from clones killed.
2. If people was losing ISK even if they were winning you increase active ISK generation (ISK payouts for winning), not pump passive ISK generation to insane levels. Passive ISK generation shouldn't cover your losses, winning should, so there would be no problem with removing passive ISK generation altogether or reduce it to a symbolic value of 2 million or less ISK per district per day.
3. If you're farming active ISK generation from attacking yourself from another district, the attacking district can always be attacked by anyone else. I have no idea why you're talking about a dummy corp attacking the attacking district, because if you're locking the attacking district up with a clone pack you just threw the profit you wanted to make completely out of the window.
4. Removing passive ISK generation would not remove all incentives to have districts. You would want to have districts to be able to attack others without the use of clone packs. The incentive in PC is about getting districts to be able to attack and make ISK from winning those matches.
5. I don't want CCP to allocate resources to try and improve PC. That would be entirely pointless. Let them work on other aspects that sorely needs the work, and give PC these few bandaids to keep it running. Removing ISK generation and fixing the refunding exploit would do exactly that.
Edit: Not to mention that redesigns of PC would take a while to be implemented, meanwhile PC corps are making billions of ISK EVERY day with NO risk. Removing ISK generation and fixing the refunding exploit would put a stop to that right now.
Edit2: Passive ISK generation should never even have been implemented, so I really have no idea why you're even defending it now. Passive ISK generation is insanely stupid and just needs to be deleted and forgotten about.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
Imperfects Negative-Feedback
1604
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Posted - 2014.02.02 09:21:00 -
[7] - Quote
NobIesse Oblige wrote:You're suggesting vehicles killed don't affect isk payouts? Yes, the only thing that affects ISK payout in PC is the amount of clones killed on both teams. The losing team will always lose 150 clones even if less was killed, unless they had less than 150 clones at the start of the match or used a clone pack (120 clones).
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
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1607
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Posted - 2014.02.02 23:29:00 -
[8] - Quote
Aeon Amadi wrote:Brosef, I've been doing PC for months now - I know how much I make when the other team no-shows with a clone pack. You still get paid a hefty amount. And the whole bit about attacking the attacking district with a dummy corp is really very simple when you're still making money from the clones you sent to the defending district in the first place. You increase the payout from the win and you're just refunding them the money anyway because you -already- get plenty of ISK from a no-show on a clone pack as it is.
Removing passive ISK Generation would be a bad idea. It's nice when you have people to attack and when people are attacking you but a lot of good it's going to do you when you don't, you'll just have this block in space with your name on it being worthless. It's basically forcing corporations and alliances to fight unnecessarily, there's no reason to do it other than "for the **** of it", that doesn't make any sense at all and there is no system in Eve Online or Dust 514 that goes off of that system.
Passive ISK Generation isn't "insanely stupid", it's actually rather smart considering that you don't want them to spend extra time on PC. It gives corporations a -reason- to do PC and a reason to have districts while we wait for a way to make ISK with work involved (PvE in Null-sec Sovereignty being a primary example). Band-aids need to be applied, sure, but the band-aid your suggesting just turns PC into pub-matches where you have to start your own battles and wait a day or two before they happen.
"Edit2: Passive ISK generation should never even have been implemented, so I really have no idea why you're even defending it now."
^ This is personal incredulity. If you know how much you make in PC you should really know that each clone killed = 100k ISK (amount has varied since PC was introduced, but I believe it's 100k atm) to the winning team. That means if 120 clones killed from a clone pack (and no clones lost on your team) your team gets 12 million ISK.
If you're spending 36 million ISK locking a district you attacked another of your districts with to farm ISK you sure as hell aren't making a profit. Your math must be really bad tbh.
Passive ISK is stupid when nothing happens. Having only active ISK ensures that there's a risk associated with rewards and also that people aren't just farming ISK in slow times. The reason to be in PC is to (or rather it should be) make ISK from winning matches, not farm ISK. If your only incentive for being in PC is to be able to just farm passive ISK GTFO.
Just keep wanting CCP to not do something about PC right NOW, but wait with changes until 1.8 or maybe even later while PC corps are making billions of ISK every day at no risk messing the economy (even more) up. Removing ISK generation and fixing the refunding exploit would stop that and a ISK payout increase should give plenty of incentives to still do PC (other than just wanting to hold districts to show epeen).
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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Bendtner92
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1607
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Posted - 2014.02.02 23:35:00 -
[9] - Quote
Severance Pay wrote:Alaika Arbosa wrote:They should hotfix removing it and all of the isk it has generated. This has the most likes in this thread. Make note of this CCP. I don't believe they should remove any ISK from players, but it's simply laughable how CCP hasn't done anything for weeks (hell, months) of knowing about it. Simply laughable.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
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R.I.P MAG.
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