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Thread Statistics | Show CCP posts - 44 post(s) |
![Operative 1174 Uuali Operative 1174 Uuali](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Operative 1174 Uuali
Y.A.M.A.H
567
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Posted - 2015.04.02 11:57:00 -
[1] - Quote
Great job. I will forgive you for the myofib jumping, but fix that stuff.
To fix the proto squad dropping battle simply don't allow premade squads at all. Casuals and new players don't run in squads usually so this would, as a natural side effect, help to better matchmake and insure people who actually want to stay in the battle will do so. It will simply cut out the problemed players.
No reason to have full 16 player teams either. How about have team numbers decided by the total players logged on at any one time? Some players will likely not actually be playing so the metrics should undercut the estimate.
For example:
If there were 20 players logged on then the matchmaking mechanic would decide that only 10 players are active and queue for two teams of 5.
Having a variation of teams would make for more intresting and varied gameplay. Different dynamics would emerge for depending on how many players are on a team. It'd be like effectively having new game modes simply due to how players must behave with lower numbers.
Or, have a suit lock in before the match with a choice of a secondary fit and those are the fits you must stick with. Therefore, proto stompers would get matched with proto stompers and base suits with base suits. Skill would then be truly represented.
Death is a serious businessGǪ So is running a shoddy, half-baked game company.
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![Operative 1174 Uuali Operative 1174 Uuali](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Operative 1174 Uuali
Y.A.M.A.H
567
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.04.02 11:59:00 -
[2] - Quote
Breakin Stuff wrote:Perhaps when a squad ditches the match like that we can have the ISK payouts spike dramatically based on the end-of-match Mu disparity.
People aren't going to scream overmuch if their payout jumps x2-x3 in ISK/SP (insert amount based on how lopsided) when the mu ratio between teams becomes heinously lopsided.
Because what happens in the end is going to be pro squad wimps out leaving the miscellaneous masochists to pick up the slack. If there was a situation like that you'd see me gleefully playing last man standing vs. 16 bads without complaint.
Hell ya! More sp would be nice. However, would we then have people abusing it as a sort of new version of boosting?
Death is a serious businessGǪ So is running a shoddy, half-baked game company.
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![Operative 1174 Uuali Operative 1174 Uuali](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Operative 1174 Uuali
Y.A.M.A.H
567
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2015.04.02 12:01:00 -
[3] - Quote
Sole Fenychs wrote:Rattati, what is your take on the OB mechanics, now that one major part of redlining has been removed?
They are anti-comeback at their very core and are generally used whenever the losing team dares to re-group. In pubs they also increase the power of squads, which are already overpowered due to teamwork.
Yes, reduce OBs. Or, how about giving the OBs as reward for the losing team that has player drops?
Death is a serious businessGǪ So is running a shoddy, half-baked game company.
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