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TheEnd762
SVER True Blood RUST415
780
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Posted - 2015.06.26 03:04:00 -
[31] - Quote
Give players dropped into one-sided, half-over matches a 20% damage increase, and 20% damage resistance. |
korrah silain
True Illuminate
70
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Posted - 2015.06.26 03:31:00 -
[32] - Quote
TheEnd762 wrote:Give players dropped into one-sided, half-over matches a 20% damage increase, and 20% damage resistance. I feel this would be a terrible idea...and yet I am intrigued. |
Kevall Longstride
DUST University Ivy League
2
|
Posted - 2015.06.26 08:53:00 -
[33] - Quote
With the changes to the squad sizes in pubs, Squad stomping should be reduced. It's also much easier for the team balancing logic to fill 2 sides comprising of 4 groups of 4 rather than 2 groups of 6 and a few randoms.
Also, not everyone has a massive friends list and can easily fill a squad of 6. So currently squad creation isn't very high, further compounding the problem and contributing to the OP'ness of a 6 man squad running riot in Pub matches. Hopefully we'll see a rise in squad creation and participation of such squads in Pubs.
For persistent quitters, the problem with punitive action against them (as much as I want their precious epeen KDR to get knackered for quitting all the time) is that is can penalise those that have legitimate reason to leave a game. So its logical to assume that if they have a legitimate reason to leave a game, it's unlikely they'll be trying to get into another one straight away.
One idea that I've heard mentioned and I've asked the team to look at the technical feasibility of doing this, is to have anyone leaving a battle be flagged for a set time, say 10 minutes, so while flagged they will be put back into the same match they've left. They are contractually obliged to fight after all. If that match gets filled while they are being unsporting then they have to wait in the queue till the flag timer is completed. They'll be free to join another queue, say FW, but for the queue they just quit from, its fight the battle you were contracted for or wait till that battle is resolved.
Now my way of thinking is that this would be a very New Eden way of addressing the problem. Your choices will have consequences.
CPM 2 Candidate
CEO of DUST University
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.26 09:31:00 -
[34] - Quote
That's actually the best way kevall.
I wanted to see how many people would make outraged responses about how they should be able to back out of fights they feel are stacked against them.
I was not disappointed.
And yet I was disappointed all the same.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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TheEnd762
SVER True Blood RUST415
780
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Posted - 2015.06.26 11:48:00 -
[35] - Quote
Kevall Longstride wrote:They are contractually obliged to fight after all. If that match gets filled while they are being unsporting then they have to wait in the queue till the flag timer is completed. They'll be free to join another queue, say FW, but for the queue they just quit from, its fight the battle you were contracted for or wait till that battle is resolved.
Now my way of thinking is that this would be a very New Eden way of addressing the problem. Your choices will have consequences.
I've never once quit a match where I agreed to the terms beforehand. Then again, I've never PLAYED such a match either. You're expecting people to honor blind gambles, not contracts. |
Regnier Feros
Pielords
413
|
Posted - 2015.06.26 12:13:00 -
[36] - Quote
Alena Ventrallis wrote:The problem is, and has always been, a lack of PVE content. Newbs need a place to go to escape the pubstomping. They NEED it. No one will stay if they're fighting NF or NS every match. This game is dying because we're basically throwing new players into nullsec PVP with not even a "good luck sucker" This is nothing but a weak and ineffective band-aid over the gaping wound that's bleeding players away from this game.
PVE content, a much longer academy, something to give players a place where they aren't going against PC corps on their first day. We're still hemorrhaging players because of this. Dust 514: Survival mode
ZariaOwnsWhips
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.06.26 12:36:00 -
[37] - Quote
Kevall Longstride wrote:With the changes to the squad sizes in pubs, Squad stomping should be reduced. It's also much easier for the team balancing logic to fill 2 sides comprising of 4 groups of 4 rather than 2 groups of 6 and a few randoms.
Also, not everyone has a massive friends list and can easily fill a squad of 6. So currently squad creation isn't very high, further compounding the problem and contributing to the OP'ness of a 6 man squad running riot in Pub matches. Hopefully we'll see a rise in squad creation and participation of such squads in Pubs.
For persistent quitters, the problem with punitive action against them (as much as I want their precious epeen KDR to get knackered for quitting all the time) is that is can penalise those that have legitimate reason to leave a game. So its logical to assume that if they have a legitimate reason to leave a game, it's unlikely they'll be trying to get into another one straight away.
One idea that I've heard mentioned and I've asked the team to look at the technical feasibility of doing this, is to have anyone leaving a battle be flagged for a set time, say 10 minutes, so while flagged they will be put back into the same match they've left. They are contractually obliged to fight after all. If that match gets filled while they are being unsporting then they have to wait in the queue till the flag timer is completed. They'll be free to join another queue, say FW, but for the queue they just quit from, its fight the battle you were contracted for or wait till that battle is resolved.
Now my way of thinking is that this would be a very New Eden way of addressing the problem. Your choices will have consequences.
Sounds like a much better solution to me.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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501st Headstrong
0uter.Heaven
1
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Posted - 2015.06.26 14:54:00 -
[38] - Quote
I like Thor's idea of being able to hunt down StompSquads far better. The reason being is that everyone loves tough fights, at least many corps do. Back up a few months, and I could specifically regale you all about how my CEO yelled at us to make a Squad so we could hunt down Nyain San in Ambush. It took us eight matches, but then we qued and played then for another ten.
Give us that option to hunt them down, and some bonuses as well. Perhaps make it where a squad winning more than ten matches gets flagged, and other squads can find them. Make it so that if they are also killed in match by single players, a skill and isk bonus is created. There, you now have an unofficial bounty system
Also, to the people who were complaining about corps using PC tactics to win in pubs....what other tactics are there to win? If we slaughter you off the point like an FPS is suppose to complain, you throw a fit. If we capture high ground and then assault from different directions, you also complain. If we scan you and your numerous REs that you love to place down, then you also complain.
Most PC players were in PC for tough fights. PC players wear proto gear in pubs because we were raised on a mentality (At least I was two years ago), that you need to stomp the enemy team before you get stomped. Now, when I return, I already have a code I run by: If there is another squad of Proto gear, I use proto. However, don't expect people to follow such...
Make it to where hunting us is simply lucrative
07
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.26 15:40:00 -
[39] - Quote
501st Headstrong wrote:I like Thor's idea of being able to hunt down StompSquads far better. The reason being is that everyone loves tough fights, at least many corps do. Back up a few months, and I could specifically regale you all about how my CEO yelled at us to make a Squad so we could hunt down Nyain San in Ambush. It took us eight matches, but then we qued and played then for another ten.
Give us that option to hunt them down, and some bonuses as well. Perhaps make it where a squad winning more than ten matches gets flagged, and other squads can find them. Make it so that if they are also killed in match by single players, a skill and isk bonus is created. There, you now have an unofficial bounty system
Also, to the people who were complaining about corps using PC tactics to win in pubs....what other tactics are there to win? If we slaughter you off the point like an FPS is suppose to complain, you throw a fit. If we capture high ground and then assault from different directions, you also complain. If we scan you and your numerous REs that you love to place down, then you also complain.
Most PC players were in PC for tough fights. PC players wear proto gear in pubs because we were raised on a mentality (At least I was two years ago), that you need to stomp the enemy team before you get stomped. Now, when I return, I already have a code I run by: If there is another squad of Proto gear, I use proto. However, don't expect people to follow such...
Make it to where hunting us is simply lucrative
07 Bookmarked for the future. Very well put.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.06.26 15:41:00 -
[40] - Quote
korrah silain wrote:Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote: The game is becoming ******** because people won't stay and fight at all.
Health of the game FIRST, New Eden is SECOND.
Yes, because negative reinforcement is always a better solution to behavioral problems. What world do you live on again? In the past, before matchmaking was implemented, people left quite often in a match, yet the match would replace that one man down fairly quickly. Now though, you are lucky to get a single replacement. Maybe start there, and quit blaming it on KD padders. the replacements were disabled after a set period because the forumgoers were more or less unanimous that we didn't want to be dropped into matches in progress after a certain point. we asked for that aspect of matchmaking and rattati obliged. That's our own fault. And yet I'm still dropped into matches that are half or greater over... Anyway snark aside perhaps a simple compromise will work, instead of "no dropping into matches that are half over" we should have an option on our battle finder to include or exclude matches that are half over, with an incentive for acting as reinforcement(more isk/so/salvage/whatever)
That's actually a great idea. I would support that. Give us the option to be reinforcement even if the match is late.
Eve Online Invite
https://secure.eveonline.com/trial/?invc=ed64524f-15ca-4997-ab92-eaae0af74b7f&action=buddy
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Adipem Nothi
Nos Nothi
10
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Posted - 2015.06.26 15:45:00 -
[41] - Quote
Maken Tosch wrote:Someone wrote: ... perhaps a simple compromise will work, instead of "no dropping into matches that are half over" we should have an option on our battle finder to include or exclude matches that are half over, with an incentive for acting as reinforcement(more isk/so/salvage/whatever)
That's actually a great idea. I would support that. Give us the option to be reinforcement even if the match is late. Ran a dozen or so matches with a squad who intentionally deployed into partially completed matches during the Anomaly Event. The goal was to turn redline matches around. It was an absolute blast. Anyhow, love the idea. Could also be modeled afte 501st's suggestion. Previously proposed something similar:
* Underway matches are listed under Special Contract, as was observed during the Anomaly Event. * Provided slots are available, players can elect to accept a contract to join either side of an underway battle. * The current "Security Status" is displayed for each contract; the lower the security, the higher the contract risk. * High-Risk Contracts pay an increased EOM premium; Low-Risk Contracts pay a decreased premium. * Security Status is a function of Mu disparity, headcount disparity and match progress. * Extremely low security contracts may pay a "suicide bonus" or "savior bonus" depending upon match outcome. * Contracts displayed in orange indicate that a corpmate is known to be fighting in the affected battle.
Shoot scout with yes. - Ripley Riley (for CPM2)
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Asad Thahab-Jabal
Incorruptibles
8
|
Posted - 2015.06.26 18:20:00 -
[42] - Quote
Kevall Longstride wrote:With the changes to the squad sizes in pubs, Squad stomping should be reduced. It's also much easier for the team balancing logic to fill 2 sides comprising of 4 groups of 4 rather than 2 groups of 6 and a few randoms.
Also, not everyone has a massive friends list and can easily fill a squad of 6. So currently squad creation isn't very high, further compounding the problem and contributing to the OP'ness of a 6 man squad running riot in Pub matches. Hopefully we'll see a rise in squad creation and participation of such squads in Pubs.
For persistent quitters, the problem with punitive action against them (as much as I want their precious epeen KDR to get knackered for quitting all the time) is that is can penalise those that have legitimate reason to leave a game. So its logical to assume that if they have a legitimate reason to leave a game, it's unlikely they'll be trying to get into another one straight away.
One idea that I've heard mentioned and I've asked the team to look at the technical feasibility of doing this, is to have anyone leaving a battle be flagged for a set time, say 10 minutes, so while flagged they will be put back into the same match they've left. They are contractually obliged to fight after all. If that match gets filled while they are being unsporting then they have to wait in the queue till the flag timer is completed. They'll be free to join another queue, say FW, but for the queue they just quit from, its fight the battle you were contracted for or wait till that battle is resolved.
Now my way of thinking is that this would be a very New Eden way of addressing the problem. Your choices will have consequences.
With this in mind, would there be a way to add a minute amount of bonus for damage/resist as well (maybe 3%-5%). This would not only add to the rewards of isk for assisting, but it will give the Mercs that want an "Easy" button their wish. That would only put them slightly higher than the opposing team. Meaning it would make the game more difficult for the "Stompers" as well as giving incentive for the "Stomp'ed." All that being said, I have been on the side of both "Stomper" and "Stomp'ed." Quitters are frustrating but if this option was implemented, I personally would give the quitters the "One-fingered" wave and welcome the newly buffed reinforcement. |
deezy dabest
Evil Syndicate Alliance.
2
|
Posted - 2015.06.26 18:54:00 -
[43] - Quote
Good luck to everyone on those days that we get kicked from the server for just about anything. I wonder if kill counts would be able to go totally negative from this.
Stop with the penalties ignorance. GIVE INCENTIVE TO FIGHT. I have never seen a game that actually discouraged fighting as much as this game has and does. |
Scheneighnay McBob
Penumbra or something
7
|
Posted - 2015.06.26 20:34:00 -
[44] - Quote
But nobody intelligent cares about stats.
Not caring about KD
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korrah silain
True Illuminate
73
|
Posted - 2015.06.26 21:43:00 -
[45] - Quote
Kevall Longstride wrote:With the changes to the squad sizes in pubs, Squad stomping should be reduced. It's also much easier for the team balancing logic to fill 2 sides comprising of 4 groups of 4 rather than 2 groups of 6 and a few randoms.
Also, not everyone has a massive friends list and can easily fill a squad of 6. So currently squad creation isn't very high, further compounding the problem and contributing to the OP'ness of a 6 man squad running riot in Pub matches. Hopefully we'll see a rise in squad creation and participation of such squads in Pubs.
For persistent quitters, the problem with punitive action against them (as much as I want their precious epeen KDR to get knackered for quitting all the time) is that is can penalise those that have legitimate reason to leave a game. So its logical to assume that if they have a legitimate reason to leave a game, it's unlikely they'll be trying to get into another one straight away.
One idea that I've heard mentioned and I've asked the team to look at the technical feasibility of doing this, is to have anyone leaving a battle be flagged for a set time, say 10 minutes, so while flagged they will be put back into the same match they've left. They are contractually obliged to fight after all. If that match gets filled while they are being unsporting then they have to wait in the queue till the flag timer is completed. They'll be free to join another queue, say FW, but for the queue they just quit from, its fight the battle you were contracted for or wait till that battle is resolved.
Now my way of thinking is that this would be a very New Eden way of addressing the problem. Your choices will have consequences. Perhaps instead of an arbitrary time limit simply lock them into that battle till its over. Not that I agree with this, simply because, well I've seen too many matches with afkers turning things into stomps, or just one sided matches not making the game fun and essentially forcing us to throw away isk just cause. Not to mention there are certain maps I just don't enjoy playing and will often times abandon those maps simply because I don't enjoy them. Examples are the bridge level. |
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.06.26 21:53:00 -
[46] - Quote
Breakin Stuff wrote:Tebu Gan wrote:Breakin Stuff wrote: The game is becoming ******** because people won't stay and fight at all.
Health of the game FIRST, New Eden is SECOND.
Yes, because negative reinforcement is always a better solution to behavioral problems. What world do you live on again? In the past, before matchmaking was implemented, people left quite often in a match, yet the match would replace that one man down fairly quickly. Now though, you are lucky to get a single replacement. Maybe start there, and quit blaming it on KD padders. the replacements were disabled after a set period because the forumgoers were more or less unanimous that we didn't want to be dropped into matches in progress after a certain point. we asked for that aspect of matchmaking and rattati obliged. That's our own fault.
Then it should be reverted. I don't like coming into a match that's 3/4 of the way over, but I can deal with half way. It often feels like the matches NEVER get filled in. Cut off time is far too short.
Tanks - Balancing Turrets
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.26 22:53:00 -
[47] - Quote
Scheneighnay McBob wrote:But nobody intelligent cares about stats.
SHHHH!
You'll give away the punchline too early!
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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501st Headstrong
0uter.heaven
1
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Posted - 2015.06.27 01:33:00 -
[48] - Quote
Adipem Nothi wrote:Maken Tosch wrote:Someone wrote: ... perhaps a simple compromise will work, instead of "no dropping into matches that are half over" we should have an option on our battle finder to include or exclude matches that are half over, with an incentive for acting as reinforcement(more isk/so/salvage/whatever)
That's actually a great idea. I would support that. Give us the option to be reinforcement even if the match is late. Ran a dozen or so matches with a squad who intentionally deployed into partially completed matches during the Anomaly Event. The goal was to turn redline matches around. It was an absolute blast. Anyhow, love the idea. Could also be modeled afte 501st's suggestion. Previously proposed something similar: * Underway matches are listed under Special Contract, as was observed during the Anomaly Event. * Provided slots are available, players can elect to accept a contract to join either side of an underway battle. * The current "Security Status" is displayed for each contract; the lower the security, the higher the contract risk. * High-Risk Contracts pay an increased EOM premium; Low-Risk Contracts pay a decreased premium. * Security Status is a function of Mu disparity, headcount disparity and match progress. * Extremely low security contracts may pay a "suicide bonus" or "savior bonus" depending upon match outcome. * Contracts displayed in orange indicate that a corpmate is known to be fighting in the affected battle.
This. Kevall's idea works also, however adding in more bonuses for the PS3 to calculate when we are already grinding the roof is not the best. And then the questions of how long the effect lasts, how large. Special Contracts currently is only a tease I checked everyday in case sonething was there. This could be a potential usage that I would love. Hunting down proto sqs for mini pcs all day afterclasses?? CCP take my money!
"There are no rights. The world owes no one a living."-Sumner
*The Mascot of 0uter.Heaven *
Internet down atm :(
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Wu General
Wu-Disciples Evil Syndicate Alliance.
8
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Posted - 2015.06.29 16:36:00 -
[49] - Quote
i've been the only person on my team to finish a battle a few times and recieved like a bit over a mil in isk. i guess the contract is X amount and it gets divided based on what position u came in (1-16) 1st place getting the highest percentage of the X amount and the less people the less it is divided between people.
What i think should happen is if you leave battle you should get what ever cut you were going to get deducted out of your wallet for breaching your contract. So if you leace because you were getting stomped and you were last place on the team @ 1-15 k/D you wont get as penalized iff you were the top 5 players, and you would technically be helping the team out as well. Now if you were one of the top 5 players at the time when u left the battle you would loose more isk thant he last place person, because you are more valuable to the team. Now what would make the most sense is having it stack onto the next battle you leave or multiply it by the amount of times u left battlet in a row or in the day. i think it would be more effective if it was for the hole day. Now this is where it gets interesting as i mentioned before the more people leave the bigger the payout for you will be, so once 3-4 people leave the penalty will be increased to a point where u wont want to leave, and you would just be better off hanging out in your MCC till match is over. I know this wont work for the billioniares and 100 millioniares of dust but it will affect a big enough portion for it not to be as big of a problem. Maybe if u left an X amount of games i a day it carries over to the next day so instead of starting at 1x youd be at "X" times what ever the penalty was for leaving so if u left 25 battles itd start at 25 battles. This will probably affectivly stop the billionaires from leaving. just 10x on 250k is 2.5 mil so 25x would be 6.25 mill. 6.25 mil is definately worth finishing the battle no matter how rich u are. this can easily be done because i already am getting paid for matches that i have left and been kicked from. Now maybe you should only be penalized if your team loses for the reason i said before the ****** 1-15 player leaving to benefit the team.
IMO the easiest thing to do is at the start menu in battle where u can suicide yourself there should be a surrender/retreat (depending if your attacking or defending) button and if 75% of the team wants to surrender/retreat the game is automatically finished and he team that surrenders/retreated looses. Everyone still gets the SP and isk they would have recieved in battle. |
137H4RGIC
Onikanabo Brigade Caldari State
528
|
Posted - 2015.06.29 21:38:00 -
[50] - Quote
What if we could implement a mechanic which saves deaths/kills on the character once they leave the match? That way, your kills and deaths are always saved after the match, regardless if you leave prematurely. It leaves people the freedom to leave if they wish (because I myself have been in matches that were worthless - beyond hope. At which point it was my choice to abandon the client hosting the mission and refuse ISK reimbursement.)
The notion that your KDR isn't saved if you leave a match before it ends is rediculous as I am sure there are people who abuse the mechanic to their advantage. How do we fix team imbalance? I'm at a loss. But I think my suggestions negates punishment idling over you (there's punishment in other games and I -really- don't like punishment), but keeps in place recording your kills and deaths. Is this method feasible?
I want to help DUST become a better experience for everyone. Let's work together!
137H4RGIC - Running for CPM2 (SOONGäó)
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.29 22:07:00 -
[51] - Quote
137H4RGIC wrote:What if we could implement a mechanic which saves deaths/kills on the character once they leave the match? That way, your kills and deaths are always saved after the match, regardless if you leave prematurely. It leaves people the freedom to leave if they wish (because I myself have been in matches that were worthless - beyond hope. At which point it was my choice to abandon the client hosting the mission and refuse ISK reimbursement.)
The notion that your KDR isn't saved if you leave a match before it ends is rediculous as I am sure there are people who abuse the mechanic to their advantage. How do we fix team imbalance? I'm at a loss. But I think my suggestions negates punishment idling over you (there's punishment in other games and I -really- don't like punishment), but keeps in place recording your kills and deaths. Is this method feasible?
It's saved, that sh*t was fixed WAAAAAY back in the day. Kills and Deaths get added to your permanent record when they happen. You can't artificially pad your stats by leaving.
the reason people leave when you blast 'em is they don't lose the fit if they punk out before you terminate the clone.
So remember kiddies, put a bolt pistol round through every corpse you come across. If they're planning to leave they're probably running an officer fit under that SKIN.
I also like how a half-serious tongue-in-cheek sh*tpost actually turned into something somewhat constructive.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Veg Hegirin
DUST University Ivy League
20
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Posted - 2015.06.30 09:12:00 -
[52] - Quote
501st Headstrong wrote:...Make it to where hunting us is simply lucrative
Extra end of game stat: number of officer and 100k+ fits killed
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.30 09:16:00 -
[53] - Quote
501st Headstrong wrote:...Make it to where hunting us is simply lucrative
Exactly why I have proposed a keep what you kill system over and over and over.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Veg Hegirin
DUST University Ivy League
20
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Posted - 2015.06.30 09:17:00 -
[54] - Quote
deezy dabest wrote:501st Headstrong wrote:...Make it to where hunting us is simply lucrative Exactly why I have proposed a keep what you kill system over and over and over.
Nu I liek my predictable income |
Starlight Burner
Arrary of Clusters
309
|
Posted - 2015.06.30 09:38:00 -
[55] - Quote
Hell no, you're ******* joking right?
You know damn well why people don't fight. Add better incentives to fight.
Jesus christ.
CEO of Arrary of Clusters, a close relations corporation
Caldari Factional Warfare, enlist today!
Thank you for DUST
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Veg Hegirin
DUST University Ivy League
21
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Posted - 2015.06.30 09:46:00 -
[56] - Quote
Beat the protostomp: give stats for killing them
https://forums.dust514.com/default.aspx?g=posts&t=206633&find=unread |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
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Posted - 2015.06.30 09:52:00 -
[57] - Quote
I think a bonus to ISK/SP for every scrub that bails for people that stick it out is one of the better solutions.
Incentivizing people to stay in already-started matches would be good too.
One solution mentioned would be higher WP rewards for ganking higher meta level gear.
And for those of you not paying attention this started off as a trolling sh*tpost that seems to have grown into something constructive. Keep the ideas coming.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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korrah silain
True Illuminate
83
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Posted - 2015.06.30 09:56:00 -
[58] - Quote
Breakin Stuff wrote:I think a bonus to ISK/SP for every scrub that bails for people that stick it out is one of the better solutions.
Incentivizing people to stay in already-started matches would be good too.
One solution mentioned would be higher WP rewards for ganking higher meta level gear.
And for those of you not paying attention this started off as a trolling sh*tpost that seems to have grown into something constructive. Keep the ideas coming. See break-in, using positive reinforcement is a much better way to incentivise behavior(although that's the wrong definition of positive reinforcement no one came here for a psych lecture) much better than penalization.
Edit Both those should be implemented. Immidiatly |
Veg Hegirin
DUST University Ivy League
21
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Posted - 2015.06.30 10:43:00 -
[59] - Quote
korrah silain wrote:using positive reinforcement is a much better way to incentivise behavior
Incentivise people to kill the protos without breaking anything
(senpai notice me) |
Maken Tosch
DUST University Ivy League
12
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Posted - 2015.06.30 21:24:00 -
[60] - Quote
501st Headstrong wrote:Adipem Nothi wrote:Maken Tosch wrote:Someone wrote: ... perhaps a simple compromise will work, instead of "no dropping into matches that are half over" we should have an option on our battle finder to include or exclude matches that are half over, with an incentive for acting as reinforcement(more isk/so/salvage/whatever)
That's actually a great idea. I would support that. Give us the option to be reinforcement even if the match is late. Ran a dozen or so matches with a squad who intentionally deployed into partially completed matches during the Anomaly Event. The goal was to turn redline matches around. It was an absolute blast. Anyhow, love the idea. Could also be modeled afte 501st's suggestion. Previously proposed something similar: * Underway matches are listed under Special Contract, as was observed during the Anomaly Event. * Provided slots are available, players can elect to accept a contract to join either side of an underway battle. * The current "Security Status" is displayed for each contract; the lower the security, the higher the contract risk. * High-Risk Contracts pay an increased EOM premium; Low-Risk Contracts pay a decreased premium. * Security Status is a function of Mu disparity, headcount disparity and match progress. * Extremely low security contracts may pay a "suicide bonus" or "savior bonus" depending upon match outcome. * Contracts displayed in orange indicate that a corpmate is known to be fighting in the affected battle. This. Kevall's idea works also, however adding in more bonuses for the PS3 to calculate when we are already grinding the roof is not the best. And then the questions of how long the effect lasts, how large. Special Contracts currently is only a tease I checked everyday in case sonething was there. This could be a potential usage that I would love. Hunting down proto sqs for mini pcs all day afterclasses?? CCP take my money!
I thought the Tranquility Live server does the calculating.
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