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Thread Statistics | Show CCP posts - 4 post(s) |
Shutter Fly
Molon Labe. General Tso's Alliance
459
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Posted - 2014.12.13 07:21:00 -
[1] - Quote
SoTa PoP wrote:CCP Rattati wrote:
Thanks for the feedback. We will be sure to incorporate it, there are more than one way to skin this cat, and maybe a combination of metalevel and sp is the way to go.
I just want to confirm one thing: You're fine with ruining the Risk vs Reward aspect of this game with brackets?.... *Implying there is a stable Risk/Reward system to ruin*
Fight tooth and nail in proto to barely win the game and go 30-5? Whoops, you just guaranteed yourself a net loss of ISK.
Meanwhile...
Logi on your team spends the entire game farming bluedots for spawn kills and triage (likely the reason the game was a tough win) and goes 0-5 with 2000 WP in std/adv gear? He draws a big chunk of the teams payout and has a net gain for no risk.
Sniper on the opposing, losing team goes 5-0 with 500 WP? He probably made more than most of the players on the winning team, zero risk.
Yep, great Risk/Reward aspect right there.
Dividing the game so that a high payout "null-sec" division of pubs would open up the ability to create an area where payouts are much more directly dependent on winning, kills, WP, and gear destroyed. There would still be risk/reward, but losing some expensive gear wouldn't guarantee a net loss, you would just have to make those losses count for something of greater value than the cost of the materials destroyed. Winning should also be THE MOST significant factor in your ISK payout in such a match, as winning should be the thing which you are taking the risk in order to ultimately obtain.
As much as I hate bringing in "lore based" arguments... The NPC corps paying for those contracts would obviously want you to utilize your best resources, and they would want to compensate you for making those resources profitable. Obviously, breaking even or anything below a 2.0 K/D (or an AV/Logistics equivalent) wouldn't be acceptable in proto gear, but it also shouldn't be a flat "lose 4 proto suits and you won't make any profit" either. |
Shutter Fly
Molon Labe. General Tso's Alliance
459
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Posted - 2014.12.13 07:40:00 -
[2] - Quote
IAmDuncanIdaho II wrote:Shutter Fly wrote:Fight tooth and nail in proto to barely win the game and go 30-5? Whoops, you just guaranteed yourself a net loss of ISK.
This is a really good point. Unless you lost those five PRO suits to STD / ADV (but that's a different story) you shouldn't lose ISK. Mercs get paid. [edit] Now I think about this further, there's a flip side. If those 30 kills are on STD / ADV...........proto-stomping will be rewarded with ISK. Would have to address that. Need a delta between suit vs suit fights. The assumption here is that this is an argument for the high payout "free for all" game mode. So, I was assuming that the situation was either against gear of a similar caliber or that that one proto player did significantly better than the rest of the team against lower tier gear (as that number of kills would be very difficult against std/adv players if the rest of the team wasn't fighting) and should get a significant amount of the reward as compensation.
I probably should have made that a bit clearer in the original post. |
Shutter Fly
Molon Labe. General Tso's Alliance
459
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Posted - 2014.12.13 08:33:00 -
[3] - Quote
SoTa PoP wrote: You mean, turn this more into a generic lobby shooter you can find anywhere else?
The risk vs rewards needs to be improved upon - not removed. It's one of the very few things that actually make this a different FPS from every other FPS we already have.
Stop trying to dumb this game down further. Brackets or any idea of separating players through value determined by the suit your using is utter nonsense.
The newbs need to be train and given a reason to stay - not give them more generic standards of equality when equality doesn't exist. We were supposed to be a part of New Eden - not Disney Land.
What kind on inane excuse for "logic" did you use to conjure that conclusion from my response?
Let me break it down, nice and simple:
Now: Lose a lot + Make an even bigger contribution + win/lose (doesn't matter) = Net Loss
Lose a little + Make no contribution + win/lose = Net gain
Lose a little + Give the illusion of contribution + win/lose = Huge net gain
A proper risk/reward system: Lose a lot + Make an equivalent contribution + win = Net gain/break even
Lose a lot + Make an equivalent contribution + loss = Net loss
Lose a moderate amount + Make a significantly larger contribution + loss = small net loss (close to breaking even, but not quite)
Lose a little + make no contribution + win/loss = Net loss (slightly smaller loss for a win)
Lose a lot + Make less significant contribution + win/loss = Net loss (Significant net loss for a loss in battle)
I don't want happy fun times everybody gets a gold star land, that should have been completely obvious. I will concede that the tiered game modes might not be the best way of going about it, but it isn't necessarily a bad way of implementing it either. A significant contribution should get a significant payout on the winning team. Losers shouldn't get rewarded, they might get compensated partially, but the spoils should go to the victor. That isn't anything like a generic lobby shooter. |
Shutter Fly
Molon Labe. General Tso's Alliance
470
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Posted - 2014.12.14 03:03:00 -
[4] - Quote
Spkr4theDead wrote:CCP Rattati wrote:We are working on metalevel brackets of gameplay, imagine a WoW dungeon only in reverse.
Tier 1 - no fittings above 100 (sum of all equipment on the fitting) - average rewards Tier 2 - no fittings above 200 - high rewards Tier 3 - free for all - very high rewards Meta level is single digits, with only officer weapons being metal level 10. How is this going to work? I'm pretty sure those are just placeholders.
There's no point in criticizing the details of a concept without any actual details. |
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