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Kalante Schiffer
Ancient Exiles.
1
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Posted - 2015.08.15 01:45:00 -
[31] - Quote
Remember that day when pay outs where like 3m, 8m isk? Scrubs thinking that they can run proto now but still could not hang with the players with actual skill.
Jumping mods are if not worse than strafing when it comes to hit detection.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.15 02:02:00 -
[32] - Quote
Kalante Schiffer wrote:Remember that day when pay outs where like 3m, 8m isk? Scrubs thinking that they can run proto now but still could not hang with the players with actual skill.
Seriously why is it that no one can understand that this is not about raising payouts? Is there something I do not know about Dust making people unable to comprehend words?
I have more ISK than anyone in this thread with possibly you as the exception to that. What I do not have is a team of blueberries that will actually fight or even stay in the freaking battle when they know they are going to lose because this game has been so idiotically designed.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Kalante Schiffer
Ancient Exiles.
1
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Posted - 2015.08.15 02:09:00 -
[33] - Quote
deezy dabest wrote:Kalante Schiffer wrote:Remember that day when pay outs where like 3m, 8m isk? Scrubs thinking that they can run proto now but still could not hang with the players with actual skill. Seriously why is it that no one can understand that this is not about raising payouts? Is there something I do not know about Dust making people unable to comprehend words? I have more ISK than anyone in this thread with possibly you as the exception to that. What I do not have is a team of blueberries that will actually fight or even stay in the freaking battle when they know they are going to lose because this game has been so idiotically designed. You can't fix bad players. You just can't. They have to strive to get better. Some want some do not.
Jumping mods are if not worse than strafing when it comes to hit detection.
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Sgt Kirk
Negative-Feedback. Negative-Feedback
11
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Posted - 2015.08.15 02:20:00 -
[34] - Quote
Kalante Schiffer wrote:deezy dabest wrote:Kalante Schiffer wrote:Remember that day when pay outs where like 3m, 8m isk? Scrubs thinking that they can run proto now but still could not hang with the players with actual skill. Seriously why is it that no one can understand that this is not about raising payouts? Is there something I do not know about Dust making people unable to comprehend words? I have more ISK than anyone in this thread with possibly you as the exception to that. What I do not have is a team of blueberries that will actually fight or even stay in the freaking battle when they know they are going to lose because this game has been so idiotically designed. You can't fix bad players. You just can't. They have to strive to get better. Some want some do not. As sad as it is this is truth. I do agree that fights were more fun because people actually tried but in the end they still got smashed, even though proto gear was running rampant.
Sgt Kirk's Propaganda Youtube Channel
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.15 02:43:00 -
[35] - Quote
Kalante Schiffer wrote:deezy dabest wrote:Kalante Schiffer wrote:Remember that day when pay outs where like 3m, 8m isk? Scrubs thinking that they can run proto now but still could not hang with the players with actual skill. Seriously why is it that no one can understand that this is not about raising payouts? Is there something I do not know about Dust making people unable to comprehend words? I have more ISK than anyone in this thread with possibly you as the exception to that. What I do not have is a team of blueberries that will actually fight or even stay in the freaking battle when they know they are going to lose because this game has been so idiotically designed. You can't fix bad players. You just can't. They have to strive to get better. Some want some do not.
You obviously can not fix bad but what you can fix is there being absolutely zero incentive to even try to be good. Currently sitting in the redline generates more profit than actually fighting whether you win or lose.
How can match making even have a chance when decent players immediately leave battle allowing the scrubs on their team to be fed to the wolves on the other team. That is why this game is so damn boring, your chances of getting a good match are about as good as winning $500 on a scratch off ticket.
GIVE A REASON TO WIN.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.15 02:44:00 -
[36] - Quote
Sgt Kirk wrote:Kalante Schiffer wrote:deezy dabest wrote:Kalante Schiffer wrote:Remember that day when pay outs where like 3m, 8m isk? Scrubs thinking that they can run proto now but still could not hang with the players with actual skill. Seriously why is it that no one can understand that this is not about raising payouts? Is there something I do not know about Dust making people unable to comprehend words? I have more ISK than anyone in this thread with possibly you as the exception to that. What I do not have is a team of blueberries that will actually fight or even stay in the freaking battle when they know they are going to lose because this game has been so idiotically designed. You can't fix bad players. You just can't. They have to strive to get better. Some want some do not. As sad as it is this is truth. I do agree that fights were more fun because people actually tried but in the end they still got smashed, even though proto gear was running rampant.
Those were the best days in Dust because everyone was fighting their ass off. Win or lose they were mostly fun fights which you can not even come close to saying about fights currently.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Thor Odinson42
Negative-Feedback
6
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Posted - 2015.08.15 08:33:00 -
[37] - Quote
deezy dabest wrote:Sgt Kirk wrote:Kalante Schiffer wrote:deezy dabest wrote:Kalante Schiffer wrote:Remember that day when pay outs where like 3m, 8m isk? Scrubs thinking that they can run proto now but still could not hang with the players with actual skill. Seriously why is it that no one can understand that this is not about raising payouts? Is there something I do not know about Dust making people unable to comprehend words? I have more ISK than anyone in this thread with possibly you as the exception to that. What I do not have is a team of blueberries that will actually fight or even stay in the freaking battle when they know they are going to lose because this game has been so idiotically designed. You can't fix bad players. You just can't. They have to strive to get better. Some want some do not. As sad as it is this is truth. I do agree that fights were more fun because people actually tried but in the end they still got smashed, even though proto gear was running rampant. Those were the best days in Dust because everyone was fighting their ass off. Win or lose they were mostly fun fights which you can not even come close to saying about fights currently. I get those types of fights a handful of times per week and they seem to be more and more infrequent. Not just that but the vast majority of the fights are downright pathetic.
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Francois Sanchez
Prima Gallicus
505
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Posted - 2015.08.15 10:45:00 -
[38] - Quote
I was working on that kind of new payout system, and I realised that some roles while being useful and high-risk weren't rewarded well. I haven't found the right numbers yet but the sytem was looking like this.
Fixed base payout around 25k for losers and 100k for winners
Payout depending on ISK destroyed and the margin of victory/defeat. You make a pool of ISK destroyed by both teams and you share it between them depending on how close was the match. For example if it's a very close victory, the winners get 60% of the pool and the losers 40% whereas if the victorious MCC still has only lost its shield the winners get 80% of the pool and the losers 20%. Once each team pool is defined it is shared between the players. To avoid a big reward for the 16th player that did nothing, put some WP tresholds (numbers are just there to give an idea).
WP under 150=nothing WP between 150 and 400=20% of what each player should get WP between 400 and 600=50% WP between 600 and 800=80% More than 800 WP=100%
This one should really push people to fight even if they're losing because by destroying more ISK and getting a smaller defeat they can win significantly more. Moreover you should keep fighting even if you're outnumbered as the pool will be shared between less people.
Extra payout per WP scored
Bounties for killing a guy, hacking, counter-hacking and reviving a teammate. Bounties would be higher when you kill/save higher tier suits so killing proto stompers is lucrative (moreover it increases the value of the main ISK pool). Hacking an objective would grant x ISK divided by the number of objectives so if x is 60K (it's just an ex) :
Objective hack in domination/acquisition=60k Objective hack in a 3 points skirmish=20K Objective hack in a 4 points skirmish=15k Objective hack in a 5 points skirmish=12k
Counter-hacks would follow the same logic
As for WP, bounties are increased when you're defending an objective.
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
131
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Posted - 2015.08.15 11:35:00 -
[39] - Quote
There is a sort of idea at the bottom somewhere.
For FW I think that there is some merit in looking to 'help out' the faction on the end of a prolonged stomp. Currently it is nearly universally more beneficial to swap over to the stomping faction than remain loyal to the loosing one.
I'm a relative newcomer to FW, been playing for 6ish months, am Lvl 5 loyalty for Gal, never run anything else, and in all honesty I'm not that good. Currently my weekly win loss is averaging somewhere around 0.2. I'd like to earn somewhere around 300,000 LP for 3 of the APEX suits. Currently I have around 170,000.
Assuming I'm only winning 1 in 5 matches or so and assuming that that ratio continued if I swapped allegiance to Cal I'm going to be able to earn 300,000 from a standing start in fewer battles than the 130,000 I need if I stick with Gal. I'm a bit stubborn though.
Now there is not necessarily a problem with this. The winners do deserve the points and the spoils of war. However I feel that the punishment for losing is currently a little harsh. i.e No LP, No Salvage, very little ISK and in a stomp very little SP and very few missions completed. It all adds up.
I don't think necessarily that there needs to be any changes to salvage, isk or SP, to the victors go the spoils, but if the point of FW is earning loyalty points then there needs to be more incentive to join and or continue fighting for the losing side, whomever they may be.
I don't think LP payouts should be flat out buffed but what I'd like to see is the losing side being given a small incentive multiplier to continue fighting, and or attract other mercs.
I think that it should be based on overall district ownership. If the ownership is 50/50 then LP payouts should be as they are. However as a faction gains more ownership a multiplier is applied to the other sides LP payouts. E.g if Cal are in control of 75% of faction space, Gal get a 25% multiplier to their LP payouts, win or lose. This wouldn't unbalance or reduce the worth of fighting for the stronger faction but would just give a little nudge and incentive to players who had decided to stay 'loyal.'
(numbers are off the top of my head because it's easy) |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.15 19:37:00 -
[40] - Quote
Francois Sanchez wrote:I was working on that kind of new payout system, and I realised that some roles while being useful and high-risk weren't rewarded well. I haven't found the right numbers yet but the sytem was looking like this.
Fixed base payout around 25k for losers and 100k for winners
Payout depending on ISK destroyed and the margin of victory/defeat. You make a pool of ISK destroyed by both teams and you share it between them depending on how close was the match. For example if it's a very close victory, the winners get 60% of the pool and the losers 40% whereas if the victorious MCC still has only lost its shield the winners get 80% of the pool and the losers 20%. Once each team pool is defined it is shared between the players. To avoid a big reward for the 16th player that did nothing, put some WP tresholds (numbers are just there to give an idea).
WP under 150=nothing WP between 150 and 400=20% of what each player should get WP between 400 and 600=50% WP between 600 and 800=80% More than 800 WP=100%
This one should really push people to fight even if they're losing because by destroying more ISK and getting a smaller defeat they can win significantly more. Moreover you should keep fighting even if you're outnumbered as the pool will be shared between less people.
Extra payout per WP scored
Bounties for killing a guy, hacking, counter-hacking and reviving a teammate. Bounties would be higher when you kill/save higher tier suits so killing proto stompers is lucrative (moreover it increases the value of the main ISK pool). Hacking an objective would grant x ISK divided by the number of objectives so if x is 60K (it's just an example) :
Objective hack in domination/acquisition=60k Objective hack in a 3 points skirmish=20K Objective hack in a 4 points skirmish=15k Objective hack in a 5 points skirmish=12k
Counter-hacks would follow the same logic
As for WP, bounties are increased when you're defending an objective.
The margin part is a kind of cool idea but likely goes well above what we would be able to get out of current dev resources just because then you get into a lot of calculations to determine that. I also feel like that would seriously rewards proto stomping.
Extra payout per WP scored is a very dangerous aspect as it could quickly create a mass of redline farmers and boosters who only have the intent to farm ISK and send it to their mains. I have tried to think of a way around this but I am starting to feel like I should remove it from my proposal as well.
The bounties you talk about are a really good idea. They are almost like mini missions within each match. These would be great for encouraging new players and could probably be added along side the keep what you kill system with minimal effort. I think a smaller static variable across all modes would be better just because making it variable starts to give more attention to modes that are easier to farm those payouts and creates an even more unnatural shift than we already have.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.15 19:45:00 -
[41] - Quote
Edgar Reinhart wrote:There is a sort of idea at the bottom somewhere.
For FW I think that there is some merit in looking to 'help out' the faction on the end of a prolonged stomp. Currently it is nearly universally more beneficial to swap over to the stomping faction than remain loyal to the loosing one.
I'm a relative newcomer to FW, been playing for 6ish months, am Lvl 5 loyalty for Gal, never run anything else, and in all honesty I'm not that good. Currently my weekly win loss is averaging somewhere around 0.2. I'd like to earn somewhere around 300,000 LP for 3 of the APEX suits. Currently I have around 170,000.
Assuming I'm only winning 1 in 5 matches or so and assuming that that ratio continued if I swapped allegiance to Cal I'm going to be able to earn 300,000 from a standing start in fewer battles than the 130,000 I need if I stick with Gal. I'm a bit stubborn though.
Now there is not necessarily a problem with this. The winners do deserve the points and the spoils of war. However I feel that the punishment for losing is currently a little harsh. i.e No LP, No Salvage, very little ISK and in a stomp very little SP and very few missions completed. It all adds up.
I don't think necessarily that there needs to be any changes to salvage, isk or SP, to the victors go the spoils, but if the point of FW is earning loyalty points then there needs to be more incentive to join and or continue fighting for the losing side, whomever they may be.
I don't think LP payouts should be flat out buffed but what I'd like to see is the losing side being given a small incentive multiplier to continue fighting, and or attract other mercs.
I think that it should be based on overall district ownership. If the ownership is 50/50 then LP payouts should be as they are. However as a faction gains more ownership a multiplier is applied to the other sides LP payouts. E.g if Cal are in control of 75% of faction space, Gal get a 25% multiplier to their LP payouts, win or lose. This wouldn't unbalance or reduce the worth of fighting for the stronger faction but would just give a little nudge and incentive to players who had decided to stay 'loyal.'
(numbers are off the top of my head because it's easy)
FW is an area that is really weird since the introduction of the insurance. For that I have proposed LP multipliers based on district ownership similar to Eve in an effort to make it so that the wars do not become totally one sided in exactly the fashion you pointed out. From a lore aspect you could say that any corporation losing ground quickly would be willing to offer up bonuses to get the best mercs possible so why would that not happen here as well. There are many ways aside from payouts to go about offering this incentive but everything with FW must be approached very carefully because it is already a system that can be exploited.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Francois Sanchez
Prima Gallicus
506
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Posted - 2015.08.15 21:02:00 -
[42] - Quote
deezy dabest wrote: The margin part is a kind of cool idea but likely goes well above what we would be able to get out of current dev resources just because then you get into a lot of calculations to determine that. I also feel like that would seriously rewards proto stomping.
Extra payout per WP scored is a very dangerous aspect as it could quickly create a mass of redline farmers and boosters who only have the intent to farm ISK and send it to their mains. I have tried to think of a way around this but I am starting to feel like I should remove it from my proposal as well.
The bounties you talk about are a really good idea. They are almost like mini missions within each match. These would be great for encouraging new players and could probably be added along side the keep what you kill system with minimal effort. I think a smaller static variable across all modes would be better just because making it variable starts to give more attention to modes that are easier to farm those payouts and creates an even more unnatural shift than we already have.
Yeah the margin part isn't really fine as it is now, it needs some tweaks and may be too complicated anyway, but I think the repartition of the global pool between the two teams depending on how close was the match shouldn't be too hard to implement right.
WP can already be farmed now to increase ISK and SP payouts. Rewarding WP generation seems essential to me, maybe we can do what they did for SP per WP, so at the beginning you earn lots of SPs per WP but when you reach a high amount (around 3k WP I think) the SP increase per WP becomes very small. So for example it could be 50 ISK per WP until 2000WP, then 25 ISK per WP until 3000 and then nothing.
Bounties need a bit of work, as it is more risky to hack an objective when there are few of them I wanted to give a bigger reward but your concerns are legit so a constant reward would probably be better. |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.15 21:13:00 -
[43] - Quote
Francois Sanchez wrote: WP can already be farmed now to increase ISK and SP payouts. Rewarding WP generation seems essential to me, maybe we can do what they did for SP per WP, so at the beginning you earn lots of SPs per WP but when you reach a high amount (around 3k WP I think) the SP increase per WP becomes very small. So for example it could be 50 ISK per WP until 2000WP, then 25 ISK per WP until 3000 and then nothing.
Currently WP farming only results in a reward based on what your team actually destroyed so it is somewhat a diminished return.
I am starting to wonder if it would not be better to just give 10% of what is killed to the player who killed the suit, 5% to each assist with a maximum of 3 people, and the other 75% go into the prize pool as normal.
That along with flat rewards for win or loss and no time based reward may just be the step we need to take before we go crazy with arbitrary bonuses and rules which at the end of the day leave giant gaps for exploits to pop up.
I am going to toy around with my spreadsheet and if this seems to work out well then I will update the original post.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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