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Thread Statistics | Show CCP posts - 4 post(s) |
deezy dabest
2145
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Posted - 2015.02.09 02:52:00 -
[61] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas?
For 50 man ambush redlines much smaller and divide the map into 4 quadrants for spawn purposes. These would basically consist of a large socket and a small outer perimeter.
Quadrant selection for spawn would then be totally random. This would make flanks happen and cause stompers to be on their toes while stomped blueberrys would essentially be flanking automatically.
For Ambush OMS I just dont know.
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One Eyed King
nos nothi
7718
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Posted - 2015.02.09 02:54:00 -
[62] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas? Is it possible to have some mixture of the two?
Perhaps a spawn that shifts on occasion, like once every 30 seconds, but not so often that everyone is sort of on their lonesome? This way if a group IS being slaughtered, players could wait 30 seconds and ensure they have a different spawn point.
This would also force both teams to use uplinks in order to have teammates consciously spawn closer to the action.
Former CEO of the Land of the BIind.
Any double entendre is unintended I assure you.
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Juno Tristan
Obscure Reference
348
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Posted - 2015.02.09 03:02:00 -
[63] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas?
Part of the problem is you don't know where smart deploy will spawn you, it should appear as part of the countdown so you can abort if the area's being overrun
ADS Ramming Revenge!
Should Have Stayed Inside (the Tank)
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Banjo Robertson
Random Gunz RISE of LEGION
446
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Posted - 2015.02.09 03:14:00 -
[64] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas?
Let players choose where exactly to spawn on the map in ambush using a little circle similar to how you select where to drop an orbitasl. |
Thumb Green
Raymond James Corp
2080
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Posted - 2015.02.09 03:20:00 -
[65] - Quote
Banjo Robertson wrote:CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas? Let players choose where exactly to spawn on the map in ambush using a little circle similar to how you select where to drop an orbitasl. Brilliant idea.
Take your stinking paws off me, you damned dirty hipster!
[RYJC]
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Derpty Derp
Dead Man's Game
722
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Posted - 2015.02.09 03:26:00 -
[66] - Quote
CCP Rattati wrote: Any super smart ideas?
No, I only have stupid ones... But it might work.
How about dropping plenty of CRU's at the start of Ambush matches, since anyone can hack them and they aren't easily destroyed, there's a good chance of someone on both teams running off at the start of the match and hacking them.
&/OR
When a team is down by 10 clones, drop in some pre-hacked CRU's for them. One of them is bound to be of some use. Although it still relies on the team being mildly competent and knowing when to switch spawns, the enemy team will struggle to camp multiple spawns. |
Booby Tuesdays
Ahrendee Mercenaries
1300
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Posted - 2015.02.09 03:27:00 -
[67] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas? Why can't Ambush just have a set of spawn points per map? Each team can pick from 2-3 dedicated spawn points or use smart deploy. Being forced to spawn on a blueberries crappy uplink in the middle of a firefight is the reason I quit playing Ambush over a year ago.
Half-Assed Forum Warrior / Half-Decent Commando / Damn Good Logi / Matari Loyalty 7
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Tesfa Alem
Death by Disassociation
829
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Posted - 2015.02.09 03:30:00 -
[68] - Quote
Juno Tristan wrote:CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas? Part of the problem is you don't know where smart deploy will spawn you, it should appear as part of the countdown so you can abort if the area's being overrun
Spot on.
Redline for Thee, but no Redline for Me.
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SgtMajSquish MLBJ
Consolidated Dust
341
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Posted - 2015.02.09 03:34:00 -
[69] - Quote
One Eyed King wrote:CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas? Is it possible to have some mixture of the two? Perhaps a spawn that shifts on occasion, like once every 30 seconds, but not so often that everyone is sort of on their lonesome? This way if a group IS being slaughtered, players could wait 30 seconds and ensure they have a different spawn point. This would also force both teams to use uplinks in order to have teammates consciously spawn closer to the action. The issue is the complexity of said algorithms to determine the kills in an area. I see it as a constantly changing list of kills with their location on them. The algorithm would test the first kill and then compare the next 10ish for their location. If the kills are not one sided(heated battle scenario) all logic would be on standby untill it becomes one sided. I can picture the logic for it but cannot see it as being very resource efficient in anyway. It might work on another system but with the limitations of the PS3 im not so sure
Rise and shine CCP. It's time to implement ping based match making.
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Derpty Derp
Dead Man's Game
723
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Posted - 2015.02.09 03:39:00 -
[70] - Quote
The Eristic wrote:Derpty Derp wrote:Were you just chasing it in a dropsuit and not getting shot? Because if you pulled a forge/swarm or even some AV grenades, you'd have easily gotten 2 lots of 75 wp.
Tanks are quite literally wp pinatas. Plasma Cannon Scout. First shot or nade, he hardens and runs, repeat. No points.
Throw flux > fire cannon > both hit at the same time, gets at least 75 points. Also watch the turret, he can't see a scout that's behind the turret.
DootDoot wrote: WTF magical bubble world do you live in.
The one where I'm a Commmaaannnndddoooooo and anything is possible!
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
862
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Posted - 2015.02.09 04:04:00 -
[71] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas?
Remove spawn system? And let us spawn where we want. The grid spawn is a good idea |
Maken Tosch
DUST University Ivy League
10985
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Posted - 2015.02.09 04:24:00 -
[72] - Quote
Perhaps we could try out what Project Legion is suppose to try out.
Let us spawn high up in the air -- and I mean real high -- so that we can adjust the direction of our decent as we fall, have an idea of what's going on before we reach the ground, and be able to avoid the disorientation that results from spawning blindly on the ground.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
10985
|
Posted - 2015.02.09 04:32:00 -
[73] - Quote
SgtMajSquish MLBJ wrote: The issue is the complexity of said algorithms to determine the kills in an area. I see it as a constantly changing list of kills with their location on them. The algorithm would test the first kill and then compare the next 10ish for their location. If the kills are not one sided(heated battle scenario) all logic would be on standby untill it becomes one sided. I can picture the logic for it but cannot see it as being very resource efficient in anyway. It might work on another system but with the limitations of the PS3 im not so sure
You're assuming that only the PS3 will handle the computations. As of right now, the PS3 is not handling much, if any, of the computations behind how much damage your weapon deals, how bonuses are applied, etc. As far as I know in the years I have known CCP, all computations are made and verified server side on Tranquility which has been handling vastly more complex algorithms for Eve Online for almost 12 years straight without so much as breaking a sweat except during epic fleet battles and the biggest rush hour at Jita.
If anything, the algorithms for the spawning in ambush would be handled best by the server. Don't worry about the stress on the server. I'm sure it can handle it given what it goes through every day for Eve Online.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Ld Collins
State of Purgatory General Tso's Alliance
189
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Posted - 2015.02.09 04:58:00 -
[74] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas? Spawn on squad leader ambush only. |
Billi Gene
526
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Posted - 2015.02.09 05:05:00 -
[75] - Quote
Aeon Amadi wrote:Atiim wrote:lolwat?
My brother AFKs in bush while playing CoD on the other PS3 and he still makes enough WP to get the ISK/SP. Video or it didn't happen.
presumably his brother is one of those annoying derps that drops uplinks in ambush, the fact that he could then afk assured of people being forced to use his uplinks sure makes me want to scream "exploit" :P
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Aeon Amadi
Chimera Core
8550
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Posted - 2015.02.09 05:14:00 -
[76] - Quote
TritusX wrote:So this is why you left the match right away after Kalante killed you
I left that match because I looked at the competition (mostly veterans with proto) and my team (bumbling guys in militia who were scattered all over the map with no sense of spatial awareness despite the sounds of gunfire) and left the match because I knew that it was going to be a lost cause.
There is such a thing as a tactical retreat. I weighed my options and it became apparent that it would be more ISK efficient to just leave. It also lessened the possibility of wasting my time for a zero SP outcome.
So, before you troll, let me ask you this: Did you win that match?
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas?
No, I genuinely enjoy Ambush. The spawn system is frustrating at times but it's overall a fun game-mode that I can play a few rounds in short durations and have been finding a lot of good video material to post. Point in case.
What I don't like is that every so often the game just throws a curveball my way that I have no control over. I don't have a problem losing. I have a problem losing and not getting jack for it despite actually trying my hardest. Why stay in a match that I know I'm going to lose if losing doesn't even benefit me in any way?
But nice try trying to de-rail the thread to Ambush Spawn mechanics
Have a suggestion for the Planetary Services Department?
Founder of AIV
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The Noob Destroyer
1266
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Posted - 2015.02.09 05:20:00 -
[77] - Quote
DeathwindRising wrote:CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas? Remove spawn system? And let us spawn where we want. The grid spawn is a good idea this
https://www.youtube.com/watch?v=5_LxyhCJpsM
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Billi Gene
526
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Posted - 2015.02.09 05:20:00 -
[78] - Quote
Aeon Amadi wrote:Varoth Drac wrote:I seem to remember an interesting system in world of Warcraft for dealing with pvp rewards where some have s clear advantage over others. I think it was some kind of ranking system other than level, and you only got rewarded for killing higher ranked people, or something like that.
I wonder if we could have a similar system. So stompers wouldn't get sp for killing noobs, but if anyone kills a stomper they get a large reward. All based upon a ranking system similar to mu. Maybe the mu itself? Would work if there were any way to dictate who you fought against but there's no way to do that, so it'd just be frustrating to be pitted up a team of newer players because the battle finder decided you should be.
a fitting meta level (suit meta AND modules/equipment/weapons) now exists in game, this could be used on a per spawn basis to feed a rewards equation of some sort. The notion of higher meta fittings getting less reward for killing low meta and its opposite, isnt so far fetched.
+2% for each meta level your victim is above your own, -2%SP for each meta level you are higher than your victim? (2% of 50 points= 1 point).
if vehicle fitting meta level is equitable to drop suit' re: militia/standard/advanced/proto, then vehicle damage and suit kills for vehicle rewards could also be adjusted.
risk vs reward? heck maybe 2% isnt enough, or maybe higher risk should should pay more? 6% per meta above your own? ((to any pubstompers.... "welcome to New Eden" ...lolz))
Pedant, Ape, Troll.
My Beard makes Alpha's sook :P
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Regis Blackbird
DUST University Ivy League
626
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Posted - 2015.02.09 05:32:00 -
[79] - Quote
Maken Tosch wrote:Perhaps we could try out what Project Legion is suppose to try out.
Let us spawn high up in the air -- and I mean real high -- so that we can adjust the direction of our decent as we fall, have an idea of what's going on before we reach the ground, and be able to avoid the disorientation that results from spawning blindly on the ground.
I concur with this ^ Place an fixed "spawn point" close to ceiling height (that is always available) in conjunction with "smart deploy".
There is already a card on the Trello board for this. |
THUNDERGROOVE
Fatal Absolution
1459
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Posted - 2015.02.09 05:39:00 -
[80] - Quote
The Eristic wrote:Derpty Derp wrote:Were you just chasing it in a dropsuit and not getting shot? Because if you pulled a forge/swarm or even some AV grenades, you'd have easily gotten 2 lots of 75 wp.
Tanks are quite literally wp pinatas. Plasma Cannon Scout. First shot or nade, he hardens and runs, repeat. No points. lol Allotek Flux grenades repeatedly give me 150 WP for landing one on a tank.
I'm the Rayman of uplinks.
AIV member.
21 day EVE trial.
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Aeon Amadi
Chimera Core
8553
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Posted - 2015.02.09 05:42:00 -
[81] - Quote
THUNDERGROOVE wrote:The Eristic wrote:Derpty Derp wrote:Were you just chasing it in a dropsuit and not getting shot? Because if you pulled a forge/swarm or even some AV grenades, you'd have easily gotten 2 lots of 75 wp.
Tanks are quite literally wp pinatas. Plasma Cannon Scout. First shot or nade, he hardens and runs, repeat. No points. lol Allotek Flux grenades repeatedly give me 150 WP for landing one on a tank.
Unfortunately, anecdotal evidence doesn't address the overall problem.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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DeadlyAztec11
Ostrakon Agency
7409
|
Posted - 2015.02.09 05:47:00 -
[82] - Quote
125WP?
I usually get that much when there's less than ten clones left and I get spawned in a game that's about to end.
You need to read up on strategy and reinvent your tactics.
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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DeadlyAztec11
Ostrakon Agency
7409
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Posted - 2015.02.09 05:50:00 -
[83] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas? How about we stick with the spawning close to teammates mechanic, but add in.code that says "If X team deaths in Y time then change spawn."
Put your flags up in the sky.
And wave them side to side.
Show the world where you're from.
Show the world we are one.
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Tesfa Alem
Death by Disassociation
830
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Posted - 2015.02.09 06:09:00 -
[84] - Quote
@Aeon
If said "AFKer" doesn't care about KD then Ambush is the best game mode to AFK in. Get more salavage and isk in a shorter time span than skirm and dom.
That being said the situation you're describing seems to be the exception rather than rule. Alot of NPC corps are highlighted who are not affected by WP minimum.
Also in each image you provide there are plenty of players who have a more deaths than the ones you highlight who still manage to break the WP barrier. In terms of most deaths per image
Image 1 Death bringer goes 2/9 and gets 250 WP
Image 2 Pedro Juan goes freaking 2/11 and manage to get 225 warpoints
Image 3
Two players die 8 times, Quatera 1/8 210 wp and Isiah654 0/8 25 WP.
These stats are sad indictcators of matchmacking, mostly documents noobs having a rough time, but in terms of sympathy for Vets with low WP hauls, i could care less. If a player going 2/11 (getting uber stomped) can break 150 WP then there no reason why somebody rocking proto in ambush can't do the same thing.
Redline for Thee, but no Redline for Me.
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I-Shayz-I
I----------I
5280
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Posted - 2015.02.09 06:13:00 -
[85] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas?
1. If there was a way to detect people dying within x seconds from being spawned in that would prevent a lot of the ambush spawn camping.
If you are on the stomping side of ambush, generally all you have to do is find the place that players are spawning in at, which means a lot of easy kills from spawn traps. The game doesn't register that people are being spawn trapped until there's already a group of players that have died.
2. Spawning into the middle of a battle is never fun. Even in most popular FPS games, the game usually spawns players away from the battle and not just where the cluster of allies are currently located.
You usually never spawn alongside multiple friendly players, and rarely in the exact same place.
Scattering the spawns in a section of the map is more effective than having the game spawn players in the same location of other spawns.
7162 wp with a Repair Tool!
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Talos Vagheitan
Ancient Exiles.
907
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Posted - 2015.02.09 06:44:00 -
[86] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas?
Spawn so your friendly blob is directly between you and the enemy blob.
'In theory' you should spawn a short distance behind your "front line".
Teams getting massacred is a separate issue and no spawning system will fix it.
Who cares what some sniper has to say
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Big Burns
Dem Durrty Boyz General Tso's Alliance
559
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Posted - 2015.02.09 07:03:00 -
[87] - Quote
CCP Rattati wrote:I think you just hate ambush?
We tried to fix ambush spawn mechanics, which were random, more like BF/COD, just spawn away in the distance, but then the blob was invincible.
The current mechanic tries to put you close to the hub of your teammates, but if they are being massacred, it's not good either.
Then we get into "if X deaths in area, then not spawn close to friends, just in outer rims", and that isn't easy either.
Any super smart ideas?
I rarely see a team, who gets slaughtered early on in the match, make a come back. Why drag the match out and make us run around looking for a guy trying to hide? Why are the maps for ambush soooo large? Kind of a contradiction dontcha think? When you think of ambush you think of CQC and fast paced battles....not running 300 meters from spawn to spawn just so Mr. newbie or Mr. Alt character can have a chance to hide. This ain't hide and seek. Stick us in a metal cage 50x50 meters and let's get that SP. Some of your players don't have all day to play. So they definitely don't want to run around for 10 minutes, just to get two kills and not reach the 200WP limit for vets. You need to listen to me Rattati and stop avoiding me.
I'm a try-hard, because half my team sits in the MCC.
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Aeon Amadi
Chimera Core
8555
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Posted - 2015.02.09 07:05:00 -
[88] - Quote
DeadlyAztec11 wrote:125WP?
I usually get that much when there's less than ten clones left and I get spawned in a game that's about to end.
You need to read up on strategy and reinvent your tactics.
See questions asked in OP, answer them.
Tesfa Alem wrote:@Aeon
If said "AFKer" doesn't care about KD then Ambush is the best game mode to AFK in. Get more salavage and isk in a shorter time span than skirm and dom.
That being said the situation you're describing seems to be the exception rather than rule. Alot of NPC corps are highlighted who are not affected by WP minimum.
Also in each image you provide there are plenty of players who have a more deaths than the ones you highlight who still manage to break the WP barrier. In terms of most deaths per image
Image 1 Death bringer goes 2/9 and gets 250 WP
Image 2 Pedro Juan goes freaking 2/11 and manage to get 225 warpoints
Image 3
Two players die 8 times, Quatera 1/8 210 wp and Isiah654 0/8 25 WP.
These stats are sad indictcators of matchmacking, mostly documents noobs having a rough time, but in terms of sympathy for Vets with low WP hauls, i could care less. If a player going 2/11 (getting uber stomped) can break 150 WP then there no reason why somebody rocking proto in ambush can't do the same thing.
See questions asked in OP, answer them.
Have a suggestion for the Planetary Services Department?
Founder of AIV
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Mary Sedillo
Molon Labe. General Tso's Alliance
347
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Posted - 2015.02.09 08:29:00 -
[89] - Quote
Ambush really really sucks and is there for people trying to power grind SP with little effort. Lemon in the eye of you folks. ;) |
Big Burns
Dem Durrty Boyz General Tso's Alliance
559
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Posted - 2015.02.09 08:42:00 -
[90] - Quote
Aeon Amadi wrote:Nothing like running ADV/Proto gear against a proto-stomp team in Ambush only to come out with 125 WP and not get any SP for the match. Just shelling out ISK for nothing at this point. Under current mechanics, none of these people would have received SP: http://i.imgur.com/x5zqCs0.pnghttp://i.imgur.com/r1OsMSi.pnghttp://i.imgur.com/XIbZFiZ.pngYOU -WILL- READ THE BELOW BEFORE MAKING COMMENTS The question you have to ask is: What meaningful function does the WP Minimum implement? What is it supposed to do, who is it supposed to affect, and who gets caught the crossfire unnecessarily? If the WP Minimum was implemented to keep people from AFKing, then Ambush shouldn't be in the equation because it's nigh impossible to AFK through an Ambush. YOU -WILL- READ THE ABOVE BEFORE MAKING COMMENTS
It's all about the money Aeon. You see...the more players CCP acquires, the more money they make. New players won't be attracted to the game if they are always losing and dying. So how does CCP fix this problem you may ask. Well, they have two options, they could fix match-making which would place vets against vets, or they could hold the vets back. Guess which one they chose? lol. It started with the whole racial bonus thing. This allowed new players to spend a certain amount of SP and be productive on the battlefield in one particular role. Before this the vets were extremely OP as the could change between roles and be the best at every role they had. With this new racial bonus option, new players could stand a better chance of being just as productive on the battlefield as someone with multiple roles.
The next big jump was the introduction of bandwidth, which made it nearly impossible to run multiple roles. Vets used to start a match in their uplink suits, then switch to any other suit accordingly. Now with bandwidth, you have to run logi the whole match or another role, one or the other. In doing this, it limits the vets options or versatility and therefore helps the new players.
The lastest installment of "let's screw our vets out of what they grinded for", is Apex suits. Finally, the day has come where Dust goes complete noob. This is the mother load for CCP. New players are drooling over proto BPO's. They can compete with the vets a little better and make lots of isk, no worries. No skills required. And CCP gets money from those who decide to purchase these with aurum. OH YEA! Just awesome.
The last thing and most recent thing they have come out with is what your topic is about. Now, it will help with afk'ing, however...why ambush? Then after reading everything I've written above...it all starts to make sense. Just another way CCP tries to level the playing field without making it look to obvious, that they are intentionally restricting veteran players, like a boa constrictor they just keep squeezing. Do you know how to boil a frog? You don't boil the water then throw a frog in it...it'll just jump out. Instead, you put it on simmer and place the frog in the warm water, it enjoys it and doesn't realize it's being cooked until it's too late. They are doing the same thing to the vets. Little by little.
I'm a try-hard, because half my team sits in the MCC.
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