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Thread Statistics | Show CCP posts - 14 post(s) |
Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.28 05:15:00 -
[151] - Quote
Found on a breakthrough on enhancing raiding, district ownership and use of District Kredits.
Check out this concept infographic. There's even love for alliance interaction as well with districts.
Note: If district is raided, those warbarges that were connected have their module modifiers offlined for 12 hour period. At this time, the planetary logistics officer may choose to pull up the menu and select a player from the corp or alliance, not connected to a district to slave move their warbarge into production link with the flotilla. If another raid occurs where enemy is victorious, that player's modules are then offilined for a 12 hour period. If that logistics officer chose to keep the original warbarge in-place, it's modifiers would come back online in 12 hours, unless the district was raided again at which time the offline modifier counter resets for that warbarge. Only 25 warbarges may be connected to a flotilla factory link at a time.
Benefits of production go to player. Logistics officers communicate with corp members to acquire goods produced from player, or manage time slots.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Balistyc Farshot
OUTCAST MERCS General Tso's Alliance
192
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Posted - 2015.05.28 13:38:00 -
[152] - Quote
I haven't seen any concepts on timers or a good way to stop people from trying to harvest DK versus fight each other.
My suggestion is to use timers to fix the harvesting. I made an equation below. This will make districts that do not change hands particularly easy to flip. So there is no home base strategy, Your home base will be the easiest to lose. The planets then are battle fields not bases.
This will also give CCP the ability to encourage attacks against the largest holding groups or those that they see as exploiting the system through in game mechanics.
Write up the timers like so: W= Current minimum attack timer (This is how much advanced warning a district would require. Controlling this will allow districts to change time zones even if they do not change ownership.) X= Time since district last changed ownership Y= CCP controlled threshold for time reductions (This is the minimum time frame between changing ownership of districts.) Z= Reduction percentage (Be sure to reverse this percentage, so 20% reduction would be 0.8)
Minimum Timer = You need a floor, say 4 hour advance warning Exploited districts (CCP determines who is exploiting by doing what ever and sets those districts into this bucket. You might even want to set the top 10 districts to this setting to encourage them to be contested more heavily.)
District A evaluation ran periodically
C@se When (District A IN (Exploited districts)) Then W=Minimum When (W=Minimum Timer) Then Bre@k When (X greater than Y and W x Z=Min1mum Timer) Then W = Min1mum Timer When (X greater than Y) Then W = W x Z Els3 Bre@k
Notice this takes into account ownership changes. So simply fighting to defend will not protect district. I still for see harvesting which is why I included the exploited districts control, set that as a global parameter to make it easy for CCP to fluctuate the values without DB changes.
With the team chat gone, we need to really start leveraging the squad finder!
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Derrith Erador
Fatal Absolution
3
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Posted - 2015.05.28 20:25:00 -
[153] - Quote
CCP Rattati wrote: District Kredits and a new District Market We look forward to adding new and special gear, exclusive to the District Market and those illustrious Mercenaries that fought for and hold, or held Districts, earning District Kredits.
This idea seems nice, but I'd like to expand or convince you to change this.
The reason I say this is that there are two problems I don't see being solved that could be solved in tandem with this.
1) Lack of maps
2) No need to hold additional district types (production facilities and surface research labs)
Anyway, on to my solutions, instead of just creating a market, how about making it to where corps can manufacture and/or sell weapons, dropsuits and vehicles using districts.
To expand further on this:
I believe that the manufacturing should come in two types of shipments, cartel and sanctioned gear.
cartel gear will produce more units, will sell more than the cost of producing, but will take longer to manufacture, and will have an added chance of getting "hijacked".
sanctioned gear produces less units per shipment, will sell only slightly more than the cost of producing, but doesn't take as long as cartel gear to produce, and has a very low chance of getting stolen.
How they're made:
The process starts at the surface research lab, and will end at the cargo hub.
Surface research lab role: This is where you'll produce and use blueprints of your desired weapon or vehicle. It would help if the blueprints had customizable abilities (higher damage, less recoil, etc.). The blueprints should be permanent, and should cost quite a bit if you wish to change or modify it.
Reward for capturing a hostile lab: You gain the blueprint the original owner used for your corp.
Reward for defending your own lab: This reward is dependent on if the total carnage reaches 20 mil destroyed minimum. If this happens, the defenders will receive an isk reward alongside the original equivalent to the total lost isk (divided equally amongst the defenders of course)
The production facility role: This is where I believe the lack of maps can be remedied, as I believe there should be different types of facilities for production. Four to be precise. Shipments will take, depending on type of item built, and whether it's cartel or sanctioned, anywhere from 24-48 hours to create.
Dropsuit and weapons facilities: These facilities are obviously used to produce weapons and dropsuits for the infantry players.
Turret and Vehicle facilities: These facilities are used to create vehicle hulls and turrets for the vehicle players.
Rewards for capturing a facility that is producing: If an attacker successfully captures a hostile facility with an isk lost amount equaling 20 mil or higher while it is in production, you will have two options, depending on what you have available. I will use the infantry suit as an example.
Say you capture a dropsuit shipment.
If you have a shipment of weapons either being produced or already made, you can choose to move them into the just captured facility to make a weapon and armor set with certain benefits (lowered weapon PG/CPU is a decent example). There should be additional if the weapon and armor are of similar nationality (Amarr, min, etc.)
If you have a blueprint of another dropsuit, you can cross in the blueprint with the shipment and put your buffs into the suit, to a lesser extent if they're not of the same race type.
Rewards for defending a shipment: If a defender is able to defend his shipment and destroy 20 mil worth of equipment, then he will get to use the excess salvage to put in the production, making even more of his shipment than originally before.
The isk destroyed limit should be very important, as if this not implemented, it will be abused vehemently (If I still played, I'd do it).
Next area should be the cargo hub. This is where you will hold your shipment until you either: A) sell it on the district market mentioned. B) put it in your own corp armory. (oh yeah, there should be a corp armory)
If you chose to create cartel gear, once it reaches the hub, it should take anywhere from 24-48 hours to sit until you can put it up on the market (sort of a let the heat die down thing). In that time, enemy forces can take this opportunity to try to raid the gear.
Rewards for capturing the hub: You'd obviously snag the shipment and keep it for yourself, but unable to sell it on the market.
Rewards for defending the hub: In the event of being able to defend your shipment, I believe getting bonus command points would be a nice little reward (if of course, the damage is 20 mil or above), aside from keeping your crap.
Well, those are my long winded thoughts on it again. Hope I helped.
99% of what Derrith says is stupidity. -D3lta Blitzkrieg
Oh yeah?! Well, I love redheads.
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Jadek Menaheim
Xer Cloud Consortium
6
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Posted - 2015.05.29 02:07:00 -
[154] - Quote
Quote:Raiding This also introduces a way for Corporations that donGÇÖt want to own Districts, to make money by using their earned Command Points to attack their enemies, or easy targets by any definition, to see if they canGÇÖt make money using the recently introduced Keep what you Kill reward method. If a corporation ends up winning a District, and doesnGÇÖt want it, they can always ransom it back as well. We hope to expand on the Raiding concept further down the line, by actually stealing resources from the District owner, possibly by GÇ£instant-sellingGÇ¥ clones for ISK and DK.
Was it mentioned somewhere here or in the PC Think Tank how frequently you could raid a district each day?
Dust 514 Market Trello. The essential resource for trading in Dust.
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Kevall Longstride
DUST University Ivy League
2
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Posted - 2015.05.30 15:38:00 -
[155] - Quote
Well, with a couple of hundred weekly active players and a few dozen active daily players over all time zones, it's going to be rude of me not to spend those CP points building up in the D-UNI wallet don't you think?
Keep what you kill is also very attractive to raiding using cheap or free fittings.
The participation UI screen is also going to be particularly helpful for assertaining which players that contribute most to the corp as well for any extra rewards the CEO or directors wish to give.
CPM 1 member
CEO of DUST University
Vist dustcpm.com
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501st Headstrong
0uter.Heaven
1
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Posted - 2015.05.30 18:17:00 -
[156] - Quote
Already O just read every post: Recap #137Posted: 2015.05.26 18:01 | Report Unlike 1 If you are looking for things to sell us for DK.
My thoughts: Items to change the thresholds of payouts - Salvage module 10% bonus to all isk values Items to change the thresholds of OBs - Drops the cost for all OBs by 15% Neural interface upgrade - Faster spawning down to the minimum - Turns junk uplinks into decent ones Environmental controls - Let a team spend DK to control the environmental effect Side choice - Spend DK to choose your side of the fight PC Vehicle spawn tokens - You need to spend DK to bring vehicles into PCs - I know (bring in the vehicle hate squad, but most corps reimburse for the pilots so just a few tears) 10 second head start - Make a huge amount of DK able to be spent on getting a head start by 10 seconds Radio silence - Spend a set amount of DK and stop each item in turn from being called, OBs, LAVs, HAV, DS Super virus - After completing a hack and spending the points - this point can not be counter hacked, you have to wait it out and turn it
These are all ideas that do not involve new items
-Cool idea. El Operator also stipulated allowing Dks to be an FW universal currency, so those who are diehard faction can pc and acquire certain gear :)
Raiding being able to raid around 3 hrs of a districts set time would make it harder to keep. Breakin stuff proposed wiping it clean with those. Clones partially afflicted, but Dk generation, and clone generation are severely hindered. No change in ownership unless repeated Raids are completed.
Ringers- Issue a CP cost for usage.
Alliance- No tangible bonus, encouragesBlueDonuts BlueDonuts
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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Maken Tosch
DUST University Ivy League
11
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Posted - 2015.05.31 21:05:00 -
[157] - Quote
Starlight Burner was kind enough to record the audio of the lecture for me covering this topic. This is for those players who are not wanting to spend the better part of their entire day reading all 8 pages of this thread but are at least willing to sit down for 48 minutes listening to it on SoundCloud.
https://soundcloud.com/doomdog-kollser/pc2-0-and-more-d-uni-lecture
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
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501st Headstrong
0uter.Heaven
1
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Posted - 2015.06.01 19:42:00 -
[158] - Quote
Derrith Erador wrote:CCP Rattati wrote: District Kredits and a new District Market We look forward to adding new and special gear, exclusive to the District Market and those illustrious Mercenaries that fought for and hold, or held Districts, earning District Kredits.
This idea seems nice, but I'd like to expand or convince you to change this. The reason I say this is that there are two problems I don't see being solved that could be solved in tandem with this. 1) Lack of maps 2) No need to hold additional district types (production facilities and surface research labs) Anyway, on to my solutions, instead of just creating a market, how about making it to where corps can manufacture and/or sell weapons, dropsuits and vehicles using districts. To expand further on this:I believe that the manufacturing should come in two types of shipments, cartel and sanctioned gear. cartel gear will produce more units, will sell more than the cost of producing, but will take longer to manufacture, and will have an added chance of getting "hijacked". sanctioned gear produces less units per shipment, will sell only slightly more than the cost of producing, but doesn't take as long as cartel gear to produce, and has a very low chance of getting stolen. How they're made:The process starts at the surface research lab, and will end at the cargo hub. Surface research lab role: This is where you'll produce and use blueprints of your desired weapon or vehicle. It would help if the blueprints had customizable abilities (higher damage, less recoil, etc.). The blueprints should be permanent, and should cost quite a bit if you wish to change or modify it. Reward for capturing a hostile lab: You gain the blueprint the original owner used for your corp. Reward for defending your own lab: This reward is dependent on if the total carnage reaches 20 mil destroyed minimum. If this happens, the defenders will receive an isk reward alongside the original equivalent to the total lost isk (divided equally amongst the defenders of course) The production facility role: This is where I believe the lack of maps can be remedied, as I believe there should be different types of facilities for production. Four to be precise. Shipments will take, depending on type of item built, and whether it's cartel or sanctioned, anywhere from 24-48 hours to create. Dropsuit and weapons facilities: These facilities are obviously used to produce weapons and dropsuits for the infantry players. Turret and Vehicle facilities: These facilities are used to create vehicle hulls and turrets for the vehicle players. Rewards for capturing a facility that is producing: If an attacker successfully captures a hostile facility with an isk lost amount equaling 20 mil or higher while it is in production, you will have two options, depending on what you have available. I will use the infantry suit as an example. Say you capture a dropsuit shipment. If you have a shipment of weapons either being produced or already made, you can choose to move them into the just captured facility to make a weapon and armor set with certain benefits (lowered weapon PG/CPU is a decent example). There should be additional if the weapon and armor are of similar nationality (Amarr, min, etc.) If you have a blueprint of another dropsuit, you can cross in the blueprint with the shipment and put your buffs into the suit, to a lesser extent if they're not of the same race type. Rewards for defending a shipment: If a defender is able to defend his shipment and destroy 20 mil worth of equipment, then he will get to use the excess salvage to put in the production, making even more of his shipment than originally before. The isk destroyed limit should be very important, as if this not implemented, it will be abused vehemently (If I still played, I'd do it). Next area should be the cargo hub. This is where you will hold your shipment until you either: A) sell it on the district market mentioned. B) put it in your own corp armory. (oh yeah, there should be a corp armory) If you chose to create cartel gear, once it reaches the hub, it should take anywhere from 24-48 hours to sit until you can put it up on the market (sort of a let the heat die down thing). In that time, enemy forces can take this opportunity to try to raid the gear. Rewards for capturing the hub: You'd obviously snag the shipment and keep it for yourself, but unable to sell it on the market. Rewards for defending the hub: In the event of being able to defend your shipment, I believe getting bonus command points would be a nice little reward (if of course, the damage is 20 mil or above), aside from keeping your crap. Well, those are my long winded thoughts on it again. Hope I helped.
I dig...I strongly dig... +1 brother
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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Leither Yiltron
Molon Labe. RUST415
1
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Posted - 2015.06.03 15:53:00 -
[159] - Quote
Kevall Longstride wrote:Well, with a couple of hundred weekly active players and a few dozen active daily players over all time zones, it's going to be rude of me not to spend those CP points building up in the D-UNI wallet don't you think? Keep what you kill is also very attractive to raiding using cheap or free fittings.
These are both na+»vely optimistic, I think. With the suit slots flattening out maybe there'll be some chance that we can have some matches without proto suits that are competitive, but it will take very careful tailoring of fits, proto weapons, and a whole lot of heart.
The proposed system voids non-landholders almost entirely of direct corporate income, which is a bit of a bother since there are seemingly still some ISK costs in addition to CP.
Maken Tosch wrote:Starlight Burner was kind enough to record the audio of the lecture for me covering this topic. This is for those players who are not wanting to spend the better part of their entire day reading all 8 pages of this thread but are at least willing to sit down for 48 minutes listening to it on SoundCloud. https://soundcloud.com/doomdog-kollser/pc2-0-and-more-d-uni-lecture
I haven't looked at your attendee list, so perhaps this is going to be out of hand. Just as an aside, I think you'd have a much higher chance of getting lecturers or at least guests who have particular experience in this area if you'd reach out to them and try to arrange scheduling with them before setting a date in stone. The first time I saw your post in GD, a date was already made up and it was a bad day for me. D:
Long term roadmap by Aeon Amadi
Have a pony
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Balistyc Farshot
OUTCAST MERCS General Tso's Alliance
194
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Posted - 2015.06.03 18:59:00 -
[160] - Quote
Leither Yiltron wrote:Kevall Longstride wrote:Well, with a couple of hundred weekly active players and a few dozen active daily players over all time zones, it's going to be rude of me not to spend those CP points building up in the D-UNI wallet don't you think? Keep what you kill is also very attractive to raiding using cheap or free fittings. These are both na+»vely optimistic, I think. With the suit slots flattening out maybe there'll be some chance that we can have some matches without proto suits that are competitive, but it will take very careful tailoring of fits, proto weapons, and a whole lot of heart. This gets back to a question that someone (Bait) asked on Biomassed the other day: Under the new system, what incentive do I have as a new corporation to take on the big boys in PC? The answer: It's maybe a little cheaper. This is all to the good, but one of the major problems with entering PC is also training and the mountain of discouragement new corps face if they don't have knowledge of how to get a team to be basically competent at Skirmish. The proposed system voids non-landholders almost entirely of direct corporate income, which is a bit of a bother since there are seemingly still some ISK costs in addition to CP.
This is why I think timers should be shortened for districts that don't change hands. Make it easier for the corps who dig in and do well. Make them fight for their land or go take new land. Shorter timers and lower start timers could mean that active corps are constantly fighting to get their districts back or going and stealing the more stable districts. This will make the districts churn and change hands heavily during peaks and sit during lulls.
The biggest barrier for younger corps is that PCs will be full of ringers. This is the heart of the ringers issue! A younger corp of hungry players could succeed through tactics and numbers with the ringers reduced. This is where the stupid people shout out, "We are mercs!" Ringers allow corps to farm CP from newer corp members without including them in the PCs because the corp members aren't as skilled as the ringers. I think CCP should enforce a little corp loyalty.
Hell, the other good measure would be to force a certain threshold of CP generation to participate in PC attacks. Then corps would be forced to train the blue berries to be worthy green berries. My corp mates know I support the noobs. I even miss team chat because that allowed me to scoop up fledglings and make them awesome.
This is coming from a guy who has FC'd against some steep odds with a team of newly stamped PC ready mercs fighting bill board corps chocked with ringers.
With the team chat gone, we need to really start leveraging the squad finder!
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
800
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Posted - 2015.06.05 22:54:00 -
[161] - Quote
i like all of this but i have only one suggestion DK's be a non-aurm version of the hacked decrypter keys. |
Varoth Drac
Dead Man's Game
954
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Posted - 2015.06.06 13:24:00 -
[162] - Quote
Different systems and planets should be worth different amounts. This would encourage top tier teams to fight each other for the top planets, and leave lower tier corps to fight for lower rewards. |
Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.06.06 17:33:00 -
[163] - Quote
District Kredits
First off, the DK store items really need to be things of value. Skins are NOT an incentive to play PC. With their introduction I do expect there to be unique skins for PC but this isn't and won't be a major selling point for using your DK.
Considering the isk sink you have made it for the players making actual contributions in the battles (in an attempt to stop isk farming of the corporation at the cost of players mind you!), players in PC will need something meaningful and useful. Skins are cosmetic and secondary things.
Gear, equivalent to proto but at severely reduced cost to mitigate losses from PC.
ISK Tokens, items bought with DK that can be redeemed for isk.
Unique weapons, something like experimental but with high costs attached for trading and personal use.
CP tokens
Just to toss out a few. But really man, get off this skin crusade. Sure I get it they are cool and all that (I don't see it) but they aren't reasonable rewards when you go drop 5 mil (or MORE) to win a PC. Touting skins as some big reward seems like a slap in the face.
LAGGG
Ever heard of the cargo hub? In our battles with The Last Hope, that was one map in particular they excelled on. That dreaded cargo hub, AKA the "Lag Hub". Weapons that excel in this environment, shotguns and min assaults. Get them on a 2 in 3 out bridge and they CRUMBLE.
Though on the bridge map I had very little lag, therefor I could move and actually play the game. Maybe you could look into fixing some of this, maybe switch up the map rotation to include maps that are known to perform better. Often times it's not a great team that wins a battle, but the team that lags the least to win.
On Ringers
To those that disagree with their use, I don't know what to tell you. Expecting nothing but a corp you attack to show and for them to be the only ones allowed just seems ridiculous to me. Look, if you can't win against the best then you aren't going to win at all.
So you get that district against some scrubs, then what. You either fight some other lower tier teams or you take on the big dogs, get 5 capped, redlined, and humiliated then go about blaming it on "Ringers". Maybe focus more of your time taking note of the strategies used, weapons and gear, placements, and your overall general teamwork.
Look, I know you want to win, we all do. But it isn't the ringers holding you back but this mentality that you can't and won't win when you see said ringers. Maybe focus more on improving your game, and less on who you are up against.
I personally take note of other tankers on the field, paying careful attention to fits and playstyle so I can adapt to beat them. If I notice one fit performing rather well, I try it out myself and note it's strengths and weakness. Do the same, adapt or die.
Raiding
I'm under the impression that these are short notice battles right? So straight up winning a district for a no show seems to be a low blow to the PC community if they are attacked at a time they can't even field a team. I honestly think this is one aspect you should reconsider.
A raid is just that, a "RAID". This isn't a PC battle skirm. If anything it should be more like a dom or acq side game for clones or resources. A raid should be short, sweet, and to the point. You aren't playing for a district but for assets or resources from that district.
Maybe you are playing for CP, DK, or ISK, but NOT district ownership. And battles should be small scale and short with a very limited clone count ( think 50 clones per side). Else you undermine and misinterpret what a raid is really supposed to be about.
Be careful with this concept and do it right.
One more thing
CCP Rattati wrote: More Activity and More Conflict As Districts will become more profitable, more corporations will be interested in owning Districts. Their motivation to claim Districts should prove stronger than Corporations holding and defending Districts they cannot profit from.
Since your reduction of clone packs to 10 mil, there have been a LOT more battles in the neo com. The motivation was always there and wasn't always centered around ISK per say. But the barrier of entry was always the main thing holding people back from giving it a try.
With that lifted, you do get a lot more conflict. Yet, you aren't going to stop us large land holders from holding more land than we can feasibly hold, as we already do. PC isn't even profitable now yet we still have large percentage of the holdings. I don't think this is going to change that.
Sure more battles, but most of battles fought from those that do show for battles are just complete and utter stomps. All cap redlines. Much of MH will always be held by the few that hold it now. If not us, then someone else.
There is no fix for poor teamwork or poor skills. Those thinking cool I can get into PC are in for a rude awakening. The motivation for PC has and always will be beyond ( as much as I don't like to admit it!) that of isk or reward. It's all about how big we can make that Epeen.
I mean I hate to say it but I rather like seeing my own corp and OH being the major land owners right now. We put in a lot of time and effort to make that happen, and really brought our A game. In the end, rewards are pretty secondary when we wanna show how big our Epeen is
All in all though, appreciate the changes and I hope you take note of these discrepancies I see. I look forward to PC being something more rewarding than, "I'm better than you, let's trash talk about it in the war room".
Tanks - Balancing Turrets
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Balistyc Farshot
MONSTER SYNERGY
208
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Posted - 2015.06.08 14:10:00 -
[164] - Quote
Tebu Gan wrote:District Kredits
On Ringers
To those that disagree with their use, I don't know what to tell you. Expecting nothing but a corp you attack to show and for them to be the only ones allowed just seems ridiculous to me. Look, if you can't win against the best then you aren't going to win at all.
So you get that district against some scrubs, then what. You either fight some other lower tier teams or you take on the big dogs, get 5 capped, redlined, and humiliated then go about blaming it on "Ringers". Maybe focus more of your time taking note of the strategies used, weapons and gear, placements, and your overall general teamwork.
Look, I know you want to win, we all do. But it isn't the ringers holding you back but this mentality that you can't and won't win when you see said ringers. Maybe focus more on improving your game, and less on who you are up against.
I personally take note of other tankers on the field, paying careful attention to fits and playstyle so I can adapt to beat them. If I notice one fit performing rather well, I try it out myself and note it's strengths and weakness. Do the same, adapt or die.
The issues about Ringers you missed in my post. They stop corps from investing in younger players to make them PC ready. Then when new players become PC ready, they will leave the corp or ringer for other corps.
This means that us being in Corps has zero value! Please explain to everyone the incentive to be in a corporation. Think on all levels, down to the new guy leaving the academy.
Any talk of training I will call BS on because you said you expect PC people to show up at your level through hard work. You don't train people because you think ready people should come to you.
Pretty much your post said, "I liked things the way they were! Fix my lag on cargo hub." The system was broken, period. If you don't see that then you refuse to acknowledge anyone else's view in this game.
With the team chat gone, we need to really start leveraging the squad finder!
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Tebu Gan
Capital Acquisitions LLC
1
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Posted - 2015.06.08 18:50:00 -
[165] - Quote
Balistyc Farshot wrote:Tebu Gan wrote:District Kredits
On Ringers
To those that disagree with their use, I don't know what to tell you. Expecting nothing but a corp you attack to show and for them to be the only ones allowed just seems ridiculous to me. Look, if you can't win against the best then you aren't going to win at all.
So you get that district against some scrubs, then what. You either fight some other lower tier teams or you take on the big dogs, get 5 capped, redlined, and humiliated then go about blaming it on "Ringers". Maybe focus more of your time taking note of the strategies used, weapons and gear, placements, and your overall general teamwork.
Look, I know you want to win, we all do. But it isn't the ringers holding you back but this mentality that you can't and won't win when you see said ringers. Maybe focus more on improving your game, and less on who you are up against.
I personally take note of other tankers on the field, paying careful attention to fits and playstyle so I can adapt to beat them. If I notice one fit performing rather well, I try it out myself and note it's strengths and weakness. Do the same, adapt or die.
The issues about Ringers you missed in my post. They stop corps from investing in younger players to make them PC ready. Then when new players become PC ready, they will leave the corp or ringer for other corps. This means that us being in Corps has zero value! Please explain to everyone the incentive to be in a corporation. Think on all levels, down to the new guy leaving the academy. Any talk of training I will call BS on because you said you expect PC people to show up at your level through hard work. You don't train people because you think ready people should come to you. Pretty much your post said, "I liked things the way they were! Fix my lag on cargo hub." The system was broken, period. If you don't see that then you refuse to acknowledge anyone else's view in this game.
So basically, you would prefer it that only a corp is allowed in battle. That way if one doesn't have enough players to field a team, they will be a few men down, giving you the advantage. Or if we don't have enough PC ready players, we aren't allowed to pull from other corps to help field a full A team.
Why does this sound any more fair to you? And by that logic, what would be the point of an alliance between corps. Or for that matter, this term mercenary associated with dust 514.
Currently, beyond payout, in PC 2.0 ringers will give or gain no benefits fighting for non corp related battles beyond that of ISK paid. That may or may not help curb a want for ringers, but when you need to win you pull in the best of the best. Ringers are not going anywhere and I really don't think they should.
I honestly don't understand what you want or expect. You really expect us to hold your hand and tell you exactly what you need to do to win a battle when we are busy fighting our own? Do you honestly think that someone "trained" the top corps in PC to do PC's.
I've seen plenty of people give advice on how to setup how to win a PC. If we ourselves lose, which we do, we always evaluate what happened, what was dominantly being ran, and possible ways to counter that. We develop new strategies, always adapting to the current meta.
And these same ringers don't mind helping others out. Big corps give away districts rather frequently as well. These big corps were little guys at one time, and through hard work and team work they made them into what they are today.
There is plenty of incentive to be in a corp, but it only goes as far as the leadership is willing to take it. There are plenty of new guys on the scene that have been making a name for themselves and are constantly improving their game, TLH for example.
In the end man, I just don't understand what you expect or want. I'm sorry, but we aren't going to hold your hand so you can get a foothold. That's your responsibility and not ours, and still yet, acting as if no one is at all willing to help is just wrong. It would seem to me that your problem isn't the ringers, but your mentality going in.
If you want to win, I'm sorry, you are going to have to lose and learn like the rest of us.
Tanks - Balancing Turrets
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Balistyc Farshot
MONSTER SYNERGY
210
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Posted - 2015.06.08 19:55:00 -
[166] - Quote
Tebu Gan wrote:Balistyc Farshot wrote: The issues about Ringers you missed in my post. They stop corps from investing in younger players to make them PC ready. Then when new players become PC ready, they will leave the corp or ringer for other corps.
This means that us being in Corps has zero value! Please explain to everyone the incentive to be in a corporation. Think on all levels, down to the new guy leaving the academy.
So basically, you would prefer it that only a corp is allowed in battle. That way if one doesn't have enough players to field a team, they will be a few men down, giving you the advantage. Or if we don't have enough PC ready players, we aren't allowed to pull from other corps to help field a full A team. Why does this sound any more fair to you? And by that logic, what would be the point of an alliance between corps. Or for that matter, this term mercenary associated with dust 514. Currently, beyond payout, in PC 2.0 ringers will give or gain no benefits fighting for non corp related battles beyond that of ISK paid. That may or may not help curb a want for ringers, but when you need to win you pull in the best of the best. Ringers are not going anywhere and I really don't think they should. I honestly don't understand what you want or expect. You really expect us to hold your hand and tell you exactly what you need to do to win a battle when we are busy fighting our own? Do you honestly think that someone "trained" the top corps in PC to do PC's. And these same ringers don't mind helping others out. Big corps give away districts rather frequently as well. These big corps were little guys at one time, and through hard work and team work they made them into what they are today. In the end man, I just don't understand what you expect or want. I'm sorry, but we aren't going to hold your hand so you can get a foothold. That's your responsibility and not ours, and still yet, acting as if no one is at all willing to help is just wrong. It would seem to me that your problem isn't the ringers, but your mentality going in. If you want to win, I'm sorry, you are going to have to lose and learn like the rest of us.
I am not looking for help! I am asking you to justify your need for a Ringer. Your corp should be able to field their own team with say at most 2 guys (Yes, I approve of ringers, just not 15 of them) ringing on a battlefield. If you can't, then the district should go to the other 16 guys who are taking it. They actually have 16 guys, PC ready or not (I have FC'd using nots and won/lost) who have the guts to step onto a battlefield. They deserve that district. Otherwise lets make 3 shell corps that ringers fight for and lock down all the districts. Then you can explain how ringers aren't a problem while the same 32 guys fight each other every day.
You still missed my question. What value does a Corp provide a newer member if Ringers fill the spots in PCs "When you have to win." The guys you dean unready, commit taxes and CP deserve to participate in PCs. If you had corp members in lower brackets I would say you are robbing them. You say they get valuable advice in return. Wow! You sure add more than I would get from Youtube. (Sarcastic voice) You must see Sgt. Kirk and Saxonmish as saints then.
Also, I never talked about handing out districts. You say you started out green and new. You must have a short memory. I remember right after open beta, I took my advanced min logi, with my proto rep tool into my first PC match because back then, very rarely was someone full proto. Also if you had enough isk back then to run full proto you were the sultan of Dust. People didn't even know how to really fly an ADS back then either. We had 3 sidearms. Yeah, I was here.
Now these new guys have to gain a years worth of SP to shine your shoes and you will tell them how you win? We all know your true agenda here. Ringers are bad, the think tank agreed. Just work on puckering while you wait for PC2.0.
With the team chat gone, we need to really start leveraging the squad finder!
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Talos Vagheitan
Ancient Exiles.
1
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Posted - 2015.06.15 00:40:00 -
[167] - Quote
I'd encourage people to take a look at my PC ideas in the link in my signature.
Note however that these ideas are assuming a port happens, as what I have in mind would be too taxing for the PS3.
Hypothetical CPM Platform
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.06.16 19:15:00 -
[168] - Quote
I still feel like its a "PC to make money to PC" but since an Eve link is impossible, its better than it was.
I don't mean to be a wet rag but I was so hyped for Dust to protect Eve districts and have a meaningful impact on New Eden that most things now feel so... Empty.
Whirly gun make much thunder! - Victor
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