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Chesyre Armundsen
Thanes Of Dust
478
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Posted - 2014.03.31 03:27:00 -
[1] - Quote
So I was chatting with G8bri3l Vectoscope and comparing my SP and skill levels against his when we came up with the following:
My aproximate total SP is 18,480,000 My combined total of skill levels = 192
G8bri3l's aproximate total SP is 8,000,000 His combined total skill levels = 134
This got us thinking about the time we spend in game vs our skill selection and our pairing with other players in competition. If the match making system paired players within a "skill tier" based on the levels they've allocated to skills then players who have invested similar amounts of time into DUST would be matched. This could limit protostomping by decreasing the amount of players with proto fits in matches with less skilled players.
Here's the rundown: Your character level is based on the total of all your skill levels combined from all skill trees
Group 1 = 0-100 invested skill levels Group 2 = 101-200 invested skill levels Group 3 = 201-300 invested skill levels ... and so on
The approximate investment (according to the old skill planner tool) for a bare proto suit and AR is about 3,000,000. This is before additional modules or any other skills. With a SP tiered level system every player has the same ability to place points where they want, and specialized players will have the edge of gaining mastery in their field, but their functionality will be reduced. This trade off then reinforces role-specific play and encourages teams to work together.
Proto maxed "Group 1" players will be masters of their weapons, but another player who has equal points elsewhere might have a greater durability, improved scout skills, or be a dedicated vehicle pilot. This limitation on their skills means that running a proto fit isn't a cost effective play style for Newberries. If the player is a "Jack of all trades" and has a broader skill placement they may be more effective in a greater number of roles, but are in the same group and would have to work effectively as part of a team to survive.
The SP tiers could be broken into 100 "level" chunks where your character level is the total number of all skill levels added together. (eg: 0-100, 101-200, and so on) These "levels" could then also be tied to the security status of regions, with the higher sec being the "training ground" so to speak for newer players (Group 1) while they learn the nuances of New Eden in matches with similarly skilled players. The higher the "Group" the lower the security. These limitations would be placed on public matches, while Factional Warfare would be open to anyone so that there is again a greater need to play well as a team to win matches with higher stakes.
Squads would deploy to matches in the Group of the highest level player, unless the match is FW and then open to all level players. This puts emphasis on squads working together to keep their members supported and alive.
Thoughts?
Mihi gravato Deus - "Let God lay the burden on me!"
The Space Hippie
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Odigos Ellinas
Mannar Focused Warfare Gallente Federation
23
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Posted - 2014.03.31 03:36:00 -
[2] - Quote
You can't do this by SP its a skill tree not a lvl based character. If someone spends his SP in one direction and the other all across the skill tree its not balanced. |
Chesyre Armundsen
Thanes Of Dust
478
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Posted - 2014.03.31 04:04:00 -
[3] - Quote
Odigos Ellinas wrote:You can't do this by SP its a skill tree not a lvl based character. If someone spends his SP in one direction and the other all across the skill tree its not balanced.
Why can't it work tho?
RPGs keep players alive by pairing them with opponents of a similar skill level. These skills aren't evenly balanced and identical, but they offer a match where the player can succeed with a little work and luck. As the player gains experience and skills they gain access to new areas with greater challenges to overcome. Definitely more "Borderlands" or "Skyrim" and less "CoD".
This system keeps players who have spent similar amounts of time together in matches until they either gain the practical experience or skills to step into another level of combat.
No this isn't a traditional level. While one player may put his points into offensive skills with a particular weapon another may put them into defensive skills like armour/shield, or in vehicles. Add in that we can purchase additional modules with AUR and it's likely that both players will still last similar amounts of time when going toe-to-toe.
When players gain more skills then they move up the ladder.This keeps new players safer, longer unless they chose to step out of the box.
The idea is to limit protostomping while keeping a varied playstyle and unlimited access to all types of matches. The skills are always there and will only grow in number, but a system like this would mean that players who have been playing for 2 years would likely be paired with others who have been playing just as long.
Mihi gravato Deus - "Let God lay the burden on me!"
The Space Hippie
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Chesyre Armundsen
Thanes Of Dust
486
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Posted - 2014.04.07 04:50:00 -
[4] - Quote
BUMP
Mihi gravato Deus - "Let God lay the burden on me!"
The Space Hippie
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iliel
Capital Acquisitions LLC Dirt Nap Squad.
27
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Posted - 2014.04.07 08:29:00 -
[5] - Quote
Odigos Ellinas wrote:You can't do this by SP its a skill tree not a lvl based character. If someone spends his SP in one direction and the other all across the skill tree its not balanced.
I agree. The skill point balancing won't work. One's SP does not prove one's FPS abilities.
I think what needs to be done is basically what Halo 2 had and what, I think, Starcraft 2 has.
For every match won, a player receives let us 20 points. At 100 points, said player gets to level 1, at 200, level 3, and so on. If a player loses a battle, then that player would lose 10points. Eventually, after everyone plays for awhile, matchmaking can require that each team has approximately equal average levels. Joining as a squad would only inflate a player''s individual level, forcing that player to join matches in a similar or better squad in order to maintain the level.
The only problem with this is that players would lose levels, forcing them to face the truth about their FPS skills. But isn't that the nature of competition? Not everyone is or can be the best. And it's nice to know that some are better than you, some worse, and that you're never getting stomped. |
X7 lion
SWAMPERIUM
150
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Posted - 2014.04.07 10:17:00 -
[6] - Quote
match making simply cant work in dust due to the nature of its customization system, never mind the fact thats its designed around the idea of being apart of a bigger picture not some simple nothing counts game. if you want some thing els play some thing els
Immortality will not protect you from me. I am death incarnate, you will die.
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Xaviah Reaper
Nyain San Dirt Nap Squad.
437
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Posted - 2014.04.07 10:44:00 -
[7] - Quote
Skill point levels are different to total SP. If all levels were the same SP costs, then maybe some form of balance could fall into place. however, because some level 5 skills cost a total of around 1m SP, and some cost around 5m sp, this causes SP imbalance. It could cause more damage than good. for example ...
waiting queues increased imbalanced team play so far no method of playing with other tiers, you simply split the player communities into tiny pieces.
The only good thing i see coming from this, is new player experience. And NPE is not worth destroying the veteran community.
Me IRL :)
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KalOfTheRathi
Nec Tributis
1154
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Posted - 2014.04.07 11:29:00 -
[8] - Quote
This is called Matchmaking. We have asked for it for well over a year. This is not a new idea, this is one of the oldest requests on the Dust forums.
You need to understand some Really Important Information.
There is no matchmaking in Dust514. There never has been. There are no indications that there will be, at least anytime soon.
The player count is low. Maybe too low to have effective matchmaking. Maybe they are working on it. They have not shared that information if they have.
Welcome to Dust ... where there is No Matchmaking.
And so it goes.
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