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HOWDIDHEKILLME
Dying to Reload
776
|
Posted - 2015.09.01 22:38:00 -
[1] - Quote
Others are agreeing so I'll quote us... #1Posted: 2015.08.31 21:45 | Report Unlike 2 I saw the below post and I had to scratch my head thinking WTF were they thinking installing a "Leave Battle" button. Originally it wasn't intended to enable these chicken hearts to pull out early. Please read the below post and chirp in whether we should just remove the "Leave Battle" button?
I don't want any troll posts about this not fixing the real problem. If you can't leave, the problem is FIXED. So explain why CCP shouldn't just take away the button. I am looking for Cons, the Pro is that all this leaving non-sense ends ASAP. Then we start discussing improving scotty, not punishing leavers.
I made a new string because I worry CCP Devs only read titles then go in a little. It is why people think they need to insult CCP for a response. I am asking nicely! Pleassssse.
HOWDIDHEKILLME wrote: Premade squads in pubs is why stomps happened in the first place. Enter matchmaker... High mu solo players leave battle as soon as they see one or more squads on the other team leaving that team handicapped and to an almost certain loss. Matchmaking is made pointless.
Remove squads from pubs and matchmaker could build teams faster, remove leave battle option and k/d padding will be very difficult to do without the risk of using factional and being team killed while leaving an option for organization and squading meanwhile possibly increasing interest in factional.
Remove benefits and costs from PC so teams that wish to have an organized competition with their best players can while giving the option to not accept the fight, while removing the billions of isk generated (I know people with billions) and perpetuating officer gear stomps bought and paid for by a never ending river of isk.
"Dying with your rep tool out - the logi-flasher!" Who hasn't been caught by a cute little female scout doing this? |
HOWDIDHEKILLME
Dying to Reload
776
|
Posted - 2015.09.01 22:44:00 -
[2] - Quote
Tl;dr? Remove squads from pubs... No more pub stomping, while leaving squads for fw/pc
Remove leave battle button... No more empty one sided battles, you can still quit game if you really need to leave.
Remove cost of clones/selling clones no more endless river of Isk while leaving organized matches for elite teams. |
Talos Vagheitan
Ancient Exiles.
2
|
Posted - 2015.09.01 22:51:00 -
[3] - Quote
...
Real CPM Platform
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Void Echo
Helix Evolution I.W.C
3
|
Posted - 2015.09.01 22:55:00 -
[4] - Quote
If you remove the leave button, your pretty much signing the ultimate death certificate of the game.
Exanple:
Johnny is a new player barely our of the academy, he joins a battle with no squad because he doesn't understand the game mechanics. But he's optimistic because he likes the theme of dust 514.
Johnny ends up on team A, moderately good players but nobody is anywhere near close to proto level except maybe 1 person, while the enemy team has 4 ancient exiles, 4 random guns, 4 Nyan san and 4 el eccinte Rio (I don't know if I spelt that right nut oh well).
Johnny's team is instantly red lined within the first 50 seconds. Nobody on his team is able to match their tactics, equipment level or communication efficiency. Every time someone spawns in they are instantly killed their only choices are to either stay in the MCC or instantly run further into the red line hoping they don't get shot in the process.
Normally in a game like cod, bf or any other game, you have the option to leave a game like that and look for another game that you actually have a chance at winning. So Johnny goes to the overhead screen hoping to find a different game but oh wait, the leave button has been removed from dust. Johnny wonders to himself why would a game like this force it's own players to hate itself. After seeing that within the first 2 minutes everyone on his team had died at least 10 times each and not a single person has a gotten a kill. Johnny waits out the battle hoping to find better ones aftewards. He encounters the same senario for 10 games in a row. Johnny instantly give up on dust altogether, biomass his character and Uninstalls dust.
Later that week at school a few of his friends ask about dust because they heard about it, he explains his experience and recommends they never try it. So they listen and don't bother even looking for it on the psn market.
This process happens about 50 times a day until there are absolutely no new characters being created thus, eliminating dust's growth and slowly every vet decides to leave the game because their tired of fighting against the same people over and over again. Thus dust 514 is finally dead. All because the leave battle button was removed.
This is what will also happen if you attempt to punish people for leaving battles.
No successful game forces it's noobs to be slaughtered constantly by veteran players.
Closed Beta Vet.
Founder of Helix Evolution I.W.C
Playstation 4 = Future of Dust514.
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DDx77
Random Gunz Rise Of Legion.
350
|
Posted - 2015.09.01 23:43:00 -
[5] - Quote
I do not agree with removing the Leave Battle option.
There are many functional reasons to use it. Failed Q sync, squad member scottied, already started battle, battle lopsided, etc.. or just plain need to GFTO of the battle :)
Until this matchmaker was implemented this really wasn't a problem. You would usually only see this in FW when you were up against a Q sync.
so just...DELETE THE MATCHMAKERRRRRrrrrrrrr
I know I'm not very smaht but I keep saying the same thing.......The New Matchmaker did not fix ANYTHING - I'm seeing roughly the same amount of stomps and even battles.
What it has done is make the game much more boring overall and has also created a PERCEPTION THAT THERE ARE NOT ENOUGH PLAYERS PLAYING THE DAMN GAME
so pweeese.....DELETE THE MATCHMAKER
instead add the very requested and probably entertained by Rattati by likely denied by CCP meta level game mode
Problem (somewhat) solved
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HOWDIDHEKILLME
Dying to Reload
776
|
Posted - 2015.09.02 00:06:00 -
[6] - Quote
Void Echo wrote:If you remove the leave button, your pretty much signing the ultimate death certificate of the game.
Exanple:
Johnny is a new player barely our of the academy, he joins a battle with no squad because he doesn't understand the game mechanics. But he's optimistic because he likes the theme of dust 514.
Johnny ends up on team A, moderately good players but nobody is anywhere near close to proto level except maybe 1 person, while the enemy team has 4 ancient exiles, 4 random guns, 4 Nyan san and 4 el eccinte Rio (I don't know if I spelt that right nut oh well).
Johnny's team is instantly red lined within the first 50 seconds. Nobody on his team is able to match their tactics, equipment level or communication efficiency. Every time someone spawns in they are instantly killed their only choices are to either stay in the MCC or instantly run further into the red line hoping they don't get shot in the process.
Normally in a game like cod, bf or any other game, you have the option to leave a game like that and look for another game that you actually have a chance at winning. So Johnny goes to the overhead screen hoping to find a different game but oh wait, the leave button has been removed from dust. Johnny wonders to himself why would a game like this force it's own players to hate itself. After seeing that within the first 2 minutes everyone on his team had died at least 10 times each and not a single person has a gotten a kill. Johnny waits out the battle hoping to find better ones aftewards. He encounters the same senario for 10 games in a row. Johnny instantly give up on dust altogether, biomass his character and Uninstalls dust.
Later that week at school a few of his friends ask about dust because they heard about it, he explains his experience and recommends they never try it. So they listen and don't bother even looking for it on the psn market.
This process happens about 50 times a day until there are absolutely no new characters being created thus, eliminating dust's growth and slowly every vet decides to leave the game because their tired of fighting against the same people over and over again. Thus dust 514 is finally dead. All because the leave battle button was removed.
This is what will also happen if you attempt to punish people for leaving battles.
No successful game forces it's noobs to be slaughtered constantly by veteran players.
Thus the need for no squads in pubs eliminating the chance of running into multiple squads of vets
Even number of vets on each team, nobody is leaving... Fair battle.
Again if you have to leave ( mom say's time for bed/wife wants nookie ) hit the power button.
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HOWDIDHEKILLME
Dying to Reload
776
|
Posted - 2015.09.02 00:16:00 -
[7] - Quote
Removing 4 man fire team will be super easy. Part one
Q-sync's rarely fail unless squad leads are drunk or morons... Two teams of 8 losing one person is not even worth using as an excuse if losing one squadmate lose's you a battle you should have lost anyway. Also proving my point that squads give a huge advantage and have no room in the only casual game mode.
Not being able to leave only hurts those who abuse it. |
Larkson Crazy Eye
WarRavens Imperium Eden
261
|
Posted - 2015.09.02 00:19:00 -
[8] - Quote
I don't think you should be forced to reset the game (which takes forever to load up because of the stupid PS MOVE instructions for a device no one uses) just to get out of battle. Especially a buggy and glitch game like this. For months, possibly years a glitch has existed in this game where you spawn in to the match and end up in a black void. You can't see anything but you can hear yourself jump or shoot. Your only option is to leave battle or suicide and hope your next clone actually appears. Then of course some times you get stuck in some kind of Observation mode. Where you see the full map like your about to deploy but have no option to deploy and never actually get kicked from the battle.
Frankly Dust has far to many problems to risk losing even more of it's player base by trying unpopular things. The whole 'shut up and die' mentality most people expect out of their enemies only works in games with a robust player base. There are so few people playing dust these days outside of a few peak hours it's very easy to keep getting the same exact teams over and over again because your the only people even playing.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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Leither Yiltron
0uter.Heaven
1
|
Posted - 2015.09.02 00:33:00 -
[9] - Quote
I don't think I've ever read a thread with the title format "Obvious solution to {insert problem that has caused controversy}" which had particularly good content. This one is no exception.
As many people have pointed out, the match leaving thing is much more nuanced than "remove the ability to leave!" or the similar "punish people who leave!" really consults. There's a much deeper issue with why people leave matches. Why do the game's mechanics create a situation where players frequently have more fun leaving matches than playing them, and how do we fix it? Trying to fix a systemic issue with a slaspdash, bandaid-grade fix doesn't lead to a solution.
Have a pony
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Operative 1174 Uuali
True Companion Planetary Requisitions
1
|
Posted - 2015.09.02 00:43:00 -
[10] - Quote
Obvious counter to no "leave battle" button GÇô beer.
Seriously, it's a game. No fun, no gun.
CPM RESULTS SUMMERIZED
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Void Echo
Helix Evolution I.W.C
3
|
Posted - 2015.09.02 00:55:00 -
[11] - Quote
HOWDIDHEKILLME wrote:Void Echo wrote:If you remove the leave button, your pretty much signing the ultimate death certificate of the game.
Exanple:
Johnny is a new player barely our of the academy, he joins a battle with no squad because he doesn't understand the game mechanics. But he's optimistic because he likes the theme of dust 514.
Johnny ends up on team A, moderately good players but nobody is anywhere near close to proto level except maybe 1 person, while the enemy team has 4 ancient exiles, 4 random guns, 4 Nyan san and 4 el eccinte Rio (I don't know if I spelt that right nut oh well).
Johnny's team is instantly red lined within the first 50 seconds. Nobody on his team is able to match their tactics, equipment level or communication efficiency. Every time someone spawns in they are instantly killed their only choices are to either stay in the MCC or instantly run further into the red line hoping they don't get shot in the process.
Normally in a game like cod, bf or any other game, you have the option to leave a game like that and look for another game that you actually have a chance at winning. So Johnny goes to the overhead screen hoping to find a different game but oh wait, the leave button has been removed from dust. Johnny wonders to himself why would a game like this force it's own players to hate itself. After seeing that within the first 2 minutes everyone on his team had died at least 10 times each and not a single person has a gotten a kill. Johnny waits out the battle hoping to find better ones aftewards. He encounters the same senario for 10 games in a row. Johnny instantly give up on dust altogether, biomass his character and Uninstalls dust.
Later that week at school a few of his friends ask about dust because they heard about it, he explains his experience and recommends they never try it. So they listen and don't bother even looking for it on the psn market.
This process happens about 50 times a day until there are absolutely no new characters being created thus, eliminating dust's growth and slowly every vet decides to leave the game because their tired of fighting against the same people over and over again. Thus dust 514 is finally dead. All because the leave battle button was removed.
This is what will also happen if you attempt to punish people for leaving battles.
No successful game forces it's noobs to be slaughtered constantly by veteran players. Thus the need for no squads in pubs eliminating the chance of running into multiple squads of vets Even number of vets on each team, nobody is leaving... Fair battle. Again if you have to leave ( mom say's time for bed/wife wants nookie ) hit the power button.
Removing squads will eliminate the team nature of dust and pretty much cause more people to quit because they can't hang around with their friends or anything.
Closed Beta Vet.
Founder of Helix Evolution I.W.C
Playstation 4 = Future of Dust514.
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HOWDIDHEKILLME
Dying to Reload
776
|
Posted - 2015.09.02 01:21:00 -
[12] - Quote
Void Echo wrote:HOWDIDHEKILLME wrote:Void Echo wrote:If you remove the leave button, your pretty much signing the ultimate death certificate of the game.
Exanple:
Johnny is a new player barely our of the academy, he joins a battle with no squad because he doesn't understand the game mechanics. But he's optimistic because he likes the theme of dust 514.
Johnny ends up on team A, moderately good players but nobody is anywhere near close to proto level except maybe 1 person, while the enemy team has 4 ancient exiles, 4 random guns, 4 Nyan san and 4 el eccinte Rio (I don't know if I spelt that right nut oh well).
Johnny's team is instantly red lined within the first 50 seconds. Nobody on his team is able to match their tactics, equipment level or communication efficiency. Every time someone spawns in they are instantly killed their only choices are to either stay in the MCC or instantly run further into the red line hoping they don't get shot in the process.
Normally in a game like cod, bf or any other game, you have the option to leave a game like that and look for another game that you actually have a chance at winning. So Johnny goes to the overhead screen hoping to find a different game but oh wait, the leave button has been removed from dust. Johnny wonders to himself why would a game like this force it's own players to hate itself. After seeing that within the first 2 minutes everyone on his team had died at least 10 times each and not a single person has a gotten a kill. Johnny waits out the battle hoping to find better ones aftewards. He encounters the same senario for 10 games in a row. Johnny instantly give up on dust altogether, biomass his character and Uninstalls dust.
Later that week at school a few of his friends ask about dust because they heard about it, he explains his experience and recommends they never try it. So they listen and don't bother even looking for it on the psn market.
This process happens about 50 times a day until there are absolutely no new characters being created thus, eliminating dust's growth and slowly every vet decides to leave the game because their tired of fighting against the same people over and over again. Thus dust 514 is finally dead. All because the leave battle button was removed.
This is what will also happen if you attempt to punish people for leaving battles.
No successful game forces it's noobs to be slaughtered constantly by veteran players. Thus the need for no squads in pubs eliminating the chance of running into multiple squads of vets Even number of vets on each team, nobody is leaving... Fair battle. Again if you have to leave ( mom say's time for bed/wife wants nookie ) hit the power button. Removing squads will eliminate the team nature of dust and pretty much cause more people to quit because they can't hang around with their friends or anything, unless you have something else in mind that would allow me to get into every random fight that one of my directors has.
Dear didn't even read the super abbreviated version...
Remove squads from pubs not the game... Have you heard of factional?
Pub stomping is the reason the game is unpopular in the first place. Wanna talk to the team in a pub?... It's the default setting.
Matchmaking would be simple if you eliminate the huge advantage of squads. Matchmaker is only in pubs I does not exist in fw.
If you can't read the post don't bother replying. |
Shinobi MumyoSakanagare ZaShigurui
Nikushimi no Noroi
2
|
Posted - 2015.09.02 01:23:00 -
[13] - Quote
Why would you need to coordinate a pub match ?
WTF is a vet anyway .?. vets should be leaders and examples but in this game it's just a hierarchy that provides absolutely nothing , you need to coordinate a pub match .?. really ???
FW and PC I can understand , those are givens ... but a pub match ?
Seriously .
Teamwork is really important - said the Tyrannosarus Rex from Kung Fury .
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HOWDIDHEKILLME
Dying to Reload
776
|
Posted - 2015.09.02 01:32:00 -
[14] - Quote
Leither Yiltron wrote:I don't think I've ever read a thread with the title format "Obvious solution to {insert problem that has caused controversy}" which had particularly good content. This one is no exception.
As many people have pointed out, the match leaving thing is much more nuanced than "remove the ability to leave!" or the similar "punish people who leave!" really consults. There's a much deeper issue with why people leave matches. Why do the game's mechanics create a situation where players frequently have more fun leaving matches than playing them, and how do we fix it? Trying to fix a systemic issue with a slaspdash, bandaid-grade fix doesn't lead to a solution.
Thanks for actually reading... Most the battles I play are pubs since I primarily play solo.
That being said after two years playing this game it's obvious that when people see who their about to fight and know it won't be easy they don't adapt... They leave. It's pathetic.
If they don't want to play unless it's easy or unnecessary to play in a different style than what their best at maybe this isn't the game for them... But I doubt anyone thinks playing against the same q-sync with unlimited isk over and over with the only option being leave and hope to god you don't run into the tools that enjoy kicking children in the nuts. |
HOWDIDHEKILLME
Dying to Reload
776
|
Posted - 2015.09.02 01:37:00 -
[15] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:Why would you need to coordinate a pub match ?
WTF is a vet anyway .?. vets should be leaders and examples but in this game it's just a hierarchy that provides absolutely nothing , you need to coordinate a pub match .?. really ???
FW and PC I can understand , those are givens ... but a pub match ?
Seriously .
Agreed. It's pathetic. What I'm suggesting is simple and long term would be great for NPE.
The only thing it removes is pub stomping... A plague on the NPE since the beginning. |
Leither Yiltron
0uter.Heaven
1
|
Posted - 2015.09.02 01:50:00 -
[16] - Quote
HOWDIDHEKILLME wrote:Leither Yiltron wrote:I don't think I've ever read a thread with the title format "Obvious solution to {insert problem that has caused controversy}" which had particularly good content. This one is no exception.
As many people have pointed out, the match leaving thing is much more nuanced than "remove the ability to leave!" or the similar "punish people who leave!" really consults. There's a much deeper issue with why people leave matches. Why do the game's mechanics create a situation where players frequently have more fun leaving matches than playing them, and how do we fix it? Trying to fix a systemic issue with a slaspdash, bandaid-grade fix doesn't lead to a solution. Thanks for actually reading... Most the battles I play are pubs since I primarily play solo. That being said after two years playing this game it's obvious that when people see who their about to fight and know it won't be easy they don't adapt... They leave. It's pathetic. If they don't want to play unless it's easy or unnecessary to play in a different style than what their best at maybe this isn't the game for them... But I doubt anyone thinks playing against the same q-sync with unlimited isk over and over with the only option being leave and hope to god you don't run into the tools that enjoy kicking children in the nuts.
Sure. I've been playing even longer (not that it's a contest, but I've seen some ****), and the root causes of the problem have been here since the devs started making ISK matter. That's one of the reasons I've personally pushed tiericide for years alongside a broad base of community advocates. The tiericide variant that we got recently is a distinct improvement, but it's just one piece of the puzzle. Next on the list: Spawning mechanics. That one's a tougher nut to crack because the technical hurdles for the devs are higher. Despite that, spawning mechanics are on a list of game mechanics which result in redline matches.
On a higher level, and people are free to disagree with me, I think that the problem which causes people to leave match so frequently is that many parts of the game design minimize scenarios where a team can be 'down but not out'. Certainly that's true in public matches, and it even turns up in PC matches where both teams are trying their hardest. Between overly-centralized map designs, game modes which heavily encourage defensive play, spawning mechanics which only become usable en mass (uplinks), and a gear utility gap which quickly widens due to profitability concerns, can anyone find it surprising that matches result in redlines? Ultimately I think it's that propensity towards redline matches, where even the best players would have a difficult (read: expensive) time making a match playable from the losers' position, that encourages squads to leave matches.
Don't get me wrong, it's a bad mentality, but the game creates the environment where it thrives. Eventually it would probably make sense to put in a penalty for leaving battles, but not before sincere fixes to the battles themselves have happened.
Have a pony
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HOWDIDHEKILLME
Dying to Reload
777
|
Posted - 2015.09.02 02:00:00 -
[17] - Quote
Leither Yiltron wrote:HOWDIDHEKILLME wrote:[quote=Leither Yiltron]I don't think I've ever read a thread with the title format "Obvious solution to {insert problem that has caused controversy}" which had particularly good content. This one is no exception.
As many people have pointed out, the match leaving thing is much more nuanced than "remove the ability to leave!" or the similar "punish people who leave!" really consults. There's a much deeper issue with why people leave matches. Why do the game's mechanics create a situation where players frequently have more fun leaving matches than playing them, and how do we fix it? Trying to fix a systemic issue with a slaspdash, bandaid-grade fix doesn't lead to a solution. Thanks for actually reading... Most the battles I play are pubs since I primarily play solo. That being said after two years playing this game it's obvious that when people see who their about to fight and know it won't be easy they don't adapt... They leave. It's pathetic. If they don't want to play unless it's easy or unnecessary to play in a different style than what their best at maybe this isn't the game for them... But I doubt anyone thinks playing against the same q-sync with unlimited isk over and over with the only option being leave and hope to god you don't run into the tools that enjoy kicking children in the nuts.
Sure. I've been playing even longer (not that it's a contest, but I've seen some ****), and the root causes of the problem have been here since the devs started making ISK matter. That's one of the reasons I've personally pushed tiericide for years alongside a broad base of community advocates. The tiericide variant that we got recently is a distinct improvement, but it's just one piece of the puzzle. Next on the list: Spawning mechanics. That one's a tougher nut to crack because the technical hurdles for the devs are higher. Despite that, spawning mechanics are on a list of game mechanics which result in redline matches.
On a higher level, and people are free to disagree with me, I think that the problem which causes people to leave match so frequently is that many parts of the game design minimize scenarios where a team can be 'down but not out'. Certainly that's true in public matches, and it even turns up in PC matches where both teams are trying their hardest. Between overly-centralized map designs, game modes which heavily encourage defensive play, spawning mechanics which only become usable en mass (uplinks), and a gear utility gap which quickly widens due to profitability concerns, can anyone find it surprising that matches result in redlines? Ultimately I think it's that propensity towards redline matches, where even the best players would have a difficult (read: expensive) time making a match playable from the losers' position that encourages squads to leave matches.
Don't get me wrong, it's a bad mentality, but the game creates the environment where it thrives. Eventually it would probably make sense to put in a penalty for leaving battles, but not before sincere fixes to the battles themselves have happened.[/quote/].
Matchmaking would resolve this if say the 4 a.e. Didn't leave battle when they saw 4 n.s on the other team taking 50% of the combined sp of the team with them.
Enter no squads/no leaving in pubs... Easy for matchmaker, no q-sync excuse for leaving. Even start to finish. |
Void Echo
Helix Evolution I.W.C
3
|
Posted - 2015.09.02 02:05:00 -
[18] - Quote
HOWDIDHEKILLME wrote:Void Echo wrote:HOWDIDHEKILLME wrote:Void Echo wrote:If you remove the leave button, your pretty much signing the ultimate death certificate of the game.
Exanple:
Johnny is a new player barely our of the academy, he joins a battle with no squad because he doesn't understand the game mechanics. But he's optimistic because he likes the theme of dust 514.
Johnny ends up on team A, moderately good players but nobody is anywhere near close to proto level except maybe 1 person, while the enemy team has 4 ancient exiles, 4 random guns, 4 Nyan san and 4 el eccinte Rio (I don't know if I spelt that right nut oh well).
Johnny's team is instantly red lined within the first 50 seconds. Nobody on his team is able to match their tactics, equipment level or communication efficiency. Every time someone spawns in they are instantly killed their only choices are to either stay in the MCC or instantly run further into the red line hoping they don't get shot in the process.
Normally in a game like cod, bf or any other game, you have the option to leave a game like that and look for another game that you actually have a chance at winning. So Johnny goes to the overhead screen hoping to find a different game but oh wait, the leave button has been removed from dust. Johnny wonders to himself why would a game like this force it's own players to hate itself. After seeing that within the first 2 minutes everyone on his team had died at least 10 times each and not a single person has a gotten a kill. Johnny waits out the battle hoping to find better ones aftewards. He encounters the same senario for 10 games in a row. Johnny instantly give up on dust altogether, biomass his character and Uninstalls dust.
Later that week at school a few of his friends ask about dust because they heard about it, he explains his experience and recommends they never try it. So they listen and don't bother even looking for it on the psn market.
This process happens about 50 times a day until there are absolutely no new characters being created thus, eliminating dust's growth and slowly every vet decides to leave the game because their tired of fighting against the same people over and over again. Thus dust 514 is finally dead. All because the leave battle button was removed.
This is what will also happen if you attempt to punish people for leaving battles.
No successful game forces it's noobs to be slaughtered constantly by veteran players. Thus the need for no squads in pubs eliminating the chance of running into multiple squads of vets Even number of vets on each team, nobody is leaving... Fair battle. Again if you have to leave ( mom say's time for bed/wife wants nookie ) hit the power button. Removing squads will eliminate the team nature of dust and pretty much cause more people to quit because they can't hang around with their friends or anything, unless you have something else in mind that would allow me to get into every random fight that one of my directors has. Dear didn't even read the super abbreviated version... Remove squads from pubs not the game... Have you heard of factional? Pub stomping is the reason the game is unpopular in the first place. Wanna talk to the team in a pub?... It's the default setting. Matchmaking would be simple if you eliminate the huge advantage of squads. Matchmaker is only in pubs I does not exist in fw. If you can't read the post don't bother replying.
Then give factional actual isk payment.
Closed Beta Vet.
Founder of Helix Evolution I.W.C
Playstation 4 = Future of Dust514.
|
Leither Yiltron
0uter.Heaven
1
|
Posted - 2015.09.02 02:17:00 -
[19] - Quote
HOWDIDHEKILLME wrote: Matchmaking would resolve this if say the 4 a.e. Didn't leave battle when they saw 4 n.s on the other team taking 50% of the combined sp of the team with them.
Enter no squads/no leaving in pubs... Easy for matchmaker, no q-sync excuse for leaving. Even start to finish.
This isn't the only way match leaving happens, though. It's kinda like your waiter at a restaurant- you only notice them if something goes particularly wrong. It's easy to notice when full groups all from the same corporation leave a match simultaneously, but more difficult to keep track of situations where individuals trickle out of matches, or even "quit" without leaving the match by hiding in the red line. Characterizing match leaving as a problem only rampant among "top corp" players isn't quite right from my experience. It's the easy way out to try to simplify an issue that's kinda complicated. If it were simpler, it wouldn't have been going on for so long. As far as matchmaking's concerned, we've had something like 3 changes to the matchmaking engine that have had few universally reported qualitative benefits to match quality.
Put another way: It's a gigantic game design issue if losing 4 people from a team at the beginning of the game only to be filled by others a little bit later completely dooms the team that lost players.
Have a pony
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HOWDIDHEKILLME
Dying to Reload
777
|
Posted - 2015.09.02 04:06:00 -
[20] - Quote
Leither Yiltron wrote:HOWDIDHEKILLME wrote: Matchmaking would resolve this if say the 4 a.e. Didn't leave battle when they saw 4 n.s on the other team taking 50% of the combined sp of the team with them.
Enter no squads/no leaving in pubs... Easy for matchmaker, no q-sync excuse for leaving. Even start to finish.
This isn't the only way match leaving happens, though. It's kinda like your waiter at a restaurant- you only notice them if something goes particularly wrong. It's easy to notice when full groups all from the same corporation leave a match simultaneously, but more difficult to keep track of situations where individuals trickle out of matches, or even "quit" without leaving the match by hiding in the red line. Characterizing match leaving as a problem only rampant among "top corp" players isn't quite right from my experience. It's the easy way out to try to simplify an issue that's kinda complicated. If it were simpler, it wouldn't have been going on for so long. As far as matchmaking's concerned, we've had something like 3 changes to the matchmaking engine that have had few universally reported qualitative benefits to match quality. Put another way: It's a gigantic game design issue if losing 4 people from a team at the beginning of the game only to be filled by others a little bit later completely dooms the team that lost players.
It was just an extreme example to make a point. And I have been in many battles when top 10 all time players left battle.
The other problem is the empty slots are not filled... Example
http://m.imgur.com/9A5uYYF The battle started full... This is just pathetic.
Wouldn't it be glorious if most battles ended with just a few clones left on the winning side?
Seriously?
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HOWDIDHEKILLME
Dying to Reload
777
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Posted - 2015.09.02 04:11:00 -
[21] - Quote
I would rather have 15 guys in starter fits saving there precious isk than this garbage.
Meta level as a fix?... Don't make me laugh it will be the deathnail. |
Maken Tosch
DUST University Ivy League
12
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Posted - 2015.09.02 04:52:00 -
[22] - Quote
The problem is not the lack of forcing players to stay in the match.
The problem is the lack of incentives to stay.
Pub matches have inconsistent rewards. You win a match, you get paid 150,000 ISK even though you used proto gear. You lose a match while using only standard or advanced gear, you get paid 260,000 ISK. At that point you say to yourself "what the ****?"
FW matches have consistent rewards. You win a match, you get paid a lot of LP plus 40% of the assets you lost is reimbursed to you. Getting killed in an APEX suits doesn't bring you much reimbursement however. Not to mention the increase in standings to the faction you fought for. You will also get salvage. Lots of salvage. You lose a match and you get paid only minimum wage, no standings increase, only 20% of you loses are reimbursed, and you get NO salvage.
Should I also refer you to Jadek Maneheim's idea for addressing this?
PS: Have you noticed that teams filled with seemingly random players don't just bail out of a match even when pitted against a q-sync? At least not as much as you see in pubs.
PPS: Jadek's idea is also based on the concept of incentivizing a player to stay in a match to the end but also adds a twist with the personal warbarge.
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KGB Sleep
1
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Posted - 2015.09.02 05:16:00 -
[23] - Quote
Look at the overall data on leaving matches if that is possible, I'm guessing pubs is the offender.
Remove stat tracking for pubs. (Sorry Duna)
Stat whores go to FW and PC in droves.
No stat tracking means focus on ISK and SP and less stat padding behaviors. People will fight in APEX or BPO more readily knowing that their k/d isn't going to suffer and might be less likely to wear proto when the only rewards are ISK and SP.
i know the stat thing isn't going to fly but i feel like we need to rip the band aid off this broken shyt and attack the root cause which is obviously player ego.
Because beer, that's why.
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HOWDIDHEKILLME
Dying to Reload
777
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Posted - 2015.09.02 05:17:00 -
[24] - Quote
Maken Tosch wrote:The problem is not the lack of forcing players to stay in the match.
The problem is the lack of incentives to stay.
Pub matches have inconsistent rewards. You win a match, you get paid 150,000 ISK even though you used proto gear. You lose a match while using only standard or advanced gear, you get paid 260,000 ISK. At that point you say to yourself "what the ****?"
FW matches have consistent rewards. You win a match, you get paid a lot of LP plus 40% of the assets you lost is reimbursed to you. Getting killed in an APEX suits doesn't bring you much reimbursement however. Not to mention the increase in standings to the faction you fought for. You will also get salvage. Lots of salvage. You lose a match and you get paid only minimum wage, no standings increase, only 20% of you loses are reimbursed, and you get NO salvage.
Should I also refer you to Jadek Maneheim's idea for addressing this?
Pub payouts are based off what your team destroyed and your wp and scoreboard rank ex...
I destroyed 3 proto tanks averaging 1 million a piece but only scored 1500 wp and got 3rd place also assuming the other team wore decent suits I received almost 800k
Another round http://imgur.com/FloGnAU (rat suit with dual officer rifles) over 5000 wp 1st place and I got just over 270k because I had a group in starter fits running at me like lemmings basically destroying nothing valuable.
When a top ten player leaves... and it happens. What is there excuse? Most of them have billions.
If you're running out of isk it's because your being stupid... I play solo 95% of the time and just crossed the billion isk mark and total combined sp of 240million sp. and I'm just above average.
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.09.02 05:33:00 -
[25] - Quote
HOWDIDHEKILLME wrote:Maken Tosch wrote:The problem is not the lack of forcing players to stay in the match.
The problem is the lack of incentives to stay.
Pub matches have inconsistent rewards. You win a match, you get paid 150,000 ISK even though you used proto gear. You lose a match while using only standard or advanced gear, you get paid 260,000 ISK. At that point you say to yourself "what the ****?"
FW matches have consistent rewards. You win a match, you get paid a lot of LP plus 40% of the assets you lost is reimbursed to you. Getting killed in an APEX suits doesn't bring you much reimbursement however. Not to mention the increase in standings to the faction you fought for. You will also get salvage. Lots of salvage. You lose a match and you get paid only minimum wage, no standings increase, only 20% of you loses are reimbursed, and you get NO salvage.
Should I also refer you to Jadek Maneheim's idea for addressing this? Pub payouts are based off what your team destroyed and your wp and scoreboard rank ex... I destroyed 3 proto tanks averaging 1 million a piece but only scored 1500 wp and got 3rd place also assuming the other team wore decent suits I received almost 800k Another round http://imgur.com/FloGnAU (rat suit with dual officer rifles) over 5000 wp 1st place and I got just over 270k because I had a group in starter fits running at me like lemmings basically destroying nothing valuable. [...]
We don't even know what formula CCP uses to calculate the rewards. And your example of the second round paying you only 270,000 ISK is only reinforcing my point.
There needs to be more consistency with the rewards, if not at least more transparency on what the formula is for calculating rewards. FW provides that model of consistency with incentives to stay. And that is the key to solving this problem.
Forcing a player to stay in a 15-20 minute match is just bad game design. If matches were very short like how Splatoon is with their 3-minute matches then yeah I would agree to the whole locked-in-until-you-finish concept. But we are not playing 3-minute matches here in Dust.
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Maken Tosch
DUST University Ivy League
12
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Posted - 2015.09.02 05:34:00 -
[26] - Quote
HOWDIDHEKILLME wrote:Destroying the good stuff pays.
Try forcing me to use expensive gear on you.
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HOWDIDHEKILLME
Dying to Reload
777
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Posted - 2015.09.02 05:40:00 -
[27] - Quote
Maken Tosch wrote:HOWDIDHEKILLME wrote:Destroying the good stuff pays. Try forcing me to use expensive gear on you.
Like I said I'm average you don't need good stuff to kill me just the correct counter to what I'm doing...
Sentinel runs at me at 70m with a hmg vs. my rr he's dead... At 20m my nanites will be smeared across the wall. |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.02 05:42:00 -
[28] - Quote
HOWDIDHEKILLME wrote:Others are agreeing so I'll quote us... (Ballistic far shot) wrote: I saw the below post and I had to scratch my head thinking WTF were they thinking installing a "Leave Battle" button. Originally it wasn't intended to enable these chicken hearts to pull out early. Please read the below post and chirp in whether we should just remove the "Leave Battle" button?
I don't want any troll posts about this not fixing the real problem. If you can't leave, the problem is FIXED. So explain why CCP shouldn't just take away the button. I am looking for Cons, the Pro is that all this leaving non-sense ends ASAP. Then we start discussing improving scotty, not punishing leavers.
I made a new string because I worry CCP Devs only read titles then go in a little. It is why people think they need to insult CCP for a response. I am asking nicely! Pleassssse.
HOWDIDHEKILLME wrote: Premade squads in pubs is why stomps happened in the first place. Enter matchmaker... High mu solo players leave battle as soon as they see one or more squads on the other team leaving that team handicapped and to an almost certain loss. Matchmaking is made pointless.
Remove squads from pubs and matchmaker could build teams faster, remove leave battle option and k/d padding will be very difficult to do without the risk of using factional and being team killed while leaving an option for organization and squading meanwhile possibly increasing interest in factional.
Remove benefits and costs from PC so teams that wish to have an organized competition with their best players can while giving the option to not accept the fight, while removing the billions of isk generated (I know people with billions) and perpetuating officer gear stomps bought and paid for by a never ending river of isk.
"Dying with your rep tool out - the logi-flasher!" Who hasn't been caught by a cute little female scout doing this?
There is a very obvious set of actions which will seriously shut down match leaving.
1. Actual incentive to fight and win.
2. A DNF (did not finish) leader board for both players and corps.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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axis alpha
Neural Union
916
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Posted - 2015.09.02 05:48:00 -
[29] - Quote
KGB Sleep wrote:Look at the overall data on leaving matches if that is possible, I'm guessing pubs is the offender.
Remove stat tracking for pubs. (Sorry Duna)
Stat whores go to FW and PC in droves.
No stat tracking means focus on ISK and SP and less stat padding behaviors. People will fight in APEX or BPO more readily knowing that their k/d isn't going to suffer and might be less likely to wear proto when the only rewards are ISK and SP.
i know the stat thing isn't going to fly but i feel like we need to rip the band aid off this broken shyt and attack the root cause which is obviously player ego.
I just got out of a team stack. FA, OH, and an AE guys maybe 6 or 7 I'd high sp players against me and some randoms and some "other" players. But I'm just gonna say this. I'm tired of players doing the bare minimum getting easy kills to finish the match with 10-1 but on the bottom of the boards... while I actually try and go 6-8 and I'm still above them on the boards.....
An ego over any game is dumb.
Hullaballo and howdy doo! Musty prawns, and Timbucktu.
Yeltsibee and hibbertyhoo
Kick 'em in the dishpan. Hoo hoo hoo!
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HOWDIDHEKILLME
Dying to Reload
777
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Posted - 2015.09.02 05:49:00 -
[30] - Quote
Maken Tosch wrote:HOWDIDHEKILLME wrote:Maken Tosch wrote:The problem is not the lack of forcing players to stay in the match.
The problem is the lack of incentives to stay.
Pub matches have inconsistent rewards. You win a match, you get paid 150,000 ISK even though you used proto gear. You lose a match while using only standard or advanced gear, you get paid 260,000 ISK. At that point you say to yourself "what the ****?"
FW matches have consistent rewards. You win a match, you get paid a lot of LP plus 40% of the assets you lost is reimbursed to you. Getting killed in an APEX suits doesn't bring you much reimbursement however. Not to mention the increase in standings to the faction you fought for. You will also get salvage. Lots of salvage. You lose a match and you get paid only minimum wage, no standings increase, only 20% of you loses are reimbursed, and you get NO salvage.
Should I also refer you to Jadek Maneheim's idea for addressing this? Pub payouts are based off what your team destroyed and your wp and scoreboard rank ex... I destroyed 3 proto tanks averaging 1 million a piece but only scored 1500 wp and got 3rd place also assuming the other team wore decent suits I received almost 800k Another round http://imgur.com/FloGnAU (rat suit with dual officer rifles) over 5000 wp 1st place and I got just over 270k because I had a group in starter fits running at me like lemmings basically destroying nothing valuable. [...] We don't even know what formula CCP uses to calculate the rewards. And your example of the second round paying you only 270,000 ISK is only reinforcing my point. There needs to be more consistency with the rewards, if not at least more transparency on what the formula is for calculating rewards. FW provides that model of consistency with incentives to stay. And that is the key to solving this problem. Forcing a player to stay in a 15-20 minute match is just bad game design. If matches were very short like how Splatoon is with their 3-minute matches then yeah I would agree to the whole locked-in-until-you-finish concept. But we are not playing 3-minute matches here in Dust.
Like I said in the second example the opposing team ran garbage so I got garbage pay.
Fw I can score 3000-4000 wp while the rest of my team hides and scores less than 1000 get first place fighting my butt off lose a million Isk and get back 200k and 300-400 lp how is this better?
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HOWDIDHEKILLME
Dying to Reload
777
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Posted - 2015.09.02 05:56:00 -
[31] - Quote
deezy dabest wrote:HOWDIDHEKILLME wrote:Others are agreeing so I'll quote us... (Ballistic far shot) wrote: I saw the below post and I had to scratch my head thinking WTF were they thinking installing a "Leave Battle" button. Originally it wasn't intended to enable these chicken hearts to pull out early. Please read the below post and chirp in whether we should just remove the "Leave Battle" button?
I don't want any troll posts about this not fixing the real problem. If you can't leave, the problem is FIXED. So explain why CCP shouldn't just take away the button. I am looking for Cons, the Pro is that all this leaving non-sense ends ASAP. Then we start discussing improving scotty, not punishing leavers.
I made a new string because I worry CCP Devs only read titles then go in a little. It is why people think they need to insult CCP for a response. I am asking nicely! Pleassssse.
HOWDIDHEKILLME wrote: Premade squads in pubs is why stomps happened in the first place. Enter matchmaker... High mu solo players leave battle as soon as they see one or more squads on the other team leaving that team handicapped and to an almost certain loss. Matchmaking is made pointless.
Remove squads from pubs and matchmaker could build teams faster, remove leave battle option and k/d padding will be very difficult to do without the risk of using factional and being team killed while leaving an option for organization and squading meanwhile possibly increasing interest in factional.
Remove benefits and costs from PC so teams that wish to have an organized competition with their best players can while giving the option to not accept the fight, while removing the billions of isk generated (I know people with billions) and perpetuating officer gear stomps bought and paid for by a never ending river of isk.
"Dying with your rep tool out - the logi-flasher!" Who hasn't been caught by a cute little female scout doing this? There is a very obvious set of actions which will seriously shut down match leaving. 1. Actual incentive to fight and win. 2. A DNF (did not finish) leader board for both players and corps.
If they'd throw in a finished round / rounds played I dig it.... Possibly have a chance at top ten woot woot
Stickin it out when nobody else did lol http://imgur.com/PGNoaB0 |
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.09.02 06:27:00 -
[32] - Quote
HOWDIDHEKILLME wrote:
There is a very obvious set of actions which will seriously shut down match leaving.
1. Actual incentive to fight and win.
2. A DNF (did not finish) leader board for both players and corps.
If they'd throw in a finished round / rounds played I dig it.... Possibly have a chance at top ten woot woot
Stickin it out when nobody else did lol http://imgur.com/PGNoaB0[/quote]
Thats exactly how a DNF % works. Sorry for leaving out the % sign and causing confusion.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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