Pages: 1 2 [3] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 3 post(s) |
Kaeru Nayiri
Ready to Play
1059
|
Posted - 2015.04.29 22:18:00 -
[61] - Quote
What if the bonus amount was based on the budget of the winning corporations who hired the mercs?
Make this bonus amount visible to players at the start of the match, to encourage them to fight harder.
Know what cannot be known.
|
shaman oga
Dead Man's Game
4541
|
Posted - 2015.04.30 11:50:00 -
[62] - Quote
I would give a variant X and Y bonus, to both teams, you can measure X from WP and Y from kills.
Set X bonus cap to the first player for WP then assign X bonus to the second and so on, independently from win or lose. Multiply X*ISK*(winning side >1) and multiply X*ISK*(losing side <1). In this way the players that give best support can get major X bonus, but if the team lose, their bonus will be lowered.
Same with Y bonus for kills.
I think that X is better for WP than personal losses because if you use more expensive stuff, you will probably get more WP out of it.
Shaman's Shack - A place to trade
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8299
|
Posted - 2015.04.30 16:38:00 -
[63] - Quote
Make reimbursement for a logistics fit a higher percentage. Lower percentage of kills.
Make assault/commando higher percentage for kills. Lower percentage of reimbursement.
Make support classes more even.call it 50/50 for scouts or sentinels.
That way behaviors of the suits as intended are reinforced and payouts based on suit use can be tweaked to encourage lesser used suits and payments for FotM fits lowered.
AV
|
DJINN Jecture
Templar of the Glowing Blade
365
|
Posted - 2015.04.30 17:03:00 -
[64] - 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. Day 1 > everyone spamming pro gear some losers some winners Day 3> Isk rich still spamming pro gear as they do currently, Isk poor players only using bpos as they want sp and don't want to pay cash to go head to head with pro players already making enough isk to support their spam habit getting payouts far larger than what they had before Day 15> Everyone goes back to COD/BF/whatever other shooters they like except the players who still have some isk Day 42> Dust ported to PC and changed from what we know now to whatever the Legion prototype (that hasn't been broken like this hopefully) is on PC and doing well with an influx of 15,000+ players day 1, hundreds of thousands to follow.
Please rethink this.
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
|
DJINN Jecture
Templar of the Glowing Blade
365
|
Posted - 2015.04.30 17:05:00 -
[65] - Quote
Breakin Stuff wrote:Make reimbursement for a logistics fit a higher percentage. Lower percentage of kills.
Make assault/commando higher percentage for kills. Lower percentage of reimbursement.
Make support classes more even.call it 50/50 for scouts or sentinels.
That way behaviors of the suits as intended are reinforced and payouts based on suit use can be tweaked to encourage lesser used suits and payments for FotM fits lowered.
This doesn't track well with players who rotate suits at death time to fit what is needed. I really don't see an issue with the percentages but tracking it all based on WP seems to work well.
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8302
|
Posted - 2015.04.30 17:48:00 -
[66] - Quote
DJINN Jecture wrote:Breakin Stuff wrote:Make reimbursement for a logistics fit a higher percentage. Lower percentage of kills.
Make assault/commando higher percentage for kills. Lower percentage of reimbursement.
Make support classes more even.call it 50/50 for scouts or sentinels.
That way behaviors of the suits as intended are reinforced and payouts based on suit use can be tweaked to encourage lesser used suits and payments for FotM fits lowered.
This doesn't track well with players who rotate suits at death time to fit what is needed. I really don't see an issue with the percentages but tracking it all based on WP seems to work well.
no, I mean base it off kills/deaths in each suit, not the total.
it's just a math equation.
AV
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1499
|
Posted - 2015.04.30 17:55:00 -
[67] - Quote
I'm a bit late to the party, but YES, I support this!
Overlord of Broman
|
thor424
Namtar Elite Gallente Federation
94
|
Posted - 2015.05.02 02:03:00 -
[68] - Quote
DJINN Jecture wrote: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. Day 1 > everyone spamming pro gear some losers some winners Day 3> Isk rich still spamming pro gear as they do currently, Isk poor players only using bpos as they want sp and don't want to pay cash to go head to head with pro players already making enough isk to support their spam habit getting payouts far larger than what they had before Day 15> Everyone goes back to COD/BF/whatever other shooters they like except the players who still have some isk Day 42> Dust ported to PC and changed from what we know now to whatever the Legion prototype (that hasn't been broken like this hopefully) is on PC and doing well with an influx of 15,000+ players day 1, hundreds of thousands to follow. Please rethink this.
I think you should rethink what you wrote. It doesn't make sense.
Thor's Emporium
|
MarasdF Loron
Fatal Absolution Negative-Feedback
1103
|
Posted - 2015.05.02 16:14:00 -
[69] - Quote
I like this idea but I'm not going to read through all the comments, instead I'm just gonna throw my own comment in: How about making it possibly even better by giving that x% of personal losses to the losing side and then y% of ISK destroyed to the winning side.
Where x% would be considerably lower than y%.
That way even if you know you don't really stand a chance against a superior opponent you would still try to push for the win knowing that you will at least get something back out of all your efforts.
Because if the winner gets all and you know you ain't gonna win it you won't even try because you don't want to feed the winning team. Which could make redlining even worse than it is now.
Just my 0.2 ISK.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8352
|
Posted - 2015.05.02 20:12:00 -
[70] - Quote
I'd just like to see this happen by whatever means. More ISk means more people actually burning the good gear. I'd love to feel like running ADV/PRO gear wasn't a complete waste of ISK overall.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
|
|
CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3434
|
Posted - 2015.05.03 11:04:00 -
[71] - Quote
CCP Rattati wrote:well, AV would be getting a % of their vehicle kills, that could be really lucrative
This makes my forge gunning side start to tingle.... I might have to bust out some of these officer forges I have been collecting if this comes in
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
|
CommanderBolt
KILL-EM-QUICK Rise Of Legion.
3434
|
Posted - 2015.05.03 11:06:00 -
[72] - Quote
Kaeru Nayiri wrote:What if the bonus amount was based on the budget of the winning corporations who hired the mercs?
Make this bonus amount visible to players at the start of the match, to encourage them to fight harder.
I like the idea of different NPC corps have different payouts. Get into a highly lucrative Pirate battle and watch everyone upping their game for the big payouts. Sounds good in theory at least....
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
SCV Ready!
|
Alena Ventrallis
Ahrendee Inc. Negative-Feedback
3034
|
Posted - 2015.05.03 19:12:00 -
[73] - Quote
This does nothing but further reward stomps with more ISK. Simply increase the ISK you get for each match, both sides, so even if you lose you can still more easily run the best gear.
Remember when I think it was 1.0 dropped when ISK payments were absurdly high for a day? Those were the funnest matches I have ever played, because everyone who had proto was running it, because they could afford to. The gulf between the haves and have-nots was temporarily removed, and it was glorious. Definitely don't return payouts to that crazy level, but a simple increase in payment for both sides means that it becomes more financially lucrative to fight back against a stomp than to just give up.
Whirly gun make much thunder! - Victor
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8363
|
Posted - 2015.05.04 08:10:00 -
[74] - Quote
Alena Ventrallis wrote:This does nothing but further reward stomps with more ISK. Simply increase the ISK you get for each match, both sides, so even if you lose you can still more easily run the best gear.
No. The simple fact is, payments should not be even between winners and losers.
If you get that equality at what point is there any advantage to doong more than lolling about and headhunting?
That's what we have now. No one cares if you win or lose just because stat padding has more social value than your W/L ratio.
If the winners are rewarded, then there's a reason to pay attention To the actual mission objectives. Sniper farms that sit in the redline and don't contribute, losing the game for their team get nothing but the current payouts.
The tanker that doesn't buy the hint and spends the whole match in the redline because his team needed the firepower and lost while his ass gets camped In the redline by some nerd in a fatsuit gets nothing extra.
The team that can't pull their heads out of their asses get nothing But the basic pubmatch payouts. Compete or get out.
But if everyone gets paid the same, win or lose? What the hell is the point of having win conditions? Just open the map and let everyone derp around farming the other 31 players for ISK.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
|
Ares 514
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1507
|
Posted - 2015.05.04 17:15:00 -
[75] - Quote
Breakin Stuff wrote:Alena Ventrallis wrote:This does nothing but further reward stomps with more ISK. Simply increase the ISK you get for each match, both sides, so even if you lose you can still more easily run the best gear.
No. The simple fact is, payments should not be even between winners and losers. If you get that equality at what point is there any advantage to doong more than lolling about and headhunting? That's what we have now. No one cares if you win or lose just because stat padding has more social value than your W/L ratio. If the winners are rewarded, then there's a reason to pay attention To the actual mission objectives. Sniper farms that sit in the redline and don't contribute, losing the game for their team get nothing but the current payouts. The tanker that doesn't buy the hint and spends the whole match in the redline because his team needed the firepower and lost while his ass gets camped In the redline by some nerd in a fatsuit gets nothing extra. The team that can't pull their heads out of their asses get nothing But the basic pubmatch payouts. Compete or get out. But if everyone gets paid the same, win or lose? What the hell is the point of having win conditions? Just open the map and let everyone derp around farming the other 31 players for ISK.
Fully agreed. We must have incentive to win and ISK is what will do it.
Overlord of Broman
|
Marcus Stormfire
G.R.A.V.E The Ditanian Alliance
71
|
Posted - 2015.05.04 19:19:00 -
[76] - 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 like the idea of rewarding players that cause major damage to the opposing team. Having a paycheck bonus for being a bad-ass is one of the things that makes a good merc work hard. Especially if a person in a militia suit is able to rack up kills on people using proto.
Things to think about.
-Killing 2 million isk in vehicles and loosing 500k isk in suits at let's say 5% for X and 5% for Y. -25,000 + 150,000 = 125k bonus. This is a flat rate which is ok. An improvement on this idea can be the following.
-Add a skill to increase bonuses. (Contract Negotiation) 3% bonus per level for isk destroyed. Make it so that if you want a bonus then players should invest skill points.
(Following is for an avid Anti-Vehicle guy like myself and giving that loss percentage is capped at 5%) - LvL 0 assuming bonus cannot go into the negative (5% x -500,000isk ) + (0% x 2,000,000isk) = -25,000 isk ( no bonus) - LvL 1 (5% x -500,000isk) + (2,000,000isk x 3%) = 35,000 isk bonus - LvL 2 (5% x -500,000 isk) + (2,000,000 isk x 6%) = 95,000 isk bonus - LvL 3 (5% x -500,000 isk) + (2,000,000 isk x 9%) = 155,000 isk bonus - LvL 4 (5% x -500,000 isk) + (2,000,000 isk x 12%) = 215,000 isk bonus - LvL 5 (5% x -500,000 isk) + (2,000,000 isk x 15%) = 275,000 isk bonus
Those are just examples those bonuses might be a bit high. Perhaps a 2% per level increase would be more suitable.
Potential Problem: Let's say you just whittled that 4,700 armor proto madrugar down to 470 armor points. Then that blueberry with the Militia forge gun snipes your kill after you did all the hard work. Now under this model he is going to be awarded the isk towards his bonus. Also assume that for some strange reason the kill was worth 2 million isk and you lost 500k isk in proto suits)
Possible solution: Add another factor to the equation. Perhaps Percent damage done. Example for Level 5 Contract Negotiation
At 90% damage dealt (Proto guy) - (5% x -500,000 isk) + [(2,000,000 x 15%) x 0.9] = 247,500 isk bonus At 10% damage dealt (Blueberry who just joined and lost no suits with lvl 5 skills) - (5% x -0 isk) + [(2,000,000 x 15%) x .10] = 30,000 isk bonus
Now the blueberry just stole all of your war points but oh well that's the way things are but now it is at least a better split of isk by using this modified equation.
Potential problem with percent damage. The madrugar let's say survived all match and now it finally died and everyone took a shot at it.
Possible solution: Only those who damaged the tank in the last X amount of seconds before destruction get awarded the bonus.
Another Problem: Will it take forever to calculate all bonus isk at EOM? Not sure on the solution to this since I am not privy to the Arithmetic used for any EOM calculations.
I am sure there are errors in my math. =P
-Marcus
-I don't always kill Mercs with a sidearm, But when I do I use militia.
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8379
|
Posted - 2015.05.04 23:43:00 -
[77] - Quote
Marcus Stormfire wrote: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 like the idea of rewarding players that cause major damage to the opposing team. Having a paycheck bonus for being a bad-ass is one of the things that makes a good merc work hard. Especially if a person in a militia suit is able to rack up kills on people using proto. Things to think about. -Killing 2 million isk in vehicles and loosing 500k isk in suits at let's say 5% for X and 5% for Y. -25,000 + 150,000 = 125k bonus. This is a flat rate which is ok. An improvement on this idea can be the following. -Add a skill to increase bonuses. (Contract Negotiation) 3% bonus per level for isk destroyed. Make it so that if you want a bonus then players should invest skill points. (Following is for an avid Anti-Vehicle guy like myself and giving that loss percentage is capped at 5%) - LvL 0 assuming bonus cannot go into the negative (5% x -500,000isk ) + (0% x 2,000,000isk) = -25,000 isk ( no bonus) - LvL 1 (5% x -500,000isk) + (2,000,000isk x 3%) = 35,000 isk bonus - LvL 2 (5% x -500,000 isk) + (2,000,000 isk x 6%) = 95,000 isk bonus - LvL 3 (5% x -500,000 isk) + (2,000,000 isk x 9%) = 155,000 isk bonus - LvL 4 (5% x -500,000 isk) + (2,000,000 isk x 12%) = 215,000 isk bonus - LvL 5 (5% x -500,000 isk) + (2,000,000 isk x 15%) = 275,000 isk bonus Those are just examples those bonuses might be a bit high. Perhaps a 2% per level increase would be more suitable. Potential Problem: Let's say you just whittled that 4,700 armor proto madrugar down to 470 armor points. Then that blueberry with the Militia forge gun snipes your kill after you did all the hard work. Now under this model he is going to be awarded the isk towards his bonus. Also assume that for some strange reason the kill was worth 2 million isk and you lost 500k isk in proto suits) Possible solution: Add another factor to the equation. Perhaps Percent damage done. Example for Level 5 Contract Negotiation At 90% damage dealt (Proto guy) - (5% x -500,000 isk) + [(2,000,000 x 15%) x 0.9] = 247,500 isk bonus At 10% damage dealt (Blueberry who just joined and lost no suits with lvl 5 skills) - (5% x -0 isk) + [(2,000,000 x 15%) x .10] = 30,000 isk bonus Now the blueberry just stole all of your war points but oh well that's the way things are but now it is at least a better split of isk by using this modified equation. Potential problem with percent damage. The madrugar let's say survived all match and now it finally died and everyone took a shot at it. Possible solution: Only those who damaged the tank in the last X amount of seconds before destruction get awarded the bonus. Another Problem: Will it take forever to calculate all bonus isk at EOM? Not sure on the solution to this since I am not privy to the Arithmetic used for any EOM calculations. I am sure there are errors in my math. =P -Marcus
or we can simplify: Kill gets the bonus
assist gets 1/2 the bonus the kill got.
And I like your contract negotiation ideas. Things like that? We should absolutely steal from EVE while straight faced and serious.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
|
Radec fett
50
|
Posted - 2015.05.05 02:37:00 -
[78] - Quote
I don't care what happens as long as I get refunded for my losses and maybe get a little extra...
Freedom is a right! I would give my life to free the minmatar. For The Republic!!
|
Marcus Stormfire
G.R.A.V.E The Ditanian Alliance
74
|
Posted - 2015.05.05 21:34:00 -
[79] - Quote
Breakin Stuff wrote:Marcus Stormfire wrote: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 like the idea of rewarding players that cause major damage to the opposing team. Having a paycheck bonus for being a bad-ass is one of the things that makes a good merc work hard. Especially if a person in a militia suit is able to rack up kills on people using proto. Things to think about. -Killing 2 million isk in vehicles and loosing 500k isk in suits at let's say 5% for X and 5% for Y. -25,000 + 150,000 = 125k bonus. This is a flat rate which is ok. An improvement on this idea can be the following. -Add a skill to increase bonuses. (Contract Negotiation) 3% bonus per level for isk destroyed. Make it so that if you want a bonus then players should invest skill points. (Following is for an avid Anti-Vehicle guy like myself and giving that loss percentage is capped at 5%) - LvL 0 assuming bonus cannot go into the negative (5% x -500,000isk ) + (0% x 2,000,000isk) = -25,000 isk ( no bonus) - LvL 1 (5% x -500,000isk) + (2,000,000isk x 3%) = 35,000 isk bonus - LvL 2 (5% x -500,000 isk) + (2,000,000 isk x 6%) = 95,000 isk bonus - LvL 3 (5% x -500,000 isk) + (2,000,000 isk x 9%) = 155,000 isk bonus - LvL 4 (5% x -500,000 isk) + (2,000,000 isk x 12%) = 215,000 isk bonus - LvL 5 (5% x -500,000 isk) + (2,000,000 isk x 15%) = 275,000 isk bonus Those are just examples those bonuses might be a bit high. Perhaps a 2% per level increase would be more suitable. Potential Problem: Let's say you just whittled that 4,700 armor proto madrugar down to 470 armor points. Then that blueberry with the Militia forge gun snipes your kill after you did all the hard work. Now under this model he is going to be awarded the isk towards his bonus. Also assume that for some strange reason the kill was worth 2 million isk and you lost 500k isk in proto suits) Possible solution: Add another factor to the equation. Perhaps Percent damage done. Example for Level 5 Contract Negotiation At 90% damage dealt (Proto guy) - (5% x -500,000 isk) + [(2,000,000 x 15%) x 0.9] = 247,500 isk bonus At 10% damage dealt (Blueberry who just joined and lost no suits with lvl 5 skills) - (5% x -0 isk) + [(2,000,000 x 15%) x .10] = 30,000 isk bonus Now the blueberry just stole all of your war points but oh well that's the way things are but now it is at least a better split of isk by using this modified equation. Potential problem with percent damage. The madrugar let's say survived all match and now it finally died and everyone took a shot at it. Possible solution: Only those who damaged the tank in the last X amount of seconds before destruction get awarded the bonus. Another Problem: Will it take forever to calculate all bonus isk at EOM? Not sure on the solution to this since I am not privy to the Arithmetic used for any EOM calculations. I am sure there are errors in my math. =P -Marcus or we can simplify: Kill gets the bonus assist gets 1/2 the bonus the kill got. And I like your contract negotiation ideas. Things like that? We should absolutely steal from EVE while straight faced and serious.
Heh The Caffeine got a hold of me. With time on my hands this wall-o-text post happened.
-Marcus
-I don't always kill Mercs with a sidearm, But when I do I use militia.
|
thor424
Namtar Elite Gallente Federation
141
|
Posted - 2015.05.06 17:57:00 -
[80] - Quote
Where are we at on this?
I'm close to calling it and taking an extended break from Dust.
Thor's Emporium
|
|
Imp Smash
Molon Labe. RUST415
827
|
Posted - 2015.05.06 23:25:00 -
[81] - 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 dig this a bunch!
Although, if possible, it might be a good idea to make the y in that formula mimic suit behavior. For example, logis don't get a lot of kills, they get a lot of WP for support work. So their y should be WP. Whereas Sentinels don't get any points in support work, so their y should be more about losses inflicted. Combat suits like scouts and assaults a healthy mix? |
Forced Death
Corrosive Synergy Rise Of Legion.
788
|
Posted - 2015.05.07 00:20:00 -
[82] - Quote
when you commit to proto with an organized squad, you are just going to help benefit protostompers and fund them further and increase the isk disparity between vets and new players
11M SP
Gallente Logistics G/1 Series
Scout M/1 Series Assault M/1 Series
I'm doing something wrong
|
thor424
Namtar Elite Gallente Federation
145
|
Posted - 2015.05.07 00:39:00 -
[83] - Quote
Forced Death wrote:when you commit to proto with an organized squad, you are just going to help benefit protostompers and fund them further and increase the isk disparity between vets and new players
That's what they say, but it's sort of like the dumbass argument that raising the minimum wage is a bad idea.
Thor's Emporium
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8431
|
Posted - 2015.05.07 00:57:00 -
[84] - Quote
Forced Death wrote:when you commit to proto with an organized squad, you are just going to help benefit protostompers and fund them further and increase the isk disparity between vets and new players I dunno, my solo idiot ass pretty regularly kills proto suits in quafe suits. I'm giggling at the prospect of what happens if I field ADV/PRO in response. Feed them? Or feeding myself?
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
|
Sylwester Dziewiecki
Interregnum.
464
|
Posted - 2015.05.08 16:52:00 -
[85] - Quote
CCP Rattati wrote:+ x% of own personal losses + y% of personally inflicted losses It should be implemented years ago. Yes, yes, it's very good idea and majority of player base will like it, I did not read entire topic but did someone mentioned about 'kill assists' willl those players be rewarded by % dmg they done to target or not?
Gallente Speed Scout.
EVE side of me: Nosum Hseebnrido
|
Oceltot Mortalis
82
|
Posted - 2015.05.08 22:23:00 -
[86] - Quote
payout with META RATIO.
your fitting meta: 60 dead guy's meta: 30 you get paid half as well for those 50 WP or some other crazy calculation
your fitting meta: 10 dead guy's meta: 60 you get paid 6x as well for those 50 WP or some other crazy calculation
There is an inherent problem to the risk vs reward for that. someone else can do the math for that though.
Aspiring Forum Warrior.
Commando Advocate / Gallente Advocate / Legion Advocate / Avocado Advocate
|
Gyn Wallace
Ready to Play
357
|
Posted - 2015.05.10 01:03:00 -
[87] - Quote
Drogan Reeth wrote:If you don't reward trying when losing, then everyone will stop trying when they are losing, because they know they don't get the rewards anyways. So why risk the extra isk loss?
Unless you can answer that nothing will change. 100% This. And I'm saddened by the fact that so few participants in this thread seem to get it.
How can anyone think winning is insufficiently rewarded currently? How can anyone see people leaving battle in droves after Scotty matches them up against a team that proceeds to stomp them, and think fighting hard, despite anticipating a loss, is adequately rewarded?
The rewards for winning and losing don't need to be equal, but they can't be so far out of whack that leaving battle, for the purpose of re-queuing into a battle you've got a better chance of winning, is the more rational option.
thor424 wrote:There's nothing that'll change the behavior of people like you. But most humans have .... Did you notice that you didn't offer anything resembling an answer to Drogan's very reasonable question? I noticed. I also noticed that you're being a little snippy, with one of the few people in this thread who is actually thinking and writing clearly about the problem Rattati's OP does nothing to solve.
The Dust/Eve Isk Exchange Thread
|
Sleepy Shadow
Qualified Scrub
358
|
Posted - 2015.05.11 09:15:00 -
[88] - Quote
I find this idea terrible and agree with the (unfortunately) few people here that this will not encourage those that are losing to keep on fighting.
If you do this, the amount of players leaving in the beginning of the battle will most likely increase. This suggestion offers no incentive to GÇ£play against all oddsGÇ¥. If you add penalties to leaving you will just increase the amount of players spinning in the MCC. If you only reward winning, people will give up earlier than they do now.
Winning should be rewarded more but it has to be in line with the losing team. Give winners X amount of ISK as the GÇ£winnerGÇÖs rewardGÇ¥ (to all players regardless of position on the leaderboards) with x% refunded from suit loss and y% of destroyed assets. And for the losers they get x% refunded from suit loss and y% of destroyed assets as well but without the winnerGÇÖs reward. You can have a lower percentage on suit refund for the losers but assets destroyed should have the same percentage.
So long as I know that my payout might be halfway decent I am willing to fight against all odds. Reward only the winning team and I will quit trying very early as I have no interest in feeding the other team free kills and even fatter payouts.
=ƒÿ¦
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8606
|
Posted - 2015.05.11 12:58:00 -
[89] - Quote
Sleepy Shadow wrote:I find this idea terrible and agree with the (unfortunately) few people here that this will not encourage those that are losing to keep on fighting.
If you do this, the amount of players leaving in the beginning of the battle will most likely increase. This suggestion offers no incentive to GÇ£play against all oddsGÇ¥. If you add penalties to leaving you will just increase the amount of players spinning in the MCC. If you only reward winning, people will give up earlier than they do now.
Winning should be rewarded more but it has to be in line with the losing team. Give winners X amount of ISK as the GÇ£winnerGÇÖs rewardGÇ¥ (to all players regardless of position on the leaderboards) with x% refunded from suit loss and y% of destroyed assets. And for the losers they get x% refunded from suit loss and y% of destroyed assets as well but without the winnerGÇÖs reward. You can have a lower percentage on suit refund for the losers but assets destroyed should have the same percentage.
So long as I know that my payout might be halfway decent I am willing to fight against all odds. Reward only the winning team and I will quit trying very early as I have no interest in feeding the other team free kills and even fatter payouts.
Believe it or not, in my experience, your attitude is the exception, not the rule. Not only that whenever there is a CHANCE of pulling a match out of the toilet, most players will fight harder and harder.
But I think that whatever the loss of materiel payout is, the losing team should get 50-70% of it while the winning team enjoys the full intended loss recovery (hopefully not 100% of value) and a bonus based on ISK destroyed.
There should never be an incentive to abandon a battle.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
|
|
|
|
Pages: 1 2 [3] :: one page |
First page | Previous page | Next page | Last page |