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Ares 514
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760
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Posted - 2014.04.08 17:37:00 -
[1] - Quote
Kain Spero wrote:Traky78 wrote: 80 millions for 200 clones is too much, 60 millions will be much better.
I'm concerned if the price is too low and the clone pack to0 useful we'll just end up with everyone using clone packs rather than their districts. The higher price also makes sure that locking with clones packs is done at a significant loss.
Didn't read the entire thread. However, IMO the cost of clone packs needs to come way down. I would say base the cost on districts held, where the cost increases for each district owned something along the lines of:
(districts owned + 1) * 10 million
i.e.
0 districts : 10 mil 1 district : 20 mil 2 districts : 30 mil etc..
I think the 150 sized clone pack is the way to go. 120 is to few and 150 allows the other side to still clone you potentially.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
761
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Posted - 2014.04.08 17:42:00 -
[2] - Quote
Another thought I would add is that districts should be able to be attacked during their reinforcement window and the battle starts in 30mins from the launched attack so that you don't have 24+ hours to get the perfect 16 ringers in.
This would allow surprise attacks both ways as well as coordinated strikes by multiple corps allowing them to schedule the battles at the same time. I strongly dislike the random nature of the PC battle time which really messes up coordination amoung allies.
If you queue a battle more then 30 mins before the reinforcement window then the attack would occur at the start of the reinforcement window.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
769
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Posted - 2014.04.09 17:30:00 -
[3] - Quote
Kain Spero wrote:Eugene Killmore wrote:The only thing that will save PC is increasing clone pack size or adding the ability to buy up to 450 clones at a set price per clone. At this point every other PC change is inconsequential in my mind other than adding a new region.
Clone packs must allow corps a fighting chance and 120 is just stupid. And increasing clone pack size is such an easy change.
That and the price has to be drastically reduced to allow corps not in PC to be able to afford the multiple packs required to take a lot of districts. Then loose passive ISK and tons of issues are fixed. 3 variables and PC would be in a much better place.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
772
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Posted - 2014.04.11 15:14:00 -
[4] - Quote
Kain Spero wrote:Chance, when people are talking about a hotfix it means only server side changes are made not client side, and if you put in some kind of timer you would have to communicate that to the player in-game and thus it would require client side changes and likely UI elements. Also, I'm sorry but your ideas of putting completely artificial timers and barriers on how much PC players participate in is just plain bad and completely counter to the sandbox. Vet players will just resort to using their numerous 10 to 15m SP alts to bypass an arbitrary system like that. Simply, you would be adding an annoying logistical layer with no real benefit.
The solution here is not by creating some kind of corral but by adjusting the incentives. Eliminate auto sale and make fighting of much higher value than sitting on a district collecting clones and watch the sparks fly.
Dust is a lobby shooter and that isn't changing, so yes if someone has better players they will beat you. Long term one of the issues that needs to be resolved is the fact that every PC fight is for the ownership of the district. SInce it is such high stakes there is an expectation that you field your best or hire someone that can actually compete against your enemies.
Given what you said about hot fixes being server side I'm going to make a very valid assumption you know nothing about software releases. Hot fixes are NOT limited to server side unless CCP are complete idiots. This is why you see the client syncing, it's updating your client. How much they can update client side is debatable, but horfixes in all proper use of the term mean changing the code.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
772
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Posted - 2014.04.11 15:15:00 -
[5] - Quote
Django Quik wrote:FYI -
Hotfixing = changing numbers
Hotfixing =/= adding anything new whatsoever
Completely wrong. Even CCP is not this bad.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
772
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Posted - 2014.04.11 16:27:00 -
[6] - Quote
Kain Spero wrote:Ares 514 wrote: Given what you said about hot fixes being server side I'm going to make a very valid assumption you know nothing about software releases. Hot fixes are NOT limited to server side unless CCP are complete idiots. This is why you see the client syncing, it's updating your client. How much they can update client side is debatable, but horfixes in all proper use of the term mean changing the code. Of course you have to touch code to make any changes. It's a matter if that code is being handled by the server or the client. Example: changing a clone pack from 120 to 150 doesn't require any code changes on the client running on the PS3 and thus you don't have to download a patch for it. I'm by no means a programming wizard, but I do understand how CCP is able to handle updates and hotfixes.
I just don't want you to limit what you think they can achieve on a hotfix. I know a lot about software development and from what I have seen they have a fairly robust hotfix system. Obviously configuring server numbers SHOULD be easiest but small changes to the client side should be relatively easy to.
If we can push them to tweak a few items PC 1.0 could be much improved even if it still really needs a complete new version to make it what it should have been.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
772
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Posted - 2014.04.11 16:34:00 -
[7] - Quote
Kain Spero wrote:The system still needs to be balanced and adding mechanics that will add long term problems isn't the best course. I don't think the mechanics should go out of their way to punish players for being good.
I put out some pokes about the window issue and I'm also in the process of getting a meeting set with CCP so these issues can be discussed. When I hear something back about how much the timers can be manipulated I'll let you know. We just need to be careful we don't swing the pendulum so far one direction that it becomes the blob always wins or Planetary Conquest becomes something you MUST do every day to keep your district.
I really agree with Thor on these attack windows. The key is surprise and not always having the same guys on. You will still be able to arrange your best guys for when you launch offensives, but people will have a chance to catch you off guard and you might have to struggle the next few days to come back from their offensive.
Let's have 30 min pre battle timers during the attack window, this would create a lot more attacks and allow you to know exactly when a battle is so you could stack timers properly. This enabling 2,3 or more 16 man teams to deploy all at once creating a much more intensive organizational opportunity then the random times. Currently stacking timers is fairly ineffective since one could end up at 10 after and one at 50 after (seemed to happen to us a lot such that we gave it up).
The stacked timers that some corps, say call it corp N do then could be really punished since they would have to be ready every day for an attack at their ohhh, lets say 3am window. This would prevent corps from overextending and encourage more corps into PC.
Allowing 24+ hours notice for battles is crazy and I think what ruins the dynamics of this version of PC. With that much warning you are always prepared for an attack, something that is unrealistic and prevents many players from getting their chance to help the corp by being on during an attack window and filling an important spot.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
772
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Posted - 2014.04.11 16:39:00 -
[8] - Quote
Kain Spero wrote:Ares 514 wrote:[quote=Kain Spero][quote=Ares 514]
I just don't want you to limit what you think they can achieve on a hotfix. I know a lot about software development and from what I have seen they have a fairly robust hotfix system. Obviously configuring server numbers SHOULD be easiest but small changes to the client side should be relatively easy to.
If we can push them to tweak a few items PC 1.0 could be much improved even if it still really needs a complete new version to make it what it should have been. Agreed. The most important thing for these suggestions that they be low bandwidth.
I completely agree. Adjusting the ISK payouts in all honesty should take almost no effort on their part. Just remember that we need to keep clone costs low so that corps that don't own districts can afford to launch attacks. Even at 36 million it's just not worth it to do many attacks.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
773
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Posted - 2014.04.11 16:43:00 -
[9] - Quote
The Robot Devil wrote:Kain Spero wrote:1st Lieutenant Tiberius wrote:Good ideas, 200 clone Clone Packs would truly make battles a lot more exciting. I would know cause we've been fighting you guys and 120 clones goes away pretty fast lol
+1 120 Clones it utter crap and a waste of ISK. It has to get changed. Have multiple clone packs that offer different amounts of clones for a different price. That way a small number of clones could be bought to just add to the count for just a small amount of ISK. A corp may have limited funds but think they could win with 50 more clones. I also think dropping the time down to around 18 hours may help also.
Although having multiple clone packs is probably a good idea, i think adjusting the numbers on one is much easier and something they would actually do. I support 150 clone packs for 10 million ISK :)
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
773
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Posted - 2014.04.11 17:08:00 -
[10] - Quote
Kain Spero wrote:I think folks are underestimating the value of effective clone packs. I'm also curious now if a raiding mechanic can be implemented. What if instead of auto sale on the reinforce timer it spawns a match that you have to go into and win to get the ISK from your auto sale. The match spawns in other contracts for the attacker side where anyone can join. Attackers win they get ISK from the clone sale instead. Each side gets 40 clones.
The effect would be a way for corps without land to siphon ISK from the big boys and potentially use that ISK to fund effective clone packs rather the relying on just taxes and donations. (My concern is this idea would require too much bandwidth)
I'm fine with entertaining the idea of smaller clone packs I just think you won't solve PC 1.0 self attacking with clone packs unless the packs exceed the ISK you get from killing it combined with the passive ISK. Although with the above idea or turning off passive clone sales that problem would be largely eliminated.
Potentially a cool idea, probably to much work. I think to start we need to just make Passive ISK gain a thing of the past. Make it 0. You get nothing for doing nothing. In the long run they can give the proper rewards for owning districts but right now it's to much to address in a hotfix so lets just put an end to it since it causes a lot of issues.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
774
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Posted - 2014.04.11 18:28:00 -
[11] - Quote
Django Quik wrote:Ares 514 wrote:Django Quik wrote:FYI -
Hotfixing = changing numbers
Hotfixing =/= adding anything new whatsoever Completely wrong. Even CCP is not this bad. When have CCP ever added something new in a hotfix? They fiddle with numbers and fix bugs but anything even remotely new they leave for the big updates, even a lot of the bug fixes! Changing numbers of clone packs or removing passive isk I can see as doable in one of these hotfixes without too much bother but do you really believe that they'll be able to manage anything grander than that with PC1.0 without a proper update and before PC2.0 comes out? Do you really think they'll bother to monkey with the mechanics when they're going to tear it all down and replace it in a few months anyway?
Your quote saying hotfixing = changing numbers is completely wrong. Hotfixes often are used to fix bugs but they can also be used to add in content that you couldn't complete in time or to resolve something that ends up not working as intended. This can often mean adding new code, although for hotfixes it would usually be smaller changes.
I agree that they should only be making smaller changes; however, you're incorrect in thinking those changes can only be adjusting numbers.
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