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bogeyman m
Minmatar Republic
430
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Posted - 2015.04.30 15:05:00 -
[211] - 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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Cross Atu
OSG Planetary Operations Covert Intervention
4645
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Posted - 2015.04.30 15:10:00 -
[212] - Quote
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).
CPM 1 mail me your feedback and remember to have fun!
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Haerr
2869
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Posted - 2015.04.30 15:42:00 -
[213] - Quote
CalLogi
3cFerro 1bCPU
Viziam Flux DU Wiyrkomi NI Allotek NH
Core Locus Ishukone ARR
2cPE 3cSE
_____
Pretty much all my logi fits end up being gallogi instead of the callogi since it has a 4th equipment slot. Also do not have any CalLogi fits with out a CPU upgrade for obvious reasons...
If my CalLogi had a 4th EQ slot, and a bit more CPU, then I would be using it a lot more.
GÖû HAERR'S GÖû
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bogeyman m
Minmatar Republic
432
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Posted - 2015.04.30 16:01:00 -
[214] - 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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Luther Mandrix
WASTELAND JUNK REMOVAL
539
|
Posted - 2015.04.30 18:00:00 -
[215] - Quote
bogeyman m wrote: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.) LP rewards Suck for Losing side in FW No current isk reward at the present Even if winning in FW team mates that don't have 150 million isk have to go to pubs for isk to fight. These Factions Suck if they want us to fight their WAR on OUR WALLET! This I will only pay you good lp for wins makes mercs go where the LP is Easy mode Gall/Min
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Adipem Nothi
Nos Nothi
9330
|
Posted - 2015.05.01 00:02:00 -
[216] - Quote
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?
Shoot scout with yes.
- Ripley Riley
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bogeyman m
Minmatar Republic
438
|
Posted - 2015.05.01 00:47:00 -
[217] - 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
|
Posted - 2015.05.01 01:02:00 -
[218] - 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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Sned TheDead
Failures inc.
282
|
Posted - 2015.05.01 01:04:00 -
[219] - 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. 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?
Cleaning up the mess everyone leaves behind :)
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Sned TheDead
Failures inc.
282
|
Posted - 2015.05.01 01:05:00 -
[220] - Quote
bogeyman m wrote: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': - 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. ^me likey this^
Cleaning up the mess everyone leaves behind :)
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Varoth Drac
Dead Man's Game RUST415
804
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Posted - 2015.05.01 01:08:00 -
[221] - 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? Isk rewards should be divided amongst the team based on warpoints, plus a partial refund of losses after a win. Make sure wps correctly represent a player's contribution to victory. Reduce wp gain from repping. Increase wp gain through scanning via team intel assists. |
bogeyman m
Minmatar Republic
440
|
Posted - 2015.05.01 01:15:00 -
[222] - 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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Adipem Nothi
Nos Nothi
9330
|
Posted - 2015.05.01 01:48:00 -
[223] - Quote
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?
Shoot scout with yes.
- Ripley Riley
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Adipem Nothi
Nos Nothi
9330
|
Posted - 2015.05.01 01:53:00 -
[224] - Quote
Also, thanks for shooting holes in that idea, gents. Makes good sense. Much appreciated!
Shoot scout with yes.
- Ripley Riley
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bogeyman m
Minmatar Republic
441
|
Posted - 2015.05.01 02:09:00 -
[225] - 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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Sned TheDead
Failures inc.
282
|
Posted - 2015.05.01 02:41:00 -
[226] - Quote
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.
Cleaning up the mess everyone leaves behind :)
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bogeyman m
Minmatar Republic
442
|
Posted - 2015.05.01 12:53:00 -
[227] - 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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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
804
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Posted - 2015.05.01 22:27:00 -
[228] - 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?
Honestly I would just like to make some isk. Running free suits for hours sucks and runing Pro a few times during the play means that what profit I make is usually eaten up restocking those fittings. I've been floating in a 10million buffer for almost 8 months that I just cant seem to get out of. (could be a problem of a dead corp and needing better team mates)
Sure I could run only BPO for the next year... but there has to be a way to make it fun and make some isk. I want profit. Enough so that I can run and lose a proto fit 2 times a match and still come out ahead, or just run a majority of ADV fits. Maybe I'm just doing it wrong, but I just feel ISK trapped.
However this works out, I want the money. For there to be a real payout. Maybe what I want is only available in future PC settings. But somethings gotta change.
IF this change took place I could still do my normal thing and make a profit it sounds like.
The Logi Code. Creator, Believer, Follower
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Arkena Wyrnspire
Fatal Absolution Negative-Feedback
23686
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Posted - 2015.05.01 22:37:00 -
[229] - Quote
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.
Supreme Forum Warrior
Gallente Guide
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bogeyman m
Minmatar Republic
450
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Posted - 2015.05.02 06:42:00 -
[230] - 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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RedBleach LeSanglant
Hellstorm Inc General Tso's Alliance
805
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Posted - 2015.05.02 19:33:00 -
[231] - Quote
Ratatti,
I know you'll pop by eventually. I just wanted to thank you for the round table at fanfest and the biomassed episode you did last week. I am excited for the upcoming logi work, I appreciate your efforts and the great amount of communication. Also a shoutout to Cross Atu, SMB, all the logis that have been pushing for a change and waiting for quite some time. Our time is NEAR!.... (Soon TM :)
The Logi Code. Creator, Believer, Follower
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Sned TheDead
Failures inc.
285
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Posted - 2015.05.05 12:42:00 -
[232] - Quote
so how goes the game over the last few days, I've been busy with finals so I havent been able to get on.
any new complaints? comments? Ideas?
just thought I'd ask because its been quiet around here lately.
Cleaning up the mess everyone leaves behind :)
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MINA Longstrike
Kirjuun Heiian
2960
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Posted - 2015.05.05 13:12:00 -
[233] - Quote
Picked up my kampo logi. Wish there was a basic level triage hive (not compact). I also wish I had a 4th equipment slot for a basic uplink on it (basic inj, rep, upl & basic triage hive).
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Sned TheDead
Failures inc.
285
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Posted - 2015.05.05 14:04:00 -
[234] - Quote
MINA Longstrike wrote:Picked up my kampo logi. Wish there was a basic level triage hive (not compact). I also wish I had a 4th equipment slot for a basic uplink on it (basic inj, rep, upl & basic triage hive). fun, Ive been keeping keys so I can open 10 just to see how well it works.
just haven't been able to get on and try it.
Cleaning up the mess everyone leaves behind :)
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Adipem Nothi
Nos Nothi
9430
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Posted - 2015.05.05 21:53:00 -
[235] - Quote
@ Cross
Interesting video, but check out the spin scan at 0:42: https://www.youtube.com/watch?v=xxhOgpwIeI4&feature=youtu.be
I wish there was a way to fix this.
On the topic, it'd be really cool if we separated squad scanners from slightly weaker team scanners, then added WP assist points to both types of active scans. If you'd like, I can put together a spreadsheet for you. Let me know.
Shoot scout with yes.
- Ripley Riley
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shaman oga
Dead Man's Game
4576
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Posted - 2015.05.06 09:27:00 -
[236] - Quote
I wouldn't mind a 360-¦ scan if it was a snapshot (1sec visibility), but faster recharge time, something like a vehicle scanner with a single pulse.
Shaman's Shack - A place to trade
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Cross Atu
OSG Planetary Operations Covert Intervention
4657
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Posted - 2015.05.06 16:30:00 -
[237] - Quote
Adipem Nothi wrote: On the topic, it'd be really cool if we separated squad scanners from slightly weaker team scanners, then added WP assist points to both types of active scans. If you'd like, I can put together a spreadsheet for you. Let me know.
Yes I'd be interested in seeing a sheet on that. Honestly doing that has been on my 'to do' list for awhile now but there are only so many free hours
CPM 1 mail me your feedback and remember to have fun!
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Adipem Nothi
Nos Nothi
9459
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Posted - 2015.05.06 16:59:00 -
[238] - Quote
Cross Atu wrote:Adipem Nothi wrote: On the topic, it'd be really cool if we separated squad scanners from slightly weaker team scanners, then added WP assist points to both types of active scans. If you'd like, I can put together a spreadsheet for you. Let me know.
Yes I'd be interested in seeing a sheet on that. Honestly doing that has been on my 'to do' list for awhile now but there are only so many free hours Off to work for a 'bit, but I'm on it. Thinking something simple ...
Squad Scanners = Current Scanner Stats, +15WP recon assist Team Scanners = Current Scanner Stats -15%, +10WP recon assist
I'll have a worksheet together for you by the end of the day; will post it here for inspection by the Ward.
As for spin-scans, I don't believe these can be readily fixed by server-side tweak. IIRC, they initially tried to set the cycle duration to 0.1 seconds to narrow the spin window, but it didn't work properly in QA, so they settled for 0.3 seconds. As you can see in the video, 0.3 seconds is more than enough time to rotate 360 degrees with a KB/M. Not sure what to recommend; Rattati had an engineer look into it last year; wonder what turned up?
Edit: Haerr had a good idea last May. In System Settings, there is a X/Y sensitivity setting specific to aiming down sights. If we forced merc perspective into an "ADS state" while scanner is held, then overrode this sensitivity value to near 0, we might be able to slow down the would-be scannerina. Another idea might be to prevent any/all rotation while scanner is scanning; in other words, you can strafe left and right but you can't pan left or right for the 0.3 second scan cycle. /spitball
Shoot scout with yes.
- Ripley Riley
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Hawkings Greenback
Dead Man's Game RUST415
345
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Posted - 2015.05.06 17:03:00 -
[239] - Quote
Adipem Nothi wrote:@ Cross Interesting video start to end, but check out the spin scan at 0:42: https://www.youtube.com/watch?v=xxhOgpwIeI4&feature=youtu.beI wish there was a way to fix this. On the topic, it'd be really cool if we separated squad scanners from slightly weaker team scanners, then added WP assist points to both types of active scans. If you'd like, I can put together a spreadsheet for you. Let me know.
I think there needs to be better variation ( not necessarily more ) in the scanners. The trouble is that the more you split them up, to team or squad, then have different variants it reduces the chance of it getting sorted due to time/manpower restraints.
Although I would be interested to see your ideas.
But every night I burn.
Screaming the animal scream.
Every night I burn.
Dreaming the crow-black dream.
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Adipem Nothi
Nos Nothi
9474
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Posted - 2015.05.06 22:47:00 -
[240] - Quote
Adipem Nothi wrote: I'll have a worksheet together for you by the end of the day; will post it here for inspection by the Ward.
As promised - Google Doc!
In a nutshell ...
* Duplicate items in the Active Scanner table, so we begin with identical Sets #1 and #2 * For all items in Set #1, replace the word "Active" with "Squad" in the item name field * For all items in Set #1, set recon mechanic to shared:squad rather than shared:team * For all items in Set #1, leave stats and WP exactly as they are (squad scanners maintain current stats) * For all items in Set #2, replace the word "Active" with "Team" in the item name field * For all items in Set #2, nerf precision by 20% and nerf range by 20% * For all items in Set #2, change Intel Assist pay from 15WP / 0WP to 10WP / 10WP (squad assist / team assist) * Set #1 now includes 13 Squad Scanners; Set #2 now includes 13 Team Scanners
The Google Doc includes current / proposed stats for all Active Scanners by regular user and GalLogi(5) user. I've also included a Scan Profile summary for your ease-of-reference.
Design Goal: Presently, Assault units need 3 complex damps (20dB) to beat team-wide GalLogi proto scans (21dB). My goal was to maintain this benchmark for squad-shared scans, but reduce the req'd damp count for Assaults from 3 to 2 for team-shared scans. At a precision nerf of 20% to team scanners, a GalLogi w/ proto team scans pings at 25dB, which is 1 dB higher than an Assault running 2 complex damps (24dB). If my math is correct :-)
@ Triage Ward -- Please shoot holes!
Shoot scout with yes.
- Ripley Riley
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