CELESTA AUNGM
Kang Lo Directorate Gallente Federation
606
|
Posted - 2015.07.27 03:30:00 -
[1] - Quote
I am a player who has been enthralled with EVE-Dust 514 since its official release two years ago.
I've played it as a game of creating a "real" character, and training the character's career, and building your character's wealth.
I've interpreted it as a very unforgiving game that is rough on the player, and rough on the fellow players whenever I play too carelessly or make goofy mistakes during a match. It's the only game I know where a wrong step I take can cause the player beside me to lose a TON of assets it took him a week to accumulate.
So in my learning curve, I was hesitant to use my vehicle to carry other players, until I was good at it. And I always restricted my practice and experimental play to Public Skims and Ambushes, because Dom matches were for players who knew how to use their equipment and could contribute to winning the Null cannon. And I stayed away from FW matches until I had a real specialty or purpose I could bring to whoever the blue team was. And I wish more of the other players viewed things this same way.
But when I enter a typical FW match, I still see blues murdering blues for sport, timid hiding in the back area without a plan, and non-combat Lav drag races,... from players who either don't understand the critical motivation of FW, or want to be slapstick and AFKers EVERYWHERE in the game (not just in Pub matches where it's perfectly okay and safe to do that )
As the game "progresses" players from Pub Contracts up through FW, and finally into Planetary Conquest, I think it is also important to create "gaps" that the players must cross in order to enter each mode of gameplay. A GAP would be anything in the match that players with a certain mindset won't feel motivated to go through just to play THAT mode of game.
If an AFKer only gets zero LP and zero salvage if she doesn't earn 150 SP in the match (like the minimum currently in Pub matches for vet players), this would act as a filter to motivate AFKers NOT to waste their time entereing FW matches.
If players were reimbursed for their lost ISK only when they WIN an FW match, as gratitude from the Faction for doing your best, this would act as a "gap" that players motivated to WIN would cross, while players not really motivated to win would elect to stay away from FW matches.
I suggest re-instating a long WarRoom Lobby time again (say about 5 - 7 minutes) at the beginning of each FW match. Players interested in WINNING will use this time to discuss plans, rally squads, set up COMMS,GǪ while the players who complain about long war room lobby time would show themselves as pranksters, non-participants, or non-useful to us in any teamwork,GǪ and would gradually lose interest in frequenting FW matches (GǪat least until they have the right motiviation)
Getting more and more players interested in entering FW matches WILL become harmful, if you entice players who don't bring the right mindset to playing. I'd rather wait 10 minutes in a lobby full of players who are going to try competently and WIN, than to be lobby-less and reimbursed for playing FW matches filled with "Pub-Skirm happy" players.
I can accept being assassinated by Cald player infiltrating our Gall team now and then (that's cool). But I can't take being shot in the back or blown out of my vehicle by a blue player who only entered this FW match to shoot friends for as long as the friendly-fire limit allows him.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|