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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.29 19:27:00 -
[121] - Quote
Kain Spero wrote:Deezy you've already agreed that FW syncs are already in the system. There is no "breaking the system more" unless you are referring to solo players that shouldn't be in the system anyways and if they are they've taken the risk on themselves.
Again, allowing higher barriers to entry than other players that are more organized and have their own channels makes no sense.
Are you openly saying you want to eliminate anyone from FW that feels like running solo or does not waiting on 16 people?
I am not sure when you last checked but we do not have the player numbers to eliminate anyone from any mode little less shut off FW to well over half of the player base.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Piercing Serenity
Immortal Guides Learning Alliance
992
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Posted - 2015.06.29 19:29:00 -
[122] - Quote
Kain Spero wrote:Deezy you've already agreed that FW syncs are already in the system. There is no "breaking the system more" unless you are referring to solo players that shouldn't be in the system anyways and if they are they've taken the risk on themselves.
Again, allowing higher barriers to entry than other players that are more organized and have their own channels makes no sense.
I don't think that anyone disagrees that people are already doing large scale FW syncs. But I - along with some others (I presume) - are arguing that the current system is beneficial for smaller organized groups, which is a good thing. If you make it logistically easier to get a whole 16 in, you've made the small group of heavy FW players happy. However, you've also made the FW pool much smaller physically and psychologically.
Physically, the community of 16 active FW players is smaller than the active DUST community. Psychologically, no one is going to queue for a FW match knowing that they don't have a full 16. Furthermore, no decent FC will put newer (~10M) SP players in when they can choose to have 30 and 40M SP player in. This is the same as PC now.
Like Deezy is saying, the current implementation can't support platoons in a good way (in my opinion). If there was a way for 16 players to opt in to larger FW battles, and a way for smaller squads (8 man) to play less intense FW matches, then we could implement platoons with no worries
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
Piercing Serenity
Immortal Guides Learning Alliance
992
|
Posted - 2015.06.29 19:30:00 -
[123] - Quote
deezy dabest wrote:Kain Spero wrote:Deezy you've already agreed that FW syncs are already in the system. There is no "breaking the system more" unless you are referring to solo players that shouldn't be in the system anyways and if they are they've taken the risk on themselves.
Again, allowing higher barriers to entry than other players that are more organized and have their own channels makes no sense. Are you openly saying you want to eliminate anyone from FW that feels like running solo or does not waiting on 16 people? I am not sure when you last checked but we do not have the player numbers to eliminate anyone from any mode little less shut off FW to well over half of the player base.
And I'm sure, even in EVE, it is possible to run FW solo. You might not have a noticeable impact, but you can do it without being curb stomped for trying.
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
deezy dabest
Evil Syndicate Alliance.
2
|
Posted - 2015.06.29 19:30:00 -
[124] - Quote
Kevall Longstride wrote:Actually there are NPC OB still in Faction Warfare costing WP which is what confused me earlier.
They were returned with the reduced WP costs back in Uprising 1.10 I think it was. If you want Platoon deploy in FW these will have to be removed or scaled and I'll explain why.
Say all 32 players in a match are of exact equal skill, with each Merc earning 50 WP a minute. Say for the sake of example that a major laser Warbarge strike costs 1600 WP to activate.
A 16 Man Platoon would earn 1600 WP in two minutes. A 8 Man Squad would earn it in four minutes. A 4 Man fire team would earn it in eight minutes.
So if a match is 16 minutes long: Platoon gets 8 Strikes Squad Gets 4 Fireteam gets 2
Now if Platoon goes agains another Platoon then we have perfect parity.
A Platoon goes against two squads, both teams get the same number of Strikes but at different times of the match. Not perfect but still fairish.
A platoon goes up against a Squad and a Fireteam with 4 randoms not able to earn a Strike then the Platoon gets 8 strikes to the other sides total of six. Not so fair.
A Platoon goes against a Squad and 8 other randoms then thats 8 Strikes against 4. Not fair at all.
For the sake of fairness A Platoon goes up against four Fireteams Strikes are again equal but the timing of them is not great for the Fireteam based side.
So we have a number of options.
Remove the NPC OB's altogether. Scale the cost based on the member size of the squad. Ensure that Platoons face only other Platoons or two Squads and keep Fireteams in a separate queue.
Now personally I'd support the removal of the NPC OB's. But I'd also want it so the team balancing do this:
Platoon V Platoon Platoon V 2 Squads 2 Squads v 2 Squads 1 Squad + 2 Fireteams v 1 Squad + 2 Fireteams And finally randoms placed in matches with no more than two Fireteams on each side.
This would I feel produce the best fights for those larger teams while keeping the randoms and smaller teams away from potential stomping but still having a more challenging match
I don't hold at all with the notion 'This is New Eden, git gud'. We need the NPE to more balanced and ease players into these more difficult modes.
Most new players quit before they even know about Chat Channels, The squad finder and the different level of play in the game. Until the NPE is more explicit in its warnings about the challenges in FW and PC we must allow for those that are new to the game. We can't carry on with the current meta of stomping.
I know we can't legislate for people being A-holes and stomping for fun but we can make easier for new players to deal with these kind of players.
It goes into Eve side stuff but the only way to ever have a chance of the link in FW mattering is by removing NPC orbitals from FW completely.
This is how it was originally and the system was working well but when the new orbitals were applied they some how ended up in FW as well. I do not know if this was a bug or by design but that day completely screwed up the link with regards to FW.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Kain Spero
Negative-Feedback
5
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Posted - 2015.06.29 19:31:00 -
[125] - Quote
Piercing, again whether you like it or not 16 man syncs are already in the system all you are doing is limiting their competition, but restricting platoons.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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Kain Spero
Negative-Feedback
5
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Posted - 2015.06.29 19:33:00 -
[126] - Quote
I have to agree with deezy here that NPC strikes largely need to go, but I would suggest keeping the flux strikes due to the high ground camping with links meta.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and Legion news
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.29 19:40:00 -
[127] - Quote
Kain Spero wrote:I have to agree with deezy here that NPC strikes largely need to go, but I would suggest keeping the flux strikes due to the high ground camping with links meta.
I could take it or leave it on that. Eve is able to provide flux strikes pretty easily without giving up other strikes which would add a depth in strategy.
The big thing we should all be pushing for is unique orbital notifications across the board as a way to improve all game modes and make the link slightly stronger assuming it is not possible to remove the NPCs thanks to the code change when more orbitals were added.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Kevall Longstride
DUST University Ivy League
2
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Posted - 2015.06.29 19:41:00 -
[128] - Quote
Kain Spero wrote:I have to agree with deezy here that NPC strikes largely need to go, but I would suggest keeping the flux strikes due to the high ground camping with links meta.
I'm sorry but without the scaling and/the team set ups I described on the previous page You can have it both ways. The NPC OB's have to go and you'll to instruct the pilot to us eEMP ammo against spam using an OB.
CPM 2 Candidate
CEO of DUST University
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.29 19:49:00 -
[129] - Quote
Kevall Longstride wrote:Kain Spero wrote:I have to agree with deezy here that NPC strikes largely need to go, but I would suggest keeping the flux strikes due to the high ground camping with links meta. I'm sorry but without the scaling and/the team set ups I described on the previous page You can have it both ways. The NPC OB's have to go and you'll to instruct the pilot to us eEMP ammo against spam using an OB.
I would like to point out that there is an issue with the Eve EMPs.
They are MASSIVE. I have yet to see a squad lead drop one in the battle field without getting kicked from FW due to the fact that they are about 5 times as large as the circle you aim with when you zoom in.
That is the only reason I can support keeping the flux NPCs instead of trying to sort that out.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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Middas Betancore
589
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Posted - 2015.06.29 19:50:00 -
[130] - Quote
Hello, as an organiser and frequent participant in fw an q syncing...
I would also like to see a return to EVE only strikes in FW merely to promote more seeking out of EVE pilots, also as EVE strikes currently arent really that much of an asset as its fairly eay for any set of sds to generate enough orbitals to get by.
On the subject of team deploy, each of the militias already run q syncs a lot. Not having team deploy only makes it slower and more awkward to organise getting a full 16 onto one side. So it seems that giving FW players the ability to run full teams via team deploy is something it needs to make it a more fluid an functional experience for organised teams. There is the concern of it perpetuating the stompy nature of q syncs in FW, however FW is portrayed as a much more competitive public area, and giving all players team deploy in FW gives the everyman a way to fight back against q syncers.
They wouldnt have to make a channel and build a community they just need to make platoons and put them in the sqd finder. Platoon/Team also helps FW players giving them a central voice channel to use.
Team Deploy: making FW run quicker and promote more organisation and better fights......i say
Onnamon 4-State Protectorate Logistics Support
State Task Force: Caldari Fw Channel
CPM2 Candidate
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thor424
Namtar Elite Gallente Federation
520
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Posted - 2015.06.29 20:20:00 -
[131] - Quote
deezy dabest wrote:Kain Spero wrote:deezy dabest wrote:If they "DO IT" I will gladly pillage FW in exactly the way I described and there will not be a single thing any of you can do about it. Making me and only the people I choose the richest people in the game would be amazing. For clarity I know we would never reach the highest amounts of ISK but we would have the steadiest flow of massive ISK to be seen since corps first learned how to lock districts. If you start a sync then others will to again the whole point. Right now you have a barrier to entry that limits the competition. Seriously, if I have 1 sync what's the probability it will go against another? Now if I have 2? 3? 50? Get the picture? I already said the system needs to be reworked. The argument here is about allowing 16 man squads in right now which I can personally promise will burn FW to the ground. I have proposed many fixes that would give everyone here exactly what they wanted with some tweaking to make any of them work within what the Shanghai team has the ability to do but no one gives a flying **** about that they just want to get butt hurt when a right call is actually made that does not line up with what they think should happen.
Yet there's more action in FW than ever with syncs going all the time.
It was incentive that was missing before.
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.29 20:26:00 -
[132] - Quote
thor424 wrote:
Yet there's more action in FW than ever with syncs going all the time.
It was incentive that was missing before.
APEX suits and skins did wonders for FW participation. That along with the LP store being filled in FW is in a pretty good place right now and we all even agreed on that in the group discussion that was held.
There are definitely still some tweaks that are needed to make it more consistently competitive as well as not make it so much of a breaking point for some corps or groups.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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danie sous
DUST BRASIL S.A Rise Of Legion.
56
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Posted - 2015.06.29 20:28:00 -
[133] - Quote
Match me against a full 16, as long as its done in under 10m timers ive seen originally. |
Piercing Serenity
Immortal Guides Learning Alliance
992
|
Posted - 2015.06.29 20:46:00 -
[134] - Quote
Kain Spero wrote:Piercing, again whether you like it or not 16 man syncs are already in the system all you are doing is limiting their competition, but restricting platoons.
I would argue that, although 16 man syncs are already in the system, their effectiveness is limited by logistical inefficiency (Lack of Team Deploy). The negative space caused by this logistical inefficiency has a net beneficial effect, however, in that there is space for other less coordinated groups to also enjoy the game mode.
If I had to re-design the FW system to incorporated platoons (because I'm not against them in principle), here is how I would do it:
- Allow individual players and corps to declare allegiance to a FW group
- Create a "Priority District" mechanic that operates similar to old CBs. In this system, the attackers would get a large team reward if they won (F.ex 150M bonus cash for capturing valuable assets) and the defenders would get X Lp per kill if they won. (For defending valuable assets).
- Attacking players have a 5 minute warbarge wait time when they queue for these battles. Anyone who has pledged allegiance to the FW group being attacked gets a notification (Like you do for PC) that an important FW district is being attacked.
- For the first 3 minutes of the timer, matchmaking attempts to match a platoon (explicitly) on the defending side against the attacking platoon.
- If, and only if, no platoon queues for the defenders in the first three minutes, then matchmaking takes any players or squads that have queued into FW to fill the spots, and the match begins. This is to simulate that the districts are so important that the militias would rather throw bodies at the districts to defend them, rather than let them fall.
I think that a system like this does a few good things: First, it offers a space for serious FW corps to play without locking out less serious (but still interested) players from the game mode. Second, it offers a strong incentive to play FW in a competitive group (due to huge ISK or LP prizes) while still offering a decent incentive for those who are less competitive.
Further still, it preserves the idea that FW is still a more ruthless space, and allows for more effective role playing. If, for example, the Caldari militia does not have organized platoons fighting for it, then the lesser skilled FW players "feel" the pressure by being attacked by the opposing militia's best troops. Caldari allied players can "take the heat off" of the militia by grouping up and defending these priority districts, allowing for the rest of the FW players to exist in more peaceful conditions.
Thoughts?
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.06.29 21:06:00 -
[135] - Quote
As I've said before I am not interested in being penalised because my opposition is too lazy or disorganised.
FW is a semi-competitive setting and if I or a group of players that can amass an deploy a full team wish to make it competitive and organise ourselves we should be able to.
People say FW should be 'the middle ground' between public and PC contracts. I disagree. It should be its own game mode with its own challenges that corporations if they should want to can establish and sustain their Dust 514 careers.
EVE side FW you can fly alone if you like. Just don't expect to shift system wide control particular greatly unless you spend hours grinding out plexes in low traffic systems. Don't expect to be able to stand and fight against roaming fleets because they will annihilate you. You can fly solo but you are encouraged to fly in groups.
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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Piercing Serenity
Immortal Guides Learning Alliance
993
|
Posted - 2015.06.29 21:10:00 -
[136] - Quote
True Adamance wrote:As I've said before I am not interested in being penalised because my opposition is too lazy or disorganised.
FW is a semi-competitive setting and if I or a group of players that can amass an deploy a full team wish to make it competitive and organise ourselves we should be able to.
People say FW should be 'the middle ground' between public and PC contracts. I disagree. It should be its own game mode with its own challenges that corporations if they should want to can establish and sustain their Dust 514 careers.
EVE side FW you can fly alone if you like. Just don't expect to shift system wide control particular greatly unless you spend hours grinding out plexes in low traffic systems. Don't expect to be able to stand and fight against roaming fleets because they will annihilate you. You can fly solo but you are encouraged to fly in groups.
The bold sentence is the heart of the issue that I am talking about. I believe that a platoon mechanic eliminates this (bold) as a possibility. We don't have an open world like EVE does, so the ability to have control of the entire roster of players is a very powerful one. I still think that we need to have a system that allows for those solo players to exist in the game mode. The current system, while flawed and logistically clunky for competitive teams, does allow that space
I got enemies,
got a lot of enemies
, got a lot of people tryna drain me of this energy
|
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
9
|
Posted - 2015.06.29 21:16:00 -
[137] - Quote
Piercing Serenity wrote:
And I'm sure, even in EVE, it is possible to run FW solo. You might not have a noticeable impact, but you can do it without being curb stomped for trying.
HAHAHAHAHAHAHAHAHAHAHAHAHAHAHA
Funniest statement I've seen all goddamn morning.
Good one.
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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Regis Blackbird
DUST University Ivy League
1
|
Posted - 2015.06.29 21:29:00 -
[138] - Quote
Piercing Serenity wrote:Kain Spero wrote:Piercing, again whether you like it or not 16 man syncs are already in the system all you are doing is limiting their competition, but restricting platoons. I would argue that, although 16 man syncs are already in the system, their effectiveness is limited by logistical inefficiency (Lack of Team Deploy). The negative space caused by this logistical inefficiency has a net beneficial effect, however, in that there is space for other less coordinated groups to also enjoy the game mode. If I had to re-design the FW system to incorporated platoons (because I'm not against them in principle), here is how I would do it:
- Allow individual players and corps to declare allegiance to a FW group
- Create a "Priority District" mechanic that operates similar to old CBs, where two groups battle against each other for a prize. Priority Districts would be selectable from a drop down menu (The same menu that was used to test the portals a few months ago)
- In this system, the attackers would get a large team reward if they won (F.ex 150M bonus cash for capturing valuable assets) and the defenders would get X Lp per kill if they won. (For defending valuable assets).
- Attacking players have a 5 minute warbarge wait time when they queue for these battles. Anyone who has pledged allegiance to the FW group being attacked gets a notification (Like you do for PC) that an important FW district is being attacked.
- For the first 3 minutes of the timer, matchmaking attempts to match a platoon (explicitly) on the defending side against the attacking platoon.
- If, and only if, no platoon queues for the defenders in the first three minutes, then matchmaking takes any players or squads that have queued into FW to fill the spots, and the match begins. This is to simulate that the districts are so important that the militias would rather throw bodies at the districts to defend them, rather than let them fall.
I think that a system like this does a few good things: First, it offers a space for serious FW corps to play without locking out less serious (but still interested) players from the game mode. Second, it offers a strong incentive to play FW in a competitive group (due to huge ISK or LP prizes) while still offering a decent incentive for those who are less competitive. Further still, it preserves the idea that FW is still a more ruthless space, and allows for more effective role playing. If, for example, the Caldari militia does not have organized platoons fighting for it, then the lesser skilled FW players "feel" the pressure by being attacked by the opposing militia's best troops. Caldari allied players can "take the heat off" of the militia by grouping up and defending these priority districts, allowing for the rest of the FW players to exist in more peaceful conditions. Thoughts?
^ This is the love I was talking about. Let me pledge allegiance for higher rewards and choose where (and somewhat who) I am playing against, and I jump on the full 16 team deploy in a heartbeat.
Right now... Isn't the right time (sadly). |
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.06.29 21:33:00 -
[139] - Quote
Whether it's 8 people or 16, I will enjoy the greater power to throw matches with awox griefing and suicide squads. LP rewards in FW better support losing if I want to end a match faster.
You can crank out fall deaths pretty quickly if you know what you're doing. https://youtu.be/RlmZB1r5FQM
Dust 514 Market Trello. The essential resource for trading in Dust.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.06.29 21:38:00 -
[140] - Quote
Piercing Serenity wrote:True Adamance wrote:As I've said before I am not interested in being penalised because my opposition is too lazy or disorganised.
FW is a semi-competitive setting and if I or a group of players that can amass an deploy a full team wish to make it competitive and organise ourselves we should be able to.
People say FW should be 'the middle ground' between public and PC contracts. I disagree. It should be its own game mode with its own challenges that corporations if they should want to can establish and sustain their Dust 514 careers.
EVE side FW you can fly alone if you like. Just don't expect to shift system wide control particular greatly unless you spend hours grinding out plexes in low traffic systems. Don't expect to be able to stand and fight against roaming fleets because they will annihilate you. You can fly solo but you are encouraged to fly in groups. The bold sentence is the heart of the issue that I am talking about. I believe that a platoon mechanic eliminates this (bold) as a possibility. We don't have an open world like EVE does, so the ability to have control of the entire roster of players is a very powerful one. I still think that we need to have a system that allows for those solo players to exist in the game mode. The current system, while flawed and logistically clunky for competitive teams, does allow that space
Indeed but I don't see why FW should pander to the solo player. We have public contracts for that. FW is its own persistent conflict that should have a wider focus beyond the individual. If solo players wish to farm LP but not deal with the semi-competitive nature of FW conflicts perhaps Faction PvE missions would serve for their grind.
The issue unlike EVE as you point out is that players you can communicate with are vastly more valuable on the field than those who cannot and in some instances the presence of solo players compromises the effectiveness of a competitive team. Since we do have limited space in order to make more competitive teams you have to try to command as many of the 16 character slots as possible.
I'd rather and FW system where player have the agency to chose which system and planets we need to be attacking and defending at any given time. That was our syncs could make our own warzones in important area while solo players who don't care or simply want to farm can attack low traffic and unimportant areas.
Again when I go into FW I want to win. I want to be fighting the best the enemy faction can throw at us IF they can mount a team that can beat our own and NOT because our team was penalised to cater to the whims of people who likely don't care enough.
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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Kaeru Nayiri
Ready to Play
1
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Posted - 2015.06.29 21:41:00 -
[141] - Quote
We should fix the unintended side effect of having OBs in Factional for warpoints. That was never the plan, but a side effect of the new OBs being implemented. OBs in Factional should be Eve pilot ONLY.
We need to stop shutting off avenues to connect the two games, and instead find MORE ways to connect them.
Know what cannot be known.
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.29 21:53:00 -
[142] - Quote
Deezy the vast majority in this thread is for implementing team deploy to FW. There is no breaking the system when we allready can q-sync. The next step would just be to make the lifes of those easier. And guess what? There is no room for solo players or small sized squads in the current FW q-syncs. If you are too ignorant to see that then stop posting nonesense cause you clearly have no clue about FW at all. All of the major FW channels support team deploy cause it would make their queing easier, not just those channels but aswell large corps are for it.
So you are fighting here for the solo playing militia scrub who either camps in the redline or goes 1-20. Those guys contribute nothing to the game as just beeing cannonfodder. The more teams are queing on all sides the higher are the chances that they will fight each other. Yes there wouldnt be any solo players but they would be deployed into the next match thats about to open.
And shall i remind you who is kickstarting FW each time so that the "solo player" can enjoy it? Its the Q-syncers who gather 32 players so that YOU actually get a estimated timer on your match. Those guys are the people who keep FW alive. By not adding team deploy you punch every person thats in a FW channel in the face. Cause without them FW would allways be down and nobody could play. Now get out of here Deezy you have beeing owned by argument proficency 5.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.29 22:00:00 -
[143] - Quote
Bright Cloud wrote:Deezy the vast majority in this thread is for implementing team deploy to FW. There is no breaking the system when we allready can q-sync. The next step would just be to make the lifes of those easier. And guess what? There is no room for solo players or small sized squads in the current FW q-syncs. If you are too ignorant to see that then stop posting nonesense cause you clearly have no clue about FW at all. All of the major FW channels support team deploy cause it would make their queing easier, not just those channels but aswell large corps are for it.
So you are fighting here for the solo playing militia scrub who either camps in the redline or goes 1-20. Those guys contribute nothing to the game as just beeing cannonfodder. The more teams are queing on all sides the higher are the chances that they will fight each other. Yes there wouldnt be any solo players but they would be deployed into the next match thats about to open.
And shall i remind you who is kickstarting FW each time so that the "solo player" can enjoy it? Its the Q-syncers who gather 32 players so that YOU actually get a estimated timer on your match. Those guys are the people who keep FW alive. By not adding team deploy you punch every person thats in a FW channel in the face. Cause without them FW would allways be down and nobody could play. Now get out of here Deezy you have beeing owned by argument proficency 5.
Owned by arguing proficiency 5? You are just delusional now.
The simple fact is that eliminating everyone from FW besides those that want to get into a 16 man squad is idiotic. Not a single person has been able to tell me where I am wrong in the numbers on how it screws over most of the player base and obviously CCP agrees or this conversation would not even be happening right now.
I do not need an explanation on jump starting as I am the one that coined the phrase and taught people how to do it back when I ran AmarrOne.
Punching every person in the channel in the face? I am not sure how keeping FW functional for the majority of the player base while eliminating some of the need to sync and making it easier for them to sync if they still feel like it is punching them in the face but ok.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.06.29 22:10:00 -
[144] - Quote
deezy dabest wrote:
Owned by arguing proficiency 5? You are just delusional now.
The simple fact is that eliminating everyone from FW besides those that want to get into a 16 man squad is idiotic. Not a single person has been able to tell me where I am wrong in the numbers on how it screws over most of the player base and obviously CCP agrees or this conversation would not even be happening right now.
I do not need an explanation on jump starting as I am the one that coined the phrase and taught people how to do it back when I ran AmarrOne.
Punching every person in the channel in the face? I am not sure how keeping FW functional for the majority of the player base while eliminating some of the need to sync and making it easier for them to sync if they still feel like it is punching them in the face but ok.
I think the solution to FW's issues lies in giving those players who want it the agency to affect systems and regions on a large scale in a manner that actually reflects their efforts for a fair amount of time allowing them to directly aid EVE side pilots in their conquest while at the same time providing the solo player low traffic systems in which they can fight or PvE content that will allow them LP.
It's not about kicking people out of FW. It's about not penalising those players who want to take it that step further.
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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NextDark Knight
Hellstorm LLC
808
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Posted - 2015.06.29 22:18:00 -
[145] - Quote
I think CCP can limit to only one 8 man squad ending up in any fleet war battle. It might balance better with fire teams and solo players.
Over 60+ Million SP and full proto in all Caldari Suits. Dust just won't die on PS3/Xbox. Dustin since 6/29/2012
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.06.29 22:28:00 -
[146] - Quote
NextDark Knight wrote:I think CCP can limit to only one 8 man squad ending up in any fleet war battle. It might balance better with fire teams and solo players.
If by 'Fleet War Battle' you reference EVE then the answer is no, if you mean Faction Warfare Battle then I am sure they could but honestly why would they? It's nothing but another arbitrary limitation imposed on players for no reason other than to placate the whining of GD.
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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Balistyc Farshot
MONSTER SYNERGY
239
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Posted - 2015.06.29 22:49:00 -
[147] - Quote
deezy dabest wrote: Owned by arguing proficiency 5? You are just delusional now.
The simple fact is that eliminating everyone from FW besides those that want to get into a 16 man squad is idiotic. Not a single person has been able to tell me where I am wrong in the numbers on how it screws over most of the player base and obviously CCP agrees or this conversation would not even be happening right now.
I do not need an explanation on jump starting as I am the one that coined the phrase and taught people how to do it back when I ran AmarrOne.
The statement is more about how the 8 man queue syncs will still back out when the sync fails. That creates havoc and lopsided games.
You seem to think you are right, so answer me my question and you will see the flaw in your logic: What are you doing about my problem with FW battles going belly up when at launch half the team bails due to failed sync?
Your statement holds less water for exclusions if squad finder is leveraged. People will not be excluded if squad finder is leveraged, because there are always open teams. I know lots of the channels will get pretty full but still have open spots because they don't get to 16 and stop. They will open up to the squad finder and possibly introduce new players to massive coordinated FW attacks.
Where is the wrong? You are assuming Dust is super organized and exclusive, but you are incorrect. What happens instead is people get butthurt from the FOTM queue syncs which this would lessen.
"Dying with your rep tool out - the logi-flasher!"
Who hasn't been caught by a cute little female scout doing this?
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Bright Cloud
Namtar Elite Gallente Federation
1
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Posted - 2015.06.29 22:52:00 -
[148] - Quote
deezy dabest wrote:Bright Cloud wrote:Deezy the vast majority in this thread is for implementing team deploy to FW. There is no breaking the system when we allready can q-sync. The next step would just be to make the lifes of those easier. And guess what? There is no room for solo players or small sized squads in the current FW q-syncs. If you are too ignorant to see that then stop posting nonesense cause you clearly have no clue about FW at all. All of the major FW channels support team deploy cause it would make their queing easier, not just those channels but aswell large corps are for it.
So you are fighting here for the solo playing militia scrub who either camps in the redline or goes 1-20. Those guys contribute nothing to the game as just beeing cannonfodder. The more teams are queing on all sides the higher are the chances that they will fight each other. Yes there wouldnt be any solo players but they would be deployed into the next match thats about to open.
And shall i remind you who is kickstarting FW each time so that the "solo player" can enjoy it? Its the Q-syncers who gather 32 players so that YOU actually get a estimated timer on your match. Those guys are the people who keep FW alive. By not adding team deploy you punch every person thats in a FW channel in the face. Cause without them FW would allways be down and nobody could play. Now get out of here Deezy you have beeing owned by argument proficency 5. Owned by arguing proficiency 5? You are just delusional now. The simple fact is that eliminating everyone from FW besides those that want to get into a 16 man squad is idiotic. Not a single person has been able to tell me where I am wrong in the numbers on how it screws over most of the player base and obviously CCP agrees or this conversation would not even be happening right now. I do not need an explanation on jump starting as I am the one that coined the phrase and taught people how to do it back when I ran AmarrOne. Punching every person in the channel in the face? I am not sure how keeping FW functional for the majority of the player base while eliminating some of the need to sync and making it easier for them to sync if they still feel like it is punching them in the face but ok. No you are the delusional one. If all FW channels and corps would work together and say no to kickstart FW then you would not even see a single FW match in a week. Yet you want to screw them over. Here i give you a number on team deploy and that the FW chats are in the majority: -no FW kickstart= 0 matches played for any faction -no matches played means that no solo players can play
Or do you believe that the "solo players" care enough to stay long enough in a FW que until it magically works? That is more then questionable.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.29 22:56:00 -
[149] - Quote
Balistyc Farshot wrote:deezy dabest wrote: Owned by arguing proficiency 5? You are just delusional now.
The simple fact is that eliminating everyone from FW besides those that want to get into a 16 man squad is idiotic. Not a single person has been able to tell me where I am wrong in the numbers on how it screws over most of the player base and obviously CCP agrees or this conversation would not even be happening right now.
I do not need an explanation on jump starting as I am the one that coined the phrase and taught people how to do it back when I ran AmarrOne.
The statement is more about how the 8 man queue syncs will still back out when the sync fails. That creates havoc and lopsided games. You seem to think you are right, so answer me my question and you will see the flaw in your logic: What are you doing about my problem with FW battles going belly up when at launch half the team bails due to failed sync? Your statement holds less water for exclusions if squad finder is leveraged. People will not be excluded if squad finder is leveraged, because there are always open teams. I know lots of the channels will get pretty full but still have open spots because they don't get to 16 and stop. They will open up to the squad finder and possibly introduce new players to massive coordinated FW attacks. Where is the wrong? You are assuming Dust is super organized and exclusive, but you are incorrect. What happens instead is people get butthurt from the FOTM queue syncs which this would lessen.
Fixing people leaving battle is not possible. Take a quick look at the disaster area that is public contracts. The funny thing is I have proposed a system meant to encourage completion of battles no matter what but of course that does not get a second glance from anyone because it requires actual thoughts instead of just echoing what everyone else is posting.
"if squad finder is leveraged"
How many times have I said now that the problem is anyone that does not want to sit around and wait for a 16 man squad to fill up will be eliminated?
Your entire argument is IF IF IF. WHAT IF your argument was based on something besides your own personal opinion?
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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deezy dabest
Evil Syndicate Alliance.
2
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Posted - 2015.06.29 23:03:00 -
[150] - Quote
Bright Cloud wrote:deezy dabest wrote:Bright Cloud wrote:Deezy the vast majority in this thread is for implementing team deploy to FW. There is no breaking the system when we allready can q-sync. The next step would just be to make the lifes of those easier. And guess what? There is no room for solo players or small sized squads in the current FW q-syncs. If you are too ignorant to see that then stop posting nonesense cause you clearly have no clue about FW at all. All of the major FW channels support team deploy cause it would make their queing easier, not just those channels but aswell large corps are for it.
So you are fighting here for the solo playing militia scrub who either camps in the redline or goes 1-20. Those guys contribute nothing to the game as just beeing cannonfodder. The more teams are queing on all sides the higher are the chances that they will fight each other. Yes there wouldnt be any solo players but they would be deployed into the next match thats about to open.
And shall i remind you who is kickstarting FW each time so that the "solo player" can enjoy it? Its the Q-syncers who gather 32 players so that YOU actually get a estimated timer on your match. Those guys are the people who keep FW alive. By not adding team deploy you punch every person thats in a FW channel in the face. Cause without them FW would allways be down and nobody could play. Now get out of here Deezy you have beeing owned by argument proficency 5. Owned by arguing proficiency 5? You are just delusional now. The simple fact is that eliminating everyone from FW besides those that want to get into a 16 man squad is idiotic. Not a single person has been able to tell me where I am wrong in the numbers on how it screws over most of the player base and obviously CCP agrees or this conversation would not even be happening right now. I do not need an explanation on jump starting as I am the one that coined the phrase and taught people how to do it back when I ran AmarrOne. Punching every person in the channel in the face? I am not sure how keeping FW functional for the majority of the player base while eliminating some of the need to sync and making it easier for them to sync if they still feel like it is punching them in the face but ok. No you are the delusional one. If all FW channels and corps would work together and say no to kickstart FW then you would not even see a single FW match in a week. Yet you want to screw them over. Here i give you a number on team deploy and that the FW chats are in the majority: -no FW kickstart= 0 matches played for any faction -no matches played means that no solo players can play Or do you believe that the "solo players" care enough to stay long enough in a FW que until it magically works? That is more then questionable.
I am delusional while you are thinking that all of a sudden FW players are going to protest the game mode? This is just plain funny.
Oh and guess what with 8 man squads it will only take 4 people and a little bit of ISK to jump start FW. I know because that is how we did it back when we were the only Q sync channel and did not have huge numbers.
P.S.
Delusional comes from a Latin word meaning "deceiving." So delusional thinking is kind of like deceiving yourself by believing outrageous things. Delusional thoughts are often a sign of mental illness, but the word can also be used more loosely to describe behavior that is just not realistic.
Believing all the players in the game are going to join together and refuse to play anything besides PC and 4 man squads in pub contracts is EXACTLY an "outrageous thing". You can close down every FW chat out there and chances are any mid level corp out there would have it jump started in no time just because they want to run in an 8 man squad like never before.
Remove NPC orbitals from FW. -- Fix orbital timers for Eve players assisting in Planetary Conquest.
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