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BrotherofHavok
PIanet Express Canis Eliminatus Operatives
28
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Posted - 2014.04.14 19:27:00 -
[61] - Quote
Kain Spero wrote:I've heard lots of different views on the issue, but I would like to hear as many opinions as possible. If there was no passive ISK and you only got ISK from fighting would you want to hold land?
This would also be in light of increasing clone pack sizes back to their original 150 at the current 300k per clone cost. Fighting getting you double what you receive now but no passive ISK to prop up payroll, vehicle reimbursement, or the hiring of ringers. The only issue is you only collect the payment when you win your fights and if you can't win your fights you end up with nothing. Well, if other posts are anything to look at, the current land holders would still hold land because, and I quote/paraphrase to the best of my memory "the main reason people play PC is to fight your best 16 against the best 16 of another corp/corps. It's not about the isk or the payouts it about the lack of blueberries."
That being said, would I hold land without the passive isk? Sure, why? Because there would most likely be something else that would make it worth while to hold onto land. It could be just the excessive isk payout and SP you get from winning (holding land means you get attacked more and can attack others for free so more chances of winning), or it could be the reward our Eve side characters get. Hell, they could finally open up production on Dust side and make it worth all players time to hold land. If however they don't change the rewards and just leave it to holding land and receiving victory pay then the answer is maybe. I would have to try a few times and judge if the reward/payout is worth the hassle of suffering through so much lag.
Sincerely,
Your Multi-purpose Everything User
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
875
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Posted - 2014.04.14 19:31:00 -
[62] - 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)
Youtube
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
777
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Posted - 2014.04.14 19:31:00 -
[63] - Quote
Kain Spero wrote:Guys, just to be clear again we are likely looking on only being able to get simple number changes to what we currently have. Right now the current potential numbers floating are as follows:
Plan One: Passive Reduction *Greatly reduce clone sale price (passive ISK) and increase Biomass price: something like 40-60k clone sale and 160-180k biomass
Plan Two: Passive Elimination *Reduce clone sale price (passive ISK) to effectively 0 and double biomass price to 200-210k
Paired with both these plans would be a clone pack size increase to 150 clones at a cost of 300k per clone to prevent self-attacks for locking or ISK farming by killing the clone pack.
*******
While I hate passive ISK, my concern is still that eliminating it may lead to negative effects on participation in PC.
The side benefit of turning off passive ISK all together is that it could allow a new region to be opened up without the concern of passive ISK bleeding into the Dust economy from the PC system on an even larger scale.
Plan Two is the better option of the two you have listed IMO.
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Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
777
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Posted - 2014.04.14 19:32:00 -
[64] - Quote
Levithunder wrote:Kain Spero wrote:I've heard lots of different views on the issue, but I would like to hear as many opinions as possible. If there was no passive ISK and you only got ISK from fighting would you want to hold land?
This would also be in light of increasing clone pack sizes back to their original 150 at the current 300k per clone cost. Fighting getting you double what you receive now but no passive ISK to prop up payroll, vehicle reimbursement, or the hiring of ringers. The only issue is you only collect the payment when you win your fights and if you can't win your fights you end up with nothing. The way it is now: 36 million for a clone pack 10 million isk made by selling extra clones What it should be: 1-5million for clone pack District generates 1-2million daily *PC shouldn't be about the corperations losses or gains the corperation shouldn't be like "well we can't do PC because its 40 kagiillion isk!" There should be cheap battles for corps so people can do what they want which is to fight. The losses and gains should be more concerning to the player not the corp, if ccp listens to your half brained idea then not only will people who have never done it won't want to spend 40 million isk to fight but veteran corps will be unwilling to pay to reattack lost districts I mean which do you prefer BROKEN OR A DEAD game mode ? OR someone could listen to my idea for once and everyone would win new players and old players.
I like this. I agree the main reason corps don't participate is it costs to much for a clone pack UNLESS you're farming ISK in PC already, in which case you don't need clone packs.
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General John Ripper
20043
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Posted - 2014.04.14 19:41:00 -
[65] - Quote
Most people are motivated by greed. You need to exploit that.
Everytime I get a like, another bug is fixed.
20k bugs fixed. :)
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BrotherofHavok
PIanet Express Canis Eliminatus Operatives
28
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Posted - 2014.04.14 19:43:00 -
[66] - Quote
IgniteableAura wrote: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) I agree slightly with #'s 1, 3, and 4. HOWEVER! Option #2 is a wtf for me. 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.
Sincerely,
Your Multi-purpose Everything User
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
743
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Posted - 2014.04.14 19:44:00 -
[67] - Quote
Free Beers has said already most of what I wanted to say. PC 1.0 is beyond recovery. Sure, increasing the clone pack size might get you some more battles and make it more fun, but I wouldn't expect too much.
Removing passive isk is always a good thing, but it is too late now. There should be some kind of benefit you could get from a district, that required active involvement from the owner, but we can't get that with a quick fix.
What really depresses me is the insistence of the OP to get "small number changes" that can be introduced with a small patch. That can only mean that PC 2.0 is not expected for the Fanfest, not even SoonTM. Would it be close to be launched, there would be no need to hotfix PC 1.0. |
IgniteableAura
Ancient Exiles. Dirt Nap Squad.
877
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Posted - 2014.04.14 19:59:00 -
[68] - 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.
Youtube
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Flyingconejo
KILL-EM-QUICK RISE of LEGION
747
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Posted - 2014.04.14 20:12:00 -
[69] - Quote
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. |
ZDub 303
TeamPlayers Dirt Nap Squad.
2471
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Posted - 2014.04.14 20:13:00 -
[70] - Quote
The problem with PC is that there really isnt a lot of reason to desire holding a district without passive isk generation. If you remove that, it becomes the old corporation battle system with a really complex interface. There needs to be a reason for players to desire holding/owning a district and clearly passive isk generation is not a great motivator. But, that level of change requires a large iteration and will be a while until it is implemented. So...
Given that PC has been a colossal failure overall (which has to do with both the mechanics of the game mode and how horrible the lag is in PC matches) I feel at this point there probably isnt much reason to keep it around. I say remove passive isk generation, let PC fall apart and stay in shambles until they can revamp it with a 2.0 iteration. Its certainly a better alternative that allowing the broken game mode to inject so much isk into the economy while we all wait for a real fix.
You can still make money off of battles at least, so there is still a reason to play it occasionally. |
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General John Ripper
20044
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Posted - 2014.04.14 20:15:00 -
[71] - Quote
What if... No passive isk. Salvage rewards are buffed. You get the dropsuits and modules of mercs you personally kill, about 75 % of what they were wearing. isk rewards after the fight remain the same.
When market comes out, we already have a healthy supply of suits we can't use to sell. Whats the point of the market if its only going to apply to officer gear and lp gear? Reconfigure the salvage system to give the market everyone wants more purpose.
Everytime I get a like, another bug is fixed.
20k bugs fixed. :)
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2773
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Posted - 2014.04.14 20:17:00 -
[72] - Quote
Definitely don't see the reason to grind out all day fighting for land that you don't benefit or get rewards from.
weRideNDie2getha since 2010
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
878
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Posted - 2014.04.14 20:21:00 -
[73] - 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.
Youtube
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Ydubbs81 RND
Ahrendee Mercenaries Dirt Nap Squad.
2774
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Posted - 2014.04.14 20:21:00 -
[74] - Quote
ZDub 303 wrote:The problem with PC is that there really isnt a lot of reason to desire holding a district without passive isk generation. If you remove that, it becomes the old corporation battle system with a really complex interface. There needs to be a reason for players to desire holding/owning a district and clearly passive isk generation is not a great motivator. But, that level of change requires a large iteration and will be a while until it is implemented. So...
Given that PC has been a colossal failure overall (which has to do with both the mechanics of the game mode and how horrible the lag is in PC matches) I feel at this point there probably isnt much reason to keep it around. I say remove passive isk generation, let PC fall apart and stay in shambles until they can revamp it with a 2.0 iteration. Its certainly a better alternative that allowing the broken game mode to inject so much isk into the economy while we all wait for a real fix.
You can still make money off of battles at least, so there is still a reason to play it occasionally.
I say remove biomass sale. Leave the biomass destruction at the number it is now and make clone packs free (or almost free). It destroys PC but leaves it from affecting dust until 2.0 comes out. yes people could actively farm districts but that requires effort at least.
exactly...if you remove passive ISK, you might as well just reinstate corp battles.
The only way removing ISK could make sense is if all of our gear somehow comes from the corps with land that manufactures them. But even then, you still need an open market for this to make sense.
So, when you buy a proto suit.....it only comes from a corp that manufactured it through their districts and sold it on the market. I don't know if CCP would have us manufacture these items, manually. So, if we were to manufacture them passively, ... we are back to the current system.
But honestly, I do like the fact this idea of corps earning ISK from selling items they made from materials off of their districts.
weRideNDie2getha since 2010
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Youmadbroyolo
Crux Special Tasks Group Gallente Federation
0
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Posted - 2014.04.14 20:23:00 -
[75] - Quote
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. |
Gaurdian Satyr
Glitched Connection
93
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Posted - 2014.04.14 20:25:00 -
[76] - Quote
Kain Spero wrote:Free Beers wrote: Sorry kane the idea is dead and you need to let it go. You dont have to save ccp from themselves because they designed a ******* **** game mode not you. As long as I have the CPM tag and even after I'm still going to do what I can to make the game better for the community. I may be crazy or naive, but at this point I'm following it through to the end.
You no whats best for the game...Cut DNS territory in half and let everything get stable again so the zero care protostompers will disappear allowing newer people to come in and stand a chance....there are many times ive thought of dropping this game in the trash were it belongs in its current state cause its 0 fun unless you have gods grace to end up on the side of the stompers and then its still barely fun cause there is nothing to do.....the only reason i can think thats keeping me on is my corp...no...my friends ive made before this started
Passive ISK isnt a problem...its whos owning and controling that money is were any problem is at
-holds arms in O- throw it in the story basket bro
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BrotherofHavok
PIanet Express Canis Eliminatus Operatives
29
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Posted - 2014.04.14 20:29:00 -
[77] - Quote
IgniteableAura wrote: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. Alrighty then, I have my work cut out for me with this reply.
FIRST: It is true that lag is not a derivative of the number of people playing however if you look at the Eve setup in which more players adds more resources/lessen stress to individuals then you could say that the number of players actually hurts/helps with lag. To my knowledge CCP has treated Dust no differently and generally when there are less total players on you get put in matches with worse and worse lag issues.
SECOND: Frame rate and Lag are arguably one and the same. If the frame rate drops to a whopping 4 frames a second (not seen since the early 90's or before) then the fast pace of a FPS begins to have issues. Also, if the frame rate begins to 'cough' and by that I mean that it sometimes goes from 30 (random number) all the way down to 0 and then back up again you have what most players refer to as lag when others begin to 'blink' around the screen.
THIRD: While I did argue the point for/against more players in the 'FIRST' section I didn't argue the connection between players. The way the Battle Finder works is that it matches your connection, your ping, to those of other players and finds a decent connection rate (dependent on the number of players/matches/standards in place) and puts you into a match together. With PC this idea is completely thrown out the window and instead, rather than finding a good match for you, you jump straight into a match with absolutely no idea what the connection will be like. With some help I have found that areas where players are at can have absolutely atrocious ping (as much as 500) which means that it takes up to 500 seconds for the signal to bounce from there back to me. Now, is that number the same with my teammates? No. Is it the same with the enemy? Probably, but it always seems to affect them less than it does me. What does that mean? the match is on a server or connection closer to them and therefore they suffer less lag.
FOURTH: Lag-bombing. Also referred to as Equipment-Spamming. Strangely enough, this issue effects the enemy team far more than your own team and as such many "PC trained teams" push this strategy always. Meaning even if they don't want to do it or they don't like to do it they are told to do it by their CEO's/team leaders. More players would mean more equipment spamming and worse lag for my team. If they removed equipment after you swapped suits this would be less of a problem, but there you have it.
FIFTH: Not your job? Unless you are a DEV then you're damn right it's not your job but that doesn't solve the issue of your 64v64 or 32v32 recommendation for PC matches.
SIXTH: Bringing up other games really doesn't help with the problems of this one.
Finally done with all that. My recommendation? Rip it out. Since CCP cannot ensure decent connections without the battle finder, PC will always remain broken. They would need new servers devoted to each match (costly), or they would need to change how PC matches are played out. Add some AI that aren't affected by the lag so that your team has a better chance if it suffers through lag. Faction Warfare matches could go with 32v32 players BUT CCP has stated time and time again that there isn't enough of a player base for new game types and honestly Faction Warfare has always had trouble finding players for the "loser" factions so it would probably mean longer waiting times and incomplete/unfilled matches. So what can we do? Nothing. Hate to say it, but my answer remains to either Rip it out, or lessen the worth of owning a district/multiple districts.
Sincerely,
Your Multi-purpose Everything User
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R F Gyro
Clones 4u
1275
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Posted - 2014.04.14 20:30:00 -
[78] - Quote
Kain Spero wrote:I've heard lots of different views on the issue, but I would like to hear as many opinions as possible. If there was no passive ISK and you only got ISK from fighting would you want to hold land?
This would also be in light of increasing clone pack sizes back to their original 150 at the current 300k per clone cost. Fighting getting you double what you receive now but no passive ISK to prop up payroll, vehicle reimbursement, or the hiring of ringers. The only issue is you only collect the payment when you win your fights and if you can't win your fights you end up with nothing. I think game balance 101 says that winning in a game shouldn't give you rewards that increase your chances of winning future games. ISK helps you win, so ISK shouldn't be the reward.
Personally I'd go with "monuments" as the rewards for holding districts. Something on the scale of the crashed titan on Caldari prime, sitting in the background so you can see it towering over you when fighting in the district. Maybe with a corp logo plastered across it. The longer you hold the district, or the more districts you hold (or both), the bigger the monument. Also, news items should be published - in game, on the CCP websites and in gaming press - for particularly noteworthy monument building events.
"Soldier of Fivetune [5TUN] corporation today completed the construction of the first level 7 monument in New Eden, on Bosena IV, district 9, after holding all districts on the planet for 100 consecutive days."
ISK/salvage payout should be 80% of the value of the assets lost on the field or something, all going to the winner.
RF Gyro: 12.5% damage bonus; 10.5% rate of fire bonus
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KILLER EI ITE16
Inner.Hell
4
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Posted - 2014.04.14 20:31:00 -
[79] - Quote
I would like if you brought back the corp battles from chromosome |
Thor Odinson42
Molon Labe. General Tso's Alliance
3345
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Posted - 2014.04.14 20:33:00 -
[80] - Quote
HowDidThatTaste wrote:While this is an interesting concept, let play it out a few months.
1 st question after you take a district could you sell the clones off it and abandon the district?
It would seem to encourage more corps to just no show battles why put the effort into holding it if you know you might loose.
Only fight against corps you know you could beat and not take on the tougher corps, would kinda be like the corp battles of old
Many many no shows and people ducking fights.
Let it play out a few months? How many billions of ISK would that be? 200 or so?
Level 3 Forum Warrior
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BrotherofHavok
PIanet Express Canis Eliminatus Operatives
31
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Posted - 2014.04.14 20:38:00 -
[81] - Quote
Thor Odinson42 wrote:HowDidThatTaste wrote:While this is an interesting concept, let play it out a few months.
1 st question after you take a district could you sell the clones off it and abandon the district?
It would seem to encourage more corps to just no show battles why put the effort into holding it if you know you might loose.
Only fight against corps you know you could beat and not take on the tougher corps, would kinda be like the corp battles of old
Many many no shows and people ducking fights. Let it play out a few months? How many billions of ISK would that be? 200 or so?
10 mil isk a day, 245 districts = 2.45 bil a day * 30 days = 73.5 billion isk a month. I agree with Thor, how many months did you want to let it play out?
Sincerely,
Your Multi-purpose Everything User
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Leonid Tybalt
Inner.Hell
459
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Posted - 2014.04.14 20:39:00 -
[82] - Quote
Kain Spero wrote:Guys, just to be clear again we are likely looking on only being able to get simple number changes to what we currently have. Right now the current potential numbers floating are as follows:
Plan One: Passive Reduction *Greatly reduce clone sale price (passive ISK) and increase Biomass price: something like 40-60k clone sale and 160-180k biomass
Plan Two: Passive Elimination *Reduce clone sale price (passive ISK) to effectively 0 and double biomass price to 200-210k
Paired with both these plans would be a clone pack size increase to 150 clones at a cost of 300k per clone to prevent self-attacks for locking or ISK farming by killing the clone pack.
*******
While I hate passive ISK, my concern is still that eliminating it may lead to negative effects on participation in PC.
The side benefit of turning off passive ISK all together is that it could allow a new region to be opened up without the concern of passive ISK bleeding into the Dust economy from the PC system on an even larger scale.
Disband DNS and stop hugging eachother like you do now, while locking everybody else out from PC and you'll see a positive effect on PC participation... |
Thor Odinson42
Molon Labe. General Tso's Alliance
3347
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Posted - 2014.04.14 20:39:00 -
[83] - Quote
Gaurdian Satyr wrote:Kain Spero wrote:Free Beers wrote: Sorry kane the idea is dead and you need to let it go. You dont have to save ccp from themselves because they designed a ******* **** game mode not you. As long as I have the CPM tag and even after I'm still going to do what I can to make the game better for the community. I may be crazy or naive, but at this point I'm following it through to the end. You no whats best for the game...Cut DNS territory in half and let everything get stable again so the zero care protostompers will disappear allowing newer people to come in and stand a chance....there are many times ive thought of dropping this game in the trash were it belongs in its current state cause its 0 fun unless you have gods grace to end up on the side of the stompers and then its still barely fun cause there is nothing to do.....the only reason i can think thats keeping me on is my corp...no...my friends ive made before this started Passive ISK isnt a problem...its whos owning and controling that money is were any problem is at
To be quite honest DNS isn't the problem. The mechanics have been crap since they dropped PC. The problems became more obvious as the corps within DNS knocked all the other corps out of PC little by little.
There's just not enough competition there. It got to the point where every single attack that came in was a super team. That wears people down and people just started locking. You'd lock to maintain your hold and launch attacks, but then it got to the point where whoever you attacked would hire a super team.
With these mechanics it would have required the elite players to maintain restraint which is a ridiculous notion.
Level 3 Forum Warrior
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Appia Vibbia
Molon Labe. General Tso's Alliance
2099
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Posted - 2014.04.14 20:41:00 -
[84] - Quote
I really don't see a reason to care about passive ISK gain.
The whole system needs to go. Districts shouldn't have just popped up out of nowhere. EVE's Planetary Interaction should have been the main driving force for Planetary Conquest. Instead we have two systems that work simultaneously that have somewhat related uses.
The clone pack was a failure. If you could have a variable amount of clones purchased or stack clone packs it would be different but 100, 120, or 150 just isn't enough to make the time invested feel worth it.
Ydubbs81 RND wrote: So, when you buy a proto suit.....it only comes from a corp that manufactured it through their districts and sold it on the market. I don't know if CCP would have us manufacture these items, manually. So, if we were to manufacture them passively, ... we are back to the current system.
Again, making DUST and EVE mesh together as a single system would be wonderful. But that is a long ways off.
Appia Vibbia for CPM1
AppiaVibbia(at)gmail(dot)com
AKA Nappia, AKA Mathppia
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
879
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Posted - 2014.04.14 20:44:00 -
[85] - 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.
Youtube
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Free Beers
Imperfects Negative-Feedback
2309
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Posted - 2014.04.14 20:44:00 -
[86] - Quote
Outlaw OneZero wrote:Free Beers wrote:Outlaw OneZero wrote:How about remove clone costs from the equation completely?
Attack contract costs 16 Million. This money goes into the payout pool. Defender wins, every merc gets 1 mil + 25% value of all equipment destroyed in match. Attacker wins, they get their money back + 25% value. No show results in automatic win for defender.
Defending your land earns you money, successful attacks earn a small amount of money and put you closer to ownership. Wouldn't work. The numbers are to low to make pc worth fighting. Plus attacking an winning has to be more valuable then not fighting at all. YOU have to have motivation to HOLD districts is where that breaks down. A lot of these suggestions are trying to solve 1 small problem and not realizing the PC as a whole is quiet complex in nature. The overall concept still stands, now we are starting to argue about the details. So up the contract price to 32 Million, increase payout of destroyed equipment. A point can be found where it is cheap enough for most corps to work up an attack contract and the payout is high enough to reward a win on either side. It would be nice to see a dynamic that would lead to significant decisions about what equipment to field too. I personally would like to see successful attacks being nearly zero gain isk wise. Defending would be where you would make your money. But holding territory without any activity would be minimal or no gain.
You have missed the point outlaw. If attacking gives none but defending is where its at then what drives conflict? PC and the design that goes with it is very complex. Right now holding a district is worth the most so thats what people want to do. If you change it to defending then PC stays the same we have now.
Like i said before its economies of scale and the very very low player population to add to it. There are very few people that run PC these days( just like eve)
Every mercs life ends the same way. It is only the details of how he lived and died that distinguishes one from another
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Leonid Tybalt
Inner.Hell
459
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Posted - 2014.04.14 20:47:00 -
[87] - Quote
Kain Spero wrote:Guys, just to be clear again we are likely looking on only being able to get simple number changes to what we currently have. Right now the current potential numbers floating are as follows:
Plan One: Passive Reduction *Greatly reduce clone sale price (passive ISK) and increase Biomass price: something like 40-60k clone sale and 160-180k biomass
Plan Two: Passive Elimination *Reduce clone sale price (passive ISK) to effectively 0 and double biomass price to 200-210k
Paired with both these plans would be a clone pack size increase to 150 clones at a cost of 300k per clone to prevent self-attacks for locking or ISK farming by killing the clone pack.
*******
While I hate passive ISK, my concern is still that eliminating it may lead to negative effects on participation in PC.
The side benefit of turning off passive ISK all together is that it could allow a new region to be opened up without the concern of passive ISK bleeding into the Dust economy from the PC system on an even larger scale.
Disband DNS and stop hugging eachother like you do now, while locking everybody else out from PC and you'll see a positive effect on PC participation... |
Thor Odinson42
Molon Labe. General Tso's Alliance
3347
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Posted - 2014.04.14 20:48:00 -
[88] - Quote
Instead of laying out PI like you do now, they could have a few different layouts.
You could have the manual approach that you currently have in Eve, but planets that have active districts would be different map layouts that you'd fight on. You could choose more defensive layouts that produced less PI or more PI and less defense. I'd thought about manual layouts for this, but I'm sure that would be very expensive from a developmental standpoint.
Level 3 Forum Warrior
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IgniteableAura
Ancient Exiles. Dirt Nap Squad.
879
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Posted - 2014.04.14 21:07:00 -
[89] - 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.
Youtube
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Jadd Hatchen
The Phoenix Federation
483
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Posted - 2014.04.14 21:29:00 -
[90] - Quote
Kain Spero wrote:I've heard lots of different views on the issue, but I would like to hear as many opinions as possible. If there was no passive ISK and you only got ISK from fighting would you want to hold land?
This would also be in light of increasing clone pack sizes back to their original 150 at the current 300k per clone cost. Fighting getting you double what you receive now but no passive ISK to prop up payroll, vehicle reimbursement, or the hiring of ringers. The only issue is you only collect the payment when you win your fights and if you can't win your fights you end up with nothing.
Kain, honestly the problem is that CCP has not made the EVE game more interdependent with DUST. I would be happy with taking districts resulting in no passive income for DUST directly, however there has to be a reason to make EVE pilot want the DUST districts to be taken. So basically, stuff has be be produced by the districts for the EVE pilots to want and use to make other things that will earn them a profit. Then the EVE pilots will hire DUST mercs for very handsome sums to take and hold districts. This will spur on an economy that is so far COMPLETELY VOID in the DUST universe. This is the thing you need to be concerned with as a CPM rep that hopes to ever represent me.
Make there a REASON for the EVE pilots to want me to fight for them! Make there a reason for the EVE pilots to want to provide orbital support for the control of a district. Make there a reason that EVE pilot will fund entire DUST corps to further their empires in EVE.
Do all of that and this too:
https://forums.dust514.com/default.aspx?g=posts&t=137656&find=unread
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