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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.14 04:20:00 -
[1] - Quote
What if we just had 2 queues divided by player age.
If your character is under 6 months old you are in this line.
If your character is over 6 months old you go in this line.
Squads are set based on the oldest player in the squad.
Too exploitable?
Too much division?
Discuss.... |
KEROSIINI-TERO
The Rainbow Effect
2
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Posted - 2015.10.14 04:32:00 -
[2] - Quote
Character age can give so so wrong impressions.
I have friends who created chars on January 2013 and they've played maybe for two weeks then. They are virtual noobs.
"Today I have been feeling mostly smug."
KERO-TRADER is my official Eve character for Dust trading.
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Death Shadow117
Wolf Pack Special Forces Rise Of Legion.
862
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Posted - 2015.10.14 04:33:00 -
[3] - Quote
Would this be for pubs or all battles? If for pubs I'd agree with the squad thing and also make factional inaccessible to players under 6 months also. |
Death Shadow117
Wolf Pack Special Forces Rise Of Legion.
862
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Posted - 2015.10.14 04:38:00 -
[4] - Quote
wa what about switching the academy from having to get 5000 war points to having to win so many battles to exit the Academy |
Sicerly Yaw
Corrosive Synergy
1
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Posted - 2015.10.14 04:42:00 -
[5] - Quote
wouldn't work
no life players would generally have the upper hand while skilled players would rule the lower levels each would have a top class priority wherein everyone else gets screwed
newer players or casual players suffer more while players that spend a lot of time in game would benefit more in certain stages
a better way to split people up would be by lifetime sp or wp but again certain players would get priority over others such as specialized players vs those that have points everywhere which the latter usually tends to be newer players
keeping in line from this the best way to separate players would simply be by ranking individuals against one another but this would take some time and possibly lots of coding to implement
if player ranks got introduced in a general matter it would be easier to tell them apart and group them more effectively but in general with what we have I find it best to simply seperate newer players from those that already have a good handle on the game then separate the remaining players by either KD, WP, SP, or a mix of the available stats, the current MU system should work for the most part
Reserved
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jane stalin
free dropships for newbs
470
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Posted - 2015.10.14 04:53:00 -
[6] - Quote
There should be something to keep new players they should be able to back to the academy if it is two harsh, there SP and skills would be reset , however when the left the academy a second time they would get a free respec with 2,000,000 SP to spend. |
Summa Militum
Abstract Requiem
1
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Posted - 2015.10.14 05:08:00 -
[7] - Quote
jane stalin wrote:There should be something to keep new players they should be able to back to the academy if it is two harsh, there SP and skills would be reset , however when the left the academy a second time they would get a free respec with 2,000,000 SP to spend.
A big problem I see with this is that CCP doesn't seem to explain much of anything within the game itself. When a noob is thrown back into the Academy they most likely won't have any idea what just happened and will be questioning why all of their SP disappeared.
This is a good idea though, but CCP would need to put more information within the game to explain to people what is happening and why.
Hell, CCP needs to implement more information into this game regardless. Not everyone is going to come to the forums to seek out advice for this game. When I first started playing this game I had no real concept of videogames having forums where players can convene and discuss; a friend of mine informed me of the Dust514 forums and told me to check it out. |
Vicious Minotaur
3
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Posted - 2015.10.14 05:10:00 -
[8] - Quote
One line shalt remain as empty as Zeus' Sperm Reservoir.
Viscous Minotaur
Blood is more vicious than water.
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Thor Odinson42
Ancient Exiles. Bleeding Sun Conglomerate
7
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Posted - 2015.10.14 06:05:00 -
[9] - Quote
Sicerly Yaw wrote:wouldn't work
no life players would generally have the upper hand while skilled players would rule the lower levels each would have a top class priority wherein everyone else gets screwed
newer players or casual players suffer more while players that spend a lot of time in game would benefit more in certain stages
a better way to split people up would be by lifetime sp or wp but again certain players would get priority over others such as specialized players vs those that have points everywhere which the latter usually tends to be newer players
keeping in line from this the best way to separate players would simply be by ranking individuals against one another but this would take some time and possibly lots of coding to implement
if player ranks got introduced in a general matter it would be easier to tell them apart and group them more effectively but in general with what we have I find it best to simply seperate newer players from those that already have a good handle on the game then separate the remaining players by either KD, WP, SP, or a mix of the available stats, the current MU system should work for the most part
People think too hard about this stuff. People don't like losing assets. People like collecting stuff. People like getting something for nothing. I'll say it until I'm blue in the face, the problems in public matches are from lack of incentive to win the matches.
Until players on both sides feel compelled to win matches we'll have lopsided/frustrating matches with lots of boring matches mixed in.
Imagine a race where officials spend countless hours coming up with setups and parameters to balance vehicle performance to make sure it's about the drivers' abilities, but 75% of the drivers never get out of second gear. The way we talk about matches and gear and balance seems this way. Everyone watching the race sees that the majority of the drivers are clearly not even trying, but everyone wants to talk about how the top 25% finishers had an unfair advantage because of an exhaust system they used.
Dust has a participation problem. They need to crank the dials until people feel compelled to group up and go for the win. Whenever that starts to happen, I believe the current matchmaking system will work as intended.
Seriously, port it.
Hurry
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.10.14 06:28:00 -
[10] - Quote
Thor Odinson42 wrote:Sicerly Yaw wrote:wouldn't work
no life players would generally have the upper hand while skilled players would rule the lower levels each would have a top class priority wherein everyone else gets screwed
newer players or casual players suffer more while players that spend a lot of time in game would benefit more in certain stages
a better way to split people up would be by lifetime sp or wp but again certain players would get priority over others such as specialized players vs those that have points everywhere which the latter usually tends to be newer players
keeping in line from this the best way to separate players would simply be by ranking individuals against one another but this would take some time and possibly lots of coding to implement
if player ranks got introduced in a general matter it would be easier to tell them apart and group them more effectively but in general with what we have I find it best to simply seperate newer players from those that already have a good handle on the game then separate the remaining players by either KD, WP, SP, or a mix of the available stats, the current MU system should work for the most part People think too hard about this stuff. People don't like losing assets. People like collecting stuff. People like getting something for nothing. I'll say it until I'm blue in the face, the problems in public matches are from lack of incentive to win the matches. Until players on both sides feel compelled to win matches we'll have lopsided/frustrating matches with lots of boring matches mixed in. Imagine a race where officials spend countless hours coming up with setups and parameters to balance vehicle performance to make sure it's about the drivers' abilities, but 75% of the drivers never get out of second gear. The way we talk about matches and gear and balance seems this way. Everyone watching the race sees that the majority of the drivers are clearly not even trying, but everyone wants to talk about how the top 25% finishers had an unfair advantage because of an exhaust system they used. Dust has a participation problem. They need to crank the dials until people feel compelled to group up and go for the win. Whenever that starts to happen, I believe the current matchmaking system will work as intended.
You are very much correct on the incentive issue and will say that I have been arguably the most vocal on that aspect. Unfortunately the keep what you kill system that I proposed many times has proven to be flawed and increasing payouts just takes the unique aspect out of the game.
For my new proposal I am working on something where a match becoming imbalanced to a certain point would activate a WP multiplier giving those who continue to fight a bigger cut of the ISK pool and more SP.
I also believe that we should immediately remove the time in battle pay and replace it with a base payout that is determined by victory or defeat. This would make close battles stay close as people fight for that bonus as well as allow the refill rate to be turned back up and get rid of these lopsided matches created by people leaving battles.
Anyway thanks for the feedback guys. |
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Union118
Ikomari-Onu Enforcement Caldari State
761
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Posted - 2015.10.14 06:52:00 -
[11] - Quote
jane stalin wrote:There should be something to keep new players they should be able to back to the academy if it is two harsh, there SP and skills would be reset , however when the left the academy a second time they would get a free respec with 2,000,000 SP to spend. Why not 5 mill? Enough for one proto suit a proto weapon and some core upgrades?
Starter Fit Suits are OP :-)
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