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Thread Statistics | Show CCP posts - 2 post(s) |
bogeyman m
Minmatar Republic
424
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Posted - 2015.04.29 11:42:00 -
[1] - Quote
shaman oga wrote:How many of you use proxy mines?
I have one dedicated fit with adv and pro proxy and an hive (the hive will go when they will mutiply pro). I like setting traps, but it's not much rewarding for various reasons: 1) It takes time to drop all those proxy 2) Effective only in narrow pathways 3) Damage of a single proxy is kinda meh
My suggestion to solve point 1 is to let us drop proxy at group of 2-3 at 2 or 3 meters one from the other. To solve point 2 and 3 it would be cool if explosion could influence each other like in FW.
In this way proxy would be an effective way to block paths.
Stacking proxies and REs makes a bigger boom.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
428
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Posted - 2015.04.30 12:28:00 -
[2] - Quote
shaman oga wrote:bogeyman m wrote:shaman oga wrote:How many of you use proxy mines?
I have one dedicated fit with adv and pro proxy and an hive (the hive will go when they will mutiply pro). I like setting traps, but it's not much rewarding for various reasons: 1) It takes time to drop all those proxy 2) Effective only in narrow pathways 3) Damage of a single proxy is kinda meh
My suggestion to solve point 1 is to let us drop proxy at group of 2-3 at 2 or 3 meters one from the other. To solve point 2 and 3 it would be cool if explosion could influence each other like in FW.
In this way proxy would be an effective way to block paths.
Stacking proxies and REs makes a bigger boom. In FW. In Pub where FF is not on you can't do it, except with vehicles explosion, it's the only FF in pub. Sorry. I couldn't follow your last comment...
The point of stacking REs on Proxies is (was) to make a bigger (combined) boom when an enemy vehicle passed over. It used to work very well in Pubs - did it change sometime over the past 6 months that I've been away? (I haven't checked this week since returning.)
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
430
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Posted - 2015.04.30 14:51:00 -
[3] - Quote
shaman oga wrote:bogeyman m wrote:shaman oga wrote:bogeyman m wrote:shaman oga wrote:How many of you use proxy mines?
I have one dedicated fit with adv and pro proxy and an hive (the hive will go when they will mutiply pro). I like setting traps, but it's not much rewarding for various reasons: 1) It takes time to drop all those proxy 2) Effective only in narrow pathways 3) Damage of a single proxy is kinda meh
My suggestion to solve point 1 is to let us drop proxy at group of 2-3 at 2 or 3 meters one from the other. To solve point 2 and 3 it would be cool if explosion could influence each other like in FW.
In this way proxy would be an effective way to block paths.
Stacking proxies and REs makes a bigger boom. In FW. In Pub where FF is not on you can't do it, except with vehicles explosion, it's the only FF in pub. Sorry. I couldn't follow your last comment... The point of stacking REs on Proxies is (was) to make a bigger (combined) boom when an enemy vehicle passed over. It used to work very well in Pubs - did it change sometime over the past 6 months that I've been away? (I haven't checked this week since returning.) The last time i've tried, in pub, proxy explosion did not trigger RE explosion so you have to manually detonate RE. Well, that sucks... Then proxies now need a serious buff in damage, carry and deploy quantities... And get rid of the warning alert.
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
430
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Posted - 2015.04.30 15:05:00 -
[4] - Quote
Cross Atu wrote:shaman oga wrote:X and Y are just a bonus, lots of WP would pay anyway. Btw, it's hard for a machine to tell if a player use slaying roles or support roles, if he's doing good or not. Both the team should have a bonus for X and Y, higher for winning team and lower for losing team. Interesting notion, having both X and Y awarded regardless of the win but having the win define the magnitude of X and Y would at least mitigate the snowball effect. Also worth noting is that X and Y do not have to be the same raw % value so the losing side could get a bit of consideration with regards to the X% loss value that's being assessed for them. Fake example numbers:Winning team gets 30% gear losses & 30% kills added to their (already higher) payout. Losing team gets 25% gear losses % 20% kills added to their payout.
In this case the X% from personal losses is valuable to both the slayers and support roles because if you're behind in a battle you're generally more likely to lose the fits you deploy in (as I'm sure we've all seen). Even with the new system applied to both winners and losers of the battle it's not going to guarantee everyone is profitable, and it shouldn't or we lose the meaning of economic value, but what it would do is a slayer who's going 21/5 on the losing side is a lot more likely to break even or make a profit (fighting hard incentivized) and a support role who's doing a lot of work is also more likely to break even or at least come close with the combination of high WP earnings and X% personal losses refunded. Both of those presume the player in question is actively fulfilling their role so afk type behavior (i.e. non-participation) wouldn't reap additional benefits. Further thoughts? We already have a system that rewards the match victors more than the losers (as it should be), so the personal loss and individual contributor bonuses should be the same for both sides - the incentive for individuals to make better efforts with better gear should be equal. (If required, weight the match rewards even more to the winning side.)
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
432
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Posted - 2015.04.30 16:01:00 -
[5] - Quote
Cross Atu wrote:bogeyman m wrote:Cross Atu wrote:shaman oga wrote:X and Y are just a bonus, lots of WP would pay anyway. Btw, it's hard for a machine to tell if a player use slaying roles or support roles, if he's doing good or not. Both the team should have a bonus for X and Y, higher for winning team and lower for losing team. Interesting notion, having both X and Y awarded regardless of the win but having the win define the magnitude of X and Y would at least mitigate the snowball effect. Also worth noting is that X and Y do not have to be the same raw % value so the losing side could get a bit of consideration with regards to the X% loss value that's being assessed for them. Fake example numbers:Winning team gets 30% gear losses & 30% kills added to their (already higher) payout. Losing team gets 25% gear losses % 20% kills added to their payout.
In this case the X% from personal losses is valuable to both the slayers and support roles because if you're behind in a battle you're generally more likely to lose the fits you deploy in (as I'm sure we've all seen). Even with the new system applied to both winners and losers of the battle it's not going to guarantee everyone is profitable, and it shouldn't or we lose the meaning of economic value, but what it would do is a slayer who's going 21/5 on the losing side is a lot more likely to break even or make a profit (fighting hard incentivized) and a support role who's doing a lot of work is also more likely to break even or at least come close with the combination of high WP earnings and X% personal losses refunded. Both of those presume the player in question is actively fulfilling their role so afk type behavior (i.e. non-participation) wouldn't reap additional benefits. Further thoughts? We already have a system that rewards the match victors more than the losers (as it should be), so the personal loss and individual contributor bonuses should be the same for both sides - the incentive for individuals to make better efforts with better gear should be equal. (If required, weight the match rewards even more to the winning side.) Not saying that I disagree per se, but will you walk that one through for me. The better step by step reasoning there is to present the better the case can be made. And if there are flaw with the stance more useful to figure them out and find ways to address them here than in the main thread IMO. If we can collectively put our heads together and come up with something a bit more polished for the other thread that seems more effective (besides if anyone really wants to see the rough back and forth it'll still be here to look at). Well... what is the specific issue we are trying to resolve?
Winning: a) If it is making winning teams more profitable, simply increase the winning team's total purse (ISK or WP or SP). b) If it is making individual achievers more profitable, simply increase the ratio of reward for the better performers (on both winning and losing teams).
Losing: c) If we are trying to mitigate losses by individual players on the winning side, apply a bonus to their winnings based on gear lost. This encourages the use of better gear. d) If we are trying to mitigate losses by individual players on the losing side, apply a bonus to their (loser's purse) winnings based on gear lost. This encourages the continued use of better gear in the face of defeat (prolonging the quality of the match).
We already have (a) and (b), although the win/loss reward ratio could always be adjusted if required.
What we do not yet have is (c) or (d). What was suggested is that (c) should be greater than (d). I think that unnecessarily compounds things. If we want to promote the general use of better gear - whether winning or losing - then it would be better if individual gear mitigation was equal for all players (and might be easier to code that way). The winning team is already getting rewarded for their win.
(A case could also be make for not providing (c), because they are already getting rewards, and only adding (d), to encourage better gear use on the losing side and extending the quality of the match.)
Duct tape 2.0 ... Have WD-40; will travel.
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bogeyman m
Minmatar Republic
438
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Posted - 2015.05.01 00:47:00 -
[6] - Quote
Adipem Nothi wrote:An early/undeveloped idea on Isk changes; spitballing first with you ... please shoot holes in this :-)
Solution: Keep what you kill. Problem: Logis often aren't focused on killing; they're also disproportionately expensive. Observation: Rep Logis typically top EOM WP leaderboards. Thought: Could also adjust EOM WP-based pay, but that would only benefit Rep Logis. Idea: Let all Logis become Rep Logis. How: Set MN Logi bonus as a class bonus; give MN Logi a new bonus to Proxies & Remotes. Thought: Logis are still too expensive; reduce frame cost and EQ prices by 50%.
Revised Solution: * Keep what you kill. * Set MN Logi bonus as a class bonus * Give MN Logi a new bonus to Proxies & Remotes * Reduce Logi frame prices by 50% * Reduce Equipment prices by 50%
Again, only spitballing. Thoughts?
Keep what you kill - No. This only rewards assaults and heavies and effectively penalizes all roles that are not slayers - not just logis, but scouts, hackers, intelligent specialists... And what about AVers? Do they keep the tanks they kill? The solution is to normalize the high water marks for each specially so that every role gets rewarded fairly for their contributions.
Set MN Logi bonus as a class bonus - No. Fix the other Logi bonuses.
Give MN Logi a new bonus to Proxies & Remotes - No. Follows the above point.
Reduce Logi frame prices by 50% - Sounds good. (I'd settle for a 25% reduction.)
Reduce Equipment prices by 50% - Abso-freakin-lutely! And increase the Logi class equipment CPU/PG bonus another 10%-15% as well.
To summarize, once the payout rewards are normalized to be more fair across each role, the newly suggested loss mitigation bonuses can be added to reward (or, at least, minimize the losses for) individuals who use better gear and/or make an effort throughout the entire match.
Professional Logibro and avid AVer -- I support my team for the ISK, but I blow up vehicles for the LOLz.
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bogeyman m
Minmatar Republic
440
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Posted - 2015.05.01 01:02:00 -
[7] - Quote
bogeyman m wrote:Adipem Nothi wrote:An early/undeveloped idea on Isk changes; spitballing first with you ... please shoot holes in this :-)
Solution: Keep what you kill. Problem: Logis often aren't focused on killing; they're also disproportionately expensive. Observation: Rep Logis typically top EOM WP leaderboards. Thought: Could also adjust EOM WP-based pay, but that would only benefit Rep Logis. Idea: Let all Logis become Rep Logis. How: Set MN Logi bonus as a class bonus; give MN Logi a new bonus to Proxies & Remotes. Thought: Logis are still too expensive; reduce frame cost and EQ prices by 50%.
Revised Solution: * Keep what you kill. * Set MN Logi bonus as a class bonus * Give MN Logi a new bonus to Proxies & Remotes * Reduce Logi frame prices by 50% * Reduce Equipment prices by 50%
Again, only spitballing. Thoughts? Keep what you kill - No. This only rewards assaults and heavies and effectively penalizes all roles that are not slayers - not just logis, but scouts, hackers, intelligent specialists... And what about AVers? Do they keep the tanks they kill? The solution is to normalize the high water marks for each specially so that every role gets rewarded fairly for their contributions. Set MN Logi bonus as a class bonus - No. Fix the other Logi bonuses. Give MN Logi a new bonus to Proxies & Remotes - No. Follows the above point. Reduce Logi frame prices by 50% - Sounds good. (I'd settle for a 25% reduction.) Reduce Equipment prices by 50% - Abso-freakin-lutely! And increase the Logi class equipment CPU/PG bonus another 10%-15% as well. To summarize, once the payout rewards are normalized to be more fair across each role, the newly suggested loss mitigation bonuses can be added to reward (or, at least, minimize the losses for) individuals who use better gear and/or make an effort throughout the entire match. As an alternative version of "keep what you kill', which would better apply as the 'risk mitigation' bonus: - Allow the whole team to keep what they collectively kill -- i.e. the winning team keeps what the losing team loses, and vice versa. (Of course, you would have to finish the match to benefit at all.) I guarantee people on the losing side of a Proto stomp will be tempted to hang in until the end for the chance at some higher end gear.
Professional Logibro and avid AVer -- I support my team for the ISK, but I blow up vehicles for the LOLz.
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bogeyman m
Minmatar Republic
440
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Posted - 2015.05.01 01:15:00 -
[8] - Quote
Sned TheDead wrote:-snip-
I like the way you guys are thinking, just one issue
first I agree with the equipment price reduction, but disagree with the frame; the reason being why should it be less than all the others without some other detriment to using it?
sentinels and commandos are priced the same, so why should logis cost more than assaults?
would scouts be priced more than pilots(if they were implemented)?
if so why?
and would that reason apply to the logi?
TL;DR: why should the logi be priced more than the assault? To your point, all suits of the same tier should normally be of similar pricing. However, because the Logis carry more equipment than any other suit and you can only discount equipment so much, an additional discount needs to be applied to Logi suits so that a fully loaded Logi fit is still comparable in total cost to fully loaded versions of other suits.
Professional Logibro and avid AVer -- I support my team for the ISK, but I blow up vehicles for the LOLz.
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bogeyman m
Minmatar Republic
441
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Posted - 2015.05.01 02:09:00 -
[9] - Quote
Adipem Nothi wrote:Also, thanks for shooting holes in that idea, gents. Makes good sense. Much appreciated! This is New Eden. Shooting holes is what we do.
Professional Logibro and avid AVer -- I support my team for the ISK, but I blow up vehicles for the LOLz.
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bogeyman m
Minmatar Republic
442
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Posted - 2015.05.01 12:53:00 -
[10] - Quote
Sned TheDead wrote:Adipem Nothi wrote:bogeyman m wrote:Sned TheDead wrote:- why?
To your point, all suits of the same tier should normally be of similar pricing. However, because the Logis carry more equipment than any other suit and you can only discount equipment so much, an additional discount needs to be applied to Logi suits so that a fully loaded Logi fit is still comparable in total cost to fully loaded versions of other suits. ^ This. The per unit price of my Logi gk.0 is significantly higher than my Assault and Scout gk.0. Reducing the base frame price (in addition to reducing EQ price) would lessen what is otherwise a disproportionately expensive infantry role. Why should a medic/support unit cost > 25% more than the next infantry unit? thanks for clarifying. I can understand that, but how many others will? I mean take an assault who runs a lets say 100k suit, and earns somewhere around 1k wp per battle,iirc thats 190-200k isk per match. if you were him, would you get irritated by a logi running the same cost suit and getting 2-3k wp per battle and almost twice the isk? I find it rather irritating that being a logi means more often than not going negative isk wise, but I also know why I do. not to say I would mind a price reduction, but fair warning GD will be filled with enough tears to fill a swimming pool. but to hell with it I wouldn't mind being rich for once. Right.
So make all suits comparable (although maybe not the same) in price -- both empty and loaded -- and adjust the WP match earnings so that typical/average high-water marks for each role pays out similarly.
Fixed. No more tears.
Professional Logibro and avid AVer -- I support my team for the ISK, but I blow up vehicles for the LOLz.
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bogeyman m
Minmatar Republic
450
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Posted - 2015.05.02 06:42:00 -
[11] - Quote
Arkena Wyrnspire wrote:bogeyman m wrote: Keep what you kill - No. This only rewards assaults and heavies and effectively penalizes all roles that are not slayers - not just logis, but scouts, hackers, intelligent specialists... And what about AVers? Do they keep the tanks they kill? The solution is to normalize the high water marks for each specially so that every role gets rewarded fairly for their contributions.
I'm not sure I agree. Having a 'keep what you kill' system incentivises hunting down, for example, Thale's snipers - something which certainly should be incentivised. There's no reason that you shouldn't be able to salvage parts off tanks, either - you can salvage them in PC, after all. Earning potentials can be kept fair by having support roles with a higher WP earning potential than slayer classes, as then they get a larger portion of the ISK cut. Logistics already naturally tend to achieve this, but more can be done to aid support classes in earning WP. Intel kill assists for passive scans, for instance (where the strongest passive scanner on the target gets the points). That's just spitballing a random idea, so don't get too hung up on that though.
I still don't like the idea of a Riddick-type 'keep what you kill' system. It introduces too many new issues that don't need to be. The matches are, for the most part, team-based challenges -- some people do the shooting, some to the Intel, some do the repping, some do the scanning, etcetera. By putting too much emphasis on the kill shot, to have to start correcting for contributing variables like kill assists or what percentage of the kill did someone get or how many people contributed a bullet... In addition to balancing versus other roles.
I had follow up thought that I like much better. A more socialist version of "keep what you kill": - collect all loses from the opposing team into one bucket - distribute the accumulated salvage between all players who complete the match - weight the salvage payout to reward the top performer slightly better that the worst performer - apply this payout in addition to a corrected ISK payout structure*
*Corrected ISK payout structure: - normalize WP calculations so the typical/average high-water marks for each role pay out similarly (new) - slope the payout from (now role independent) top performer down to lowest performer (no change) - make winning team's payout higher than the losing team (no change) - fixed
Professional Logibro and avid AVer -- I support my team for the ISK, but I blow up vehicles for the LOLz.
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