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Thread Statistics | Show CCP posts - 1 post(s) |
Tebu Gan
0uter.Heaven
1
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Posted - 2015.07.13 13:08:00 -
[1] - Quote
CCP Rattati wrote:Loser gets no ISK.
Loser gets Winner "losses" in ISK, distributed equally
That's how it should be and is as far as I know.
A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
Yes, this is how it works.
OH had a PC battle (might have well been a no show) against a full 16 that literally grouped up in MLT gear thinking they were going to capitalize on this terrible "feature". 15 wasted minutes later, we come out victorious with a whooping 2 clones lost!
Doing some quick calculations here.
300k/16, the enemy team came out with around 18K a piece. With our numerous kills, we managed to net 18k for our side a piece off BPO and MLT gear. And I'm not sure but the guy who lost 2 clones on our side may have been running a bpo, further dropping their payout to 1k per player.
I find it quite pathetic how losing is encouraged with the intent of "Making Isk". Thanks for the crap shows Rattati!
In anycase Jakek, it should be quite interesting for you. One, running all bpo and MLT, you will likely get redlined from the start. That or the only point you will hold is your home point. When the enemy team realizes you are running cheap gear and not trying to win, they will switch and do the same. At least some will and the rest will hang back just in case someone does try to hack a point.
Look, even if you manage to kill 25 clones at 150k a pop, it will still only net you a payout with a full 16 of 187k. And that's assuming they run full proto the whole match, of which they likely won't.
Sure I find this idea of "bleeding their wallets" neat, but it's just not practical. You simply won't make money in PC unless you own a district. You aren't going to bleed anything unless you risk something yourself. I've had payouts upwards to 2mil where both sides were putting up a good fight.
Then we have these fights where people try to make money off of this mechanic that end up being a bigger waste of time for BOTH sides. I'm telling you right now, don't bother, but you will soon find out. Better off trying this on some noob corp in PC, NF will be wise to this tactic.
And for flux sake, can you people quit trying to lose and actually give us a good fight, or just a fight period. Want to make isk, go play FW or Pubs like the rest of us and USE that isk to put up a fight in PC. So sick of PC anymore. Let's just go waste our time against someone that won't even put in half an effort. |
Tebu Gan
0uter.Heaven
1
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Posted - 2015.07.13 13:57:00 -
[2] - Quote
Jadek Menaheim wrote:Tebu Gan wrote:Tebu Gan writes many words. Wasting your time is also a valid strategy.
True, but not an effective one |
Tebu Gan
0uter.Heaven
1
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Posted - 2015.07.13 14:20:00 -
[3] - Quote
Jadek Menaheim wrote:Tebu Gan wrote:Jadek Menaheim wrote:Tebu Gan wrote:Tebu Gan writes many words. Wasting your time is also a valid strategy. True, but not an effective one We shall see. Players may use this corp in any number of ways. I have only shaped the system, but I do not direct the choices people make in the sandbox.
GL, just don't hold your breath. If you do somehow manage to make it work, more power to ya. Like I said, try one of the small corps, a lot of them tend to be quite disorganized, and to put it nicely,"good" in their own way!
I've said in the past, the key to winning lay in big part on the guys you got running the show, the FC. You can take a great team and still watch them lose, throw in a good FC that pushes them to do what they need and they become a godly team. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 14:21:00 -
[4] - Quote
Aidualc wrote:Adipem Nothi wrote:CCP Rattati wrote: A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours Yees, I was hoping something like this ... not only a 24 / 48 hours atack.. :/
An hours notice with a set raid window timer (that occurs BEFORE the attack timer). That way you can bleed some clones up to the actual attack, and give the enemy a bit more notice to plan a little. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 14:29:00 -
[5] - Quote
Heimdallr69 wrote:Count- -Crotchula wrote:what's the point of PC anyway other than to wave your **** around.
Plus I'm sure almost everyone in PC now relentlessly spams officer's equipment, much like a pub match!!! Honestly there is no point..it is a waste of isk and you lose more than you gain if you use proto...I thought PC was where the proto was used but you got top players using apex suits Now
Agreed, it's quite literally becoming nothing more than a "glorified" pub. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 14:37:00 -
[6] - Quote
KEROSIINI-TERO wrote:
I'd say you are underestimating people's will to win and kill. Also, people tend to hate dying so that's why many tend to upgrade suits.
Furthermore, according to my experience in playing in a stupidly OP team, the most expensive matches for that kind of team is the ones where stompers are redlining the opposition. Thirst for kills is so strong that stompers take stupid risks like getting redline turreted, tanksniped, sniped and most of all dying to redline timer.
Not underestimating boredom in the least. Hell we team kill each other in no shows out of the sheer boredom of sitting in a match with nothing to do.
Thing is, we have gotten quite wise to this tactic. If you want to try it, be my guest. We will without a doubt, pull BPO's and minimize losses to make sure you DON'T get anything resembling a payout. |
Tebu Gan
0uter.Heaven
1
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Posted - 2015.07.13 14:44:00 -
[7] - Quote
Adipem Nothi wrote:Tebu Gan wrote:Aidualc wrote:Adipem Nothi wrote:CCP Rattati wrote: A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses.
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours Yees, I was hoping something like this ... not only a 24 / 48 hours atack.. :/ An hours notice with a set raid window timer (that occurs BEFORE the attack timer). That way you can bleed some clones up to the actual attack, and give the enemy a bit more notice to plan a little. Assume District X and Y have attack timers set at 23:00. If a Raider Corp knows that your A-Team is scheduled to defend District X, they can raid District Y on short notice at potential advantage, as your defenses will be limited to your B-Team and/or your allies. This adds value to espionage, introduces tactical/strategic elements, and (perhaps most importantly) gives the non-PC corp a chance at actually inflicting casualties on an established "L33T" corp.
Sure, would make more sense though to put the raid timer before the main attack timer. This way a successful raid could pave the way for a flip. And I'm not sure if you could have a raid and attack on the same district at the same time. I assume raids would have to happen outside of the attack timer with the code. |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 15:09:00 -
[8] - Quote
Balistyc Farshot wrote:Tebu Gan wrote:
Suggestion: Implement Raids. * 8v8 Acq or Dom * 15,000 CP * Winner takes loser's losses; loser takes winner's losses * Wire each district with a "raid window" set to correspond with daily attack timer * Raids can be executed within the 1st 5 minutes of window (attack timer = 23:00; raid window = 23:00-23:35) * If executed, Raid begins 20 minutes following execution (10 minute muster + 10 minute warbarge) * On execution, Raiders and Defenders receive corp-wide notification from NPC. For example: - "[Insert Corp Name] warbarges inbound! ETA 23:55. Defend: System X - Planet Y - District Z. - "Warbarges outbound for [Insert Corp Name], ETA 23:55. Target: System X - Planet Y - District Z. * On Raider Victory, % of District clone reserves are "stolen"; Isk proceeds redistributed by CP contribution * On Raider Loss, Raider Corp cannot raid districts belonging to victorious Defender corp for 48 hours Assume District X and Y have attack timers set at 23:00. If a Raider Corp knows that your A-Team is scheduled to defend District X, they can raid District Y on short notice at potential advantage, as your defenses will be limited to your B-Team and/or your allies. This adds value to espionage, introduces tactical/strategic elements, and (perhaps most importantly) gives the non-PC corp a chance at actually inflicting casualties on an established "L33T" corp. Sure, would make more sense though to put the raid timer before the main attack timer. This way a successful raid could pave the way for a flip. And I'm not sure if you could have a raid and attack on the same district at the same time. I assume raids would have to happen outside of the attack timer with the code. You missed his point a little. If one district is being defended, then you raid a separate district which also could have a defense afterward. Then flipping the districts could be performed for either district. This increasing the number of attacks could spread out the ringers and solve that problem as well. The A team doesn't know which district to defend. The first or devote themselves entirely to the second, stop the raid and hold the defense.
This is already done with mass attacks that stack timers, spreading a corps resources thin for battles. We don't need a raid to do what we can already do with normal attacks. Simply having raids that bleed clones would be enough with no special gimmicks needed.
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Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 18:19:00 -
[9] - Quote
Scheneighnay McBob wrote:CCP Rattati wrote:Loser gets no ISK.
Loser gets Winner "losses" in ISK, distributed equally
That's how it should be and is as far as I know.
A non-district holding Corp should make money off using a CP attack, using only militia BPO's if they manage to inflict some losses. I thought raids were supposed to be a thing. With the system you're describing, that's not possible.
Sure it is, yr supposed to run MLT / BPO and hope that they run proto then proceed to kill them. Makes for some AWESOME game play. Non PC players cried with joy when this was announced, so it must be great! Yea yea, still bitter over this. It's just such an awful idea for what supposed to be the most expensive game mode. Boiled it down to a crap show is all it did.
Anyhow, previously, losers got absolutely nothing from a loss. Be happy you get rewarded at all just for losing. H |
Tebu Gan
0uter.Heaven
1
|
Posted - 2015.07.13 22:30:00 -
[10] - Quote
Leither Yiltron wrote:
How dare teams without 16 people at 25m+ SP, full proto, and a 65+% win ratio expect mechanics that allow them to recoup some of their losses while trying to move into PC!
You're absolutely right, PC should consist of barely a handful of vets who own all of Molden Heath and never train anyone. We should go back to the old passive ISK faucets since clearly the reason there's no activity is because there's "no incentive" to play PC. That's the only way to return PC to health, especially considering that it did so well at maintaining a community in the past.
As for your first part, agreed, it can be useful but it only really works if the team puts in some effort. What I have a problem with is people actually going into the battle with the idea of capitalizing on this mechanic. In practicality it doesn't pan out.
As to your second part, I said nothing of the sort. And honestly the "isk faucet" was before our previous payout mechanics time when we had passive isk generation. I prefered our previous payout system and why it couldn't be worked out to curb exploiting and maybe even benefit the losers I don't know.
I don't mind the losers getting a cut of pay, but when you actually incentivize playing poorly or not at the top level of gameplay, I have problems. As is expected with our current system. And honestly, it's not PC players fault that we try hard in PC.
Do you even know the sheer number of districts given away to smaller corps by big corps in PC with hopes they would come up in their own and give us some challenge. I know it's a rather large number, so there shouldn't be any excuses as the big guys up top are typically willing to help out. It's up to the small guys to put in the work and grow their power, not us.
All I could ever say to those small corps trying to break in, man up or go home. If you want to win then go in and out with that mentality. This is new eden after all HTFU and welcome to the sandbox. |
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