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Gunner Nightingale
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Posted - 2013.03.01 20:03:00 -
[1] - Quote
Based on these two posts. https://forums.dust514.com/default.aspx?g=posts&m=587320#post587320
https://forums.dust514.com/default.aspx?g=posts&m=587669#post587669
I decided to write a post on a feature that i think can enhance the indvidual PRIMARY experience which is the FPS gameplay. As to why we should even consider such a feature is simple. This game is considered by many a generic C shooter with no interesting hooks or features. Those that argue the metagame is what will be the hook i will use an analogy.
Using a hybrid car will reduce Climate change. Here the metagame is reducing climate change and the hybrid vehicle is the primary experience. And while climate change in itself is a good enough reason to warrant changing behavior most humans need incentives to alter behavior this is the crux of operant conditioning. Now if the hybrid is bland and boring like a toyota prius the metagame never gets tackled because the only people making the switch are those who will pursue something because the metagame is enough for them. Now if the primary experience is a Tesla roadster then everyone will want to get one and the metagame gets achieved because it brings more people to the primary mode that drives the end goal.
So how do you make the primary experience rewarding and enticing. A dynamic in game bounty system based on reg's ideas creates an incentive to organize and chase down efficient pvpers in a way that increases the challenge for the predators while giving a rallying point for the prey.
So how would this work well CCP needs to create an efficiency rating based on in game actions, as a player become more efficient during the course of the game, the game institutes a bounty on that player that would be signified by some indicator when that player is in scan range, as well as a "gold symbol" on radar when scanned.
This can apply to slaying, support and vehicles (which should perhaps get an instant bounty), not sure how to apply this to AV actions yet.
So how does this bounty reward work well based on a yet to be determined(comments welcome) efficiency rating a player will reach a threshold at which point a bounty is placed. The player who stops this player by killing them(slayers), killing/destroying equipment(support), destroying vehicle(tanks primarily) are given a bounty.
The bounty payout i think should be equivalent to the ISK cost of the fitting or a set ISK amount, 250K+ISK(it has to be significant). Additionally the person should also receive the person fitting (ds/shell and weapon). The caveat to this is how to make this work with teamfire and especially against tankers since it will often be team coordinated not to mention kinda messed up to give the reward to the leech that got an AR kill on the tank. Clearly it needs a bit more thought but i think this creates a nice dynamic in-game for pubs that enriches the pvp experience beyond (kill, support, win repeat.) It also enriches the isk/equipment farming experience beyond simple random salvage drop.
Clearly this isnt fully fleshed out but i think the basic principle is a good one and something we should try to collaborate on and get CCP's input on.
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Gunner Nightingale
Internal Error. Negative-Feedback
263
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Posted - 2013.03.01 20:43:00 -
[2] - Quote
KEQ Harbinger wrote:I would love to place bounties on clans in dust. Bounties on individuals may not be that effective, due to the fact it's really hard to find people individually and would have to be more than 1 clone kill- something like, 100 clone kills for payout or something.... Would love to see a mechanism which random haters can bounty large corps, such as KEQ, to get pwned by others....
I welcome the competition and hate :)
You are talking about a bounty system that players can place and i like that.
What my OP is talking about is a system generated bounty system that identifies player during a single pub match that are operating above a certain efficiency(lets call it a leet range efficiency)
Efficiency im defining as killing, supporting or otherwise generally contributing to team success at a rate that exceeds what the avg typical player might accomplish during normal gameplay.
Be it multi-kills, killstreaks, X number of Support points without death(support ratio of sorts). Tanks that remain on field for x amount of time or absorb y amount of HP, etc etc etc
I havent fully defined out what efficiency would be but basically its to identify the players who are often carrying entire teams.
These players the system would place a bounty on their head for the duration of the match
The bounty would be a large ISK payout (has to be for people to want to go after them and risk being their prey) and the person fit(less modules) as loot reward.
The bounty would be signified by an ingame notification saying a bounty is placed. The HUD could display the name of the person persons in the killfeed or in the spot where orbitals are notified. And the person who has the bounty can be indentified by appearing as a different color enemy indicator on hud and radar when scanned. |
Gunner Nightingale
Internal Error. Negative-Feedback
263
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Posted - 2013.03.01 21:12:00 -
[3] - Quote
Sloth9230 wrote:In case you haven't played Red Dead: Every time you killed an NPC or another player you would get a small bounty, but once you reached a certain bounty ($1000 If I remember right) your bounty would go public and everyone would be warned about you and encouraged to hunt you down. It would then get reset once you died.
For Dust we would get rid of the smaller bounty, since we're supposed to kill each other, and once they reach a certain amount of WP that player would glow or have unique Icon if they're detected on the radar. A kill streak of 20 would get you 1000 WP, so maybe 1000 WP is a good benchmark? Or 1500 if we're factoring support and kill assists? For team killers it would be something like -250/500.
I like it, its simple and probably easy to code. |
Gunner Nightingale
Internal Error. Negative-Feedback
269
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Posted - 2013.03.02 04:58:00 -
[4] - Quote
Sextus Hardcock wrote:I am pink, fluffy and I support bounty hunting.
WP = automatic bounty is good
Bounties on corps, individuals, and alliances that pay out using the same formula as eve is also good.
so get them all to upvote this |
Gunner Nightingale
Internal Error. Negative-Feedback
272
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Posted - 2013.03.02 07:11:00 -
[5] - Quote
Hagintora wrote:Just had a thought. What if the player in question actually survives the match? So they've built up a hefty Bounty on their head, but no is able to kill them by the end of the battle, shouldn't they get an additional reward as well, seeing as how they risked more during the fight? I'm all for the Bounty System, as I've said, but I think the Risk Versus Reward should apply here as well. If they were good enough to earn that Bounty (not to mention the wrath of the players), and make it out in one piece, I think they should get something out of that situation. Possibly a percentage of the Bounty itself?
Sure why not? I put it up for discussion for suggestions exactly like this.
The next question is what happens if a player who has a bounty changes their after they get a bounty on them, be it to resupply or get health or possibly worse dodge losing their fit from player zerg and risking giving away a high value fit.
Of course this becomes less fair to tankers who dont have this option, but at the same time this in essence is diminshes the players gear advantage which would reduce the players efficiency which can be help maintain an avg level of player accomplishment balance.
Personally i think the salvage should be the fitting that was in use when the bounty was placed by the game system. And i think ISK payout should be proportional to damage done if possible or bulk to kill and a percentage to assist.
For tank kills id say it has to be an AV weapon and the game has to do a good job of recognizing it, but i think it has to be proportional or at least an even split to anyone who puts an x minimum of damage on the tank in y amount of time that contributes to its death. |
Gunner Nightingale
Internal Error. Negative-Feedback
272
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Posted - 2013.03.02 15:13:00 -
[6] - Quote
Edit 3- Increasing bounty: base value=isk cost of fitting(x%base value for tanks) +1-10% for each x unit of time still remaining on battlefield after bounty placement. |
Gunner Nightingale
Internal Error. Negative-Feedback
272
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Posted - 2013.03.02 15:14:00 -
[7] - Quote
Reserved |
Gunner Nightingale
Internal Error. Negative-Feedback
276
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Posted - 2013.03.02 21:53:00 -
[8] - Quote
SickJ wrote:Hagintora wrote:Just had a thought. What if the player in question actually survives the match? In that case I'd suggest that the bounty follows the player to the next match, and so on, until someone actually kills him.
Meh; i think that takes away from the fairness of the individual game point especially for them to have a bounty on them that quickly; Though im sure some FPSer would love the idea of maintaining an uncollected bounty for a streak of games for bragginf rights
I think it might be better to give them the ISK bounty reward to them at end of match for maintaining the perfect game. |
Gunner Nightingale
Internal Error. Negative-Feedback
279
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Posted - 2013.03.03 01:23:00 -
[9] - Quote
D Roc43 wrote:Gunner Nightingale wrote:SickJ wrote:Hagintora wrote:Just had a thought. What if the player in question actually survives the match? In that case I'd suggest that the bounty follows the player to the next match, and so on, until someone actually kills him. Meh; i think that takes away from the fairness of the individual game point especially for them to have a bounty on them that quickly; Though im sure some FPSer would love the idea of maintaining an uncollected bounty for a streak of games for bragginf rights I think it might be better to give them the ISK bounty reward to them at end of match for maintaining the perfect game. Actually why not both? Give them the ISK payout and let them maintain their bounty but perhaps put it on a timer and it reactivates from match to match at a lower and lower WP level until claimed. And then the game should track that stat number of games/days without bounty collection. (that will be the new penultimate bragging right in this game). Don't know if I like the Bounty following them from game to game, think this would lead to epic red zone hiding in a tank to prolong a hyper inflated bounty. Edit: or any other form of hiding to prolong the bounty
Good point; how can we prevent that and still allow for the bounty to go from match to match; moreover this is something a person could technically do for the remainder of the match just to collect the isk reward thats on their head.
Maybe eliminate narrow the redline for the bountied player so its the same as what it is for the enemy team thus risking a suicide?
Maybe eliminate the redline for the enemy if the bountied player retreats to the buffer zone b/w his absolute redline and the enemies redline + allow for TK and allow friendlies to collect bounty on the lil wussy?
This is actually a good point and something we need to consider if the player is able to be rewarded for having a bounty on their head. |
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