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Thread Statistics | Show CCP posts - 3 post(s) |
S Park Finner
BetaMax. CRONOS.
105
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Posted - 2013.03.23 20:27:00 -
[1] - Quote
I've beaten this horse in a lot of other threads but I still think scaling WP on the basis of performance, not equipment, is a good idea for all types of players. Lots of things in this post suggest how to do it but I'll toss in the one's I advocate one more time.
- For doing damage
-- get WP on the basis of damage done provided the target doesn't fully repair before it dies. Doing that equipment that allows you to do damage faster gets you more points. Killing bigger, harder to kill things gets you more points.
- For fixing things
-- get WP for the amount of HP you repair. If you have gear that reps more or cycles faster you get more points. If your run your tail off and are in the right place at the right time you get more points. To prevent abuse, loose war points if you do damage to your own vehicle or equipment or yourself.
- For reviving players
-- get a fixed amount, but get a bonus for the player having more armour and shields when they revive. Better gear lets you get more points.
- For capturing facilities like turrets, supply depots and CRUs
-- give the capturing squad or squads (if several participate in the hack) a small bonus for all the kills, resupplies, and spawns the facility does until it changes hands again.
- For capturing null cannons
-- give the squad or squads a bonus on the basis of the cannon's contribution to damage to the enemy war barge.
- And while it's not exactly on topic
-- give WP for things like destroying drop uplinks and nanohives. Reducing the enemy's effectiveness should be rewarded.
I believe that with negative WP for doing yourself or your equipment damage all of these options have reasonable limits on people abusing them. Though we'd have to figure out how to keep six inch falls from wiping out half your shields or lavs from self self destructing when jumping off two foot hills at 10 MPH. |
S Park Finner
BetaMax. CRONOS.
113
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Posted - 2013.03.26 17:47:00 -
[2] - Quote
The Robot Devil suggested the value he got from the recognition meant more to him than the skill points.
That got me to thinking that there might be some way to penalize boosting that didn't directly impact skill points. Rather that boosters were damaged in some other important aspect of the game. The example that is already in the mechanics is that for one player to revive another over and over the player being revived has to rack up a lot of deaths. It's not an absolute prohibition, people could always do it on throw away alts, but it is a downside.
I've suggested that self-damage to players and friendly equipment should result in a WP decrease to make boosting of that kind less desirable. Even if the problems of that could be worked out it doesn't address the issue of people deliberately running out into fire to let their buddies rack up repair points. Of course those folks would contribute less to winning the game than more objective based players but by definition they probably don't care.
It's been a long thread and I've only gone through it once so I could easily have missed responses that touched on this but... If we
- Subtracted skill points for self / friendly damage
- Had the existing cost of death to restrain revive boosting
Do we care if people sit around in a circle and boost by repairing damage done by enemies?
We already have people who sit in corners and harvest time based WP. We already have people who sit on hill and don't contribute to objectives. We already have people who get bored and blast around in LAVs and at most try to run a few folks over.
So is the bit of boosting that repairing as outlined above represents make much difference beyond aggravating some folks?
When the game moves on to more serious consequences for corporate games will corps self-police the freeloaders making boosting meaningless except in pub games?
OK -- a possible solution -- How about skill specific skill points? SP from logistics activities only build up SP that can be used to advance related SP skills. It's like practice with a skill class makes you better in it but doesn't help you with unrelated skills. It might even be limited to particular SP books and the skills they unlock. It could work for other areas as well. So people who sit around repairing things over and over can get better at repairing things. So what?
The down side -- yet another complexity.
TL:DR
- Make damaging yourself or friendly people reduce WP.
- Let dying be the penalty for revive boosting
- Ignore the other kinds of boosting -- when we move on to mostly corporate battles it won't mean as much.
- Implement skill points only applying to related skills -- with adjusted SP rewards to make up for the more limited value of the new kind of SP.
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S Park Finner
BetaMax. CRONOS.
117
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Posted - 2013.03.27 23:35:00 -
[3] - Quote
The definition of boosting from the Urban Dictionary (Online) is "In multi-player games, having other people assist you in getting leaderboard position or achievements (xbox 360 specific) by having other people help you in ways that go counter to the game's design. Most often done with one team throwing the game to another."
To apply that to DUST 514 the game modes we have now have two win conditions: killing off all the other teams clones or destroying the other teams MCC. If what a player does doesn't contribute to those goals and they are accruing entirely personal benefit (War Points, Skill Points, Kill/Death Ration, etc) then the player is boosting.
If the player is just fooling around -- say blasting around in a LAV -- then they are not really boosting, they are just playing a different game. Since much of EVE (and DUST 514 by extension) is a meta-game outside the formal win conditions there are real complications with defining boosting. But even with all that, I think we can live with the more limited definition above.
So if the "solution" limits the amount of boosting under that definition it will be successful.
A couple of points clarifying/reinforcing earlier posts...
I was not suggesting that any death or damage produces negative WP. I only wanted damage a player does to himself, to a team member, to a friendly installation or to friendly vehicles to have negative WP.
I'm an advocate of fine-grained rewards. We already have them with hacking so I don't believe CCP has a philosophical disagreement with them. Do more damage, get more rewards. Fix more damage, get more rewards.
I have a lot of sympathy for the idea that this is a solution looking for a problem. I agree that in corporate games none of this will make much difference. The thing we don't know is how much weight CCP will put on managing boosting in more casual game environments. |
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