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Mira Adari
Villore Sec Ops Gallente Federation
79
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Posted - 2012.10.03 13:40:00 -
[1] - Quote
First: 5 min are too much, given the length of the average Ambush match. Second: What about logis who play legitimately and heal/revive comrades for an extended time period?
No, the solution to the problem is not to punish anyone, but to incite teamplay and make winning a match matter, i.e. SP bonus for the winning team with reduced SP gain from individual player actions. The way to maximize your personal gain should always be to play the game as intended. That way anyone will play to reach the same goal, those who play for the team and also those who play for their personal growth. |
Mira Adari
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.10.03 16:10:00 -
[2] - Quote
Ghost-33 wrote:Just reward -NO- SP, WP or ISK for any actions that are not in a decent proximity to any enemy. That way repairing anything away from the enemy in a safe area will give you nothing but if it needs to be done for team-play reasons people will still do it but the farmers will not. Doing anything around the fight or front-lines like repairing a vehicle in combat or picking up downed dusters will still net you the gains that come with the help.
Good/Bad?
Edit =
Or you could just have it so that anything done in any safe/restricted area has no gain involved. If the enemy cant get to you to knife you then you shouldn't get any points for what you are doing there. Sure some might say "but I flew/drove back here to be safe to repair my Dropship/tank!" Well too bad you wouldn't get any gains in exchange for the safety you chose.
So when I snipe someone from across the map in a pile of friendlies I get nothing from it? No SPs from doing anything in the redzone doesn't work, either. When your team is redlined, you would be unable to get SP or ISK so anyone would just stop playing once redlined. |
Mira Adari
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.10.03 16:16:00 -
[3] - Quote
Fivetimes Infinity wrote:So the people doing this stuff are just repairing vehicles in a safe area? Well, how about only damage an enemy inflicts on a friendly vehicle provides points for repairing, and neutral damage due to vehicle decay, collisions, friendly fire, and so on don't provide any points? That'd end the entire thing with the least amount of effort, wouldn't it? It would not be the least effort, determining what damage was done by whom is trivial, but keeping track of that data is a different matter.
Incite teamwork/striving for victory by handing out a SP bonus for winning a match. (is it possible to have a signature in this forum? Or do i have to make that the name of my corporation? )
Cross Atu wrote:Mira Adari wrote:
No SPs from doing anything in the redzone doesn't work, either. When your team is redlined, you would be unable to get SP or ISK so anyone would just stop playing once redlined.
The other main battlefied role I play is sniper and I fail to see why sniping from beyond the redline is vital enough to warrant point gain. For ambush maps just remove the redzome completely and have start spawns be MCC and/or random. For skirmish maps not having any gains from within the redzone would benefit everyone because fewer players would be inclined to "dig in" within the redzone and fight rather than flank to claim objectives when getting pressed hard. As far as I can see it's win all the way around, am I overlooking some compelling reason why sniping from within the red is something that must be preserved? If so please elaborate as to why. Cheers, Cross
I am a sniper, too, and I absolutely hate fellow snipers that sit below the MCC instead of trying to get to an objective. Getting them to move their asses would be an absolutely good thing. But sometimes you are just fighting a losing battle. You are redlined and anyone that ventures outside is almost immediately put down. I was on both ends of this and there was absolutely no way for the redlined team to get a foot out of the redzone (that might change once people have earned enough SP/ISK to dare fielding dropships). Snipers everywhere to kill infantry, AVs and sometimes HAVs to deal with vehicles (I actually was both...a Sniper with AV grenades). When the redlined team doesn't even get SP for 'holding the line', why should they do it? They simply wait somewhere safe for the end of the battle or log out. |
Mira Adari
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.10.03 16:41:00 -
[4] - Quote
Cross Atu wrote:Farmers might be on the winning team though. Sure their team is disadvantaged but that doesn't guarantee a loss so in those matches they actually get more than they do presently for the same activities. And they'd suffer no loss of points from present when their team lost.
Unless you are proposing that teams get less than they do in the current build if they don't win in which case how would we avoid punishing players for having the misfortune of being teamed with the farmers? "Too bad just never play random" doesn't seem like quality game design and honestly even if everyone except the farmers left random why wouldn't the farmers just stay and continue to farm?
I'm all for promoting team play but to stop the farming the solution really must be removing the rewards specific to farming (i.e. making farming no longer valuable without imposing any further burdens on other players) Well...additionally to the win bonus I would reduce the amount of WP gained from individual actions (like only 15WP for a kill, assist also 15WP, others reduced accordingly). Since the farmers farm to maximize their personal gain, they would then start fighting for the team, since to maximize your gain, you have to win the match. Farmers would stop farming, lone wolves would start helping others instead of polishing their KDR, redzone snipers would (probably) start moving towards objectives, since just shooting dudes won't get you very far. When winning does matter (yeah, yeah..once we are in NullSec it does matter, but it should do so also in HiSec) people will start trying to win.
Sure, it is not perfect, but from all solutions I can think of, this is the best one.
Cross Atu wrote:Mira Adari wrote:Cross Atu wrote:
The other main battlefied role I play is sniper and I fail to see why sniping from beyond the redline is vital enough to warrant point gain. For ambush maps just remove the redzome completely and have start spawns be MCC and/or random. For skirmish maps not having any gains from within the redzone would benefit everyone because fewer players would be inclined to "dig in" within the redzone and fight rather than flank to claim objectives when getting pressed hard.
As far as I can see it's win all the way around, am I overlooking some compelling reason why sniping from within the red is something that must be preserved? If so please elaborate as to why.
Cheers, Cross
I am a sniper, too, and I absolutely hate fellow snipers that sit below the MCC instead of trying to get to an objective. Getting them to move their asses would be an absolutely good thing. But sometimes you are just fighting a losing battle. You are redlined and anyone that ventures outside is almost immediately put down. I was on both ends of this and there was absolutely no way for the redlined team to get a foot out of the redzone (that might change once people have earned enough SP/ISK to dare fielding dropships). Snipers everywhere to kill infantry, AVs and sometimes HAVs to deal with vehicles (I actually was both...a Sniper with AV grenades). When the redlined team doesn't even get SP for 'holding the line', why should they do it? They simply wait somewhere safe for the end of the battle or log out. It may be a map by map issue, I have had this happen to teams I was on (or was added to during a battle in progress) and managed to use a LAV plus 'sprint fit' (scout suit with speed enhancers) to break out despite all the incoming fire. I then dropped an uplink out side the redline area of engagement and proceeded to have no one use it, not a single team member. They just kept respawning in the red even tho we were on an objectives map. Once I'd think was a fluke but this happened to me several times last build, each time I'd get an uplink placed (sometimes after many deaths in the attempt) and it would see no use from my team. I agree that gaining no WP when inside the red does give little incentive to hold the line when pushed back and creates a frustrating situation, but it doesn't seem any more frustrating than what I witness in games under the current iteration. Again tho it may be map related as I've really only been in redlined games (on either side) in the larger mountainous maps. It is definitely depending on the map. The worse ones are the one with the towers left and right, when you are attacking from the north (near objectives C and D in the two buildings) and the one with three objectives, independent on attack direction. At least that are the ones where it happened to me. The ones with 5 objectives are too open, allowing for multiple paths to any given objectives, while it is also difficult to hold all 5 objectives. |
Mira Adari
Villore Sec Ops Gallente Federation
79
|
Posted - 2012.10.03 17:31:00 -
[5] - Quote
Whispercrow wrote: Too complicated.
Keeping track of 'sources' of damage is too complicated to bother with programming, and doesn't offer enough 'reward' for that effort.
The simplest solution is to only allow +points from Repairing stuff that is or is piloted by another player.
Run around smashing up your buggy and repairing it? Nada. Which is as it should be.
Now, can two people team up and one be a 'bum' that the other repairs? Sure, but the average SP-over-time, when divided by 2, makes this a much less likely option to be used. It IS currently done by teams of at least two players. One is driving, the other is repairing. With a defend order on the LAV, the repairer is getting bonus WP, while the squad leader (driver) also gets these bonus WP.
And yes, keeping track on who did what to an object is complicated. You'd have at least three variables per vehicle (total health, damage done by enemies, damage done by friendlies) instead of one (total health), which is a definite concern with limited memory. And that is for the simplest, least refined solution. Also, what about damage done by bumping against objects in the field? That is damage done by legitimate playing, and it should be rewarded to repair that. |
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