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Shaun Iwairo
DUST University Ivy League
202
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Posted - 2015.10.19 22:50:00 -
[1] - Quote
I can still see it's effect today, but I'd really love to know what it was like/how extreme it was.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
202
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Posted - 2015.10.20 00:47:00 -
[2] - Quote
How did the payout mechanic work? I've heard it was both active and passive, can you give some examples eg. you held a district for one month you'd get x ISK?
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
202
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Posted - 2015.10.20 01:03:00 -
[3] - Quote
deezy dabest wrote:Shaun Iwairo wrote:How did the payout mechanic work? I've heard it was both active and passive, can you give some examples eg. you held a district for one month you'd get x ISK? It was very simple. Districts generated clones like now. Clones destroyed in battle went to match payouts Clones not burnt in battle were instead sold to genolution for ISK per clone. This meant that passive generation of clones was massive generation of passive isk. Basically these scenarios became a huge problem: Corp A and Corp B would work together to lock their districts with minimal clone loss. Corp A creates alt corp and always attacks itself ensuring minimal clone loss. Remember that clones destroyed in battle were also paid to the winning team so there was no loss in those locks. There was also the issue of these empty battles being used to farm 100% of the weekly SP cap in one battle by not hacking any thing and spending a couple of hours just generating logi points back and forth. This made it so those guys only needed to buy 1 day boosters and then would be gone for the other 6 and a half days.
Wow. Did anyone predict these specific situations before the mechanic came out?
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
202
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Posted - 2015.10.20 02:20:00 -
[4] - Quote
Joseph Ridgeson wrote:Locking districts were not all evil. Corporations also used it for some fun stuff. Directors versus Members battles, PC training, learning how to fly ADS, general jackassery. But, yes, the money that was created was absolutely insane especially for the corporations that had more than 10 districts.
Yeah when I saw that corps had some control over the when and who I thought it'd be a good way of organizing 'custom game-modes'.
I am going to go with Deezy and agree that the damage of some people having millions, billions of ISK is not really that big of a deal.
Do you mean not that big of a deal as 'the fact that old PC players have tons of ISK isn't a big deal' or 'the people that got the obscene amounts of PC ISK would have gotten the same obscene amounts from playing normal game-modes anyway'?
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
202
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Posted - 2015.10.20 02:22:00 -
[5] - Quote
deezy dabest wrote:but I will reserve that for another time so that the thread does not end up totally derailed.
It's fine, I got my answer. If you've got an idea that might fix the mistakes of old, go nuts.
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
202
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Posted - 2015.10.20 02:55:00 -
[6] - Quote
I do like that, very much like the Eve method of manufacturing.
But I think you've kinda underestimated New Eden citizens' ability to fix a market when it comes to single-source rare manufacturing resources. A prime example of this would be the OTEC agreement.
e. found a better link for OTEC
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
202
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Posted - 2015.10.20 03:33:00 -
[7] - Quote
I'm thinking you've got your head around this kind of stuff better than I do, so thanks for being patient.
The rare materials come from the Districts, but can be also be obtained by recycling proto gear to get some of its materials back, so: The players that control Districts will have competition on the price of the rare materials from those that play the game and kill proto.
Producing BPCs will be just as important as obtaining the materials because: Proto BPC invention speed & failure rate will be set to a level that would require participation from most of the playerbase just to keep up with demand. ISK costs limit people setting up invention farms. (I don't really believe ISK can be an effective limiting factor for anything in Dust anymore, especially in this case where it'll never exceed the price of the item itself. The more expensive you make the invention fee the more the item will cost because the invention fee is just a cost of producing the item. What about something that is only obtainable through gameplay and is non-tradeable like a pass/passes that you earn for completing a contract that allows you to use a research slot? I dunno, I think it's gotta be something active if you want to dissuade passive ISK generation through invention farms.)
Sound right?
Something is killing new player retention.
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Shaun Iwairo
DUST University Ivy League
202
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Posted - 2015.10.20 03:48:00 -
[8] - Quote
Invention would not only be limited by ISK but also by SP just like in Eve. Lower level invention farms would have a high failure rate and less available slots. This would make turning alts into farms unreliable and generally a waste of time.
Yeah cool cool that sorts it out pretty cleanly.
e. What do you mean by a District Raid? An attack that results in taking resources but leaving the ownership intact?
Something is killing new player retention.
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