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Thread Statistics | Show CCP posts - 35 post(s) |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
280
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Posted - 2013.04.05 14:56:00 -
[1] - Quote
AWESOME! +1 |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
280
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Posted - 2013.04.05 15:20:00 -
[2] - Quote
Laurent Cazaderon wrote:I'll go into details later on but just one thing.
Having a district being locked when it's captured strikes me as very very odd and not very rewarding at all... A corp that manage to take a district from an enemy will hardly get the chance to set the time of battle to the time they wish as the former owner will take advantage of this 24h lock time to strike back at a time he knows suits him better.
So, you get a district, and you dont even have the luxury of defending it when you want ?
This wouldnt be a problem if we all lived in the same part of the world. But when members of a corp will invest more time than usual in Dust 514 to steal a district of interest and fight at a unusual time, they wont have the chance to change the time they will defend it when they manage to conquer it ? Even after spending millions of ISK worth of clones and fee of genolution clone transport ?
To be honest, i dont see the point in adding this. From the DB i understand it's to avoid corps taking a lot of district day one and switching their RT so massive time blocks are created instantly. This is all good and nice, but it will only work if people actually go and attack them. And with everything corps will have to do day one, there's a good chance that the first 24h will be pretty much fight free. And then, everyone will change its districts RT.
But so be it. maybe this is a good idea when taking an unoccupied district. But for districts taken after an actual fight, i would have gone the opposite way and give the new owner a 24h free of fight period during which he could set RT peacefully. That sounds like the LEAST you should get from successfully assaulting a district.
This has only one goal : Create and permanent war and flipping of districts. On the paper it sounds nice. But it may very well kill the persistence. As if you dont have a chance to hold one to what you own, then it's not persistence. it's just glorified corp battles with no meaning. Taking that district, losing it again, taking the other losing. Losing another one coz even when defending successfully, you end getting screwed.
Not liking this even a bit.
Rest of the changes, i already discussed. the change to clone generation is close to the 75 we were all already working on and wont change anything to the wear off effect of attackers on defenders. And wont rescue defenders when winning. So overall, PC becomes a "Go,dont think, attack" and then a "uh ? dont think. strike back" mode.
It will become an ISK sink.
I have different opinion on those things. The state of newly captured district being locked is a good good thing.
It adds the element of caring how well I win that final capture battle, instead of 'if I get it no matter how bloody my new district is instantly easy to defend'.
Sure, it adds more fighting. But that's not bad, is it? Worse for the game would be that it would make sense to attack under very specific conditions. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
280
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Posted - 2013.04.05 15:57:00 -
[3] - Quote
steadyhand amarr wrote:Money sinks will never work in dust or eve why... Because this game is all about getting as much isk as possabile so why would Anyone take part in a isk sink it. defeats the whole core of eve
You're distracted by the way people use the words 'isk sink' and 'isk faucet'. They are terms which describe something creating isk into New Eden, or on the opposite, removing it.
Corps are motivated by getting more isk than losing, yes.
In order to get isk the corp does NOT necessarily have to be connected to an isk faucet. It could be other advantage, a common example is raw material. This could also be rare items, Loyalty Points, clones etc. Technetium is a brilliant example: Alliances die to get that material, then sell it for great price - and the isk comes from other players.
So one possible income model for corporations participating in PC:
1) Corps use 500M in isk sinks of PC per month (geno packs, travel costs, SI changes whatever) 2) Corps gain something of value 3) Corps sell the something for 1000 M to other players
TLDR; Isk sink of the game is not the same as corps not gaining isk. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
280
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Posted - 2013.04.05 16:13:00 -
[4] - Quote
KatanaPT wrote:)
My corp has 35 members. I cannot force a good player to donate, nor can i control when he did.
Gather your men. Ask THEM if they want to take part in PC.
If the answer is no, don't force your own wishes onto them.
If the answer is yes, tell them: "SHOW ME THE MONEY!!!" |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
280
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Posted - 2013.04.05 16:18:00 -
[5] - Quote
IgniteableAura wrote:Looks to me like clones are of little purpose. I rarely if ever see a MCC match win through clone count. Even more so in Corp battles as people are more aware of picking up their squad members.
I don't see any corps having more than the lowest number of clones since losing to clone count is quite rare and the clones themselves are quite expensive.
It doesn't seem to bear any advantage to having more clones.
Also there doesn't seem to be any advantage to being in PC from the dust side other than having some gudfights. The costs seem more prohibitive than what you get out of them. It will be an isk sink that I don't see having many rewards.
. .
On the contrary my experiences and those of some of my peers that skirmishes/corp battles on 'professional' level are almost exclusively ending on clone count.
Source: Corp and tournament battles vs great corps (not to be named in this thread) |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
283
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Posted - 2013.04.05 16:58:00 -
[6] - Quote
Bones McGavins wrote:I made this post in the general forum, but I'll make it here too since its in response to the dev blog.
My concern is, the cost of individual clones makes the difference between gear costs negliable. A starter clone costs over 500k ISK. So this means, a clone with equipment would range between like 510k and like 1M or so.
Point is, the balance between proto gear and lower gear made sense when the price increase was 10k to like 500k, 50X price for an advantage. But when its simply 2X, it wouldnt remotely make ANY sense to not use proto gear.
So whats the point of the lower gear even existing? Are you really gunna suit a 500k clone with cheap gear, ever? This also means that any corp with half a brain will only allow soldiers who have enough SP to run proto gear to use their clones. So now, newer players are pretty much cut off from enjoying the meta aspects of the game.
PC was already going to be an ISK sink due to arms races. Youd be throwing your best gear at PC, regardless of it a dude could only fit an advanced suit or a proto. But now, if I'm a corp, theres no way Im letting me fight in PC cause I dont have the SP to use proto gear. And Im not putting 10-50k gear in a 500k clone.
Are you intending to be using the Geno packs for all eternity? CCP's announced intention is to guide people away from using Geno packs - once they have their own district. At that stage every clone value can be estimated at 100k (the sell value). |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
283
|
Posted - 2013.04.05 17:02:00 -
[7] - Quote
xLTShinySidesx wrote: Are you accounting for the loss of clones needed to send to take the shell corp district?
You're still missing my point though, yeah it does make it a little less attractive for big corps to take multiple districts but it makes it impossible for a small corp to take one at all.
You are assuming the assimilation by mother corp would cause serious clone losses. That wasn't the case, it could've been circumvented. I'm not elaborating as it is in the past now. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
283
|
Posted - 2013.04.05 17:07:00 -
[8] - Quote
God Hates Lags wrote:This update presents a huge problem-the unlimited starter packs kills the strategic aspect to PC that came with attrition. Before, this update, attrition presented a very cool strategic element into PC by limiting the range of across which an established corp could move. This would have forced corps to be strategic both in what districts they target and in what districts they take.
Now this strategic element is gone-players can just rain clone starter packs on any and all districts, anywhere that they are open. You might as well just scrap attrition altogether. This system makes surface research labs next to pointless. What was originally so cool about PC was that if you wanted said district 5 jumps away, but didn't want to give up those you had, you had to make a "bridge" between the two districts in order to reach the other district without paying the attrition cost.
Sadly now, this great strategic game mode, which could have been so cool will never be.
Consider the same operations would've been done with alt corporations. 2-alt corp buys geno pack, attacks, mother corp players join as ringers.
True that reinforcing district captured by alt corp is more difficult - but that doesn't matter if alt corp is used to bombig: softening before real attack and tying hostile reinforcements and stalling clone production of other districts. That is the scale of the future war. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
283
|
Posted - 2013.04.05 17:11:00 -
[9] - Quote
InsidiousN wrote:It looks to me, with this current system of clones costing much more and the attacker gaining so much when they win, that defending is almost pointless. Corps can just jump district to district and gain huge amounts of clones, ISK, and loot and not bother to risk losing it by defending a district. Since attacking can be so incredibly profitable, what does someone gain by holding a district, or even many districts in a system beyond gaining clones from unsuccessful attackers?
For attack to become profitable: first, you have to win it second, you have to win it with good margin (not to have pyrrhic victories)
About defending a district, read the posts of people complaining Geno pack price. Getting those clones 'free' helps profitability. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
283
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Posted - 2013.04.05 17:21:00 -
[10] - Quote
Bones McGavins wrote: 100K reduces the problem quite a bit. Especially since biomass can be resold and you can steal clones. But im not entirely sure where the 100k number comes from. Why is that the estimated value?
Fron this very dev blog: http://dust514.com/news/blog/2013/04/an-update-dev-blog-for-planetary-conquest/
Quote:Attribute Name Original Numbers New Numbers Clone sell value 100,000 ISK --> No change! Biomass sell value 50,000 ISK --> 80,000 ISK
That means, if clone production would cause overflow, the extra is automatically sold. So, each clone HAS that worth to you in isk, even tho many might consider them free if they are using (roughly) all the free ones for attacks
Also, clones can be sold as a district action, but that is likely to be used only in special cases. |
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
283
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Posted - 2013.04.05 17:26:00 -
[11] - Quote
Booker DaFooker wrote: Dont forget that if you win as an attacker then you are locked, therefore you cant reinforce but you can be attacked. Now as I understand it you should get a chance to produce clones at the next reinforcement window because of the 24 hour minimum notice so you cant be attcked for nearly 2 days but you will remain locked until after attack with only the clones you brought with you and 1 production cycle.
which brings me to my point, that is your reason to bring more than the minimum loss number of clones so that you have a good number to defend with if you win but had high clone attrition.
Ahh very true. I like updated system even more, now there's a motivation for that! |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
283
|
Posted - 2013.04.05 17:35:00 -
[12] - Quote
jamstar saa187 wrote:CCP Nullarbor wrote:It's looking very likely we will introduce corporation tax, just a question of when. This just occurred to me, and i'm just putting it out there to further the discussion. (devil's advocate, if you will) if the problem with the 80 Mil entry point is that it is prohibitive to the smaller corps (and i agree with this point BTW, as i'm from one of those smaller Corps), how exactly will the tax help in the grand scheme or things? i ask this because, should a tax be implemented, i assume it would not be dependent on the corp size. (ie. every corp will now have a tax levy) so the larger corps will be receiving the tax also. if you follow this to it's logical conclusion this would mean that a large corp will be increasing their revenues also, plus at a higher rate than the smaller corps, 'cus.... well they have more members to tax. so how does this actually help the smaller corps? yeah they get to make ISK faster, but so do the Big Boys, and i'd assume they would be in an even better position to dominate after the influx of the new ISK tax.
It's likely that corps are able to set their own Dust Tax rate.
Taxes, as you know, don't generate isk by itself. The members have the same money etc.
This is only to help manage the fundraising.
It could be argued, but I'd say that
If you have 20 people you might be happy with 1 district. Two donaters giving 50M would be enough.
from a larger pool of people (eg 200) you are more likely to find enough individuals who donate over 50M. But, you might not necessarily be aiming for 10 districts. Rather, 3? In that case you could afford to have more lazy people in.
Taxes guarantee that corps get at least something
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
283
|
Posted - 2013.04.05 17:49:00 -
[13] - Quote
Goric Rumis wrote:I'm still concerned about larger corps with lots of resources being able to beat down a district by simple attrition. In other words, fighting a series of losing battles strictly for the purpose of reducing the number of clones on a district. If you can consistently kill 150 clones (which isn't hard if null cannon damage is adjusted so battles last 30 minutes or longer), you're going to wear down even a defender that manages to win every time. Sure it will be costly for you, but if you already have 5 or more districts you're producing enough clones that you'll never be putting one of your existing districts at risk of a gank. Meanwhile the defender is unable to reinforce because you're constantly locking the district with attacks (which I admit is a necessary mechanic, at least for a losing district).
For established corps with several districts, this will just be another part of gameplay, but for a new corp with only one or two districts, this means it will be nigh-impossible to get established if the other corp(s) on the planet are at all alert. Once you acquire a district, you'll simply get shut out of taking any more.
I'm also concerned. It's a very powerful tactic.
But, in your example defender is getting a terrible losses while winning, 150 clones. That can be considered bad defence.
Defender winning and losing less than 80 clones: good defence, they are actually still GAINING clones while getting the battle rewards! That is an example of good fighting and if they can keep it up they're NEVER gonna lose the district! (note: the number is 100 for prod SI)
Defender winning while losing more than 80 (100 for prod SI) clones: they win but they suffer the attrition, and rightfully so. IF the attackers are going to play that good they are eventually gonna wear the defenders down - but remember, grinding 20 clones a day (example of 100 def clone loss) from fully stocked district takes quite a many days.
note: Geno pack has only 150 clones - no stronger attacks coming from thin air. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
284
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Posted - 2013.04.05 20:26:00 -
[14] - Quote
If I were in a corp interested in PC, I would definately use this
Quote:Genolution Assault pack: 20m ISK 150 clones Can only be purchased if your corp has no districts. Can assault anywhere in region ONLY allowed to attack occupied districts.
regularly to - hit at distant regional targets otherwise unreachable - hit regional targets without suffering from attrition - use infinite Geno clone supply instead of precious own generated clones to keep own districts well defended and not promising targets - Keep hostile districts harassed in a relatively cheap way, multiple targets no matter how many districts I own
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KEROSIINI-TERO
Seraphim Initiative. CRONOS.
286
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Posted - 2013.04.06 20:08:00 -
[15] - Quote
CCP Nullarbor wrote:Something we havn't mentioned yet is that our cost calculation skips high security systems provided they are along the shortest path between the districts. Having said that, I am neither confirming nor denying there will be high security systems in any paths, just explaining how it works
Please reconsider that 'jumping over hisec'. It feels unnecessary and reduces the feeling of location. It wouldn't be bad if there would be sort of islands of lowsec instead of everything connected. Just different. I feel that it would be nice to have clear borders etc. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
286
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Posted - 2013.04.07 16:52:00 -
[16] - Quote
KAGEHOSHI Horned Wolf wrote:Will corps eventually be able to sell their districts to other corps? I think it should happen.
It can be fixed, no worries there. Of course 'district contract system' or 'district market' would be cool. |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
295
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Posted - 2013.04.10 18:54:00 -
[17] - Quote
Okay. Most people are unhappy with the way how the District-losing Corp (L) would be able to use their own favorable RT day after day after day against the Winning Corp (W).
The newly captured district being locked from any actions of it's own is a good thing. It would be a pity to give up that just because of abovementioned reason.
Background: It is clear and intended way that capturing a district is going to take multiple days (barring cases of opportunity when sniping weak districts). Multiple fights on RT of (L)'s choosing before (W) takes a district.
[SUGGESTION A:] Keep the newly captured district in the state of 'Under attack' still 24h AFTER being captured. Or create a new state 'Captured'.
That would mean that captured district couldn't act in the first day (good) but it couldn't be attacked before it's next RT is gone. After which (W) directors could change RT if they have faster fingers. Note: they would have to choose whether to transfer in more clones or change the RT - a choice which is always a good thing.
[SUGGESTION B:] Let district go onto an unlocked state after victorious battle EXCEPT right after being captured. That way after one won defence, it's possible to change RT. Earn the change.
After capture, one more battle to win on old timer. Just one.
note: this does have implications during initial attack - defender could play RT games |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
357
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Posted - 2013.05.17 15:59:00 -
[18] - Quote
Parson Atreides wrote:CEOPyrex CloneA wrote: Yeah i checked the footage i had (i film these things) and their starting clones were 230, their ending clones amount was 167 and we won by MCC
Upon getting back into the quarters, i see they have 160 clones left and the district is 'online' so i pay another 80m to hit them again in 2 days, which surely means they will get 2 RT clone drops right? cos the district isnt offline.
Sounds broken to me that does, whats the point in hitting stuff.....
When exactly was the RT timer? Because everyone who got a district on Day 1 (which is everyone who has one now) should have gotten 2 RT worth of clones. I think you were lucky that somehow they only got 1 day's worth, but unlucky because they only lost 70 clones for some reason after the match was over. Fortunately, these cancel each other out and they'd be at 160 anyway (or 150 depending on what SI they had).Depending on how long after the battle started before you launched your second attack, it's possible you missed your 1-hour exclusivity window, meaning you'd have to wait 2 days. If you know for a fact that you launched your second starter pack within an hour of the starting time of the first battle, then it's a bug. Also, because the defender lost, their next RT timer won't generate clones, meaning even if you attack 2 days from now, they'll only get 1 RT worth of clones.
CEOPyrex Clone: 1a) Are you sure you won (sorry have to make sure)? 1b) Are you sure the district is Online? If answer to both are yes, then there seems to be a bug.
Parson Atreides: 2) That might indicate that the defenders got their second RT clone production after the battle, which would be different and a very important bug strategically speaking.
3) It seems that attackers really missed their exclusive hour to re-attack. |
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