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Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 12:52:00 -
[1] - Quote
It's an idea that I've been kicking around in my head for awhile, and I just wanted to get the community's thoughts on it. See whether or not I'm just spinning my wheels.
The idea is simple: Every time you die, you lose a little SP
Right now I'm thinking 0.01% of your total SP accumulated. That works out to be 100 SP lost for every 1 million SP that a player has earned already. This wouldn't come from the SP gained per match, but would instead be deducted from your SP total.
This, I think, would make it possible for new players to "catch up" with Vet players (by elimating the need for a weekly cap), and give a reason for "bad players" (players who don't work with their teams, or who go all kamikaze and charge into overwhelming odds) to up their game.
This would also make it possible for assassination/bounty hunting against players actually mean something besides friendly (or maybe not so friendly) harassment.
IDK, like I said it's just an idea I've been thinking about, and I'd like to hear your thoughts on the subject.
Anyway, that's my idea. Condone, or Condemn, as you see fit. |
Martin0 Brancaleone
Maphia Clan Corporation CRONOS.
191
|
Posted - 2013.02.13 13:24:00 -
[2] - Quote
This would only encourage camping in the hills with sniper rifles and adds nothing to the game. |
DeathStalker Synchro
D3ath D3alers RISE of LEGION
24
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Posted - 2013.02.13 14:06:00 -
[3] - Quote
Hagintora wrote:It's an idea that I've been kicking around in my head for awhile, and I just wanted to get the community's thoughts on it. See whether or not I'm just spinning my wheels.
The idea is simple: Every time you die, you lose a little SP
Right now I'm thinking 0.01% of your total SP accumulated. That works out to be 100 SP lost for every 1 million SP that a player has earned already. This wouldn't come from the SP gained per match, but would instead be deducted from your SP total.
This, I think, would make it possible for new players to "catch up" with Vet players, and give a reason for "bad players" (players who don't work with their teams, or who go all kamikaze and charge into overwhelming odds) to up their game.
This would also make it possible for assassination/bounty hunting against palyers actually mean something besides friendly (or maybe not so friendly) harassment.
IDK, like I said it's just an idea I've been thinking about, and I'd like to hear your thoughts on the subject.
Anyway, that's my idea. Condone, or Condemn, as you see fit.
|
semperfi1999
Internal Error. Negative-Feedback
317
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Posted - 2013.02.13 14:15:00 -
[4] - Quote
So you want SP loss on top of ISK loss. Talk about everyone running around on tip toes and refusing to exit the MCC incase they might die on accident. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 14:25:00 -
[5] - Quote
I just don't feel like ISK loss is enough. I've heard already that Corps are starting to offer "refunds" of a sort for ISK lost in battle. When the game is finally connected to the EVE universe, and people are able to transfer ISK from EVE to Dust, ISK loss will mean even less. Yes, I can see the prices for things going up once that happens, but so will the ISK rewards for each match (or salvage mission/drone mission completed, etc.) We're never going to have the prices that EVE players have for our equipment. Nor should we. This is something that every player, whether in a Corp, running solo, and/or having an EVE account will care about. And it's more game affecting than simple loss of ISK. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.13 14:27:00 -
[6] - Quote
Actually you gain experience as you play/die, not lose it.
As the saying goes, you learn from your mistakes. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 14:30:00 -
[7] - Quote
Skihids wrote:Actually you gain experience as you play/die, not lose it. As the saying goes, you learn from your mistakes.
The PLAYER shoulld learn. The character should be penalized. And is, currently, with the loss of ISK per death. I'm just asking for more. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.13 14:41:00 -
[8] - Quote
Hagintora wrote:
Right now I'm thinking 0.01% of your total SP accumulated. That works out to be 100 SP lost for every 1 million SP that a player has earned already. This wouldn't come from the SP gained per match, but would instead be deducted from your SP total.
This, I think, would make it possible for new players to "catch up" with Vet players, and give a reason for "bad players" (players who don't work with their teams, or who go all kamikaze and charge into overwhelming odds) to up their game. .
What it would do is
1) Place a cap on total SP far below that required to max out the current skill tree. The SP tax is regressive in that the higher you get the more it penalizes you. That creates a ceiling on total points you can earn/keep. That in turn would cap players desire to play.
2) Cause significant rage in a large percentage of players when they go negative after a hard fought match.
3) Require random skill loss as unallocated SP goes negative.
4) Encourage all high level characters to become snipers 100% of the time, discarding all the other skills they played so long to obtain.
I'm afraid that you haven't put any thought into the myriad problems with your suggestion. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.02.13 14:45:00 -
[9] - Quote
Noobs will constantly be pushed further down by the good players if this happens. Also if you implement a 100 SP loss per death that would not change most people mindset in playing this game.....however if you start making it more painful then you will ruin the game because noone will want to die thus they will hide the entire match. Right now prices are being kept constant by CCP but once this game gets out of beta the items will likely start to be made by players thus the prices will end up going higher. I fully expect that, if this game continues on its current track and players do start making their own items, the prices on modules 1.5 - 2 years from now will be vastly different. Be expecting to pay 100K plus for a single complex shield module and proto suits will probably be close to a million a pop....dont even want to think what tanks will cost. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 14:58:00 -
[10] - Quote
Skihids wrote:Hagintora wrote:
Right now I'm thinking 0.01% of your total SP accumulated. That works out to be 100 SP lost for every 1 million SP that a player has earned already. This wouldn't come from the SP gained per match, but would instead be deducted from your SP total.
This, I think, would make it possible for new players to "catch up" with Vet players, and give a reason for "bad players" (players who don't work with their teams, or who go all kamikaze and charge into overwhelming odds) to up their game. .
What it would do is 1) Place a cap on total SP far below that required to max out the current skill tree. The SP tax is regressive in that the higher you get the more it penalizes you. That creates a ceiling on total points you can earn/keep. That in turn would cap players desire to play. 2) Cause significant rage in a large percentage of players when they go negative after a hard fought match. 3) Require random skill loss as unallocated SP goes negative. 4) Encourage all high level characters to become snipers 100% of the time, discarding all the other skills they played so long to obtain. I'm afraid that you haven't put any thought into the myriad problems with your suggestion.
Actually, I have.
1) Players currently lose ISK pretty much every match, creating a ceiling on huch much ISK a player can earn/keep. It is entirely possible to go negative earnings in a match, and lose the ability to purchase the high end gear that players have worked to purchase. This has NOT placed a cap on players desire to play, but actually ecourages more play time in order to earn back what has been lost.
2) Players rage. Always have, always will. Nothing any Developer can/will do will ever change that.
3) Thought of it, and considered it to be an acceptable loss.
4) I don't see high level players sniping 100% of the time currently, even though the losses in ISK for them are much higher than for lower level players. I do see more coordinated team play. Also, see answer #1.
I'm not discounting what you're saying, these are just the answers I have to the questions that this idea brings up. |
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Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 15:04:00 -
[11] - Quote
semperfi1999 wrote:Noobs will constantly be pushed further down by the good players if this happens. Also if you implement a 100 SP loss per death that would not change most people mindset in playing this game.....however if you start making it more painful then you will ruin the game because noone will want to die thus they will hide the entire match. Right now prices are being kept constant by CCP but once this game gets out of beta the items will likely start to be made by players thus the prices will end up going higher. I fully expect that, if this game continues on its current track and players do start making their own items, the prices on modules 1.5 - 2 years from now will be vastly different. Be expecting to pay 100K plus for a single complex shield module and proto suits will probably be close to a million a pop....dont even want to think what tanks will cost.
As I said, as the prices for item increase, so will the pay out for completing mission/playing matches, ect. It has too, otherwise it will be too costly to play the game at all. If we're talking 1 million for suits alone, then the pay per Merc will have to increase SIGNIFANTLY, or we will definately have players hiding the entire time too afraid to die.
But, perhaps you are coorect that a flat 100 SP loss per death would be a better candidate, although I prefer to have the loss scale in the same way ISK loss does. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.13 15:12:00 -
[12] - Quote
A flat SP tax would hurt beginners, and a percentage of total SP tax would place a cap on possible total SP.
Either way it breaks something.
Mostly it breaks the "Death is obsolete" moto of CCP.
DUST mercs are not afraid to die to get the job done. A SP tax would make a merc hesitate to go into a risky situation and fundamentaly alter gameplay, turning it bland as everyone plays it safe.
DUST isn't about playing it safe, it's about getting the job done. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 15:27:00 -
[13] - Quote
Skihids wrote:A flat SP tax would hurt beginners, and a percentage of total SP tax would place a cap on possible total SP.
Either way it breaks something.
Mostly it breaks the "Death is obsolete" moto of CCP.
DUST mercs are not afraid to die to get the job done. A SP tax would make a merc hesitate to go into a risky situation and fundamentaly alter gameplay, turning it bland as everyone plays it safe.
DUST isn't about playing it safe, it's about getting the job done.
I don't see the SP tax affecting gameplay anymore than ISK tax does right now. And let's face it, the ISK tax is much higher than what I'm proposing, and people still charge in like idiots a lot of the time.
It wouldn't break the "death is Obsolete" moto at all, you're still a clone after all. Really they've already laid the ground work for this idea, which is actually what got me started. They idea was that the original clones were all starting to go insane (speaking in tongues, and having flashbacks of places they had never been) and causing major problems thoughout the galaxy (that whole 514 thing. If you know more about it, or can tell me where to look, it would be greatly appreciated). So somebody found a way around all that, and we have the Mercs we know and love today. So I thought "what if the 'workaround' was that every time a Merc was cloned a small bit of their memory was lost. Not a lot, just enough to counter the madness?" Which brings us to our current discussion. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.13 15:40:00 -
[14] - Quote
The "madness" comes from the fact that the original implants were harvested from hibernating bodies (as seen in the intro movie). Those implants still have the original personality inside them. So far from losing a part of themselves, the new mercs were getting a second personality and set of memories in their heads.
When those existing personalities were stronger than the new host they took over and manifested as "speaking in tongues" (basically their own native language).
The new tech is clean because it hasn't been used by another host.
You can read more about it in the novel "Templar One". |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 15:43:00 -
[15] - Quote
There's a novel?!?!?
You, sir/madam, just became my new favorite Merc! |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.13 15:44:00 -
[16] - Quote
In a very real sense "You" are the sum of your memories and skills, so your idea is restoring a bit of "death" into the equation.
If you lose what makes you you when ever you die it does fundamentally alter a bedrock foundation of the game. |
trollsroyce
Seraphim Initiative. CRONOS.
165
|
Posted - 2013.02.13 15:59:00 -
[17] - Quote
This is a good idea and should go hand in hand with tech2 dropsuits later on. Make it like T3 cruisers in eve - risk vs. reward. |
eKona vinDar
Area 519
1
|
Posted - 2013.02.13 16:25:00 -
[18] - Quote
Worst idea ever.
I'm not going to rehash all the points everyone has already made, I think they are very valid and the list can go on and on. I will add another problem to that list...
WHAT ABOUT TEAMWORK!?! Adding a penalty for death will punish people who play as a team, doing what needs to be done even if it costs them a life.
For example I often play as my "Scout Spawner" or "Logistics Support" fittings. The scout spawner is designed to be as fast as possible and carries only an SMG and a Drop Uplink. I use this fitting at the beginning of every match, and whenever I need to get deep behind enemy lines, or just in hostile territory generally speaking, to place a spawn point for my team to attack from another/a safer angle. I often die using this fitting, and I get less kills because I AVOID killing someone unless I HAVE TO, even if I can because my role at that time is like James Bond.... don't be seen, get in, get out. The logistics support is similar except it is obviously a bit slower but it also carries a nanohive for ammo.
I also have a hacker fitting which I used to constantly run around and hack stuff. And I also have a medic class where I often die saving the life of my teammates.
I may die a lot but because of the role I play in my team but I am still a lot more valuable than a sniper sitting on a hill. I often end a match in the negative but still in first place with a much higher score than my team mates. I love it when I get something like 6 kills 12 deaths 1200WP first place, and the guy below me has 12 kills 0 deaths 600WP second place. I may have died 12 more times but I still have twice the score as the sniper.
Having any type of penalty for deaths with destroy the dynamics of the game. Everyone will end up doing the same things and not working together to complete the objectives. You might be surprised how many Ambush games I have played where I am the only one to think about placing a spawn point. Or how many Skirmish games where there are 7 snipers on my team sitting on the hills around our MCC, the enemy having captured all the objectives and the rest of the team refusing to leave the "safe area".
We are clones, we don't care about death. Why would a clone be too scared to enter battle? Why implement such system? There is already a cost for death, the cost of your dropsuit. If someone wants to die using a 50,000 ISK suit over and over, so be it. I have heavy suits that cost over 60,000 ISK. If I die 3 times during a match using that suit I lose all the money I will earn for that match, and then if I die using other suits I could even lose money on the match. This is penalty enough.
OFFTOPIC:
Quote: If anything there should be a maximum on the number of fitting on either team which carry a sniper rifle. Make it a percentage of the amount of people in the team. For example 25%. if there are 4 people in a team only one suit can be deployed with a sniper rifle. If there are 12 people in a team only 3 people can have a sniper rifle. If there are the full 16 then it would be 4 people.
Have a sniper queue sort of thing on the spawn screen that shows how many snipers are deployed. Like it might say 2/4, or 4/4. If its 4/4 (max rifles out) and someone trys to spawn with a sniper rifle give them a message that says max snipers or something and ask them if they want to be added to the queue. If they say yes they will be added to a queue and when someone who was a sniper spawns as something that is not a sniper their spot opens and anyone who is in the queue can spawn as a sniper the next time they reach the spawn screen.
To make it so noobs don't camp out with the rifles you can implement checks. Like if the player does not move out of a 3 meter radius of the last point they stopped moving, and has not fired a shot in 2 minutes (player is sitting somewhere hasn't moved or fired in 2 minutes), or if the player has missed 8 shots in a row (player sucks bad at sniping and is wasting a slot) you could open up their spot to the people in the queue as soon as they die.
For example there are 4 snipers out of 4 and I am one of them, except I suck or I'm just chilling on a mountain while I eat dinner or something. Bob tries to spawn as a sniper and enters the queue. He would be the imaginary 5 out of 4. 5/4. Joe then tries to spawn as a sniper and also enters the queue... he would be the "6 out of 4". Meanwhile I am eating pancakes for dinner a top a mountain and I haven't moved or tried to shoot anyone for fear of getting syrup on my controller. 2 minutes passes by and the server sets a flag which will prevent me from spawning as a sniper until the queue is empty... I eventually get shot in the head by a sniper on the other team and die.
Bob who entered into the queue first is happily racing around running over enemy soldiers, and has totally forgot that he entered the queue for a sniper. Joe just got fragged trying to take over an objective and whilst viewing the spawn screen notices a notification telling him that there is a sniper spot open for anyone in the queue. Joe may have entered the queue after Bob, but because Bob is busy Joe can go ahead and take that spot.
However, after I died I tried to spawn as a sniper right away, it wouldn't let me and instead put me in the queue (before Joe left the queue) making me after Joe in the queue. After Joe took my spot as sniper I ran around a bit and eventually got fragged, I enter the spawn screen and notice that someone has left their spot as sniper, so there is now a spot open that I can re-enter.
If neither Joe or Bob or anyone else where to take my spot as sniper (I can not take it directly back I have to wait for another spot to open) that spot could be left open forever... so the game lets me take my spot back after 2 minutes of it being open.
This kind of system would be great... but I am sure many would hate it and blah blah blah... just an idea.
|
Free Beers
Internal Error. Negative-Feedback
1041
|
Posted - 2013.02.13 16:49:00 -
[19] - Quote
Hagintora wrote:It's an idea that I've been kicking around in my head for awhile, and I just wanted to get the community's thoughts on it. See whether or not I'm just spinning my wheels.
The idea is simple: Every time you die, you lose a little SP
Right now I'm thinking 0.01% of your total SP accumulated. That works out to be 100 SP lost for every 1 million SP that a player has earned already. This wouldn't come from the SP gained per match, but would instead be deducted from your SP total.
This, I think, would make it possible for new players to "catch up" with Vet players, and give a reason for "bad players" (players who don't work with their teams, or who go all kamikaze and charge into overwhelming odds) to up their game.
This would also make it possible for assassination/bounty hunting against palyers actually mean something besides friendly (or maybe not so friendly) harassment.
IDK, like I said it's just an idea I've been thinking about, and I'd like to hear your thoughts on the subject.
Anyway, that's my idea. Condone, or Condemn, as you see fit.
Please never post any more of your bright ideas |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 17:30:00 -
[20] - Quote
eKona vinDar wrote:WHAT ABOUT TEAMWORK!?! Adding a penalty for death will punish people who play as a team, doing what needs to be done even if it costs them a life. [/quote]
Your enitre post, while completely valid, can be summed up in three words: Risk Versus Reward.
You, personally, seem to take high risks for the benefit of your team. You have my respect, sir. The risks you take are great, and, I'm assuming, the rewards for helping your team to victory far out weigh them. Otherwise you wouldn't even bother trying. So I ask you: If the risk of losing ISK, and the possibility of not being able to purchse the neccessary equipment, has not detered you from playing the way you do, would an SP risk? Would you completely change your play style, and no longer go out of your way to help your team?
Bad players are bad players, and no amount of game mechanics, or rules, will change that. Inexperienced players can learn, and grow, and become good players over time. Bad players do not. Yes Pub matches are a mess right now, but that won't always be the case. When the game goes live, it will (or should) change things dramatically. If it stays the way it is, as a basically standard FPS, it will only become a glorified MAG with a bit of better back story. I don't personally see this happening, but there is that risk.
As for the Off Topic Post: I would persoanlly be against it, as it forces people into one particular type of playstyle. I feel the posters (yours?) pain of having too many people sniping in a match. I'm a sniper myself, but I know when to pick up an AR wade into the battle. The current system, and my idea as well, still alows players and Corps to come up with their own style/tactics/strategy. But with those infamous three words constantly hanging over everyones head: Risk Versus Reward. |
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Road Hawk
Phantom Universe Task Force
13
|
Posted - 2013.02.13 17:35:00 -
[21] - Quote
good Idea ,for every dead Clone in Dust Hagintora is loosing 100 SP |
Karajix Lakshmi
IMPSwarm Negative-Feedback
0
|
Posted - 2013.02.13 17:44:00 -
[22] - Quote
the problem I have with losing SP when I die is...when you get more skills unlocked, the price goes up drastically. When the price goes up, and you die more than once, you can easily pay 100k per fit. Now what does that do? If you die 3x, then you just lost 300k. The cap on random games right now is about 350k isk. even with close to 2.5k WP in a single match, I haven't broke past 350k isk earned, and thats getting an uber high kdr. Which means I would have to only die 3x to be able to make any kind of profit. This brings up another issue...'how do I spend very little $ and make the most?' People are already forced to use beginner fits in order to make the most amount of $. So think of it like a farming session. SP gained caps...I capped the weekly cap in 3 days...which then pushed me to play about an hour a day for the rest of the week. now imagine hitting that cap, and getting hit for 100sp every death. You only gain 1500sp now after you reach your cap. Which means you would end up in the negative or without being able to user certain skills. if you didn't do so well one match, you could be forced to play 2 more matches with gimped gear thus hurting yourself even more.
The idea of getting an SP hit for dying would in turn ruin the game. The only way it wouldn't is if there wasn't a weekly cap. people would be able to make back all the sp loss. Ive even had a mission where I had a meesely 200 WP from flying my DS all match and moving troops around. There's no real benefit for using a DS besides moving people around atm...gunning on one isn't easy...especially when people are trying to shoot you out the sky constantly... |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 17:53:00 -
[23] - Quote
Sorry, I forgot to add that the Weekly Cap could be eliminated using this system. Thank you for reminding me. It has been added to the original post. |
Sete Clifton
PSU GHOST SYNDICATE
67
|
Posted - 2013.02.13 18:18:00 -
[24] - Quote
I don't know if this has been discussed, but it seems like the only people this would really effect are those who aren't very good and die a lot. The problem is that we shouldn't be penalizing those people, as it'll just make it more difficult for them to compete and it'll only discourage new players into the game.
Overall, I'm against the idea, it's just unnecessary. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 18:23:00 -
[25] - Quote
Sete Clifton wrote:I don't know if this has been discussed, but it seems like the only people this would really effect are those who aren't very good and die a lot. The problem is that we shouldn't be penalizing those people, as it'll just make it more difficult for them to compete and it'll only discourage new players into the game.
Overall, I'm against the idea, it's just unnecessary.
I'm almost positive that something similar was said about the ISK loss mechanic of EVE/Dust as well. |
Korvin Lomont
United Pwnage Service RISE of LEGION
4
|
Posted - 2013.02.13 19:24:00 -
[26] - Quote
I see some problems here, first everyone is crazy about SP and so they WILL change their playstyle. In fact there is already a good amount of players changing their behaviour because of the SP system we have right now. And you have to consider what happens if you have just upgraded an expensive skill and have no SP left and now you suddenly loose SP what happens to your Skills do you lose a level? If so that could also mean that your fittings become invalid.
Apart from this the loss of ISK don't bothers a lot of people because you can easily farm ISK with BPO's or really cheap stuff to make up for the losses. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.13 19:35:00 -
[27] - Quote
Korvin Lomont wrote:I see some problems here, first everyone is crazy about SP and so they WILL change their playstyle. In fact there is already a good amount of players changing their behaviour because of the SP system we have right now. And you have to consider what happens if you have just upgraded an expensive skill and have no SP left and now you suddenly loose SP what happens to your Skills do you lose a level? If so that could also mean that your fittings become invalid.
Apart from this the loss of ISK don't bothers a lot of people because you can easily farm ISK with BPO's or really cheap stuff to make up for the losses.
Again, this comes back to Risk Versus Reward. If people don't really care about the loss if ISK, then it completely circumvents the entire idea that CCP has built their games around. It no longer holds any meaning, and once again becomes just another run of the mill FPS. As for the loss of potential skill levels, you would simply not apply skill points until you had enough for a little "padding". Again, Risk Versus Reward. |
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