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Nothing Certain
Bioshock Rejects
986
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Posted - 2014.07.25 18:26:00 -
[1] - Quote
Himiko Kuronaga wrote:Is the general consensus still that the removal of "passive" ISK generation in PC was ridiculous and needs to be reversed?
And that the only ones actually in favor of the changes are Kane (because reasons) and people who don't play PC but are living under the delusion that it helps us to stomp them in pubs when we get bored? (As if we weren't going to stomp them anyway...)
Sometimes, opinions change over time. I haven't been playing this game very often since fanfest happened, so I thought I would check in to see if anyone actually prefers these changes.
What was the value of passive ISK if it wasn't to pubstomp? The current payout is more than enough to cover PC losses. I agree the metagame was mostly lost with no passive ISK, but the metagame was also keeping PC restricted to 2 or 3% of the players. Now every lobby I enter people are talking about their PC games. Seems like a good tradeoff except for those who were milking the ISK cow.
Because, that's why.
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Nothing Certain
Bioshock Rejects
1006
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Posted - 2014.07.28 18:56:00 -
[2] - Quote
Tallen Ellecon wrote:el OPERATOR wrote:I'm actually enjoying the hell out of getting paid 3-5million directly for PC, instead of having to wait for my corp ssi check to come in. I work, I earn, I get paid. And the districts generate means independently (clones to be moved) to further grow territoral holdings if that's what is decided. Is there room to expand this, EVEside involvment-wise or ? Sure. But is it a bad thing in and of itself? Not IMO. Exactly, if you fight and win you get paid big, and that's all there is to it. It's a war game, holding land may not be as important but I was under the assumption that people play shooters to shoot at people first and foremost. Since there is no open market, selling and buying clones at a fixed price doesn't drive war the way it should. If nobody is fighting then clones should be abundant and their prices reduced, thus making conflict less expensive, while on the other hand if large scale war breaks out the price is increased, meaning generation is far more profitable and clone packs far less cost effective. Ideally when a blue donut forms passive ISK approaches 0 as a lack of conflict lowers clone demand. At the same time this would make clone packs much cheaper giving other parties outside the donut a way to keep conflict going.
This is actually a good market oriented solution I hadn't considered. I like it.
Because, that's why.
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Nothing Certain
Bioshock Rejects
1006
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Posted - 2014.07.28 19:10:00 -
[3] - Quote
Heimdallr69 wrote:These posts make me lol. At first I didn't care I have too much isk anyways.. But then I played with some people that said their corp won't participate in PC cuz of grinding the isk for a clone pack just to lose.. I never thought about it like that, how are new corps gonna get into PC when it's just an isk sink for them?
What we need here is actual data. Maybe the mew CPM or Rattati will give us some. It seems to me that new corps and even most players in large corps were locked out of PC under the old system. When you have 97% control that pretty much clarifies that. Your view is different but there we are both just guessing.
What is clear is that passive ISK generated a lot of money with the perverse incentive to NOT fight. It allowed anyone holding a district to use their ISK not for PC but for protostomping pubs. I don't see any way passive ISK helped those corps not already holding a district to enter PC, but I do see how it would keep them out.
Because, that's why.
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Nothing Certain
Bioshock Rejects
1006
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Posted - 2014.07.28 19:52:00 -
[4] - Quote
HowDidThatTaste wrote:Kain Spero wrote:What needs to be done is a way to add ISK to fighting without raising the cost of clone packs. Making it to where you get the value of your salvage in ISK seems like a good way to do that. Again, because PC is a flawed system because of clones being how you wage war and make money no solution is perfect.
Passive ISK however that gives the same output whether you have 10 players active or 100 players active is crazy. Most importantly. There has to be a reason, 16 mercenaries, wake up one morning as a team and say, I want that exclusive, rare, hard fought ,well positioned for the next hop, strategic step off for a well paid, interesting location, with a proud reason of ownership, and bragging rights ( Shiny district.) As a leader how would you encourage a team to take anything in this state?
Districts should be ranked so that there is a number one district and on down the line. First place might have some vanity rewards, a badge or special colored tags or chevrons. Even just showing on the leaderboards who holds the #1 district. Players would have a home district and while they could fight anywhere they could only hold that district, so that the same 16 guys don't own the whole board.
Because, that's why.
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