Leither Yiltron
Molon Labe. RUST415
1137
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Posted - 2015.04.29 01:17:00 -
[1] - 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.
You should be doing suit tiericide instead. Here. This idea you have posted will not work, and will have the opposite effect to what you intend.
What you are trying to solve is a fundamental problem that Dust has had for a very, very long time. That problem is that the game's own subsystems are designed to encourage players to cut their losses by downgrading their gear class and participation as victory becomes less and less likely.
Trying to counteract this effect by throwing further incentives at winning isn't going to cut it. Skirmish in particular, and all the game modes though perhaps to marginally lesser extents, have the quality of promoting defensive play. You can win a Skirmish match in the first 45s of gameplay by moving fast and hunkering down on the proper number of objectives. In Ambush the winning team is often the one that lives through the initial beginning-of-match onslaught to fortify a high-ground position with uplinks. No wonder, then, that matches "snowball". Even if you beat the odds to push back a match where you've lost the defenders' advantage, it will cost you tons of effort and gear. It is much lower risk to cut your losses and accept the lower reward than to fight hard against the odds and lose big.
You might reply: "But that's precisely why there need to be incentives to kill, to win!" But that's not the case. Another big reason why matches snowball in Dust is that the disparity between the utility in gear classes is too damn high. A team in a defensive position has high incentive and little risk for pulling out progressively higher suit tiers that are available to them, since even if they lose the gear a few times they're still likely to pull extra ISK for the match because they'll likely win. You're looking squarely at the wrong side of the risk-reward equation. Defenders face low risk to their gear in a public match. Attackers (the "losing" team) face high risk. As you increase the reward, both sides can increase their risk. The thing is that this is completely symmetric- the attackers still face hugely high risk for the exact same reward that the "winners" are looking at with a lower risk.
Do you know what would get people to fight more? People would fight more in pubs if they could have a fair, fun fight without risking millions of ISK for low expectations of payoff.
STD vs PRO is not a fair fight. ADV vs PRO is not a fair fight.
The view that people have incentive to play ******, unfun fights against people who sport higher gear classes than they have on is na+»ve. I think a lot of other people share this view: I don't log on to an FPS game to run endless matches against people who have an unfair, difficult-to-mitigate advantage over me. And this is ultimately was has stuck me in the redline with a sniper rifle upon occasion. It's absolutely no fun to
This is the wrong solution to a problem that is better treated by lowering the utility gaps between suit classes. Spectral Clone has a thread which details one such implementation of "tiericide" that is relatively simple and if for some unfathomable reason it goes incredibly awry should be something that can be rolled back with more ease than others.
If you increase the rewards for winning in pub matches, all that will happen is that you will find more veterans running in proto suits more of the time. You will make the game that much more hostile to new players who don't have the SP to run prototype suits. You will make the game that much more intolerable for people to play if they don't run with a team that can help guarantee them wins. People will still stick in the back not doing anything, because fundamentally you have not made a game more winnable. Increasing reward and decreasing risk do not have the same psychological effect, and increasing reward will not have the effect you want in this instance.
Long term roadmap by Aeon Amadi
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