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Stefan Stahl
Seituoda Taskforce Command
628
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Posted - 2014.06.26 08:32:00 -
[1] - Quote
Hey,
during FanFest CCP complained that player progression in Dust 514 is all wrong. True that. There is no natural progression through the three tiers of contracts as a merc becomes more powerful . Let's improve on that.
Let's state some design goals: - Public contracts need to cater to new players. Low risk, low reward. - Anyone with a mind for organized play should want to graduate to faction warfare. - Competitive end game play should have its home in PC.
I don't have a definite answer to implement these goals here. I'm rather trying to start a discussion to gather some ideas.
So let's have some starters: 1. The payout scheme of public contracts should be equalized dramatically. - Public contracts are supposed to be for new players. New players spend maybe up to 10k ISK per suit. New players die a lot. A full duration skirmish with 150 clones per team should under no circumstances generate more than 150k ISK for a single player. Shorter matches should have their return reduced accordingly. - All players should receive roughly the same ISK reward in a public contract. When the top player earns 150k ISK the lowest ranking player that participated in the full match should get no less than 100k ISK. - To avoid AFK-farming a minimum rate of WP/minute should be established. If you spend 20 minutes in a skirmish and produce less than 100 WP you're probably not incompetent but rather inactive. 5 WP per minute sounds like a good estimate for a minimum effort required to receive full reward. At 2.5 WP per minute you should receive half the ISK reward you could've gotten. A rate of 10 WP per minute should not increase your payout at all over the standard 5 WP/minute. - In a public match the losing team should be rewarded almost as well as the winning team. If the top player of the winning team earns 150k ISK the top player of the losing team should be rewarded with something like 125k ISK. This is not as a reward for their effort but rather a compensation for their losses during the battle. We're focused on low risk-low reward here. - Maybe squads with more than 3 players shouldn't be allowed to enter public contracts.
2. Loyalty points from FW should allow a merc to sustain himself at ADV-PRO level indefinitely. When public contracts only give enough ISK to sustain STD level fittings everyone with a mind for higher tier stuff needs to graduate. And they should stay in FW instead of returning to farm some tears in public matches. So let's make it worthwhile. - Items from the LP store need to lose their ISK costs. That way FW players have no need to return to public matches. - The LP payout should be enough to easily restock ADV level fittings for everyone in the match. When the losing side receives no reward the winning side needs to earn enough LP to restock 300 ADV fittings (assuming 150 clones per skirmish). Add a nice big bonus on top so the reward falls somewhere between 300 ADV fittings and 300 PRO fittings per team. - FW levels need to be have a much smaller impact on LP payouts than they do right now. Otherwise the payouts can't be balanced properly. - LP rewards should be given according to WP. This is a fair bit more competitive than public contracts so if you don't wheel in the WP you won't get the same reward as somebody else. No freeriding here. - FW matches should be decoupled from the state of FW on tranquility as much as possible. The focus here is to make sure that matches spawn quickly when needed. Regardless of who is plexing right now and who isn't. - LP payout should be increased for factions that are unpopular. This is to ensure that more matches are filled from both sides to reduce queue time.
3. I'm not in PC. I can't have an opinion on PC. Here are some goals: - PC needs to be able to fill an evening. If I want to play 3 competitive matches in one evening you should be able to do so. - PC should be the only place where you can sustain full proto all the time. - There needs to be room in PC to accommodate as many players as are willing to join. If more people want more matches PC should be able to provide them.
Most important of all: If any changes are agreed on they should be introduced in iterative steps. Game design isn't algebra, you can't find the optimum solution just by thinking about it.
Any other suggestions towards fixing the player progression between our three types of contracts? Or should we rather hope for Scotty the Matchmaking AI to sober up miraculously? |
Stefan Stahl
Seituoda Taskforce Command
633
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Posted - 2014.06.27 11:20:00 -
[2] - Quote
I honestly would've expected more discussion on such controversial suggestions. |
Seymour KrelbornX
Holdfast Syndicate Amarr Empire
223
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Posted - 2014.06.27 14:00:00 -
[3] - Quote
the game is dying... stuff like this isn't gonna happen... too much work for the tiny team left to tend to dust on its deathbed...
to humor you though... as long as vets can still do pubs, they will, just to pad k/d killing noobs.
fw is supposed to be a choice, not a natural progression...the way fw works in new eden is if you fight for one side you lose standing with the other to the point where they will kill you on sight... granted we don't have that scope in dust like it is in eve, so I suppose something could be worked out, but again, the game is a dying bird... no one cares... |
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