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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
425
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Posted - 2015.03.03 18:55:00 -
[1] - Quote
There is a currently ballooning complaint, that Dust matches are losing interest in GÇ£winningGÇ¥ the match, or even the morale to try harder when meeting tougher obstacles in the match. The criticism is from many of us seasoned players, as well as what CCP has expressed since Christmas.
Focusing on GÇ£Winning the mapGÇ¥, rather than shooting for prizes, is a gameplay/teamplay concept that makes Dust different from most of the fps game objectivesGÇöand I believe the subject of Play-incentives and Win-incentives should be as important this year as GÇ£Vehicle ProgressionGÇ¥ clearly is right now.
Achieving this is a psychology task, but I think as of the last Uprising patch, CCP has enough reward-devices up and running in the game to GÇ£steerGÇ¥ players into joining specific matches for specific rewards, and to GÇ£trainGÇ¥ us toward winning matches to get special mercenary gains.
I think those devices simply need to be GÇ£relocatedGÇ¥ or switched around a bit, to produce a subtle GÇ£Progession curveGÇ¥, whereGÇö
A player HAS to choose to join a specific match type, or even win that specific match type, if she wants to access more specific/exclusive/useful rewards that are relevant to her level of commitment in Dust.
In such a structure, Newberrys, Adv, Vets would gravitate to matches based on the certain rewards or quantities that can ONLY be gotten at end-match screen of THAT type of match. The Dust player who's training her character will tend to move out from the type of matches she's been playing (as it's type of payout become worthless to her), and start playing the "higher" matches as the only way to access the items that benefit her further development.
If it is possible to payout certain Items/Rewards/Salvage per certain type of match (CCP knows if this is possible), below is my suggestion for creating that GÇ£Match-mode Progression CurveGÇ¥, using just the items we already have in-game and not having to design any new mechanics.
Public Contracts (& Battle Academy) SKIRMISH
Payout to PLAY: (the ONLY types of rewards you get in this type of match) ISK & SP, in the proportions we currently have in Warlords 1.0. 5X, 10X, or 20X Standard Combat Loadout Dropsuits and basic-to-militia gear as the ONLY salvage payout.
Incentive to WIN: (the ONLY types of rewards you get in this type of match) EXACTLY the SAME rewards as to PLAY. (Zero GÇ£winGÇ¥ rewards are needed to discourage new players from trying the farming habits they learned in previous fps gaming; regular and generous suits and gear are needed to replenish the help the morale and excessive loss of gear that new/casual players experience.)
Public Contracts AMBUSH
Payout to PLAY: ISK & SP, in the proportions we currently have in Warlords 1.0. 5X, 10X Lvl-1 Role-category Dropsuits and Lvl-1 gear as salvage.
Payout to WIN: ISK & SP, in the proportions we currently have in Warlords 1.0. 100 Loyalty Rank points (NOT LP), and Lvl-2 AUR Dropsuits and Lvl-2 AUR weapons as salvage. (Ambush encourages skill at killing, and should be the only match-type to directly reward players who value GÇ£rankingGÇ¥ and competitiveness above team-strategy; Ambush is also the most addictive arena to introduce competitive players to the usefulness of spending Aurum)
Public Contracts DOMINATION
Payout to PLAY: ISK & SP, in the proportions we currently have in Warlords 1.0. 5X, 10X, Standard Combat Loadout Dropsuits and basic-to-militia gear as salvage.
Payout to WIN: 2X ISK payout from Play 5X Role-category Dropsuits, 5X, 10X Strongboxes (NO Keys available in this match type) and 10X, 20X Warbarge Components, as salvage. (A low Play-payout will make Pub Doms less useful than Pub Skirms for players who just want to farm, unique Win-items attracts the more committed-Dusters to warbarge-grinding and FW warfare--because FW is the only Pub match where you can be rewarded with Keys)
In all these Payout structures, a match-Defeat rewards you with any combo of items from the "Payout to Play" list; in a match-Victory any combo of items from the "Payout to Win" list can appear, OR could be mixed in with some 'Play' rewards (if CCP determines that's best). And what's shown in each list, are the ONLY items you can expect to receive when playing THAT type of match.
The remaining match types are cont'd below.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
425
|
Posted - 2015.03.03 19:09:00 -
[2] - Quote
cont'dGǪ
FACTION WARFARE
Payout to PLAY: LP & SP, in the proportions we currently have in Warlords 1.0. 75 Loyalty Rank points (separate from LP), 10X Strongboxes (NO Keys) 5X, 10X Lvl-1 Role-category Dropsuits and Lvl-1 gear and 50X Warbarge Components as salvage.
Payout to WIN: LP & SP, in the proportions we currently have in Warlords 1.0. 1X, 5X Adv or Proto Dropsuits 1X, 5X, 10X Adv or Proto gear/weapons 75 Loyalty Rank points (separate from LP), 50X Strongboxes 2X, 5X Hacked Decryptor Keys 1X, 5X, 10X Scrap Metal Parts (7K GÇô 20K ISK resale value) and 50X, 100x Warbarge Components as salvage. (Reward losing players with just enough LP, strongboxes and replenishing gear that they just break-even if they lose an FW match (and go bankrupt if they try to farm in FW); only an FW GÇ£winGÇ¥ gives players their first access to scrap/component Loot and opportunity to indirectly earn ISK through loot resale)
PLANAETARY CONQUEST
Payout to PLAY: SP in the proportions we currently have in Warlords 1.0. ISK in proportion arranged in the GÇ£contractsGÇ¥ with Capsuleers and whatever reworked structure CCP is working on. 250 Loyalty Rank points (NOT LP). 50X, 100X Strongboxes 2X, 5X Hacked Decryptor Keys 20X, 50X Scrap Metal Parts (15K GÇô 30K ISK resale value) Plus--Special GÇ£Battle LossGÇ¥ end screen stating, GÇÿYour teamGÇÖs weapons and gear have been claimed as salvage by enemy forceGÇ¥
Payout to WIN: SP in the proportions we currently have in Warlords 1.0. ISK in proportion arranged in the GÇ£contractsGÇ¥ with Capsuleers and whatever reworked structure CCP is working on. 250 Loyalty Rank points (NOT LP). 100X, 250X, 500X Strongboxes 10X, 20X Hacked Decryptor Keys 75X, 100X, 250X Scrap Metal Parts (15K GÇô 30K ISK resale value) 1500X Warbarge Components 10X, 15X Enemy Vehicles, 20X Dropsuits, 20X Weapons, 50X Equipment, representing the actual items and Adv/Proto levels used by the opponent team.
(A PC match is the only match where copies of the rewarded items should be 250X or more, to compensate for the extensive span of time and effort a PC match may run to reach GÇ£victoryGÇ¥.) The default rewards/salvage in Public Contract matches would be confined to the kind of items that are essential for Beginners to stay afloat, and for Leisure-weekenders to enjoy casual Dusting as much as they want, but are the kind of items that are pretty much worthless to players whoGÇÖve become advanced.
--Each type of match would payout only certain types of salvage/rewards (that arenGÇÖt available in other match types), as the incentive to play THAT type of match. The more exclusive or more plentiful kinds of GÇ£lootGÇ¥ prized by advanced and committed Dusters, would only be gotten playing the GÇ£higherGÇ¥ match variants (aKa, NOT in the Pub-Skirm match type).
--As the incentive to WIN the match, some types or quantities of salvage-items only payout on GÇÖVictoryGÇÖ (but again, these item types or quantities would be exclusive to EACH certain type of match.)
--Advanced players looking to GÇ£stompGÇ¥ on beginners in the Pub-Skirms, would run out of their prized advance gear if they play Pub-skirms too long, and not only be forced to return to playing FW or Dom matches, but would have to WIN those matches to replenish their advance gear.
--Winning Faction War or PC matches would have exclusive rewards/salvage, so that being the GÇÿwinnersGÇÖ in FW/PC gets perceived as the leaps-n-bounds more lucrative goal for each team----and the only lucrative reason for even playing these match types.
Note, I have left SP entirely UNCHANGED in this idea. I strongly recommend that the current GÇ£SPGÇ¥ reward system NOT be used in any rewards restructuring scheme. It is a vital component of your game-characterGÇÖs grind and vital to the core GÇ£persistenceGÇ¥ structure of the game. SP should always be linked directly to your characterGÇÖs actions and experience in Dust combat, not to the win/lose outcome of the combat.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
497
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Posted - 2015.03.21 02:40:00 -
[3] - Quote
In the wake of the Fanfest discussion in which Rattati posed three questions to the audience, the list I've suggested above could be helpful in addressing his question, about giving a greater feeling of Progression in the game.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
508
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Posted - 2015.03.27 20:08:00 -
[4] - Quote
There IS another part of the gameGÇÖs rewards components that I think should be changed, if any scheme like mine is tried.
The GÇ£Daily MissionsGÇ¥ device is great for New player experience, but the sort of rewards it is paying out (and the KINDS of activities itGÇÖs paying out for) shouldnGÇÖt contradict the attitude of the Matches, and shouldnGÇÖt attract Adv Players to farm the Daily Missions instead of committing to winning a Match that is relevant to you. Recently, I've had fellow blues (in FW matches ), shoot at me in order to scare into aborting my hack, just so they can get 50WP for hacking the asset on their own rather than getting 25WP+assist and missing their Daily Mission objective.
For the GÇ£Daily MissionsGÇ¥ to be most beneficial to New PlayersGÇÖ issues, Decryptor Keys, Warbarge Components, and Strongboxes should be avoided or minimized. (These are items that beginner players should not be focusing on, and are items seasoned players should be winning the GÇ£higherGÇ¥ match types to obtain in 20X and 50X numbers)
Solo GÇ£Hack MeGÇ¥ missions, such as GÇ£hack 6 primary objectivesGÇ¥ or GÇ£hack 9 installationsGÇ¥ should be rewarded with multiples of ready-to-use dropsuits and modules, Standard Heavy Dropsuit 5x Basic Shield Extenders 60X, so new and casual players will sense that Dust will help replenish their losses and keep them afloat as long as they keep recognizing how valuable hacking is to Dust match-winning. Zero weapon rewards.
GÇ£AssistGÇ¥ type activities like GÇ£get 15 kill-assistsGÇ¥ and GÇ£get 13 assist-kills from vehicle turretsGÇ¥ should be rewarded, not with weapons of any kind, but solely with AUR vehicles and AUR equipment, "LC-315" Madruger 5X "Husker" Nanohive 10X "Looker" Handheld Scanner 10X, quantities that encourages new/casual players to travel/control the map, or with the larger SP rewards than any Non-assist missions.
GÇ£Simple shootingGÇ¥ missions like GÇ£get 39 enemy killsGÇ¥ should be rewarded with strongboxes, but with very little SP/ISK, and no weaponry. Strongboxes 5X, Strongboxes 10X, Most players starting Dust already have a motivation to shoot-n-kill, and donGÇÖt need Dust or any other fps to further motivate that activity.
(Arguments 2 & 3 are intentionally OPPOSITE to the reward attitude IGÇÖve created in the Matches, because we want the capable players to have to WIN the specific MATCHES to get rewarded for killing enemy, not thinking they can just farm the Daily Missions to get those rewards.)
New types missions should be added that require GÇ£AssistingGÇ¥ fellow players in order to accomplish, like GÇ£get 12 assisted hacksGÇ¥, GÇ£pick-up vehicle passengers 8 timesGÇ¥, and GÇ£get 5 Counter hack assists, and reward players with the highest SP and ISK rewards (20,000 SP range). Helping your fellow teammate is the combat-differfence Dust devs would like players to gain experience in; higher SP should be the reward each time a new player displays that experience.
The "Bonus completionGÇ£ missions, such as "10-out-of-10 completedGÇ¥, or "5-out-of-5 completed" should be the only WEAPON reward available through the Daily Missions. Decryptor Keys 5X AUR light weapons/sidearm 15X AUR Remote Explosive 15X should be rewarded in large enough quantities to make going through all the GÇ£assist missionsGÇ¥ effort worth it, but low enough quantities that users will expend so fast theyGÇÖll want to spend Aurum to get them back.
Changes like this may anger seasoned players (GǪgood, because scoring daily missions should not be what we are doing---we should be going after our desired rewards by winning the specific matches). But changes like this will boost the situ-awareness/helpfulness in Newberrys/weekenders, and reward them for performing activities that give seasoned community safer more effective novice-crews to work with.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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