Aeon Amadi
Ancient Exiles. Renegade Alliance
4972
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Posted - 2014.02.18 17:41:00 -
[1] - Quote
Sounds bizarre, doesn't it? Hear me out, I'll be brief.
Pretty simple concept. Amarr and Caldari have, are and generally will get their asses handed to them in FW. So, incentivize the loss. Give them a bit more LP (Dust-side), just spit-balling but say 20% more LP. What's the worst that could happen, they get 90 LP for losing instead of 75? More talented players start fighting for them and even the odds?
Winning is incentive on it's own but we need a driving force to give some cyclical nature to FW and there are a few other games that have already hallmarked on this. Planetside 2, for instance, gives bonuses to factions with lower population.
Anyway, discuss.
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Aeon Amadi
Ancient Exiles. Renegade Alliance
4977
|
Posted - 2014.02.19 05:31:00 -
[2] - Quote
Ghermard-ol Dizeriois wrote:KAGEHOSHI Horned Wolf wrote:I would also incentivize winning on a losing faction by the same percentage, so people won't just want to AFK farm the LP. Too many AFK farming on a losing enemy faction is already too appealing; guaranteed loss means no chance of losing standing from the winning faction, and gain LP. Simply raising losing LP would be bad for this reason, in fact it may be better to ONLY raise winning LP on a losing faction. THIS @OP (Aeon): Kagehoshi is totally right here, the risk of LP farming becomes extremely high here: if I play as Caldari, not only I'll fight stronger enemies, but I'll also gain more LP by doing nothing: why should I exit from the MCC at all then!?
When I said "losing team", for all intents and purposes I had assumed the 20% LP increase for winning as well, demonstrating the worst effect it could have with the good effect being assumed. I'm saying that if the Faction itself is losing, they should receive some incentive to fight harder. Losing the match is a by-product of it, you don't gain standings and while it certainly incentivizes the win it doesn't really do much for the faction that is always consistently losing and has no territory.
Further more, consistently losing doesn't do much good for anyone because it goes back to the age old issue of "how do I cover my losses?" If you're not making enough LP to sustain your losses, you have to go fight pubs. Sound game design but the flaw in the logic is that the more people you have playing pubs to fund their FW affairs, the less you're actually going to have in FW. It's just a theory, but I'd say it's entirely plausible to kick a player out of FW by way of breaking their bank.
I don't really think that AFK farming is that big of a deal in Faction Warfare (having fought for all factions) because of that incentive to win. Getting an additional 20% LP on a loss isn't much but getting 20% more LP for a win is far more appealing; so it sort of balances itself out.
X7 lion wrote:Congrats, you sir are starting to see the fundamental issues with the game, but i am afraid your solution is only a bandage for the bigger issue of the fact the game mode (skirmish) is simply poor design.
Starting to? Hahaha, I've been coming up with theories (albeit, not always good ones) to help this game out since it was released
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