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Thread Statistics | Show CCP posts - 3 post(s) |
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CCP Rattati
C C P C C P Alliance
21248
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Posted - 2015.04.28 07:44:00 -
[1] - Quote
Dear players,
we have been thinking long and hard about a way to make winning battles lucrative, and maybe throwing caution to the wind to do so.
What do you think of two (or both) ways of increasing your reward.
This bonus reward would only be for the winner, loser would get the normal payout
Winner reward would be normal current payout + x% of own personal losses + y% of personally inflicted losses
x and y to be decided
I don't see an easy exploit to this system and it would mean that you would commit proto to claim the battle, instead of hunkering back in starter loadouts.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Robert Conway
Concordiat Mercenaries
231
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Posted - 2015.04.28 07:47:00 -
[2] - Quote
first
Idea for player driven marketing and videos
Link
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Starlight Burner
Arrary of Clusters
222
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Posted - 2015.04.28 07:51:00 -
[3] - Quote
I say bonus payout to winner.
Remember in EVE, complete a mission in x time get bonus pay.
Why not in DUST, win the battle get x bonus pay?
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
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Robert Conway
Concordiat Mercenaries
231
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Posted - 2015.04.28 07:53:00 -
[4] - Quote
Starlight Burner wrote:I say bonus payout to winner.
Remember in EVE, complete a mission in x time get bonus pay.
Why not in DUST, win the battle get x bonus pay? With his reward system proposed, only the winner would get the extra pay for losses and isk destroyed. So basically it already is a "win the battle get x bonus pay " model.
Idea for player driven marketing and videos
Link
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MINA Longstrike
Kirjuun Heiian
2856
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Posted - 2015.04.28 08:30:00 -
[5] - Quote
My main issue with this is largely that if you're playing an organised squad, winning can be incredibly easy. If you're not winning can be incredibly hard. This also seems like it might further reward lowest common denominator tactics like RE throwing and CRU/uplink/objective camping.
Beyond that I think that this is potentially the most rewarding to slayer roles, and maybe not rewarding enough to support roles (like AV, logi's can already earn stupid amounts of WP).
To bring in some of my experience with other games like MechWarrior Online, in that you could earn bonus monetary rewards from stuff like having all members of a squad be within (eg) 100m of each other. There was also stuff that was similar to intel kill assists (spotting / tagging / narcing assists), damaging enemies without being damaged in return (flanking bonuses), damaging/killing enemies who were damaging an ally ('protected [suit]').
I don't really have a problem with throwing extra money at people, but I'd like to see it done in such a manner that facilitates, enhances and rewards team-play rather than just funding people who are capable of being extra murder-tastic in proto stomp squads..
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Robert Conway
Concordiat Mercenaries
234
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Posted - 2015.04.28 08:45:00 -
[6] - Quote
MINA Longstrike wrote:My main issue with this is largely that if you're playing an organised squad, winning can be incredibly easy. If you're not winning can be incredibly hard. This also seems like it might further reward lowest common denominator tactics like RE throwing and CRU/uplink/objective camping.
Beyond that I think that this is potentially the most rewarding to slayer roles, and maybe not rewarding enough to support roles (like AV, logi's can already earn stupid amounts of WP).
To bring in some of my experience with other games like MechWarrior Online, in that you could earn bonus monetary rewards from stuff like having all members of a squad be within (eg) 100m of each other. There was also stuff that was similar to intel kill assists (spotting / tagging / narcing assists), damaging enemies without being damaged in return (flanking bonuses), damaging/killing enemies who were damaging an ally ('protected [suit]').
I don't really have a problem with throwing extra money at people, but I'd like to see it done in such a manner that facilitates, enhances and rewards team-play rather than just funding people who are capable of being extra murder-tastic in proto stomp squads.. This seems like a valid point. Maybe instead of just being rewarded for ISK lost and ISK destroyed, add in another stat of ISK saved. EX: A logi helps save a suit or a vehicle by repairing it. Perhaps other stats could be added to the equation.
Idea for player driven marketing and videos
Link
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CCP Rattati
C C P C C P Alliance
21251
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Posted - 2015.04.28 08:55:00 -
[7] - Quote
well, AV would be getting a % of their vehicle kills, that could be really lucrative
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Kain Spero
Negative-Feedback
5054
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Posted - 2015.04.28 09:01:00 -
[8] - Quote
CCP Rattati wrote:Dear players,
we have been thinking long and hard about a way to make winning battles lucrative, and maybe throwing caution to the wind to do so.
What do you think of two (or both) ways of increasing your reward.
This bonus reward would only be for the winner, loser would get the normal payout
Winner reward would be normal current payout + x% of own personal losses + y% of personally inflicted losses
x and y to be decided
I don't see an easy exploit to this system and it would mean that you would commit proto to claim the battle, instead of hunkering back in starter loadouts.
Make it so!
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8267
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Posted - 2015.04.28 10:03:00 -
[9] - Quote
CCP Rattati wrote:Dear players,
we have been thinking long and hard about a way to make winning battles lucrative, and maybe throwing caution to the wind to do so.
What do you think of two (or both) ways of increasing your reward.
This bonus reward would only be for the winner, loser would get the normal payout
Winner reward would be normal current payout + x% of own personal losses + y% of personally inflicted losses
x and y to be decided
I don't see an easy exploit to this system and it would mean that you would commit proto to claim the battle, instead of hunkering back in starter loadouts.
I'm a solo nerd. I approve of this mightily rattati. Cannot like enough. Screw anyone who says squads are ez mode. This needs to happen. I'll cheerfully run better and more costly gear if the payouts aren't anemic.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8267
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Posted - 2015.04.28 10:11:00 -
[10] - Quote
CCP Rattati wrote:well, AV would be getting a % of their vehicle kills, that could be really lucrative If I may offer a balm for sore asses?
Can we price items according to utility rather than the traditional multiplier? Xel already gave me his ddisagreeing rant on the topic.
But can things be priced so that if a proto HAV(fully fitted) is roughly 4x as hard to kill as an equivalent proto AV fit that the price be balanced to 4x the cost?
The cost on vehicles is prohibitive if they and AV enjoy a semblance of balance. And I'm fairly certain that you are actually going to get them there by fair means or foul.
Setting this up means that you can profit in a tank without it being a 50/1 death engine and the margins aren't skewed as sharply in favor of the infantry AV. Higher risk should get higher reward I agree. But I think it's important that Vehicles not be seen as nothing more than loot pinatas For AV.
other than this critique (use it change it or discard it, I said my piece) I wholeheartedly support this idea without reservation.
AV
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Juno Tristan
Obscure Reference
570
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Posted - 2015.04.28 10:15:00 -
[11] - Quote
I think you need a trigger condition so that stomps are not rewarded
Such as both teams go below 50% of clones or MCCs into armour
ADS Ramming Revenge!
Plasma Cannon Rampage
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Celus Ivara
DUST University Ivy League
355
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Posted - 2015.04.28 10:17:00 -
[12] - Quote
CCP Rattati wrote:Dear players,
we have been thinking long and hard about a way to make winning battles lucrative, and maybe throwing caution to the wind to do so.
What do you think of two (or both) ways of increasing your reward.
This bonus reward would only be for the winner, loser would get the normal payout
Winner reward would be normal current payout + x% of own personal losses + y% of personally inflicted losses
x and y to be decided
I don't see an easy exploit to this system and it would mean that you would commit proto to claim the battle, instead of hunkering back in starter loadouts. Errr... there's a few different dynamics and goals intersecting here and some of them are conflicting.
We want players to push themselves hard against evenly matched opponents who are also pushing themselves hard. Such play is incredibly fun, and almost the definition of "flow".
To encourage this there are a number of mechanics we can use. A few are: 1: Try and measure good battlefield actions and reward them. 2: Reward winning. 3: Lessen the costs of playing hard. (Note there are many more things we can do besides this; these are just a few key examples.)
#1 we are already doing with the present EOM reward being based on WP. #2 we are doing already in FW and in PC. ...I'm going to embarrass myself here and admit I don't know if we're doing this right now in pubs. For #3 we presentably have little in the way of direct mechanics for this.
This new system is meant to strengthen any existing mechanics for #2 and add a mechanic for #3. Which sounds great in and of itself. But the problem is this mechanic does not exist with in a vacuum. It has to be taken in context of the other systems.
In-match right now, there is a mechanic where players can see whether their team is winning or losing before the match is even over. This leads to the dynamic (intentional or otherwise) where players who feel they are highly likely to lose decide their best play is simply to mitigate their losses and turtle up in the red-line. This leads to the side in the lead to realize they are facing less resistance and thus less risk, and so they can more safely bring their expense powerful gear to bear. These two things are recursive, and a small lead in the beginning can quickly lead to a near unbreakable redline situation. The definition of bad snowballing.
If we lessen the cost of bringing the best gear to fight only for the winning side it won't encourage everyone to bring their best gear; only the likely winners. This will greatly exacerbate the redline snowballing situation.
YES, we want to reward winning. YES, we want to encourage playing hard. YES, for intensity, diversity and progression we want to encourage players to use their best gear, BUT, we need to find a way to do so that doesn't worsen Protostomping.
My 2 ISK: Give the present payout AND the new %lost & %destroyed payout to BOTH sides; and then give the winner an additional flat bonus (Flat bonus can be ISK or salvage. And can be static or ratio of match-time, but not ratio of gear lost/destroyed.)
TL;DR: If we lessen the cost to the likely-winner for deploying Proto gear, the already existing disparity of Proto deployment ("Protostomping") between likely-winners and likely-losers will get worse, not better. If we want to make fights bloodier, lessen the cost for deploying Proto for both teams. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8267
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Posted - 2015.04.28 10:17:00 -
[13] - Quote
Juno Tristan wrote:I think you need a trigger condition so that stomps are not rewarded
Such as both teams go below 50% of clones or MCCs into armour Stomps are usually against shitfits. That extra what, 4k-6k/kill really adds up I tell ya.
You literally have to go 50/1to pull that off well.
AV
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8268
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Posted - 2015.04.28 10:21:00 -
[14] - Quote
Youare going to see a sudden spike in my ffirepower commitment if this is made a thing.
AV
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g li2
Grupo de Asalto Chacal Rise Of Legion.
711
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Posted - 2015.04.28 10:24:00 -
[15] - Quote
I like the idea. I have two years in the game and I am watching an evolution that does not seem appropriate: A large number of players are fond of playing just for the ratio regardless of the outcome of the battle and this has individualized much the game. Moving away from the team play. And doing some unplayable anyway. (Skirmish especially) Sounds like a good solution to avoid that and make easier the positive balanced ISK.
G.A.C.
CHACALES
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Regis Blackbird
DUST University Ivy League
786
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Posted - 2015.04.28 10:32:00 -
[16] - Quote
I like it!
The problem (exploit?) I see is that players might drop matches they see they can't win more often, which is already a identified problem we have today.
What would you say of making x and y dynamic with a third multiplier (z) which is increased for all fully completed matches, and decreased if the battle was left early?
So, if you systematically leaving matches your bonus for finally winning is basically equal the loosing side (z=0). A player who gets disconnected once in a while should not take a big hit though. |
Godin Thekiller
Negative-Feedback. Negative-Feedback
3143
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Posted - 2015.04.28 10:51:00 -
[17] - Quote
CCP Rattati wrote:well, AV would be getting a % of their vehicle kills, that could be really lucrative
The inverse of that wouldn't matter, as most fits I come across probably isn't higher than proto, and seeing another pilot isn't a every game thing anymore (probably because they weren't real pilots to begin with >.>). Using high end HAV's isn't really worth it atm imo because they cost so much. And I doubt the average losses I inflict on my enemies would cover for a proto HAV loss.
Would probably give infantry decent payouts though.
Top lel
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Juno Tristan
Obscure Reference
570
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Posted - 2015.04.28 10:54:00 -
[18] - Quote
Breakin Stuff wrote:Juno Tristan wrote:I think you need a trigger condition so that stomps are not rewarded
Such as both teams go below 50% of clones or MCCs into armour Stomps are usually against shitfits. That extra what, 4k-6k/kill really adds up I tell ya. You literally have to go 50/1to pull that off well. And no. Bonus to the winners only. We have lacked an incentive for people to really commit. Winning being profitable QUALIFIES COMPLETELY.
I'm not suggesting rewarding both teams the extra, just stopping the payout if it's a stomp
Stomps occur these days because squads leave and if you're on the receiving end it's good to know you can make it unprofitable for them with just a couple of kills.
A refund on proto suits partly negates this
ADS Ramming Revenge!
Plasma Cannon Rampage
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LowerThan SnakeShip
Molon Labe. RUST415
17
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Posted - 2015.04.28 10:57:00 -
[19] - Quote
Just my thought . We are all mercs for isk or some sort of allegiance. Why not just create a option like the squad leaders scroll wheel. That anyone could use and the merc who completes the task gets isk. Such as capture point. Defend point. Rep/ revive me. Kill this target. Transport me. I see no reason why this could not be player paid like 50k isk for completing the task. This would help solo players help other solo players. This would fix blue dots from running and hiding as the would get isk just to completion of tasks.
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Stefan Stahl
Seituoda Taskforce Command
1122
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Posted - 2015.04.28 11:44:00 -
[20] - Quote
Honest question: Wouldn't a bigger difference between loser and winner payouts mean that people *should* stay in the redline if the chances of winning go below a certain threshold?
Anyway, in pubs I don't fight for ISK. I play because it's fun, as long as the payout allows me to. I will deploy powerful gear until I expect that the consumed ISK is larger than the ISK I expect as payout. At that point I will wait for the match to be over using a ISK-loss-mitigation strategy (BPOs, Logi work) and then cash in. If you want me to fight longer pay me more. (The inherent design question here is: Should ISK be the limiting factor in pubs? Is "economic retreat" a thing that should happen in pubs?)
By the way, the shift of payout from the EOM-screen to daily missions has caused me to reduce my participation in matches for a while. It took me a few weeks to realize that I was actually earning lots of money from daily missions on top of the EOM rewards. This is because of the list-style wallet history. A graph-style account balance would much more intuitively inform me about my actual progression. |
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Adipem Nothi
Nos Nothi
9265
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Posted - 2015.04.28 12:39:00 -
[21] - Quote
http://i.imgur.com/bZRpnMP.png Borrowed From: E-3 Trailer
Kill a target? Displayed on screen:
+50 WP +X ISK (where X = % of suit value * by meta adjustment)
Examples:
1. Meta(30) Assault G-1 kills Meta(60) Scout Gk.0 with a value of 150,000 Isk. Assault is paid 20% of suit value (24k) * meta adjustment (60/30 = 2) for a total of 48k. Displayed on screen: +50WP, +48k ISK.
2. Meta(60) Scout Gk.0 kills Meta(30) Assault G-1 with a value of 30,000 Isk. Scout is paid 20% of suit value (6k) * meta adjustment (30/60 = 0.5) for a total of 3k. Displayed on screen: +50WP, +3k ISK.
3. Meta(60) Scout Gk.0 kills Meta(60) Assault Gk.0 with a value of 150,000 Isk. Scout is paid 20% of suit value (30k) * meta adjustment (60/60 = 1) for a total of 30k. Displayed on screen: +50WP, +30k ISK.
Shoot scout with yes.
- Ripley Riley
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Varoth Drac
Dead Man's Game RUST415
782
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Posted - 2015.04.28 13:27:00 -
[22] - Quote
What's wrong with sharing ISK based on warpoints rather than kills? Otherwise it's unfair on people who contribute without focus on killing. Isn't that the whole point of the warpoint system?
Otherwise I like the idea. Especially getting back a portion of loss if you win. |
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CCP Rattati
C C P C C P Alliance
21268
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Posted - 2015.04.28 13:31:00 -
[23] - Quote
Varoth Drac wrote:What's wrong with sharing ISK based on warpoints rather than kills? Otherwise it's unfair on people who contribute without focus on killing. Isn't that the whole point of the warpoint system?
Otherwise I like the idea. Especially getting back a portion of loss if you win.
It seems refunding loss is a much better idea overall, and I agree contribution should be measured in WP.
However, it is a shooty killy gamed, and someone who destroys proto suits and tanks, still only gets 50WP.
That reminds me of the good idea of boosted WP if using a weaker suit, that would serve a similar purpose.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8273
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Posted - 2015.04.28 14:01:00 -
[24] - Quote
CCP Rattati wrote:Varoth Drac wrote:What's wrong with sharing ISK based on warpoints rather than kills? Otherwise it's unfair on people who contribute without focus on killing. Isn't that the whole point of the warpoint system?
Otherwise I like the idea. Especially getting back a portion of loss if you win. It seems refunding loss is a much better idea overall, and I agree contribution should be measured in WP. However, it is a shooty killy gamed, and someone who destroys proto suits and tanks, still only gets 50WP. That reminds me of the good idea of boosted WP if using a weaker suit, that would serve a similar purpose. I don't care HOW you do it. I'm on board with higher payouts.
AV
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Cross Atu
OSG Planetary Operations Covert Intervention
4607
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Posted - 2015.04.28 14:10:00 -
[25] - Quote
CCP Rattati wrote:Dear players,
we have been thinking long and hard about a way to make winning battles lucrative, and maybe throwing caution to the wind to do so.
What do you think of two (or both) ways of increasing your reward.
This bonus reward would only be for the winner, loser would get the normal payout
Winner reward would be normal current payout + x% of own personal losses + y% of personally inflicted losses
x and y to be decided
I don't see an easy exploit to this system and it would mean that you would commit proto to claim the battle, instead of hunkering back in starter loadouts. Sounds good, and since it's winner only I'm inclined to say go X and Y. Y incentivizes slayer play X incentivizes support play (AV, Logistics, Commando zones of suppression, ninja hacks, et al)
Having both encourages a full array of behaviors which contribute to cooperative play seeking a match victory, only apply one would bias the rewards type and improperly distort the meta.
0.02 ISK
CPM 1 mail me your feedback and remember to have fun!
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9792
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Posted - 2015.04.28 14:29:00 -
[26] - Quote
CCP Rattati wrote:Varoth Drac wrote:What's wrong with sharing ISK based on warpoints rather than kills? Otherwise it's unfair on people who contribute without focus on killing. Isn't that the whole point of the warpoint system?
Otherwise I like the idea. Especially getting back a portion of loss if you win. It seems refunding loss is a much better idea overall, and I agree contribution should be measured in WP. However, it is a shooty killy gamed, and someone who destroys proto suits and tanks, still only gets 50WP. That reminds me of the good idea of boosted WP if using a weaker suit, that would serve a similar purpose.
No? We want people to risk -MORE- for the win, not encourage them to use cheaper fits. What more incentive do you honestly need to run BPO's?
Why don't you guys just remove the power-leveled BS altogether already? You're going to be phasing out the BPO's with skins at some point anyway so there's really no point in retaining the Militia/Standard/Advanced/Prototype theme anymore. It literally solves so many problems - balance, NPE, veteran/noob disparity, like... Seriously.
You guys are like a broken record with this "CPM material" business xD Let it go
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Adipem Nothi
Nos Nothi
9270
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Posted - 2015.04.28 15:08:00 -
[27] - Quote
Aeon Amadi wrote: Why don't you guys just remove the power-leveled BS altogether already? You're going to be phasing out the BPO's with skins at some point anyway so there's really no point in retaining the Militia/Standard/Advanced/Prototype theme anymore. It literally solves so many problems - balance, NPE, veteran/noob disparity, like... Seriously.
So ... less like Dust and more like CoD?
If you want to lessen veteran/noob disparity, another idea might be to add a wiggle-wiggle button: When caught out in the open, hold down "X" to gyrate in position and generate nano cover.
Shoot scout with yes.
- Ripley Riley
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Haerr
2862
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Posted - 2015.04.28 16:56:00 -
[28] - Quote
I like the X bit, mitigating loss seems like it would do more to encourage players. There would also be the added benefit of greater incentives for vehicle play.
Selling Officer Gear and BPOs
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9811
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Posted - 2015.04.28 17:58:00 -
[29] - Quote
Adipem Nothi wrote:Aeon Amadi wrote: Why don't you guys just remove the power-leveled BS altogether already? You're going to be phasing out the BPO's with skins at some point anyway so there's really no point in retaining the Militia/Standard/Advanced/Prototype theme anymore. It literally solves so many problems - balance, NPE, veteran/noob disparity, like... Seriously.
So ... less like Dust and more like CoD? If we want to lessen veteran/noob disparity, another idea might be to add a wiggle-wiggle button: When caught out in the open, hold down "X" to gyrate in position and generate nano cover.
God I get so tired of people relating everything they disagree with to Call of Duty, then at the same time praising CCP Rattati whenever he gets on his "other FPS games" kicks -_- Pick one.
What benefit does the power leveled BS actually offer to this game?
You guys are like a broken record with this "CPM material" business xD Let it go
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Adipem Nothi
Nos Nothi
9280
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Posted - 2015.04.28 18:21:00 -
[30] - Quote
Aeon Amadi wrote:Adipem Nothi wrote:Aeon Amadi wrote: Why don't you guys just remove the power-leveled BS altogether already? You're going to be phasing out the BPO's with skins at some point anyway so there's really no point in retaining the Militia/Standard/Advanced/Prototype theme anymore. It literally solves so many problems - balance, NPE, veteran/noob disparity, like... Seriously.
So ... less like Dust and more like CoD? If we want to lessen veteran/noob disparity, another idea might be to add a wiggle-wiggle button: When caught out in the open, hold down "X" to gyrate in position and generate nano cover. God I get so tired of people relating everything they disagree with to Call of Duty, then at the same time praising CCP Rattati whenever he gets on his "other FPS games" kicks -_- Pick one. What benefit does the power leveled BS actually offer to this game? Progress. Depth. Variety.
What benefit does fit throwing actually offer to this conversation?
Shoot scout with yes.
- Ripley Riley
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