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Operative 1174 Uuali
True Companion Planetary Requisitions
1
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Posted - 2015.09.17 11:37:00 -
[1] - Quote
How about give certain missions to certain players and increase the reward. If you group with that player then you share the mission and get the reward upon completing the match.
This way, bigger rewards are justified and missions promote cooperative play to achieve the same goals.
CCP logic GÇô We fix what doesn't need breaking.
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DiablosMajora
285
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Posted - 2015.09.17 12:31:00 -
[2] - Quote
You could also just focus on promoting group dynamics through actual gameplay mechanics: Squad Based bonuses Squad-Functional Equipment (Nanohives & Uplinks) Squad-Based Side Objectives etc
Prepare your angus
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Bradric Banewolf
Standby Retaliation
1
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Posted - 2015.09.17 13:02:00 -
[3] - Quote
Some honestly do just wanna come on and play solo, and that's fine. I think things that encourage team play, even if you're not in a squad, is what's needed!
Alot of players don't realize how much equipment can help the team, and their own warpoints and payouts. All too often lately I see no uplinks, it's a mad dash to find ammo, and no one but me seems to be scanning?! Which is why I run a gal, and now amarr too, logi to bring extra equipment with me.
The main focus of the daily missions is kills. This helps breed a yearning for more kills even if you're losing the battle because no one brought links. The most common logi, even though the others are really good, is the min logi. The warpoints just pour in smh?! I'll guys trying to rep a guy even though the guy he's repping is outnumbered 1v5?!
There just isn't enough incentive to fight for the win anymore. All the different modes payouts are too low, while the price of gear is through the roof. That's always been my opinion. Look at the price of tanks, and vehicles in general. The payout for bringing tanks to the battle is far too low, even if you survive the entire match, or die tons fighting enemy vehicles.
So when the enemy has 3 tanks that 1 tanker on your team doesn't see vehicles to destroy for isk. He sees he's not bringing a tank because he has no help, and he's losing money even if he wins.
"Anybody order chaos?"
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Mejt0
Made in Poland... E-R-A
2
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Posted - 2015.09.17 13:57:00 -
[4] - Quote
1) People love camping 2) They never use any equipment 3) They don't aim to win because they care more about their precious ISK Are they gonna build a snowman with it?
Modern society is lacking in empathy
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DustPllayer
Eternal Beings
24
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Posted - 2015.09.17 17:32:00 -
[5] - Quote
4. They do not know Dust Player is an NPC.
Dust Player has left the battle.
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BARAGAMOS
Kinsho Swords Caldari State
196
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Posted - 2015.09.17 18:19:00 -
[6] - Quote
Operative 1174 Uuali wrote:How about give certain missions to certain players and increase the reward. If you group with that player then you share the mission and get the reward upon completing the match.
This way, bigger rewards are justified and missions promote cooperative play to achieve the same goals.
If you want to really start making a difference in the amount of leaving here are some ideas:
1. Fix the match maker. Let people only queue against similar level players. Having new guys or lower MU players serve as "content" and cannon fodder for higher MU players is the most idiotic idea I have ever heard. If you know you are always going to go against similar SP pools and gun game each match then leaving will not make a difference. The very next game will be the same. It also means that high MU players have a reason to run high end gear...you will have to compete, but there will not be militia suits to pad your stats on, and leaving because you see strong players on the other team will have no incentive. Because if you are leaving for that reason you had better just leave the game all together, because every game will be like that. This will start to normalize all K/Ds as well. Which brings up the next issue.
2. Just stop tracking K/D. It means nothing in the game. Track ISK efficiency, WP/death, WP/ISK, or some metric that actually matters to a mercenary. Then guys that fret about their K/D have no reason to leave. It also means the more high end equipment you destroy in lower end gear the better your stats are. So another reason to stay. Besides there is no argument for any positive behavior that K/D promotes.
3. Pay out far less for losses or not at all. Works in FWs. Either you try to win or you lose ISK. We are Mercenaries and paying me to lose seems out of line.
4. Tax rate on assets over 100mill (or some other amount of assets). Major **** ups in the past have made certain players and corps way too much in assets. You need to add the risk and reward back to the game. Why not leave if you can't pad K/D if you don't need the ISK? After all, that's the only stat that's tracked. It is not the low Mu players leaving if you watch the boards, its the squads of stompers who actually meet resistance.
I am not sure if all four are the right answer or some of them or another idea all together, but leaving right now is pandemic. Certainly the first two would help. The third would either increase effort or just force more leaves late game. In the end this is just a game and people should be able to leave if they want. Its a recreational activity not a job or commitment, but it does need some changes to make it more enjoyable for everyone. The suggestions above are just my thoughts on the issue. |
Murder Medic
Forty-Nine Fedayeen Minmatar Republic
109
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Posted - 2015.09.17 18:31:00 -
[7] - Quote
Or just invest in making the game worth playing, instead of stringing everyone along |
Sicerly Yaw
Corrosive Synergy No Context
1
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Posted - 2015.09.17 18:32:00 -
[8] - Quote
DiablosMajora wrote:You could also just focus on promoting group dynamics through actual gameplay mechanics: Squad Based bonuses Squad-Functional Equipment (Nanohives & Uplinks) Squad-Based Side Objectives etc
this encourages squads not team play, the team is all the marcs on your side rather then just the green dots on your squad
click here if you are making a new account and want some free BPO's
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argel999
T.H.I.R.D R.O.C.K
14
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Posted - 2015.09.17 18:43:00 -
[9] - Quote
BARAGAMOS wrote:Operative 1174 Uuali wrote:How about give certain missions to certain players and increase the reward. If you group with that player then you share the mission and get the reward upon completing the match.
This way, bigger rewards are justified and missions promote cooperative play to achieve the same goals. If you want to really start making a difference in the amount of leaving here are some ideas: 1. Fix the match maker. Let people only queue against similar level players. Having new guys or lower MU players serve as "content" and cannon fodder for higher MU players is the most idiotic idea I have ever heard. If you know you are always going to go against similar SP pools and gun game each match then leaving will not make a difference. The very next game will be the same. It also means that high MU players have a reason to run high end gear...you will have to compete, but there will not be militia suits to pad your stats on, and leaving because you see strong players on the other team will have no incentive. Because if you are leaving for that reason you had better just leave the game all together, because every game will be like that. This will start to normalize all K/Ds as well. Which brings up the next issue. 2. Just stop tracking K/D. It means nothing in the game. Track ISK efficiency, WP/death, WP/ISK, or some metric that actually matters to a mercenary. Then guys that fret about their K/D have no reason to leave. It also means the more high end equipment you destroy in lower end gear the better your stats are. So another reason to stay. Besides there is no argument for any positive behavior that K/D promotes. 3. Pay out far less for losses or not at all. Works in FWs. Either you try to win or you lose ISK. We are Mercenaries and paying me to lose seems out of line. 4. Tax rate on assets over 100mill (or some other amount of assets). Major **** ups in the past have made certain players and corps way too much in assets. You need to add the risk and reward back to the game. Why not leave if you can't pad K/D if you don't need the ISK? After all, that's the only stat that's tracked. It is not the low Mu players leaving if you watch the boards, its the squads of stompers who actually meet resistance. I am not sure if all four are the right answer or some of them or another idea all together, but leaving right now is pandemic. Certainly the first two would help. The third would either increase effort or just force more leaves late game. In the end this is just a game and people should be able to leave if they want. Its a recreational activity not a job or commitment, but it does need some changes to make it more enjoyable for everyone. The suggestions above are just my thoughts on the issue.
Fixing Match maker should be a must cuz ppl joins and watch the enemy team, if there're many "powha" ppl against and no balance they'll leave the battle.
Also sometimes your team has 10 ppl vs 14 ppl and Match maker keeps bringing 2 new players to the enemy team
My humble opinnion.
...SLAYER...
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