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Thread Statistics | Show CCP posts - 4 post(s) |
John Demonsbane
Unorganized Ninja Infantry Tactics
5050
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Posted - 2015.01.07 14:56:00 -
[1] - Quote
Ripley Riley wrote:Thor Odinson42 wrote:pegasis prime wrote:If someone finishes a game with 0 kills 0 deaths and 0 wp then give them no sp and no isk simples .
This is the easiest and most simple solution. Scaled up from there. No sense in giving a guy with 25 WP very much either. We have a poor enough new player experience, without removing rewards for players fresh out of the academy who can only earn 100 or so WPs per match at first. This is a terrible idea and should never be implemented if CCP ever wants new players to continue to play Dust 514 past their first public contract. This. You're getting bitter, Odinson. Won't someone please think of the children?
However... A pure 0/0/0 I could probably get on board with. Yes, the AFKers who don't care about dying will just suicide once and keep going, but it at least makes them do something other than set up a simple keyboard macro. And any n00b can at least manage to hack an installation or die once.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5050
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Posted - 2015.01.07 15:03:00 -
[2] - Quote
Oh, and the OP mentioned Destiny. There's an obvious incentive to AFK in Dust but I'm having trouble thinking of a scenario in which I would wish to do so in Destiny. Glimmer is nearly worthless compared to how easy it is to get during normal play after about level 10, no completely safe haven in PvP I know of(admittedly I don't do it much), and there's no passive exp, so....?
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5055
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Posted - 2015.01.07 15:50:00 -
[3] - Quote
CCP Rattati wrote:there must be a good formula in the vein of
(isk killed + abs(isk lost)) times pool available times wp/total team wp times win bonus multiplier
that would make you less scared of earning more WP through losses
This type of approach would obviously be the best solution if done properly. The carrot is a better option than the stick in a game you want people to enjoy playing. Better, and more importantly, better scaling of rewards would get rid of the incentive to AFK in the first place.
More importantly though, it could simultaneously make battles more competitive as people who aren't PC-rich have no other choice but to be risk-averse in a lot of situations. Back when I did a lot of pubs and ended up on the wrong side of the usual "me and a bunch of randos vs 2 squads of elite corp x" scenario, I am absolutely not ashamed of the fact that I would not uncommonly pack it in halfway through the match and start sniping the protos because it would frankly have been stupid not to considering how poor I was at the time. I'm not going broke getting spawnkilled while trying to prop up some team of idiots.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5056
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Posted - 2015.01.07 16:07:00 -
[4] - Quote
Ripley Riley wrote:CCP Rattati wrote:what I mean is that even if I go proto and lose a shitload of isk, if it makes my team win and I earn a lot of wp, I will still get a lot of isk back, instead of the 2-300k i get now. SirManBoy on the CPM is my counterpart in this "Win by any means necessary" initiative Won't this basically cause someone to run proto every. single. match. since they will recoup their losses by running proto? This feels like a "run proto or you aren't in any way competitive" initiative.
Not necessarily, because there would (I assume) still be a limit to the amount of ISK to give out. Also, since it would be tied to ISK destroyed, if you're just stomping starter fits there won't be much in that pool. I suppose it should be weighted more towards ISK destroyed, maybe put a multiplier of 0.75 or whatever on the ISK lost variable.
Actually, now that I think about it, what would probably work out better is just to put a cap on how high the (ISK lost) value can be in the equation. I couldn't even venture a guess as to what the value should be. Whatever it is, though, by setting a limit you would keep the risk of running very expensive gear intact as after a certain point you won't be increasing the potential reward. On the other hand, players using cheap gear could then still not worry as much about getting killed because they would still be rewarded more for trying to win.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5057
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Posted - 2015.01.07 16:19:00 -
[5] - Quote
Ripley Riley wrote:John Demonsbane wrote:Not necessarily, because there would (I assume) still be a limit to the amount of ISK to give out. Also, since it would be tied to ISK destroyed, if you're just stomping starter fits there won't be much in that pool. I suppose it should be weighted more towards ISK destroyed, maybe put a multiplier of 0.75 or whatever on the ISK lost variable. I like the idea of the (ISK lost) being reduced in value. 0.75 is fair, but 0.6 feels more appropriate. Go for it.
Number: 0.75
Source: My hindquarters.
(The godfather of tactical logistics)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5071
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Posted - 2015.01.08 07:18:00 -
[6] - Quote
Whether it's this, the redline, or whatever other symptom, I get more and more depressed as time goes on and people continue to try and fix the wrong "problems" over and over again.
No one ever learns...
(The godfather of tactical logisticsGäó)
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John Demonsbane
Unorganized Ninja Infantry Tactics
5071
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Posted - 2015.01.08 12:50:00 -
[7] - Quote
Piraten Hovnoret wrote:Sir manboy and the CCP staff. From the bottom of my hart thank you for derailing this thread.
This was about AFK isk farming not about starting/making a proto favoured payout system/mode. That's a horrible sugestion that need and deserve to be voiced at the forums in a different thread.
When reading down the opinions and sugestions on the AFK issue it boils down to 2 suggestions.
First is : A voting system of some sort to kick ppl out Second : A low wp cap ( 50-300 have been suggested) to get a payout
I like both however the first one I belive will take CCP to mutch time and rescorses to get that thing into place. ( plz feel free to coment ccp )
The second is a easy fix and should not be that hard to get in place. The criticism to this is that new players will have a hard time getting payouts at al if this is put into place. I respect that opinion however I don't agree with it. A low wp cap ( let's say 100wp ) will remove most AFK ISK farming of course there is ways to round this but the bigger the I obstacle the bigger efort. A low cap is also a statment "get your hands dirty" Also I state that it isn't the new players that try this game out that go strait for the mcc to sit and farm isk again that's scruby veterans that do that.
Now we come full circle. I want I honest reflection over this 2 things from ccp and sir manboy.
Then close this tread You've said the underlined part a few times. Just to make sure this is clear since there are always unfortunate language barriers here that can cloud things: The reason we say that a WP cap to get a payout is bad for new players is NOT because we think new players AFK.
It's because new players are not very good at the game and if one gets zero payouts once they leave the academy, even if only for 1-2 battles, then they quit and we've lost another one.
(The godfather of tactical logisticsGäó)
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