|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.17 03:01:00 -
[1] - Quote
* substantially increase market buyback prices * introduce keep-what-you-kill
That's it! Reward a merc with EOM salvage encompassing everything he killed in the match. If the merc leaves match prematurely, he doesn't get his loot.
Who cares if mercs make a lot of ISK farming one another? If DUST lives and is eventually ported, at the very minimum our ISK reserves will be limited in transfer. If DUST dies on PS3, at least we'll go down battling it out rather than cherry-picking fights and pinching pennies.
Let newbros make windfall profits if/when they drop protobears. They ****ing deserve it! And let us take a crack at managing the officer weapon spam. If Jara can fetch a solid price on the market, I'll bet you'll find more officer gear being removed from circulation than recirculated back into the hands of the rich who spam it; even if not, it'd definitely drive up player market prices.
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.17 04:14:00 -
[2] - Quote
Sicerly Yaw wrote:I may have a suggestion that bypasses the problem by simply converting the salvage directly to isk this would make it so that no one can abuse the system and killing proto would be more fruitful then killing mlt That'd work as well. Could make for an effective incentive if the ISK value of what you destroyed flashed onscreen after the +50WP. Could even keep a rolling total somewhere on the HUD, so you know exactly what you stand to earn on battle completion (and what you stand to lose if you leave battle).
The idea here is to incentivize earnest participation and effort. And, of course, to reward defying the odds. Killing a vet in officer gear should be like killing a "boss" in other games. The loot (on success) should outweigh the risks and costs of throwing your lesser self at him over and over again.
I absolutely love the idea of newbros earning a fat paycheck if/when they kill me.
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.17 04:22:00 -
[3] - Quote
Shaun Iwairo wrote:Module drop rate for a destroyed ship in Eve is 50%. Enough to encourage trying to get them to 'drop' but not enough that it creates an infinite amount of stuff. That would work here too. Sounds good to me. For whatever it's worth, I'd pay AUR for a Steward Bot that let me mark end of match what salvage gets kept and what salvage gets sold back-to-market. I like the idea of working with salvage because it is more "hands on" and interesting than working strictly with ISK. Plus, payout increases tied to salvage would potentially increase demand for Jara.
That said, the "rolling total" idea above would put an ISK value on the cost of departing battle prematurely. I could go either way :-)
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.17 04:31:00 -
[4] - Quote
Shaun Iwairo wrote: One problem with the isk at EoM thing, who decides the value of the dropped items that currently aren't on the NPC market?
Everything should have a market price. Only a few FW items (that I know of) can't be sold back to the market; this is a presumed bug.
Edit: Good point, though. Those items should probably be identified, so they don't crash the system. Lol.
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.17 04:50:00 -
[5] - Quote
Shaun Iwairo wrote:Adipem Nothi wrote:Shaun Iwairo wrote: One problem with the isk at EoM thing, who decides the value of the dropped items that currently aren't on the NPC market?
Everything should have a market price. Only a few FW items (that I know of) can't be sold back to the market; this is a presumed bug. Edit: Good point, though. Those items should probably be identified, so they don't crash the system. Lol. Officer and experimental gear doesn't have an in-game price, this will be the biggest problem because they're the big fat carrot that the system relies on. AUR items are easy because they all (I think?) have an ISK equivalent (except for the skill requirements but ISK don't care about whether you could have used it or not). Sure they do. You can't buy these from the NPC market, but you can sell 'em to the NPC market (Jara bonus applies). Try selecting them from your inventory; context menu should include in the option to sell.
Dropsuit Usage Rates
|
Adipem Nothi
Nos Nothi
17
|
Posted - 2015.10.17 15:16:00 -
[6] - Quote
Stefan Stahl wrote: Suggestion #1A: Should loot be distributed randomly across the team? That way more wealth bleeds to lower ranks. Or should the percentage of loot claimed per player be a function of the amount of WP they contributed to the team?
#1B: That rewards individual effort while still giving support roles the appreciation they deserve. Or should the amount of claimed stuff be somewhere in the middle?
#2A: Help newberries by telling them what to do with loot in a textbox after their first match with loot. I don't think your average free-to-play FPS customer on the PS3 is aware of the fact that gear can be sold. In fact I don't know what ratio of new players has becomes aware of the skill tree or the marketplace within the first 7 days of playing, but that is an entirely different issue.
Thanks, Stefan Here's my two cents:
#1A - Thinking there should be a direct, 1-to-1 relationship between killer and killed. When the newbro fires the killshot that drops a protobear, I'd like that newbro to be expecting shinies EOM. Rewarding the whole team for player effort is already built into EOM pay mechanisms. The goal here is to motivate players (above and beyond existing mechanics) by rewarding them directly for their individual effort and achievement.
#1B - Today's Logi is (A) perfectly capable of killing reds and (B) is already paid generously for his/her support contributions. The only exception (and only in terms of pay) is the GalLogi, which -- while low on the WP scale -- is far from struggling; this particular unit needs work in more ways than one (nerf active scans, buff intel assist WP).
#2A - Excellent point. This (and tons of other stuff) could be built into the new Achievements 1.0 interface, which I think could and should effectively double as a tutorial system. Details.
Achievement (Tier I) * Salvage and sell 100 items looted from hostile combatants.
Description When mercenary is killed in combat, a percentage of his gear will be destroyed; any gear which is not destroyed is automatically looted and displayed in the End of Match Summary under "Salvage". Looted gear is added to player inventory, where it can be accessed and equipped for use in future battles or sold back to the NPC market for ISK. To complete this Achievement, access your Inventory and sell 100 salvaged items to the NPC market.
Rewards 100,000 SP. 100,000 ISK.
Dropsuit Usage Rates
|
|
|
|