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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.09 20:10:00 -
[1] - Quote
Kevall Longstride wrote:This is obviously a problem. And for those that stick to the end of a game it frankly annoys the hell out of them.
So chatting amongst the CPM about it, I had an idea and just wanted to bounce it off you all.
The main reason people leave is either the map, they don't like their chances against the opposition and want to protect their KDR.
As for the map, well as a Merc you're contracted to do a battle and it's a sign of bad faith if you back out. As for those those that want to go up against players that might present a challenge..... I personally don't have any time for that way of thinking.
So my idea is this. New Eden is all about consequences based on your choices. I want to add consequence to backing out of a contract.
Say there's a set number of times in day (DT-DT) that the game might allow you leave a battle. Things happen in RL. But after that number, your Merc is fined, heavily and direct from the wallet by CONCORD for cowardice. On top of that, your avatar in game is 'branded', showing you as a Merc that doesn't honour his/her contracts.
Removing the brand is easy. Complete a set number of matches from beginning to end.
But for the persistent offenders....
Their MU is boosted to the maximum level. They will be put up against the best players and have to take a hit to their precious KDR in order to return to the correct level. It'll also mean that they're kept separate from the rest of the player base until they learn the error of their ways.
Like I say, there's likely all sorts of problems with this idea that you'll point out to me but that's why I'm asking.
Sorry but this idea just won't fly, any kind of "punishment" only breaks things further. We are better off with those people leaving battle than going totally AFK in the MCC.
For the short term a simple "consecutive battles with 150 or more WP" mission. This would at least stop leaving battle from turning into a domino effect. I have seen many cases of lower level players starting to leave battle just because they see others leaving and know the match is going to go south.
Beyond that it is a mechanics issue that I will leave out of this thread.
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.09 20:14:00 -
[2] - Quote
Adipem Nothi wrote: 4) Fix what's wrong with pub pay. Coming into a match late should not guarantee a paycheck of pennies. Same goes for being put on a team with a disproportionately high number of rep logis. Err on the side of your customers. Too much pay is better than not enough.
5) Reward personal effort and achievement. Try keep-what-you-kill and see how it works. People might not like the idea, but it's a whole lot less risky than whipping out the stick.
I can not put into words how happy I am to see this idea that I have been spamming all over the place finally catching on.
Unfortunately after months of screaming keep what you kill a couple of good players were able to point out flaws in that which I believe are not able to be worked around.
For now my biggest request is to:
Remove passive time in battle ISK.
Add a base pay system in its place. Something like 25k for a defeat and 100k for a victory would be perfect in my opinion.
This would allow the refill rate to be cranked back up since entering a battle late would not be a death sentence on your wallet. This would also bring queue times slightly back down.
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.09 20:54:00 -
[3] - Quote
One Eyed King wrote:deezy dabest wrote: Add a base pay system in its place. Something like 25k for a defeat and 100k for a victory would be perfect in my opinion.
This is the kind of counter productive incentive I am talking about. While I agree with diminishing passive isk, if you oulandishly reward winners, and people realize throughout a game that their side is being stomped, there is no incentive to stay. I have played games where I was one of a few people trying, which means I was against several proto players by myself. What is the incentive to stay? The only way to make money would be to run nothing but starter fits. If you reward stomps, that is all you will see. If you want people to stay and play despite stomps, you have to offer them enough incentive to do so, and this suggestion does the opposite.
Of course stomps are still going to turn into **** situations but the goal is to incentive actually being productive towards the common goal of a victory to try to hold off stomps.
100k is hardly an extra reward for stomping when one pro suit costs more than that. The idea here is to just unify the team under a common goal. To a newbie 100k on victory is serious incentive to actually keep spawning in instead of turning into a paper weight which is the cause for many stomps.
I am working on a proposal that takes participation into account to provide bonuses in certain situations to make stomping higher risk but it is taking me longer than I expected to balance the numbers while keeping it in a simple form that hopefully CCP would be able to implement easily.
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.09 21:11:00 -
[4] - Quote
One Eyed King wrote:If you want to reward productivity, reward based on acttivity. Reward each kill, hack, assist, etc.
If you simply reward winners, people will leave. Which means people on the winning team will not have fun cause there is no one to kill, and people on the losing team will not have fun because they are vastly outnumbered, and accomplishing anything will be much more costly, with next to no reward.
That doesn't sound like a fun game worth my time to me...
That is exactly what I am working on in my proposal. Specifically higher rewards for people that do stay and battle it out but so far every thing I have come up with either involves a new mechanic which would be overly complicated or be farmable beyond belief.
You have to admit that within the current system winning simply does not reward enough meaning that at the slightest hint of the battle being lost everyone goes into their own form of ISK preservation mode be it MLT / APEX suits or just going AFK and this is a big issue that can be both quickly and easily addressed.
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.09 21:29:00 -
[5] - Quote
Adipem Nothi wrote:Haolo Geardreck wrote: I fully agree with an option to leave if your ping gets too high, but not auto-boot. I get spikes during most matches, but its generally low ping. And I mean spikes that seem to be about 2500 for a few seconds.
I'm suggesting that low-latency and high-latency players be grouped by like type. I've no technical understanding of how these things work, but if instances exist wherein one player's connection is causing framerate drops and rubberbanding for other players, that player is ruining the match and needs to go.
This sounds highly exploitable in my opinion and would probably make lag switches a real thing. Forcing yourself into that lower group and then bumping your connection back up to normal to farm those who have lower connections would be the padding of all padding.
Between net code, server side hit detection, and an insane amount of calculations I see the whole thing as a cluster **** which personally I am glad I am not one of the ones trying to fix it. I feel like step 1 should be damage normalization, reducing the load on the server when it comes to applying damage would be a big help. It does not sound like much but when you are dealing with ping times as low as 20 - 30ms for some people a simple 10ms extra time processing on the server suddenly becomes huge.
Going beyond that I really do not see any great way to handle high latency players without either punishing them or hurting game play for everyone. I feel like pretty good work has been done reducing the benefit of fast suits used in conjunction with a slow connection and whatever was done we could use a lot more of.
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.09 21:41:00 -
[6] - Quote
Aeon Amadi wrote:Thought of an interesting way to 'punish' players for leaving a match that winds up being beneficial. Rather than hitting their wallet, I think we should institute a mandatory survey. If you leave three matches in a day, you're fine, but any more than that and you have to take a mandatory survey explaining why you left the match each time you quit out. This would last until downtime, so if you left mid-match you wouldn't have to complete the survey after downtime the next day.
This way we can track reasons why players leave and collect data while also forcing them to take a bit of time to complete the survey before proceeding to their next match, acting as a soft-deterrent from leaving future matches.
Then we end up with double the amount of AFK players per battle.
Any obvious and intentional negative effect for leaving battle only leads to worse game play for everyone else. We already have enough people that go AFK without further incentive to do so.
All that is needed is a way for us to be able to bump the refill rate way back up so that leaving battle is not equal to sabotaging the match because it is guaranteed to be lopsided. I can tell you now that many people leaving battle is nothing more than a domino effect of people realizing the match is now lost because there is no good players left on your team.
The refill rate being way down is also killing match times while increasing the chances that you will have a bunch of randoms against squads.
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.10.09 21:50:00 -
[7] - Quote
One Eyed King wrote:@ deezy
People do not leave when they see they are losing because winning isn't rewarded enough.
That is counter intuitive.
People leave when losing because LOSING does not reward enough.
Reward the losers who try, and you will see closer battles. If trying and losing are profitable, people will stay. If its not, people will leave.
I agree that fighting a lost battle should have more incentive but there also needs to be incentive to stop it from turning into a stomp in the first place.
The numbers I am currently toying with involve a WP multiplier for the losing team once the match has reached a certain inequality. This would lead to a higher cut of the ISK pool for those who continue to fight as well as increasing SP gain for those same people.
Obviously with no numbers there it is hard for you to answer but do you feel like this would be a step towards solving the issue that we are talking about here?
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.10.09 22:02:00 -
[8] - Quote
One Eyed King wrote:Incentives can only go so far.
You can't offer a massive incentive and suddenly make people more skilled. You can only incentivize effort. If teams are mismatched from the beginning, there is nothing that can totally prevent a stomp.
Any answer to the second part?
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
|
deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
|
Posted - 2015.10.10 00:38:00 -
[9] - Quote
Adipem Nothi wrote:Haolo Geardreck wrote:deezy dabest wrote:Adipem Nothi wrote:Haolo Geardreck wrote: I fully agree with an option to leave if your ping gets too high, but not auto-boot. I get spikes during most matches, but its generally low ping. And I mean spikes that seem to be about 2500 for a few seconds.
I'm suggesting that low-latency and high-latency players be grouped by like type. I've no technical understanding of how these things work, but if instances exist wherein one player's connection is causing framerate drops and rubberbanding for other players, that player is ruining the match and needs to go. This sounds highly exploitable in my opinion and would probably make lag switches a real thing. Forcing yourself into that lower group and then bumping your connection back up to normal to farm those who have lower connections would be the padding of all padding. Between net code, server side hit detection, and an insane amount of calculations I see the whole thing as a cluster **** which personally I am glad I am not one of the ones trying to fix it. I feel like step 1 should be damage normalization, reducing the load on the server when it comes to applying damage would be a big help. It does not sound like much but when you are dealing with ping times as low as 20 - 30ms for some people a simple 10ms extra time processing on the server suddenly becomes huge. Going beyond that I really do not see any great way to handle high latency players without either punishing them or hurting game play for everyone. I feel like pretty good work has been done reducing the benefit of fast suits used in conjunction with a slow connection and whatever was done we could use a lot more of. For those who know how, yea, it would be an easy exploit. High latency players shouldn't even be trying to play something so fast-paced in my opinion. I've been the laggy guy before, I just picked up a different game instead of ruining it for everyone. If they don't have that decency or are simply unwilling to get better internet (if available), I feel like some firm of punishment is in order, even if its just the first part of the stick: a longer queue or such. The server will also know their lag and keep from making their punishment harsher for simple disconnects. Due to a terrible ISP. Again, I've no understanding of how these things work ... but why wouldn't this work? Set Low Latency queue's bounce threshold to tolerate Ping(A) - Ping(C). Set High Latency queue's bounce threshold to tolerate Ping(X) - Ping(Z).
Group players by region and ping.
If a player with Ping(A) - Ping(C) is detected in the High Latency Queue, kick him. If a player with Ping(X) - Ping(Z) is detected in the Low Latency Queue, kick him.If a player "spoofs" his latency to get into the wrong queue, he'd be booted when he "unspoofs" and exceeds that queue's thresholds. Right?
That is absolutely a programming night mare not to mention terrible for the player base. What about people that have unreliable internet? Are they suppose to just get kicked from every battle because someone in the house started or stopped downloading a torrent?
You also have to account for additional server load of monitoring 32 people per battle times how ever many battles.
Why would anyone ever bother logging into a game that they are out right punished because their internet is not the greatest. Not everyone lives in a large metropolitan area and has access to cable or fiber like we do.
The only voice for a port is the voice of reason from money drying up.
More skins and 1% damage to keep Dust on PS3.
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