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Moorian Flav
663
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Posted - 2017.05.31 16:02:00 -
[1] - Quote
I too DO NOT like how this affects standard battles. I think it would be simpler to add a loot finding mode in Nova similar to the Dark Zone in The Division. In the Division though, the game automatically adjusted players wanted levels for killing other players. In Nova, players hold other players accountable by posting bounties and other actions. This would only work though if all players actively playing in the loot mode could get to each other. All in all, if such a loot mode was actually implemented, it would mirror a portion of what is going on in EVE (resource gatherers and those hunting resource gatherers except everyone in Nova would be both resource gatherer and hunter ).
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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Moorian Flav
663
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Posted - 2017.05.31 18:21:00 -
[2] - Quote
Maken Tosch wrote:The one question I have for you though is how do you want to set it up in terms of in-game mechanics in a way that keeps the abuse of such a feature to a minimum?
For some context (from The Division official web page):
Quote:Linked seamlessly with the rest of the game it is the place for PvP-fights and at the same time contains the most powerful and rarest loot in The Division. Basically, loot would spawn in timed intervals on the map. While waiting for loot to populate, players would encounter and often kill each other. If you killed a player with loot, you could take it. The only way to actually retrieve the loot was to make it to a safe zone on the edge of the map. If the loot area was big enough, multiple safe zones that were far between, and loot actually spawned in random locations throughout, I do not see a way to exploit it. The Division did end up having huge roving gangs in the Dark Zone but EVE has the same sort of gangs roaming around low and null sec where can be interpreted as a part of the game. The same could be said about those that would camp the safe zones. It would be awesome if such a mode was made in Nova where all active players had access to each other similar to how all players have access to each other in EVE. In such a mode, running bounties would make the most sense as players in such an area would likely be using their best. If you have any further questions or want any more clarifications, please reply. I like talking basic concepts.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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Moorian Flav
663
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Posted - 2017.05.31 18:55:00 -
[3] - Quote
Too lazy to quote from above. To answer your question, loot picked up from a chest or killed player is not usable within the loot area. Within the loot area, the loot you've acquired is simply a thumbnail. Only when you reach the safe zone does the loot then become one of your assets. Hearing how Nova is going to be though, I see loot in Nova being merely ISK and SP boosts anyway. In any case, ISK and SP boosts would be the simplest have as loot as would benefit all players.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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Moorian Flav
663
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Posted - 2017.05.31 19:33:00 -
[4] - Quote
Well, I am pretty sure exploiters brought it to that. After all, if a player could make a sizeable profit by having an alt or friend kill them, they likely would. Here is the simplest but most concise bounty system I can think of off the top of my head (over 30 minutes): - The first player to kill the hunted player 3 times receives the bounty. This way, a single bounty would likely cause more than 3 deaths to the hunted player but only the player that makes the 3 kills from the time the bounty is placed gets the bounty. - Each bounty would have its own kill count. This way, if there are multiple bounties on a single player place at different times, multiple players would likely receive the bounties. - A bounty on a hunted player cannot be claimed by another player in the same corporation or alliance (which makes corp/alliance matter a little more). - The bounty will have a minimum and maximum amount (TBD within Nova economy). If a player really pissed you off and you want to go over max limit, submit multiple bounties. - There is an additonal tax/cost to placing a bounty such as 10% where is not free. - Bounties only run for a short period such as 3 days. - A player who placed a bounty has some sort of record/notice when their bounty has been claimed. - A player who claims a bounty has some sort of record/notice along with a bounty hunter multiplier that raises slightly with each claimed bounty. - A player who escapes a bounty where it is not claimed has some sort of record/notice.
Let me know what you think. BTW, I noticed you replied twice while I was drawing this up. Not even sure if this matters any more.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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Moorian Flav
663
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Posted - 2017.05.31 19:48:00 -
[5] - Quote
Maken Tosch wrote:Even then, that can be exploited if the players can coordinate with each other. I am not sure how you mean. BTW, the loot area I am picturing is massive. To draw you a picture, imagine a small, empty, barren planet (Treasure Planet ) with nothing but small safe zones dispersed throughout and loot boxes that can spawn anywhere every 5 to 30 minutes. In such an environment, it is empty enough where you can spend minutes without seeing another player but you could die in a moment if you happen to run into some. Sound good? Yes, such an area could have coordinated groups running throughout but it would be too big to be managed completely by one group alone.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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Moorian Flav
663
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Posted - 2017.05.31 20:31:00 -
[6] - Quote
If CCP can make an entire connected universe, they could easily do the same thing with a basic planet and even scale up to a set a planets if needed. A quick example would be they wall off huge sections of the planet(s) to be used as loot areas where the safe zones not only act as a place to retrieve loot but move between adjoining loot areas. Furthermore, moving to adjoining loot areas would not charge but instant moving from one loot area to another several areas over would cost (shuttle charge). The farther you immediately go, the bigger the cost. That way, a player could not be on one side of the planet and jump to the opposite side of the planet without paying a significant charge. BTW, I think CCP would welcome players to try such an endeavor. One reason Planetary Conquest failed is because you had the safety padding of 24 hours between each attack. And even if you had multiple districts attacked at the same time, you had time to hire out. In a live loot mode as I discussed, there is no time for prep; just acting and reacting. BTW, I am sorry if I had gotten your thread off track discussing a possible loot mode. I just think it would add a part of EVE to Nova that was previously missing from DUST. The bounty hunting I suggested above would also work within a standard battle though. Speaking of, I originally had kill count to 5 but not I think 3 might be too few. Maybe 4 would be the best kill quota for a bounty.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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Moorian Flav
675
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Posted - 2017.06.01 19:15:00 -
[7] - Quote
Looks like I may have incidentally killed this thread. Sorry.
I don't troll; I tell the truth.
I'm also known as "The ANTI-Propaganda Machine".
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