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Thread Statistics | Show CCP posts - 11 post(s) |
Breakin Stuff
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6662
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Posted - 2015.01.23 08:54:00 -
[1] - Quote
You are in danger of giving me a warm fuzzy feeling.
Has a source for the lag in PC been pinned down?
VHCL
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Breakin Stuff
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6662
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Posted - 2015.01.23 09:01:00 -
[2] - Quote
Is there a way to add a corp armory to the flotilla?
Would be nice to be able to make doctrinal fits that corpmates can tap for training or during a PC.
That way individuals don't get stuck with the bill at the end of a district fight and cheapfits can be provided for newbies to grind ISK and SP.
Especially if resource collection is intended to be a corp level asset gathering thing.
VHCL
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Breakin Stuff
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6666
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Posted - 2015.01.23 10:53:00 -
[3] - Quote
Rattati if you can implement all of this I'll be impressed.
I also look forward to playing Reaver in other people's backyards. I know a few people who are remarkably efficient with STD and ADV gear.
Now with the "you keep what you kill" system:
If I destroy a gunnlogi and madrugar in the course of a battle and murder a host of miscellaneous red dots and LAVs, does this destroyed ISK value enter MY pocket directly or is it added to a pool and divided at the EoM screen?
You want a motivator to excel, giving me the value of what I wreck directly will guarantee my full focus and attention.
If it goes into a pool this means slayers who usually come up lower WP than logi will lose out. AV players will get squat unless there's a vehicle destruction party.
May I suggest losses to Friendly fire are accounted to concord so an AWOXer cannot bleed his victim corp to fill the enemy wallet? I think the presence of such a troublemaker is benefit/punishment enough by itself.
VHCL
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Breakin Stuff
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6666
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Posted - 2015.01.23 11:05:00 -
[4] - Quote
Raiding:
20 minute raid delay.
Attacking force drops to map regardless of whether or not the defenders (who get an immediate muster email) are on-site.
If all hack points are taken and held for three minutes the raiders escape with a moderate haul of whatever. Nothing to sing about.
The instant even one red dot spawns in the defense is on as the defenders trickle in to protect their assets and the battle progresses per usual mechanics.
The defended districts should provide a much higher yield than undefended because the raiders have to beat the defenders for the loot and to get more time before an insurmountable defense.
Attackers can only attack a given district once per day.
Once the battle ends the district locks out further raids for an hour to give the defenders a breather.
Raid defense costs zero CP.
As mentioned earlier:
Payouts should be increased and worth the raider force's time. Uncontested wins should feel like yeah you got loot, but you should have gotten more...
VHCL
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Breakin Stuff
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6667
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Posted - 2015.01.23 11:13:00 -
[5] - Quote
Have a looknat my proposed raid mechanics. Can your 20-25 be on call 23/7?
I'm willing to bet the answer is "no."
Swarms of newbies can provide raider home defense for training if nothing else.
VHCL
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Breakin Stuff
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6669
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Posted - 2015.01.23 12:35:00 -
[6] - Quote
Successful raids should have two major effects on the defending corp. Undefended raids should have successive and increasingly severe consequences for the defending corp.
Example:
Raiders steal 50 clones.
Raiders destroy clones in the fight (obvious problem for defenders)
But the capper:
Each time the defenders fail to repel a raid they lose a portion of the bonus CP from the district.
If enough raids are lost the districts begin imposing a CP penalty, limiting the ability to harvest resources, generate clones or upgrade districts. Effectively allowing well organized or uncontested raiders to paralyze corps from being able to operate outside their home ground.
This should discourage that "only mai elite buddiez get to benefit from PC! The rest of you are harvest slavez!" Bullsh*t that people like to pull.
Further in my suggested mechanics one corp can attack a specific district only once per day.
If molon labe attacks butte hold district 1. There is nothing preventing them from turning right around and raiding butte hold district 2.
After the first district's hour is up, an allied corp can follow and hit district 1 again.
Don't acquire more districts than you can successfully defend lest people like me guggle and burn your houses down for fun.
And instead of locking the plebes out, you best get them taught how to fight or you will likely get swarmed and ejected.
VHCL
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Breakin Stuff
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6669
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Posted - 2015.01.23 12:54:00 -
[7] - Quote
@R4D-47
Re-read the proposal. Clone generation will no longer be tied to districts. Just your corp flotilla.
Your concerns about clone generation will likely be obsolete when the update drops.
VHCL
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Breakin Stuff
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6732
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Posted - 2015.01.25 11:54:00 -
[8] - Quote
So now: While I am a HUGE proponent of raiding...
It's a secondary focus. It should be impossible to completely drain a corp of benefits from holding a district by raiding alone. poor choices and resource misallocation on the part of the defenders has to play a hand, as does ACTUAL for keeps Planetary conquest attacks.
I've been focusing on other things, so I have to ask.
Has there been a solid idea of what a landholding corp will GAIN to make putting up with other attackers, potential ISK loss and the possibilities of people like me who giggle at the thought of playing Reaver, worth the investment?
It really NEEDS to be compelling to have someone be willing to both put up with this crap and put in the necessary effort to do more than train a small cadre of fighters and ringers. It needs to be worth the effort of training a "home guard."
AV
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Breakin Stuff
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6756
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Posted - 2015.01.26 09:09:00 -
[9] - Quote
How are you supposed to raid a non-land holding corp?
Where?
That's the point, non land holding corps don't have a location you can pin down and attack. Not only that it would easily allow landholders to attack and suppress new corps to keep them from having the chance to break in.
You can raid a static srstronghold. Raiding a flotilla of Frankensteinian warship chop jobs strikes me as something only a lunatic would contemplate as more than an idle mental exercise.
AV
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Breakin Stuff
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6786
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Posted - 2015.01.26 22:29:00 -
[10] - Quote
501st Headstrong wrote:Words
Retaliation strikes aren't what I'm talking about.
You should get the opportunity to take shots back at a raider team to recoup some of what you lost. Hell, you could make it a follow-up attack directly after the raid to keep them from escaping.
HOWEVER, I don't think that being able to pull strikes on the poor bastard one man corp or hopefuls looking to enter into PC to crush them before they try is a good piece of design space.
AV
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Breakin Stuff
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6793
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Posted - 2015.01.27 14:07:00 -
[11] - Quote
Vrain Matari wrote:Arkena Wyrnspire wrote:Kevall Longstride wrote:How long do you think you and your 20-25 fiends will hold out against a corp of several hundred, well motivated players?
I can see the elites holding out just fine. 'Several hundred players' sounds so grand, but in the end it's 16v16. It doesn't matter how many average players are in the attacking corp, if there's a solid A-team in the defending corp the defending corp will do just fine. ^ This is the driving dynamic of our lobby-based FPS. This is also the reason raids need to have tactical value in terms of softening up the target in later fights: the non-elites become valuable because they can potentially put the A-team in a better position for the big fight.
Plus raids have another benefit to the attacker. If you can't beat the B-team, home guard, whatever you want to csll it you either need to practice more or pick an easier target.
AV
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Breakin Stuff
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6793
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Posted - 2015.01.27 14:13:00 -
[12] - Quote
nickmunson wrote:Textbook badposting
There are more than 100 players in DUST. Molden Heath was never intended to be the goodfite playground of a select few. It was intended to be a continual warzone, with all veterans eventually moving to push on the valuable ground.
And I would point out that you referring to the Japanese players as "japs" is hardly complimentary and commonly regarded as a racial slur. If you are going to refer to a racial group, have the courtesy to actually address them and their concerns with the same courtesy you would demand.
Please refrain from badposting in the future.
AV
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Breakin Stuff
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6835
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Posted - 2015.01.29 11:18:00 -
[13] - Quote
Interesting posts operator. I agree with you on some points, disagree on a couple. But mostly nicely thought out.
As far as raiding: I think it should be kept to 8v8 or 12v12. This is an entry level opening to PC and a means for PC corps to make use of their members who can't do PC because a lot of PC corps have set in stone fight teams. Raids should be open to more than the conquest window.
Upon a raid that is repelled tge defenders should gain an IMMEDIATEA OPPORTUNITY TO DESTROY ATTACKER ASSETS in the form of a retaliatory attack initiated immediately after a successful defense.
Warbarges should not be destroyed unless yours are destroyed when you lose a district. However wrecking clone assets and causing CP loss is an option to represent infrastructure damage.
However if raiders go unopposed there should be no opportunity to retaliate.
AV
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Breakin Stuff
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6840
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Posted - 2015.01.29 16:28:00 -
[14] - Quote
SirManBoy wrote:Breakin Stuff wrote:Interesting posts operator. I agree with you on some points, disagree on a couple. But mostly nicely thought out.
As far as raiding: I think it should be kept to 8v8 or 12v12. This is an entry level opening to PC and a means for PC corps to make use of their members who can't do PC because a lot of PC corps have set in stone fight teams. Raids should be open to more than the conquest window.
Upon a raid that is repelled tge defenders should gain an IMMEDIATEA OPPORTUNITY TO DESTROY ATTACKER ASSETS in the form of a retaliatory attack initiated immediately after a successful defense.
Warbarges should not be destroyed unless yours are destroyed when you lose a district. However wrecking clone assets and causing CP loss is an option to represent infrastructure damage.
However if raiders go unopposed there should be no opportunity to retaliate. I am fine with adding variety to the game by adding 8v8 and 12v12 battles to the proposed raiding system, but raids should also increase Dust's overall capacity for full 16v16 matches. Raids aren't just an opportunity for non-PC qualified people to be involved in team matches, they also present the opportunity for A-teams to get more reps in between their standard PC battles.
Yep, but I have gotten a vibe that a lot of PC players want this to be a landholder exclusive toy, a stance I am viciously against on all levels.
AV
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Breakin Stuff
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6844
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Posted - 2015.01.29 16:50:00 -
[15] - Quote
6 v 16 isn't interesting gameplay unless the six have a wildcard that matters.
There's no value in a game mode where one side risks everything and the other comparatively nothing.
AV
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Breakin Stuff
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6848
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Posted - 2015.01.29 20:04:00 -
[16] - Quote
el OPERATOR wrote:Breakin Stuff wrote:6 v 16 isn't interesting gameplay unless the six have a wildcard that matters.
There's no value in a game mode where one side risks everything and the other comparatively nothing. Correct, and that same equation works in the inverse as well, 16v 6 isn't interesting gameplay either, nor does it have any value since it very much is one side risking comparatively nothing relative to the incredible potential of the other. Truth is, all raiders will be looking for the most poorly defended districts first, because if that many people were actually looking for actually challenging PC matches there'd be a hell of a lot more active PC players . Which is, IMO, fine. I just consider, as a fair "risk" the raiders take, the idea of a raiding party to possibly enter a district where they are not just matched but outnumbered to be a worthwhile possible balancing element.
In my opinion attacking the hard ones would be more entertaining.
I like dying in a fire. I learn more about how to rip people by losing to them a few times than I ever did stomping them.
AV
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Breakin Stuff
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6852
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Posted - 2015.01.30 10:47:00 -
[17] - Quote
Operator, until DUST is open world creating a lopsided engagement is of no value.
8v8, 12v12 or 16v16.
Raiders should not have to face more stiff losses than someone who invades to conquer land.
Good raiders will utilize their best to smash in for profit. Wasting effort is wasting CP and ISK. 8v16 is not in any way balanced in a lobby shooter and served as a deterrent for people to even try.
Penalizing people for not already having land is idiotic.
all your assertion does is guarantee a PC corp is never at risk of significant loss.
If DUST was open world in PC you could have these lopsided engagements. But then if PC was open world I'd have dropped 50-100 body attack newbswarms onto districts with intent to make people scream And get buttmad.
If I am not allowed to do that to you, you are not allowed to do it to me.
AV
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Breakin Stuff
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6856
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Posted - 2015.01.30 12:50:00 -
[18] - Quote
steadyhand amarr wrote:Simply winning a defense raid should cost the other side a uncomfortable ammount of isk. That negates the need to have messy counter attack system. The raid attackers should be going by the seat of their paints losing a raid badly should = a week or two of regrinding the CP or isk needed to attack again.
Making it land only compley defeats the point of raiding been entry level PC and will have the effect of making it pointless to join new corps as they won't be able to get a look in anyway nor have the means to train up a PC team.
Setting raiders back a week of effort isn't going to encourage the behavior.
Raiders are light, fast in and out. If raiders lose a week PC losses should cost a month of effort.
I keep hearing ideas how to completely shut down raiders and make it unfeasible rather like breaking into PC currently.
More raids = more battles, more ISK payouts. Raiders risk what they bring. PC corps risk what the cannot or cannot be bothered to defend.
AV
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Breakin Stuff
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6870
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Posted - 2015.01.30 21:15:00 -
[19] - Quote
steadyhand amarr wrote:Maybe a week was harsh. My point was it can't be risk free. Then again getting spanked and losing gear is still a loss.
And if the big boys are worried about raids it means it's working as intented. Fair points tbh
pretty much, a lot of this has to be with the understanding that raids cannot lose you the district. they can only interrupt stuff.
AV
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Breakin Stuff
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6876
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Posted - 2015.01.30 22:31:00 -
[20] - Quote
el OPERATOR wrote:Breakin Stuff wrote:Operator, until DUST is open world creating a lopsided engagement is of no value.
8v8, 12v12 or 16v16.
Raiders should not have to face more stiff losses than someone who invades to conquer land.
Good raiders will utilize their best to smash in for profit. Wasting effort is wasting CP and ISK. 8v16 is not in any way balanced in a lobby shooter and served as a deterrent for people to even try.
Penalizing people for not already having land is idiotic.
all your assertion does is guarantee a PC corp is never at risk of significant loss.
If DUST was open world in PC you could have these lopsided engagements. But then if PC was open world I'd have dropped 50-100 body attack newbswarms onto districts with intent to make people scream And get buttmad.
If I am not allowed to do that to you, you are not allowed to do it to me. Ok, but again this same logic then justifies that if there aren't enough defenders the raid can not be initiated, since 6v2 or 8v0 is "lopsided". I realize, based off my tags, what I suggest is easily construed as being intended to protect district owners however what I'm trying to protect is the game's overall balance. Essentially low to risk-free attack modes being made available at whim that glean potentially huge rewards isn't balanced. Every suggestion I've made, also, is a suggestion I realize I will have to live with too since I am also looking forward to raiding on some m*therf+ùckers .
Your suggestions have to be tempered with the understanding that raids can only do temporary damage to an enemy corp. You can't take their land away from them with a raid.
AV
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Breakin Stuff
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6876
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Posted - 2015.01.30 22:42:00 -
[21] - Quote
el OPERATOR wrote:steadyhand amarr wrote:Maybe a week was harsh. My point was it can't be risk free. Then again getting spanked and losing gear is still a loss.
And if the big boys are worried about raids it means it's working as intented. Fair points tbh That raiding can't be risk-free is really the point, and as proposed it largely is. Losing your gear and w/e noteriety there may be for getting "spanked" really isn't any risk at all. Why would I say that, you ask? Because losing gear and getting spanked is the penalty for losing in PUBS which are the lowest entry, lowest risk/reward mode we have. If Raiding is to be any sort of step up away from pubs then it can NOT have the identical risk/reward scheme to it. If it does it'll be cool for about 15 minutes and then everybody involved will sit back and go, "wtf? This is just an auto-pub. "
Losing a planetary conquest match and getting spanked only costs you the ISK suits and equipment you lost too, and no payout at the end of the match. That's hardly worse than pubs, especially when you have to pregenerate your own clones to make the attacks. That right there is a limiter. No clones?
tough sh*t, no raids for you.
AV
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Breakin Stuff
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6877
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Posted - 2015.01.31 06:29:00 -
[22] - Quote
el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote:steadyhand amarr wrote:Maybe a week was harsh. My point was it can't be risk free. Then again getting spanked and losing gear is still a loss.
And if the big boys are worried about raids it means it's working as intented. Fair points tbh That raiding can't be risk-free is really the point, and as proposed it largely is. Losing your gear and w/e noteriety there may be for getting "spanked" really isn't any risk at all. Why would I say that, you ask? Because losing gear and getting spanked is the penalty for losing in PUBS which are the lowest entry, lowest risk/reward mode we have. If Raiding is to be any sort of step up away from pubs then it can NOT have the identical risk/reward scheme to it. If it does it'll be cool for about 15 minutes and then everybody involved will sit back and go, "wtf? This is just an auto-pub. " Losing a planetary conquest match and getting spanked only costs you the ISK suits and equipment you lost too, and no payout at the end of the match. That's hardly worse than pubs, especially when you have to pregenerate your own clones to make the attacks. That right there is a limiter. No clones? tough sh*t, no raids for you. No ISK payouts on full-proto losses can be staggering and is exactly the sort of thing that distinguishes PC from a pub. Clone losses in PC also cannot be ignored since they need to be replaced, either through waiting the regeneration period OR importing them from another locale and then ensuring that locale has enough. Again, this is part of that pub vs pc distinction. If theres a clone-generation element to raiding that equates to clone self-supply which if depleted inhibits an individual from raiding for a period I'd be (depending on the numbers) ok with that. That, like that, is exactly what I was proposing with the whole WarBarge Incapacitation/Strategem destruction idea. idc how it materializes, just that there some sort of mechanism to whoop a raiders' ass enough that they can't raid for a while. Just like a fat hole in the side of a classical pirate's ship OR lengthy prison time for a contemporary Somali Pirate who's been caught.
Why should we assume raiders will get paid for a loss?
In the context of how PC works, getting paid for buggering up and getting splattered by the defenders hardly strikes me as a profitable action.
So if PC gets no payouts on a loss, wjy would we assume raids magically get paid for getting their asses whupped?
And prison isn't possible when all a merc has to do is suicide and go home.
Further, the way it's worded EVERYONE has to burn CP If they want clones to participate in PC and raids. So if you raid and your clone supply gets flushed you can't raid till you regenerate more clones.
Same as with PC. Stocking a district with clones will cost CP. No more auto generation.
AV
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Breakin Stuff
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6878
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Posted - 2015.01.31 10:53:00 -
[23] - Quote
el OPERATOR wrote:
While an individual raid's effect may be temporary the cumulative effect will be effectively permanent. Constant raiding will mean the districts never replenish, which will lead to no one holding districts and everyone just raiding, which will lead to no districts being worth raiding, which will lead to everyone coming back in here to QQ moar about PC sucking.
I haven't suggested anything that would permanently stop a raider, just common-sense types of penalties for failed raids. Accurate target acquisition failures included.
Since the raid has less potential for profit on a win, it is entirely unreasonable to inflict stiffer penalties for a loss on raiders than you would on a PC corp who failed to assault and invade a district.
So unless the same harsh penalties are levied against PC hopefuls who fail, your assertions serve only to insure that raids are always a losing prospect rather than a real potential for gain.
Making less reward cost more in risk is bass-ackward.
AV
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Breakin Stuff
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6905
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Posted - 2015.02.01 02:42:00 -
[24] - Quote
I should also mention, I proposed raid mechanics that would restrict a corp from raiding the same district more than once per day.
I already took into account your "unlimited raids" argument. That one is a simple fix. The only way to grind down a corp via raiding the way you are talking about should be through the coordination of multiple corps that systematically tear ass across all of a corp's districts.
And in the proposed system by rattati the attackers have to generate a finite number of clones.
Destroy the clones, cripple the raiders.w
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6960
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Posted - 2015.02.05 20:57:00 -
[25] - Quote
el OPERATOR wrote: Which would still happen, raiders win the reprisal they keep what they took-district loses it, raiders lose the reprisal they don't keep what they took BUT even after the recovery district still loses 20% of what was taken, is "unrecoverable".
No. They win the raid match?
They keep something.
Reprisal raids cannot reduce potential profit to zero. THAT should require winning the raid in the first place.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6961
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Posted - 2015.02.05 21:32:00 -
[26] - Quote
el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote: Which would still happen, raiders win the reprisal they keep what they took-district loses it, raiders lose the reprisal they don't keep what they took BUT even after the recovery district still loses 20% of what was taken, is "unrecoverable".
No. They win the raid match? They keep something. Reprisal raids cannot reduce potential profit to zero. THAT should require winning the raid in the first place. Completely valid point. A 50-50 split doesn't seem right tho, you pickpocket me and run and I chase you, catch you and take my wallet back I don't split half the contents with you.
I'm gonna say at most you get back 40%.
Enough to be worth reprisal, not enough that you get to feel like you can casually blow off the raid while you muster the ringers.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6966
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Posted - 2015.02.06 06:32:00 -
[27] - Quote
There is no equal mitigation. You want to mitigate your loss? Win the initial raid battle to begin with.
Not after most of the loot is transferred off planet.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6978
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Posted - 2015.02.06 17:26:00 -
[28] - Quote
el OPERATOR wrote:Breakin Stuff wrote:There is no equal mitigation. You want to mitigate your loss? Win the initial raid battle to begin with.
Not after most of the loot is transferred off planet. Risk, not loss. Raiding risk should be equally mitigated somewhere with Defenders' risk somehow. If Raiders want to mitigate their losses, as your logic goes, then they need to not just raid but get away with it too. Win both the Raid and the Reprisal. Which works very well, IMO, very true-to-life. Not only must the "crime" be performed but also the getaway . How many episodes of COPS show a guy successful at robbing the liquor store but failing hard at the getaway?
they win the raid they get the lion's share of the loot.
The reprisal is a halfass recovery effort by someone trying to save face after getting their asses kicked. They should not be able to recover a majority of the loot. Only part of it.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6981
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Posted - 2015.02.06 19:14:00 -
[29] - Quote
el OPERATOR wrote:Travis Stanush wrote:
you seem to confuse petty crime with raiding
one is preformed by guys in ski masks the other is by Vikings, Huns, Vandals, and Goths.
Edit: Not trying to be a **** but you seem to think this is one or two dudes sneaking into your house at night, I am thinking small army.
Don't let my downplaying of what "Raiding" is insofar as its place in the wider spectrum of crime as some misunderstanding on my part on the concept. Every historical raiding group you named and every contemporary raiding group (Somali pirates, for ex.) comes from somewhere, and goes back to somewhere. Thats part of whats missing in this "raiding" equation, as proposed. ALSO, when caught NONE of those groups is just re-released to continue raiding wihout penalty. This is another part of what's missing from this OP. I'm all for suprise raiding. I (and many others) feel that RAIDING is a great idea BUT under no circumstances should it be, by its srructural mechanics, an essentially risk-free auto-queue Ambush match paid out of district assets.
You seem hellbent on making it unprofitable entirely
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6983
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Posted - 2015.02.06 19:49:00 -
[30] - Quote
el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote:Travis Stanush wrote:
you seem to confuse petty crime with raiding
one is preformed by guys in ski masks the other is by Vikings, Huns, Vandals, and Goths.
Edit: Not trying to be a **** but you seem to think this is one or two dudes sneaking into your house at night, I am thinking small army.
Don't let my downplaying of what "Raiding" is insofar as its place in the wider spectrum of crime as some misunderstanding on my part on the concept. Every historical raiding group you named and every contemporary raiding group (Somali pirates, for ex.) comes from somewhere, and goes back to somewhere. Thats part of whats missing in this "raiding" equation, as proposed. ALSO, when caught NONE of those groups is just re-released to continue raiding wihout penalty. This is another part of what's missing from this OP. I'm all for suprise raiding. I (and many others) feel that RAIDING is a great idea BUT under no circumstances should it be, by its srructural mechanics, an essentially risk-free auto-queue Ambush match paid out of district assets. You seem hellbent on making it unprofitable entirely No, I'm focused on it not being a risk-free auto-pub paid from my high-risk efforts. Nothing described is risk free
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
6988
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Posted - 2015.02.06 20:19:00 -
[31] - Quote
raiders risk clones, wasted CP and possibly an MCC build. Landowners realistically risk losing a few bucks. and clones.
Suck it up, cupcake.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7023
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Posted - 2015.02.09 11:11:00 -
[32] - Quote
Rather than donating, why not just have every complete mission a player finishes generate a set amount of CP? This would reward highly active corps and prevent donating several thousand components generated With AUR in order to CP spam raids, PC attacks, MCC builds and clone generation.
That way you have a reason to want a high number of players generating CP as much as possible.
Large, more importantly, ACTIVE, corps should natively generate a lot of CP.
Small or inactive corps should bemore natively llimited in their CP capacity and with the raiding planned you will need to involve more players in PC than a tiny, 25 man group to take and hold wide swathes of land.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7112
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Posted - 2015.02.11 22:34:00 -
[33] - Quote
el OPERATOR wrote:Travis Stanush wrote:
Nothing was/ is going to stop top tier players from being key to success in MH as long as we are forced to use the 16 v 16 we can only hope that they increase the pool of active players in their corps to give a larger portion of the community a place in PC. I will say this small corps like the one I am currently in have no place in PC and should be highly discouraged for anyone to even attempt to hold land until they can comfortably have 2 16 man teams at a time.
Bugs and exploits are part and parcel with the New Eden experience and even if raiding is done poorly it will create interest in PC which we both can agree is sorely needed.
The bolded area is primarily why I suggested raiding parties be limited in participant numbers with defenders having a number advantage. Small groups currently rarely stand successfully against the larger corps and while it may seem self-serving to suggest 6v12 matches, the real beneficiaries are those smaller groups. Landholding in MH is more than just "taking" a district, there are constant and continuous changes politically and territorially which can be very difficult to track let alone predict, kind of like the behaviour in PC of random players and the effect their actions have on the final outcome. This is part of our EVE heritage and is evidently working as intended. Bugs and exploits are part and parcel for all gaming, online and otherwise (ever cheat at poker?), however if we can see obvious imbalance or poor game design on the drafting table then we can and are best served by addressing those issues immediately instead of going full production and release with an intent to "fix it" later. If raiding is done poorly it will not inspire any more interest in PC than currently exists but will most definitely inspire more negative criticism of PC, DUST514 and CCP than currently exists. Remember, most consumers will contact a company to complain about a product that functions poorly but will almost never contact a company about a product working well.
6v12 offers no tactical advantage to the raiding party and every advantage to the defenders. Unless the raiders get a sh*t-hot tactical advantage that will allow them to overcome 12 proto stacked crazies then 12 v12 should be the away it goes.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7122
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Posted - 2015.02.12 06:45:00 -
[34] - Quote
el OPERATOR wrote:Breakin Stuff wrote:
6v12 offers no tactical advantage to the raiding party and every advantage to the defenders.
Correct. It is weighted towards the defenders, partially to address what Travis accurately descibed as "top-tier players" who are "key to success" and the effect raids from those players on small corps' districts will I have. (I predict large scale small-corp ownership contraction) Breakin Stuff wrote: Unless the raiders get a sh*t-hot tactical advantage that will allow them to overcome 12 proto stacked crazies then 12 v12 should be the away it goes.
Just me, but that raiders will be able to pick exactly when and whom to attack, therefore able to select land whose owners may be away (memberbase not online) or distracted (memberbase occupied in pubs, PC or defending a different raid) I think definitely qualifies as a "sh*t-hot tactical advantage". Any raiding group that isn't leveraging that ability towards their own success really doesn't have being successful as a priority.
No. All your demands will do is deter newer corps from participating entirely.
It's not a compromise, you're pushing for raiding to be a zero-impact nonfactor, and bluntly it's not contributing anything useful to the discussion.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7228
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Posted - 2015.02.16 17:26:00 -
[35] - Quote
drop HMG to 2000 RPM, increase range to 40m.
puts it at 650 DPS-ish.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7294
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Posted - 2015.02.19 08:54:00 -
[36] - Quote
MRBH1997 wrote:Will older corporations have more of a head start on the level of their corporate command or will we have to work our way up just like newer corporations? Odds are, like the warbarges, older players aren't getting a head start.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7330
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Posted - 2015.02.20 20:13:00 -
[37] - Quote
el OPERATOR wrote:Breakin Stuff wrote:
No. All your demands will do is deter newer corps from participating entirely.
It's not a compromise, you're pushing for raiding to be a zero-impact nonfactor, and bluntly it's not contributing anything useful to the discussion.
Now, now Mr. BS. My suggestions will assist any new corp in being able to hold districts longer, which when it comes to PC is the point. I'm absolutley open and looking for compromise, if anything it's your continued insistence that raiding be little to no risk that is uncompromising. I want raids to be impactful, I want cumulative raiding effects and rewards to be significant. I just don't want raiding to be the negligible-risk auto-pub the OP describes. And there's nothing "not contributing anything useful" about saying so, especially since I'm also proposing (and endorsing others') ideas to improve it.
then quit suggesting mechanics that automatically stack everything in favor of the defender.
You're demanding the raiders take more loss and more risk than players in actual PC matches, which IS unreasonable. Same risk? Fine.
More? Hell no.
and if the defender can't hold their ground against raiders he's going to lose his land to invaders anyway.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7342
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Posted - 2015.02.20 22:50:00 -
[38] - Quote
el OPERATOR wrote:"Same risk" between raiders (who can choose the when and where of a conflict) and defenders (who will pay losses from their districts assets that they've worked to develop) implicitly states that raiders must possess some "thing" ( not their MCC clones) that they have to work to aquire and upon losing raids will lose and be encumbered with redeveloping before raiding again.
ez You are literally being the pc raid debate version of spkr4thedead right now, just more polite. Have fun trying to convince the devs that it's unfair that raid teams be able to meet you on even terms.
But you've blown off every valid concern brought up. Hope when PC rolls around it's a Ripper.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7350
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Posted - 2015.02.21 05:48:00 -
[39] - Quote
If your district isn't being defended odds are you should loosen up the recruiting and bring in more people and allow them to participate in PC raid battles to train them for the real deal.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7353
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Posted - 2015.02.21 18:24:00 -
[40] - Quote
el OPERATOR wrote:And for the billionth time, I'm not against raiding (I'm extremely pro almost any game expansion) but I am against ezmode auto-pub-queues being dressed up as PC training. We have those, they're called Faction WarFare.
all of your suggestions to balance it indicate otherwise by making it easy for the defenders to casually repel the attackers.
That sounds a lot like being against raiding for some reason.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7353
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Posted - 2015.02.21 18:59:00 -
[41] - Quote
what I'm wondering is how you guess from the dartboard what's undefended.
You seem to assume a supernatural level of knowledge of district defense patterns.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7367
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Posted - 2015.02.26 11:08:00 -
[42] - Quote
ReGnYuM wrote:
The possibility having corporations specialized in raiding intrigues me.
ya think?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7367
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Posted - 2015.02.26 11:16:00 -
[43] - Quote
el OPERATOR wrote:Breakin Stuff wrote:what I'm wondering is how you guess from the dartboard what's undefended.
You seem to assume a supernatural level of knowledge of district defense patterns. Nope. I'm assuming basic use of the starmap and reasonable interpretative ability of the data it currently provides, for the noobs. And basic use of the starmap, reasonable interpretive ability of the data it provides and insider knowledge of that data, for the vets. Nothing supernatural about it. This is a good time, imo, to point out that despite the qqing to the contrary there is not and has never been an occupant of MH who got there by magic. Some fought, some bought and some schemed. But noone had it "just happen" by magic. I've done PC both attacking and holding. I've also AWOXED for hire.
Magic was nowhere involved. PC would be awesome if it had a means for people without the resources or whatever in real life to defend a daily timer to have a method of participation.
Thus far it is not, and the average PC corp has roughly 20-25 players who get to participate regularly.
The fact that so few players get a crack is why I think raiding needs to be viable. Should it be as simple as an autoqueue pubmatch?
No. I dunno where the hell anyone gets that from. But it should be a valid specialty for smaller berserker teams. It should also be a good test bed for PC readiness.
The end result will be more access to the game mode for people who otherwise don't know how it goes. Making the odds deliberately stacked so only the best of the best can win a fraction of the time terminates any incentives to use the game mode.
It also keeps the status quo where 20 people can hold upwards of 5-10 districts indefinitely without supporting crews. That in and of itself alone is an argument for total PC overhaul.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 21:46:00 -
[44] - Quote
el OPERATOR wrote:Passing off yet another pubqueue as "raiding" and a PC "overhaul" is a fantastic scheme, btw.
If the PC overhaul is just raiding I might throw up in my mouth a little. It'd be horridly disappointing.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 21:50:00 -
[45] - Quote
el OPERATOR wrote:
Point me please to the corp of 20 who has "indefinitely" held 10 districts? NyainSan, iirc, is MH oldest landholder and they've historically been a large group AND have had their territory counts fluctuate relative to the workings of MH. As I said previously Fighting, Buying or Scheming is what fuels the gears of MH. Enough of that applied by anyone towards anyone will generate results.
I do believe multiple corp PC runners have piped up stating that they only allow a set group to run PC. averaging between 18-25 bodies depending on the day over the last couple months in response to the intent to overhaul PC.
Especially among the "Don't listen to anyone but us on how to fix PC idiot crowd" who wish to keep the plebes entirely out of their playpen.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7380
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Posted - 2015.02.26 22:49:00 -
[46] - Quote
el OPERATOR wrote:Breakin Stuff wrote:el OPERATOR wrote:
Point me please to the corp of 20 who has "indefinitely" held 10 districts? NyainSan, iirc, is MH oldest landholder and they've historically been a large group AND have had their territory counts fluctuate relative to the workings of MH. As I said previously Fighting, Buying or Scheming is what fuels the gears of MH. Enough of that applied by anyone towards anyone will generate results.
I do believe multiple corp PC runners have piped up stating that they only allow a set group to run PC. averaging between 18-25 bodies depending on the day over the last couple months in response to the intent to overhaul PC. Especially among the "Don't listen to anyone but us on how to fix PC idiot crowd" who wish to keep the plebes entirely out of their playpen. Dude, if there's anything the PC crowd wants it's people to fight. The more, the merrier. What I don't see any of them clamoring for is more of the LCD playerbase often seen ragequitting or redline vacationing in pubs/FW. If you aren't fighting, fighting for your victories AND your losses in those you're not going to get very far in PC. Its kind of like homework. If your highschool homework load and the discipline needed to complete it is too much for you to handle then odds are a college workload will bury you. Quickly.
I'm aware. Let me goad the idiots into sperging off please. I know how PC works. I just didn't find the way it's set up fun to play except as an occasional excuse to go pop some tryhard tanks for the funzies for people who need an AV ringer.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7395
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Posted - 2015.02.27 20:11:00 -
[47] - Quote
el OPERATOR wrote:Breakin Stuff wrote:
I'm aware. Let me goad the idiots into sperging off please.
Keep trying then, I guess.
It'll probably have to wait until PC is finalized, sadly.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7398
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Posted - 2015.02.27 21:39:00 -
[48] - Quote
Actually I do it to reaffirm why I hate humanity in general. Anonymity tends to bring out the worst in people.
Hilariously I'm not much more restrained in real life. Blunt as hell.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7398
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Posted - 2015.02.27 22:03:00 -
[49] - Quote
el OPERATOR wrote:Breakin Stuff wrote:Actually I do it to reaffirm why I hate humanity in general. Anonymity tends to bring out the worst in people.
Hilariously I'm not much more restrained in real life. Blunt as hell.
Nothing wrong with blunt, so long as it's honest. Otherwise it's just *******. And Amen to anonymity bringing out the worst in people. Thats a big part of my personal aversion to alts. Alts are no fun. I'd rather just tell you I'm going to do horrible things, do said horrible thing and laugh at people who inevitably go " I can't believe you did that horrible thing!"
Alts make the experience feel cheap.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7400
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Posted - 2015.02.27 22:16:00 -
[50] - Quote
el OPERATOR wrote:LOL
**** yo' couch!! Exactly.
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