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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
875
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Posted - 2014.04.14 19:31:00 -
[1] - Quote
Real solutions: 1. Remove all passive isk generation. You must actively use your district to make money (PvE) Officer item generation is better than the current isk generation. Low chance of officer drops and other equipment based on usage. PC should revolve around bottom-up income streams.
2. Allow corps to bring 64 players into a match. No more 24 player groups defending 100 districts (some districts can have 64, 32, 12.) Allows smaller elite corps to hold specific districts and never lose them while allowing larger corps the freedom to "zerg" smaller elite corps
3. Reinforcement timers should only effect the last battle. Attacks should be able to happen at any time. Once there is 200 clones the distinct is locked and the final battle happens on the specified timer. Again, keeps single 25 man corps from holding onto large swaths of land and timer stacking. (all corp members get a mail when a district is under attack and they can go defend)
4. Remove clone packs entirely. Allow corps to "accrue" clones through FW/Pubs. They are allowed to have a single facility as a corp that is genolution owned. Once full they can use this to raid a single district. It can only be used when full, all clones are sent. Clone generation rate needs to be balanced. (a corp in PC should not be using clone packs, if they want to use clone packs they have to play pubs/FW to earn them. They can only earn one. This keeps "shell corps" from becoming an issue as then the players have to be active in that corp and can only issue a single attack)
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
877
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Posted - 2014.04.14 19:59:00 -
[2] - Quote
BrotherofHavok wrote: How could you say that adding more players into the match would be a good idea? It's already at 32 players (16v16) and has more lag than all other game types combined. Doubling the number of players in theory could decrease said lag, but with CCP's record and abilities would more than likely destroy the gameplay entirely.
Lag is not a derivative of the number of people playing. Frame rate, yes. But its not my job to optimize the code, thats up to CCP to ensure. There are plenty of PS3 games that go far and above the 32 player limit. Many of them are 6+ years old.
Another thought, but increasing biomass amounts will cause another issue entirely. You will just get shell corps attacking and generating a lot more isk than before. Except now you create a permalocked environment.
Single cargo hub owned by shell corp "launches an attack with all 450 clones", 90 million isk is transferred to "real corp". Clone pack is purchased by real corp to resecure cargo hub and another is sent to "lock" and generate another 24 million isk.
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
878
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Posted - 2014.04.14 20:21:00 -
[3] - Quote
Flyingconejo wrote:IgniteableAura wrote: Single cargo hub owned by shell corp "launches an attack with all 450 clones", 90 million isk is transferred to "real corp". Clone pack is purchased by real corp to resecure cargo hub and another is sent to "lock" and generate another 24 million isk.
^^^ 1.0 is unfixable. Actually, they could just send a 449 attack, and leave 1 on the district to save the cost of one clone pack.
Yea true, I was doing simple math
It could be fixable by allowing a market for clones. That would help to stabilize isk generation from PC. Like someone already stated in this thread; surplus clones and no battles = low cost for clones. But open market is likely another year away. Clone market is probably the best place to start anyway.
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
879
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Posted - 2014.04.14 20:44:00 -
[4] - Quote
Youmadbroyolo wrote:You know the only way to fix this now? with all the ISK that has built up? Inflation. That is literally the only way for things to be fixed, there would be massive inflation as money lost value in the real world. Same should be true for dust. nothing works with so many having so much money.
Needs to be inflation or a economic collapse needs to happen.
The majority of the isk in the economy is actually from public matches. Individuals in PC represent <5% of the dust population, granted they have a lot more isk/player due to passive income streams on top of public income. http://dustnews24.com/2014/03/18/way-of-the-mercenary-aquisition/
Inflation will largely effect the non-PC active community because they can only run public matches and won't have any supplemental income from PC. Corps outside of PC also usually have a much higher tax.
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
879
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Posted - 2014.04.14 21:07:00 -
[5] - Quote
BrotherofHavok wrote: -stuff about lag/frame rate
1. Its all a matter of code design and server infrastructure. It has less to do with location if the servers are set correctly and have the bandwidth and coding to handle the incoming signals. "aka net code"
2. Frame rate and lag are NOT the same. Frame rate comes from design and hardware. Lag is caused from a poor network. Frame rate has little to do with the network. "turning down graphic quality" improves frame rates but has little effect on lag.
3. 500 ping is 500 milliseconds (half a second). Ping is going to change based on server location and your own network and the server with which you are connected. As long as CCP has well placed servers and good net code, many people can play in the same game with little lag.
4. Equipment lag bombing is mostly a thing of the past, it was a problem in the code. This effects frame rate, not lag. Those are two different things. Frame rate /=/ Lag. I have never had an issue with equipment bombing because I use an SSD and have a new PS3. Older code caused huge frame rate issues for some people in PC games, but has "mostly" been fixed. (try running on 480p resolution, it helps with frame rate)
5/6. Bringing up other games is pertinent because it shows a history of other games having more players (256 in a single match, all one server) and not having lag issues. It proves a point in that more players /=/ more lag as long as there is proper design.
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