|
Author |
Thread Statistics | Show CCP posts - 189 post(s) |
Telcontar Dunedain
Imperfects Negative-Feedback
361
|
Posted - 2013.03.15 17:52:00 -
[1] - Quote
I'm concerned that the economics won't back the amount of warfare I want, Beers has a good thread going on some of those bits.
https://forums.dust514.com/default.aspx?g=posts&t=63845&find=unread
One of the tunables is the Looting which comes from the battlefield.
I think this is what should be tuned upwards first and foremost.
Looting gear directly from the field as an income stream has all kind of secondary benefits and would help the game a lot. |
Telcontar Dunedain
Imperfects Negative-Feedback
361
|
Posted - 2013.03.18 19:39:00 -
[2] - Quote
CCP FoxFour wrote:So after much discussion internally we think we need some new new numbers. ...
Most of these changes are trying to find a balance between making this gameplay profitable, fun, balanced, and removing exploits. Keep the discussion going guys!
Do not like.
I think you've designed towards making this a passive isk farm. You've made it worse with the 40m minimum buyin for people without districts.
Too expensive to raid with too little reward for killing people instead of sitting and farming with the zerg.
75k/100k/125k would be a better set of numbers instead of 50/100/400 |
Telcontar Dunedain
Imperfects Negative-Feedback
361
|
Posted - 2013.03.18 19:52:00 -
[3] - Quote
CCP FoxFour wrote:Telcontar Dunedain wrote:50/100/400 Where did you get those numbers from? They are 50/100/200
You are correct, however you lose 30m per attack instead of 20m per attack now (as a raider). |
Telcontar Dunedain
Imperfects Negative-Feedback
361
|
Posted - 2013.03.18 20:00:00 -
[4] - Quote
CCP FoxFour wrote:Telcontar Dunedain wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:50/100/400 Where did you get those numbers from? They are 50/100/200 You are correct, however you lose 30m per attack instead of 20m per attack now (as a raider). I have said it before and will say it again, this gameplay is not meant to encouraging raiding with the clone starter packs, it is actually designed to discourage that. Once you own a raiding should be viable, but not owning a district and making money from those that do is not something we are designing for.
24 hours notice for every fight.
Discouraging raiding playstyles so that people can passively farm.
No advantage to attacking versus farming your clones.
No difference between districts so no reason to move around once you are fat and have the timers you want.
This design is too conservative imo, it needs some more meat and spice.
|
Telcontar Dunedain
Imperfects Negative-Feedback
361
|
Posted - 2013.03.18 20:33:00 -
[5] - Quote
Sextus Hardcock wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:CCP FoxFour wrote:Telcontar Dunedain wrote:50/100/400 Where did you get those numbers from? They are 50/100/200 You are correct, however you lose 30m per attack instead of 20m per attack now (as a raider). I have said it before and will say it again, this gameplay is not meant to encouraging raiding with the clone starter packs, it is actually designed to discourage that. Once you own a raiding should be viable, but not owning a district and making money from those that do is not something we are designing for. I agree with this design idea. The Geno Pack has no travel cost associated with it, and so must be made inferior to using your clones and paying to transport them from your district, to the point of invasion. The Pack serves to allow corps who have no foothold in a district yet to get a shot, not as a spec ops option for mercs/raiders or to otherwise bypass the clone travel degredation mechanic.
What would be a specops/raider option, besides having to hold sov? |
|
|
|