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Django Quik
Dust2Dust.
2801
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Posted - 2014.04.09 07:48:00 -
[121] - Quote
Kristoff Atruin wrote:We can buy as many clone packs as we want without penalty for a good reason, it's impossible to actually stop us from buying them using shell corporations. I think the solution there isn't to limit the purchase of them, but limit the usefulness of them without making them weak.
Something like this: buff the number of clones in the pack, but only allow them to be deployed to planets within 2 jumps of a Genolution station or highsec. If you want to own large chunks of territory then, you need to attack and defend with the clones you made yourself. This makes the lab bonus meaningful, limits the usefulness of them but still gives new corps the chance to carve out a piece of the pie at the edge of the region.
I think the problems of PC can be boiled down to the fact that the design was built around the idea of location / geography being an important factor, and then the system we got threw that part out the window. Without that the mechanics required to make it work at all caused the system to become unstable and collapse. This is a great idea that needs to be implemented but is perhaps not hotfixable in PC1.0.
However, removing passive isk entirely means that there would be zero incentive to lock districts. That's that problem solved supremely easily and all connected problems massively reduced. The blue donut would become pretty pointless, as no one would be making any money. You could reduce clone pack prices to whatever you want and change the clone numbers and whatever else without having to worry about the economic side of things.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1942
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Posted - 2014.04.09 13:24:00 -
[122] - Quote
Don't have much to contribute here, because everything i think of keeps on bumping into the altcorp 'problem'. I don't neccesarily think it's a problem, kinda neutral on the topic atm.
Feeling like the Genolution pack is the culprit here, though.
One approach to the problem is to trying to come up with Real World analogs to the Genpak/altcorp mechaninc. The closest i've been able to get is something like when multinational corps like Boeing apply for protection as a 'fledgling industry'.
In that case access to protection is effectively gated through a legislative/administrative process and the lobby industry, so there is time and money involved in getting access to the Genpack 'Fledgling' status.
What if we do something like put a time lag on Genpacks? The PC pros will have to hammer out the details, but as a crude proposal what about:
- maybe a 2 week lag between buying and being able to use your Genpack.
- Corp participation in Genpack attacks must be 50% or greater, so at least half your mercs must be members of the altcorp. Failing to meet this criteria at match start(and throughout it's duration) means forfeiture of that match and loss of the Genpack. Also membership would have to be defined as older than 24 hours.
-Genpacks can't be stored in any way, shape or form: once the waiting period expires, the pack has to be used to set up an attack immediately, say in a 4 hour window.
Existing corps who wanted to use the Genpack mechanic for cross-region teleportation would then have maintain a queue of altcorps with Genpack applications to take advantage of the mechanic, as well as deal with the corp membership transfer hassle. This wouldn't stop the behavior, but it would make it a unappetizing logistical headache for wealthy existing corps looking to exploit the mechanic.
Lastly, all of this should be fairly easy to implement for CCP, so very little new code - perhaps True Grit's system is robust enough to accomodate something like this already.
Edit: Forgot the most important part: If measures like these worked, it would allow us to drop the price of a Genpak, making getting into PC less forbidding for new participants.
Also, along the same lines, what if Genpack clones paid out at different rates than planetary clones? What if Genpack clones were not capturable or transferable?
I support SP rollover.
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Thor Odinson42
Molon Labe. General Tso's Alliance
3322
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Posted - 2014.04.09 13:40:00 -
[123] - Quote
Kain Spero wrote:Thor Odinson42 wrote:
Locking wouldn't be an issue if the numbers were tweaked to make attacking and winning the most profitable action. Also make clone packs only available to non-landholders. If the primary advantage of having a district were being able to attack with more clones it changes everything. If you also introduced the window timers and 30 minute spawns of battles you have a game mode that is going to be played by a much larger portion of our playerbase.
Again, alt corps would make this a silly thing to try and implement. Example: you have Corp A and Corp B in an alliance but only Corp A has land. Under this setup Corp A hold the land and Corp B launches the clone packs.
That's fine, as I wrote it doesn't matter as long as the attacking is where the real ISK is made. You'd be changing the reward structure, thus removing any incentive to lock. It would be so fluid that it wouldn't matter.
And I don't think this is necessarily a long term solution, but it would help level out that learning curve that is holding back the other 99% of Dust players from PC. I think PC has to be noobed up a bit for it to grow into something interesting. The Dust playerbase isn't even remotely prepared for the high stakes of the current PC mechanics.
ML Director
Eve Toon - Raylan Scott
Level 3 Forum Warrior
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Thor Odinson42
Molon Labe. General Tso's Alliance
3322
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Posted - 2014.04.09 13:43:00 -
[124] - Quote
Kristoff Atruin wrote:We can buy as many clone packs as we want without penalty for a good reason, it's impossible to actually stop us from buying them using shell corporations. I think the solution there isn't to limit the purchase of them, but limit the usefulness of them without making them weak.
Something like this: buff the number of clones in the pack, but only allow them to be deployed to planets within 2 jumps of a Genolution station or highsec. If you want to own large chunks of territory then, you need to attack and defend with the clones you made yourself. This makes the lab bonus meaningful, limits the usefulness of them but still gives new corps the chance to carve out a piece of the pie at the edge of the region.
I think the problems of PC can be boiled down to the fact that the design was built around the idea of location / geography being an important factor, and then the system we got threw that part out the window. Without that the mechanics required to make it work at all caused the system to become unstable and collapse.
I agree on that note, I'm not hung up on whether you should be able to buy packs as a landholder or not. I just want to see mechanics that create a fluid system. One that doesn't reward a 30 man super corp that can turn off their PS4 and log into Dust for 45 minutes and keep their thumb on the other 99% of Dust.
ML Director
Eve Toon - Raylan Scott
Level 3 Forum Warrior
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Eugene Killmore
Red Star. EoN.
406
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Posted - 2014.04.09 17:07:00 -
[125] - Quote
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.
EoN. #1 alliance of ALL TIME undefeated in bloc warfare ;)
Forever repping that Red*Star 666 illuminati thug mafia.
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Kain Spero
Escrow Removal and Acquisition Dirt Nap Squad.
3246
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Posted - 2014.04.09 17:12:00 -
[126] - Quote
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.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1652
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Posted - 2014.04.09 17:29:00 -
[127] - Quote
No passive ISK No passive ISK No passive ISK Incentivize conflict over complacency, at this point the incentive to make ISK instead of fight is not only detrimental to PC now in terms of fair fights (if any) but also to any future iteration of PC where those that have made so much off the current mechanics have a huge upper hand and we're back to where we are now. No passive ISK No passive ISK
Supporter of tiericide, EVE interaction, and a proper NPE SoonGäó514
"No blue tags make Tallen go crazy.
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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 -
[128] - 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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Roy Xkillerz
Red Star. EoN.
29
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Posted - 2014.04.09 17:39:00 -
[129] - Quote
+ 1 add |
1pawn dust
Algintal Core Gallente Federation
134
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Posted - 2014.04.09 18:02:00 -
[130] - Quote
They need to fix PC before opening another region.
OP makes some valid points but there needs to be a corp hard cap on districts owned as well, its the only way to avoid a situation we have now, even if it means top tiers make alt corps to hold more districts, it should become exponentially harder to hold more districts.
hardcored set costs for use of ringers, and restrict ringers to a small % of district attacker/defender force
more district vulnerability over full 24hr, make corps diversify across timezones in order to hold territory instead of what we have now, which is broken as ****. |
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1942
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Posted - 2014.04.09 18:06:00 -
[131] - Quote
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. The thing about expanding to a new region is that, yes, it might reduce issues temporarily, but the same undelying flawed mechanics would still be there driving bad gameply, but might be much less obvious.
I'd rather see PC stay in the pressure cooker of Molden Heath until we hammer out mechanics that drive good gameplay.
I support SP rollover.
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1942
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Posted - 2014.04.09 18:07:00 -
[132] - Quote
Tallen Ellecon wrote:No passive ISK No passive ISK No passive ISK Incentivize conflict over complacency, at this point the incentive to make ISK instead of fight is not only detrimental to PC now in terms of fair fights (if any) but also to any future iteration of PC where those that have made so much off the current mechanics have a huge upper hand and we're back to where we are now. No passive ISK No passive ISK
Must +1.
I support SP rollover.
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Kain Spero
Escrow Removal and Acquisition Dirt Nap Squad.
3255
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Posted - 2014.04.09 23:20:00 -
[133] - Quote
Vrain Matari wrote:Tallen Ellecon wrote:No passive ISK No passive ISK No passive ISK Incentivize conflict over complacency, at this point the incentive to make ISK instead of fight is not only detrimental to PC now in terms of fair fights (if any) but also to any future iteration of PC where those that have made so much off the current mechanics have a huge upper hand and we're back to where we are now. No passive ISK No passive ISK
Must +1.
I'm pretty much in the same boat with killing off passive ISK except for the feedback I gotten from people outside the donut. The issue then becomes what incentivizes people to fight for districts or more importantly hold them? Holding a district means you have to react to those that attack you while living the life without land (which Imperfects strived for at the launch of planetary conquest) allows you freedom to fight when you choose to fight with no way for an enemy to attack you back although you have to base your match time on the timers set by district owners.
I will say that 110k ISK per clone for doing nothing while getting 100k per biomassed clone when it includes the cost of equipment used in fighting and the time in fighting as well is nuts. If it weren't more profitable to sit on clones then the current blue donut would not exist I don't think or at least the ties would be much more tenuous.
Can the prestige of having your name on district be enough to drive people to fix themselves into saying, "We are willing to defend every 24 to 48 hours at this set time should our enemies choose to attack us"? I think the drive to build sand castles is strong, but is it enough with just some minor variations of the current PC mechanics if the value of districts (passive ISK) is eliminated?
Long term mercs don't need to be owning the districts. I think PC 1.0 has proven that out. They need to be owned at the corporate level and there needs to be relative parity between Eve and Dust CEOs and Directors.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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Killar-12
OLDSPICE. Top Men.
2566
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Posted - 2014.04.10 00:16:00 -
[134] - Quote
Kain Spero wrote:Vrain Matari wrote:Tallen Ellecon wrote:No passive ISK No passive ISK No passive ISK Incentivize conflict over complacency, at this point the incentive to make ISK instead of fight is not only detrimental to PC now in terms of fair fights (if any) but also to any future iteration of PC where those that have made so much off the current mechanics have a huge upper hand and we're back to where we are now. No passive ISK No passive ISK
Must +1. I'm pretty much in the same boat with killing off passive ISK except for the feedback I gotten from people outside the donut. The issue then becomes what incentivizes people to fight for districts or more importantly hold them? Holding a district means you have to react to those that attack you while living the life without land (which Imperfects strived for at the launch of planetary conquest) allows you freedom to fight when you choose to fight with no way for an enemy to attack you back although you have to base your match time on the timers set by district owners. I will say that 110k ISK per clone for doing nothing while getting 100k per biomassed clone when it includes the cost of equipment used in fighting and the time in fighting as well is nuts. If it weren't more profitable to sit on clones then the current blue donut would not exist I don't think or at least the ties would be much more tenuous. Can the prestige of having your name on district be enough to drive people to fix themselves into saying, "We are willing to defend every 24 to 48 hours at this set time should our enemies choose to attack us"? I think the drive to build sand castles is strong, but is it enough with just some minor variations of the current PC mechanics if the value of districts (passive ISK) is eliminated? Long term mercs don't need to be owning the districts. I think PC 1.0 has proven that out. They need to be owned at the corporate level and there needs to be relative parity between Eve and Dust CEOs and Directors. I'd love if Clone sale was eliminated and the ISK for a sold clone was added to that of a biomassed one so 210k per dead clone... that might make ISK off of it... unless you're losing that is.
How to Leave PC
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1947
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Posted - 2014.04.10 01:03:00 -
[135] - Quote
How to address the passive income clone mechanic in a hot fix?
A Simple Risk/Reward Mechanic 1. Once your district hits its clone capacity(300 or 450 depending on SI, iirc) clone production is cut down to 1/10 of the current rate.
2. But for the greedy/needy......if you sell clones the clone production rate goes back up until you hit full capacity again, so the district owner can increase their passive income by running with a lower standing clone count.
That's it, end of fancy system.
Our elite pvp corps could maintain their sweet passive income by maintaining maybe only 150 clones in their district, knowing that they were pvp gods and able to beat any other corp in the game with 150 clones.
On the other hand, if they didn't have the balls for that they could maintain maybe 200 or 250 clones and significantly drop their passive income. It would also maybe give a boost to the SI that increases clone production rate.
I support SP rollover.
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Kristoff Atruin
Subdreddit Test Alliance Please Ignore
2034
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Posted - 2014.04.10 03:00:00 -
[136] - Quote
Another idea would be to cut down the value for automatic clone sales by quite a bit, and have one particular SI that holds a lower max number of clones but receives more isk per clone on manual sales. ie: the facility is better at preparing / storing clones, so a higher percentage of them arrive at the destination in good condition. So what you would ideally do is have some factories, a central cargo district and sales points to get your isk out. If you want to make isk then some point of your supply chain gets weakened, and due to clone movement attrition you want them close together. If someone takes out part of that chain or locks it by attacking, your income goes down.
To go with that we'd need to be able to transfer clones to other corporations, so if I didn't have a sales district I could sell my clones to someone who does with them taking a portion of the profit.
Not hotfixable, but it's an idea. |
Kain Spero
Escrow Removal and Acquisition Dirt Nap Squad.
3257
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Posted - 2014.04.10 05:59:00 -
[137] - Quote
Kristoff Atruin wrote:Another idea would be to cut down the value for automatic clone sales by quite a bit, and have one particular SI that holds a lower max number of clones but receives more isk per clone on manual sales. ie: the facility is better at preparing / storing clones, so a higher percentage of them arrive at the destination in good condition. So what you would ideally do is have some factories, a central cargo district and sales points to get your isk out. If you want to make isk then some point of your supply chain gets weakened, and due to clone movement attrition you want them close together. If someone takes out part of that chain or locks it by attacking, your income goes down.
To go with that we'd need to be able to transfer clones to other corporations, so if I didn't have a sales district I could sell my clones to someone who does with them taking a portion of the profit.
Not hotfixable, but it's an idea.
Yeah, an interesting idea. The more I think about it the more getting rid of auto sale makes sense. 5 districts? Not too hard to manage. 245 districts? Manual sale because a major logistical task.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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Django Quik
Dust2Dust.
2827
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Posted - 2014.04.10 08:16:00 -
[138] - Quote
Kain Spero wrote:Kristoff Atruin wrote:Another idea would be to cut down the value for automatic clone sales by quite a bit, and have one particular SI that holds a lower max number of clones but receives more isk per clone on manual sales. ie: the facility is better at preparing / storing clones, so a higher percentage of them arrive at the destination in good condition. So what you would ideally do is have some factories, a central cargo district and sales points to get your isk out. If you want to make isk then some point of your supply chain gets weakened, and due to clone movement attrition you want them close together. If someone takes out part of that chain or locks it by attacking, your income goes down.
To go with that we'd need to be able to transfer clones to other corporations, so if I didn't have a sales district I could sell my clones to someone who does with them taking a portion of the profit.
Not hotfixable, but it's an idea. Yeah, an interesting idea. The more I think about it the more getting rid of auto sale makes sense. 5 districts? Not too hard to manage. 245 districts? Manual sale because a major logistical task. Precisely. If passive isk is turned off completely, you can still make isk from each of your districts every day, it just becomes an active process and involves the inherent risk of lower clone counts. Risk <> Reward. Done.
DO IT
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Kain Spero
Escrow Removal and Acquisition Dirt Nap Squad.
3260
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Posted - 2014.04.10 15:44:00 -
[139] - Quote
Django Quik wrote:
Precisely. If passive isk is turned off completely, you can still make isk from each of your districts every day, it just becomes an active process and involves the inherent risk of lower clone counts. Risk <> Reward. Done.
DO IT
I still consider that passive ISK, but yeah it does add an active element to it. I just don't like the idea that people right now could log off for weeks and if their districts didn't get attacked they would come back to a bunch of ISK without even a small amount of activity.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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ADAM-OF-EVE
Dead Man's Game
1218
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Posted - 2014.04.10 16:06:00 -
[140] - Quote
i was under the impression we were meant to be taking contracts from eve players to capture planets so they could farm them for ISK.
my solution to pc is this. make all clone packs bought in eve, transferred in eve to desired district (so potentially destroyed), and any isk from creating clones goes back into eve.
this way the ISK generated is trapped in eve and not flooding dust.
in order to earn your isk dust side eve players would insure their clones. this will create a payout pot in dust to allow the mercs to get paid while in eve it will drain away isk mostly from isk generated from clone sales. so an isk sink in eve and a controlled amount of isk generated in dust
I will logi the s* out of you
https://forums.dust514.com/default.aspx?g=posts&t=99075&find
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CHANCEtheChAn
0uter.Heaven
51
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Posted - 2014.04.11 03:08:00 -
[141] - Quote
All this input is great and all
But say we implement all the good ideas to fix PC
The big blue donut dies
multiple corps come back into PC
YET
Every day, at a battle timer, its STILL going to be the top 20 AE, Paradox, Nyain San, Molon, STB, Fatal abs, What the French etc. Playing all the PC all day long everyday.
Only the top 16-20 players of corps get to play PC. Which is maybe 5%-10% of the DUST active population while the other 35% or so of daily players are proto PC ready and have to sit on the sidelines and never get any experience. The SAME players playing PC now are the same ones playing PC 4 months ago with the exception of new corps and specially gifted players.
This is a problem of PC, and Dust as well as the vets get more and more and everyone else stales out.
These players shouldn't be forced to play PC ,but veterans SHOULD NOT be allowed to hog DUSTs endgame to themselves every day while other descent to great corpmates sit in corp chat listening to PCs they won't be given an opportunity to fight, as every PC you need the absolute best 16, when corp power should be determined by not only small groups of quality, but also large groups of quantity like EvE .
Fix PC involvement } Fix PC } Fix the veteran to noob ratio } Increase Dust funding from participation and competition } Increase Output from CCP } Dust grows } Dust and PC fixed
Hmmm. The Meta is strong with this one...
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Django Quik
Dust2Dust.
2834
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Posted - 2014.04.11 07:56:00 -
[142] - Quote
@CHANCEtheChAn - these are the easy fixes that can be hotfixed in to deal with some of the glaring problems with PC1.0 - they will be only bandaids until PC2.0 comes along. You can not fix the problem of accessibility and low participation with a hotfix - that will only be possible with a whole new update, which could still be months away.
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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CHANCEtheChAn
0uter.Heaven
52
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Posted - 2014.04.11 09:43:00 -
[143] - Quote
Django Quik wrote:@CHANCEtheChAn - these are the easy fixes that can be hotfixed in to deal with some of the glaring problems with PC1.0 -youll be only bandaids until PC2.0 comes along. You can not fix the problem of accessibility and low participation with a hotfix - that will only be possible with a whole new update, which could still be months away.
The problem with accessibility is much easier than you may think So is low participation Which I've stated fully in an overly long post a few pages earlier
Everyone wants a shot at DNS and PC but A. Besides Outer.Heaven and maybe one or two other corps, Nearly every corp in the game not with DNS does not have a 16 man A team that can compete with say an NS A-team or an AE A-team.
Molden Heath is like 716243536383826 districts total, 245 of which are open, and you say ONLY a 16 player team is needed to control this whole star system?
BROKEN
1. 16 player team, not even necessarily in the same corp can hold all of Molden heath with no penalty for not being in the same corp or alliance Thus by this logic, why even have over 1 man corps, when that 1 man can bring in full teams of 15 for his PCs and those 15 don't have to pay taxes and just make a chat channel for you all to congregate?
SOLUTION
A. Limits to PC playability. You can literally go from one end of the universe to the other in one push of a button to protect your districts in PC or pubs. Pubs are of little significance where you go but PC is big significance. That's why I believe limits must be set on players playing PC over and over and over just like there are limits on the amount of players in a PC. EvE you can go anywhere you want and do things as much as you want, but takes time to reach your destination. While dust you can be anywhere you want to be, yet should be limited by the amount of things you can do. Thus a timer, or counter needs to be added, a simple UI addition to your neocom, that starts or subtracts as soon as you enter into a PC (AFTER 10 minute Warbarge) that counts a stock -1 or starts a timer (I've calculated a 50:00 timer) that counts down to 0 or 00:00, and until hitting 0 you may not enter another PC.
"This is limitating player playability blah blah blah " if this is your argument you are forgetting this is a FREE TO PLAY. FREE TO PLAYS being the Montra of waiting for things. But if desired, an AURUM pack can be bought that would allow you 1 extra stock or instantly reduce your timer to 00:00 once activated thus allowing you to jump back into PC immediately. Think of the income CCP. Re up attacks are now moved 50 minutes apart rather than 5. Also if you want to go the lore route, Pub matches are NPC Controlled thus use huge, highly advanced tech to send your consciousness flying across space to fight pubs, while in PC your tech is corp owned thus smaller and less advanced to save money and resources and take more time to send you across the universe or time limit is a safety precaution that an aurum bought key card would allow you to bypass.
Mmmm aurum, CCP Mmmm facing different players than the same 16 day after day after day after first attack Mmmm rethinking of how to set your district timers Mmmm blitzing and zerging is now viable Mmmm getting your logistics in order Mmmm getting off your ass to recruit to make sure you are now AT LEAST 3 teams deep in the PC ready department if you want Molden heath all to yourself
Less 16 player TEAM domination-More CORP and ALLIANCE domination-More DUST action and involvement from everyone-more people get to PC-More people come back to Dust-Dust gets more crowded and commited-Dust competition and strategy grows-More CCP money-More CCP involvement-MOAR DUST-Everybody wins
Hmmm. The Meta is strong with this one...
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CHANCEtheChAn
0uter.Heaven
53
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Posted - 2014.04.11 10:35:00 -
[144] - Quote
SIMPLE HOTFIX CODING
Never worked with a complex game engine like Unreal before (Oh yeah, so complex with its dollar tree price tag I'm sure) BUT Here goes the simple string theory
TIMER
(Battle is created, battle is stamped) (Que for PC battle commences) Check for individual player timer >= 00.00 If yes proceed If not yes, kick player from squad and que {allowing rest of squad to continue in if in squad with more than him/herself} (Enter warbarge) (10:00 WB timer begins) (10:00 WB timer ends) (Warbarge timer expires) (Player timer is set from =<00:00 to =50:00) (PC begins) If player is in battle he is battle stamped (Player leaves battle) (Player reenters battle que) Check player battle stamp If battle stamp match If yes proceed player into battle {prevent DC mishaps} If no proceed player into battle, player becomes stamped, player timer is set from =<00:00 to = 50:00 (Battle ends) (Payout is given)
I did timer as a scenario so that it does not limit the player as much as a stock timer would. A stock timer would only allow you to play a set number of PCs a day, which I believe is and should be discouraged by everyone. I believe a timer is a lot more forgiving because:
1. Theoretically a 16 player TEAM could hold 23 districts with the same 16 players. 1 district timer per 23 hours server uptime which I think is plenty of districts for a TEAM let alone an Alliance or Corp to hold. 2. Theoretically Allows the individual player to play up to 23 PCS a day, which if you ask ANYONE who has done this before that 23 PCs is overkill itself. 3. Theoretically Allows small elite corps at being effective at holding small number of districts effectively with just their A teams, while allowing bigger corporations to cover more Districts effectively equivilant to their size. Example: Corp A has 32 members active (without counting alliance and ringers) thus will theoretically be able to hold 8-10 districts effectively ( accounting for 2, 16 man teams per hour for the 4-5 hour a night that is "Primetime" for most corps). While corp B has 160 active players (not counting ringers or alliance) and thus theoretically be able to hold 40-50 districts during primetime hours. (Of course saying all players are of a high skill set)
Of course this is all theoretical but it works We are running corporations not clans In real life and EvE the bigger your corporation size, the bigger your potential for growth and covering all your basis This would also align dust to be more theoretically true While we know it won't be because of differing player skills and play times etc. this allows more PC involvement for all and makes PC more than just "you 16 go here and you 16 go there", over and over.
Quote and comment everyone's thoughts I'm open to suggestion and critique
Hmmm. The Meta is strong with this one...
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Kain Spero
Escrow Removal and Acquisition Dirt Nap Squad.
3262
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Posted - 2014.04.11 12:04:00 -
[145] - Quote
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.
Owner of Spero Escrow Services
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Vrain Matari
Mikramurka Shock Troop Minmatar Republic
1956
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Posted - 2014.04.11 13:06:00 -
[146] - Quote
Thinking about incentivising activity/conflict it almost seems like we have to break rewards up into scenarios.
For example, in those cases where one side wins through clone attrition, we would expect(perhaps someday) the subsequent capture of the MCC. Could we work this into our current mechanics through something like a simple die roll?
In those cases where you cloned your enemy, the server would use remaining allied/enemy MCC hitpoints to form an odds ratio, which it would then roll at end of match to determine if you were successful in capturing the MCC.
So if when you cloned your enemy your MMC was at 50% hp and the enemy MCC was at 50% hp your odds for MCC capture at match end would be 1 in 2. Lastly, if MCC capture was meant to be a rare thing, we could just scale the results of the final odds calculation. Payout could just be lumped into the final ISK rewarded for the match and split up using the current mechanics.
WhatGÇÖs an MCC worth, anyway?
I support SP rollover.
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Django Quik
Dust2Dust.
2834
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Posted - 2014.04.11 13:22:00 -
[147] - Quote
FYI -
Hotfixing = changing numbers
Hotfixing =/= adding anything new whatsoever
Dedicated sidearm scout - Watch out for that headshot
Scout community is the nuts
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Soraya Xel
Abandoned Privilege Top Men.
1907
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Posted - 2014.04.11 14:37:00 -
[148] - Quote
Kain, how would you feel about pushing for the removal/replacement of districts with whole planets being a single district/combat area? It would allow CCP to spread DUST to more regions without rampantly increasing the district count.
I don't think the total number of districts should rise much, but given how much EVE participation is relevant to where EVE groups live, I think it'd be ideal to get DUST in as many regions as possible. Reducing or removing the district pile would allow region proliferation without district proliferation.
I'd like to be your CPM1 candidate
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Kain Spero
Escrow Removal and Acquisition Dirt Nap Squad.
3263
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Posted - 2014.04.11 14:41:00 -
[149] - Quote
Django Quik wrote:FYI -
Hotfixing = changing numbers
Hotfixing =/= adding anything new whatsoever
There is actually a good bit of PC mechanics that can be changed server side or can result from changes in how things in Eve operate.
Something I'm curious to get people's feelings on. Time to get rid of the War Barge strike in Planetary Conquest? The original plan was to remove it with the change to the OB mechanics, but the CPM requested that it be left in so people in the PC community would have time to build their eve connections in response to the new mechanic.
Personally, unless OB support it opened to outside of corp and alliance I think War Barge strikes need to remain.
Owner of Spero Escrow Services
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Kain Spero
Escrow Removal and Acquisition Dirt Nap Squad.
3263
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Posted - 2014.04.11 14:47:00 -
[150] - Quote
Soraya Xel wrote:Kain, how would you feel about pushing for the removal/replacement of districts with whole planets being a single district/combat area? It would allow CCP to spread DUST to more regions without rampantly increasing the district count.
I don't think the total number of districts should rise much, but given how much EVE participation is relevant to where EVE groups live, I think it'd be ideal to get DUST in as many regions as possible. Reducing or removing the district pile would allow region proliferation without district proliferation.
In the long run I would like for planets and the districts that go with them to build up naturally from SI being placed on the planet with the planet having a limited number of slots like a suit or ship. Some planets have more slots (districts) and others have less but there is no district to interact with until something has actually been built first.
I'm not really sure about just having 1 district per planet. Maybe you have 1 keystone district on each planet, Soraya, that acts like a starting point with the above concept and it allows you to spawn side districts on the planet over time.
Obviously this is a digression and would not really be possible in a hot fix.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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