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Baal Roo
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Posted - 2013.04.28 02:32:00 -
[1] - Quote
I don't get it. You're upset because you can't budget? How is that anyone's fault but your own? |
Baal Roo
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Posted - 2013.04.28 02:50:00 -
[2] - Quote
ALM1GHTY STATIUS wrote:hooc roht wrote:ALM1GHTY STATIUS wrote:the game feeds noobs. They are pub matches and are not meant for you. Or at least not meant for you to play in proto gear. Actually i think it is pretty well designed from a game standpoint. You cannot get rich farming Barrens in World of Warcraft and you can't get rich messing around in the Eve starter areas. This is pretty basic MMO design. Why should Dust be any different? I do the same thing as everyone else only at a quicker pace, why should I be punished for being quick?
Why shouldn't you? You're dying more, get better at the game. |
Baal Roo
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Posted - 2013.04.28 03:04:00 -
[3] - Quote
ALM1GHTY STATIUS wrote:Baal Roo wrote:ALM1GHTY STATIUS wrote:hooc roht wrote:ALM1GHTY STATIUS wrote:the game feeds noobs. They are pub matches and are not meant for you. Or at least not meant for you to play in proto gear. Actually i think it is pretty well designed from a game standpoint. You cannot get rich farming Barrens in World of Warcraft and you can't get rich messing around in the Eve starter areas. This is pretty basic MMO design. Why should Dust be any different? I do the same thing as everyone else only at a quicker pace, why should I be punished for being quick? Why shouldn't you? You're dying more, get better at the game. I get more kills and warpoints. that's why.
I don't see how those two things are relevant. If you can't make ISK with your dropsuit loadout, you need to either tweek the suit or change your gameplay.
Believe me when I say that the following isn't meant as an insult: This isn't Call of Duty, blindly charging forward to pad your KDR isn't the default way to play. As you've pointed out, your teammates have figured out how to improve, follow their lead and get better at THIS game rather than playing it like a different game and expecting the results you get in that other game. Slow down and think more about your ISK. |
Baal Roo
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Posted - 2013.04.28 03:26:00 -
[4] - Quote
ALM1GHTY STATIUS wrote:Quote: I don't see how those two things are relevant. If you can't make ISK with your dropsuit loadout, you need to either tweek the suit or change your gameplay.
Believe me when I say that the following isn't meant as an insult: This isn't Call of Duty, blindly charging forward to pad your KDR isn't the default way to play. As you've pointed out, your teammates have figured out how to improve, follow their lead and get better at THIS game rather than playing it like a different game and expecting the results you get in that other game. Slow down and think more about your ISK.
YOU seem to not understand, I do the EXACT same thing as them, kill the same people, same K/D same WP but I get rewarded proportionally LESS money, what they're doing fits them, that's cool, I want to do me.
If you were doing the "exact same thing" you would have the same results.
"Doing you" in this game is losing you money, this is one of those occasions where "adapt or die" is particularly relevant. You have identified where you are doing poorly, either fix it, keep losing money, or give a compelling reason why the game should be changed to accommodate your failings. |
Baal Roo
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Posted - 2013.04.28 03:36:00 -
[5] - Quote
Noc Tempre wrote:His point is that rewards are not proportional to performance. Instead they are flattened by bringing the top down. IRL the curve goes the other direction, which makes this further unintitive.
But this does not appear to be backed up with any factual information.
The metrics by which you determine "performance" will change whether or not the rewards are proportioned properly. When wearing expensive gear, one important performance metric is NOT DYING, assuming you are concerned about your ISK. |
Baal Roo
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Posted - 2013.04.28 03:41:00 -
[6] - Quote
ALM1GHTY STATIUS wrote:Noc Tempre wrote:His point is that rewards are not proportional to performance. Instead they are flattened by bringing the top down. IRL the curve goes the other direction, which makes this further unintitive. ******* finally someone gets it. thanks noc.
I assure you, I "get it", the problem is that you are simply wrong. Your argument is that the way Dust should function is that the more expensive gear you use and the more kills you get, the more money you make. That is NOT how Dust works, and thus your metrics for success are askew. |
Baal Roo
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Posted - 2013.04.28 03:42:00 -
[7] - Quote
ALM1GHTY STATIUS wrote:Baal Roo wrote:Noc Tempre wrote:His point is that rewards are not proportional to performance. Instead they are flattened by bringing the top down. IRL the curve goes the other direction, which makes this further unintitive. But this does not appear to be backed up with any factual information. The metrics by which you determine "performance" will change whether or not the rewards are proportioned properly. When wearing expensive gear, one important performance metric is NOT DYING, assuming you are concerned about your ISK. Why are they rewarded 150k for getting 100 WP while I'm rewarded 250k for getting 1.5k wp?
Because they died less. It's not rocket science. |
Baal Roo
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Posted - 2013.04.28 03:57:00 -
[8] - Quote
ALM1GHTY STATIUS wrote:Sloth9230 wrote:Noc Tempre wrote:His point is that rewards are not proportional to performance. Instead they are flattened by bringing the top down. IRL the curve goes the other direction, which makes this further unintitive. They are proportional to his performance, he died in a protosuit, he lost money. If he had died in a militia suit he would have lost less money. He's complaining that he isn't gaining ISK at a fast enough rate, dying less would increase that rate. Almighty gets 32 kills and earns 500 K ISK for that match, he also died once. Random gets 30 kills and earns 400 K ISk, he didn't die. Almighty got more ISK, but he now has to replace his 200K fitting, so he really only gained 300K for that match. He knows what he has to do to increase his ISK gain rate, die less, but he's being stupid and instead complaining for no reason. almighty gets 32 kills in a game and dies twice. he gets 500k from the match and loses 400k in suits, 100k profit. random gets 3 kills in a game and dies 15 times. he gets 175k isk and loses 15k in suits, 160k profit. THIS is my problem and also a very real example.
So, stop using protosuits in instant battles where your prospects to make money is extremely limited. You've identified where you are doing poorly, now fix it. Don't complain that you are losing money when YOU get to choose how much ISK you are putting on the field. If you want to make ISK in instant battles, put militia gear on. It's nonsensical to intentionally risk suits that are 150k+ each in an instant battle, and then complain that you lost money in the match. |
Baal Roo
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Posted - 2013.04.28 04:30:00 -
[9] - Quote
Noc Tempre wrote:Justin Tymes wrote:ALM1GHTY STATIUS wrote:Sloth9230 wrote:Noc Tempre wrote:His point is that rewards are not proportional to performance. Instead they are flattened by bringing the top down. IRL the curve goes the other direction, which makes this further unintitive. They are proportional to his performance, he died in a protosuit, he lost money. If he had died in a militia suit he would have lost less money. He's complaining that he isn't gaining ISK at a fast enough rate, dying less would increase that rate. Almighty gets 32 kills and earns 500 K ISK for that match, he also died once. Random gets 30 kills and earns 400 K ISk, he didn't die. Almighty got more ISK, but he now has to replace his 200K fitting, so he really only gained 300K for that match. He knows what he has to do to increase his ISK gain rate, die less, but he's being stupid and instead complaining for no reason. almighty gets 32 kills in a game and dies twice. he gets 500k from the match and loses 400k in suits, 100k profit. random gets 3 kills in a game and dies 15 times. he gets 175k isk and loses 15k in suits, 160k profit. THIS is my problem and also a very real example. There is no problem. If you use Militia gear, you obviously have a lower chance of killing anyone above you, but your loses are minimal if you die. If you want to increase the odds of you killing your opponent/surviving longer and making more money, be prepared to pay the price if you die instead. It's just Risk vs Reward. The situation right now is 2x the risk is 1.2x the reward.
And? |
Baal Roo
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Posted - 2013.04.28 04:36:00 -
[10] - Quote
Noc Tempre wrote:Sloth9230 wrote:Noc Tempre wrote: The situation right now is 2x the risk is 1.2x the reward.
Don't risk anything you aren't prepared to lose. That's not the point. To be long term profitable, the increase in reward has to at LEAST match the increase in risk. Simplest example is doubling down. 2x risk, 2x reward. It may be balanced, but is completely counter-intuitive to have infinite run gear not profitable for even a small niche of players.
Why? Who decided running protogear at all times supposed to be long-term profitable? |
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Baal Roo
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Posted - 2013.04.28 04:38:00 -
[11] - Quote
Noc Tempre wrote:That's not a very fun reward, especially with how many cheap (read: unavoidable) ways there are to die instantly in DUST.
it isn't a reward. The reward for running protogear is having an advantage on the field. Why should people be rewarded for protostomping noobs in high sec instant battles? |
Baal Roo
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Posted - 2013.04.28 04:40:00 -
[12] - Quote
Noc Tempre wrote:Baal Roo wrote:Noc Tempre wrote:Sloth9230 wrote:Noc Tempre wrote: The situation right now is 2x the risk is 1.2x the reward.
Don't risk anything you aren't prepared to lose. That's not the point. To be long term profitable, the increase in reward has to at LEAST match the increase in risk. Simplest example is doubling down. 2x risk, 2x reward. It may be balanced, but is completely counter-intuitive to have infinite run gear not profitable for even a small niche of players. Why? Who decided running protogear at all times supposed to be long-term profitable? Then why does prototype gear exist? You are saying it should be always unprofitable for every player?
Prototype gear exists as a high end tool for tanking extra damage, packing on extra modules, etc when you NEED the edge to win big important battles. Why should the END GAME gear be profitable in what basically amount to training battles for new players? |
Baal Roo
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Posted - 2013.04.28 04:45:00 -
[13] - Quote
Noc Tempre wrote:Baal Rool wrote:
Prototype gear exists as a high end tool for tanking extra damage, packing on extra modules, etc when you NEED the edge to win big important battles. Why should the END GAME gear be profitable in what basically amount to training battles for new players?
Okay, what is winning in DUST? More ISK. But we just agreed it is never profitable long term. You have presented a contradiction.
We agreed on no such thing. It's rarely profitable IN HIGH SEC INSTANT BATTLE TRAINING MATCHES. |
Baal Roo
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Posted - 2013.04.28 04:50:00 -
[14] - Quote
William HBonney wrote:Eurydice Itzhak wrote:I don't know EXACTLY how well you're doing and how many times you're dying but I certainly agree rewards HEAVILY favor doing poorly in cheap suits.
In my tank I can go 20-0 (in skirmish) with upwards of 1900 points and make 250k. In my Sever logistics I can go 10-3 with 1900 points and make 250k. I can afk in base, go 0-0, and make 100-200k.
Rewards should be increased for increased WP.
I have NO idea what currently decides how much isk you make, but it sure as hell isn't WP. I am glad someone gets what the OP is talking about. The OP is not stroking his own epeen nor is he trying to make things better for his own good. What he is saying is that the current reward system is not based off of performance. Just like sp, it was flatlined to help noobs (read as eve players with no gun game), isk is flatlined to help noobs....we should just all afk because that is the smartest way to earn isk and sp.
Gear costs money. Use expensive gear and die, make less money. A player needs to be able to look at the payout available for a particular match and figure out how much ISK to risk in the battle. Don't bring a suit into a training match that costs more than you'll make for winning the match, and then act surprised when you end up ISK negative. Sure cost/reward doesn't scale on a 1:1 basis, but no one is making any compelling arguments for why it SHOULD beyond "I want to use prototype gear all the time, even in high sec space against noobs learning to play the game". |
Baal Roo
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Posted - 2013.04.28 04:53:00 -
[15] - Quote
Noc Tempre wrote:Baal Roo wrote:Noc Tempre wrote:Baal Rool wrote:
Prototype gear exists as a high end tool for tanking extra damage, packing on extra modules, etc when you NEED the edge to win big important battles. Why should the END GAME gear be profitable in what basically amount to training battles for new players?
Okay, what is winning in DUST? More ISK. But we just agreed it is never profitable long term. You have presented a contradiction. We agreed on no such thing. It's rarely profitable IN HIGH SEC INSTANT BATTLE TRAINING MATCHES. So you believe prototype gear is designed around PC? Where isk efficiency is even MORE important? 8M/day split amonst 16 players is 500k each. That's barely above a pub match and doesn't count the extra logistics costs. It doesn't add up anywhere. If the increase in risk is higher than the increase in reward, it is better to reduce your risk and take more chances instead. And that is exactly what we find is effective in DUST. It is pointed out as a problem because that devalues the investment in suits and reduces variety in fits.
And what is the 8 mil ISK number you are quoting me? |
Baal Roo
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Posted - 2013.04.28 05:01:00 -
[16] - Quote
Eurydice Itzhak wrote:Baal Roo wrote:William HBonney wrote:Eurydice Itzhak wrote:I don't know EXACTLY how well you're doing and how many times you're dying but I certainly agree rewards HEAVILY favor doing poorly in cheap suits.
In my tank I can go 20-0 (in skirmish) with upwards of 1900 points and make 250k. In my Sever logistics I can go 10-3 with 1900 points and make 250k. I can afk in base, go 0-0, and make 100-200k.
Rewards should be increased for increased WP.
I have NO idea what currently decides how much isk you make, but it sure as hell isn't WP. I am glad someone gets what the OP is talking about. The OP is not stroking his own epeen nor is he trying to make things better for his own good. What he is saying is that the current reward system is not based off of performance. Just like sp, it was flatlined to help noobs (read as eve players with no gun game), isk is flatlined to help noobs....we should just all afk because that is the smartest way to earn isk and sp. Gear costs money. Use expensive gear and die, make less money. A player needs to be able to look at the payout available for a particular match and figure out how much ISK to risk in the battle. Don't bring a suit into a training match that costs more than you'll make for winning the match, and then act surprised when you end up ISK negative. Sure cost/reward doesn't scale on a 1:1 basis, but no one is making any compelling arguments for why it SHOULD beyond "I want to use prototype gear all the time, even in high sec space against noobs learning to play the game". It's funny that my quote can be in there and you can still say what you say. In my tank, 800k isk currently, I can keep it alive long enough to make a decent profit on it. usually about 8 games per tank now. So in a game where I don't lose a tank (which is most games), I make about 250k. Unless its one of those random games where I actually make good money for no real reason I can discern. So, dying ZERO times with good/great WP, I can make 250k. Or I could, and stay with me now, idle in the base for the same god damn isk. It has nothing to do with how much I spend in isk per match, it has to do with there's not a good enough way to increase isk per match to warrant not AFKing for money.
Again, this is basing all calculations off of pubstomping in high sec instant battles. If instant battles are where players who have access to proto gear are hanging out, this game is ****** before it gets started and your AFK concerns are the least of our worries. |
Baal Roo
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Posted - 2013.04.28 05:05:00 -
[17] - Quote
So Noc, you are under the impression that the only value for holding districts in PC will be the ISK valuation on the clone production? |
Baal Roo
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Posted - 2013.04.28 05:17:00 -
[18] - Quote
Eurydice Itzhak wrote:Baal Roo wrote:
Again, this is basing all calculations off of pubstomping in high sec instant battles. If instant battles are where players who have access to proto gear are hanging out, this game is ****** before it gets started and your AFK concerns are the least of our worries.
>Make a stupid argument. >get called out on it. >change subject. As expected from your corp. It has nothing to do with how expensive your fit is. It has EVERYTHING to do with there is no reward for playing well. There's actually more reward for not playing at all.
Again, you're looking at the mechanics of instant battle training areas and applying them to the larger picture, as if we are supposed to be concerned over a few hundred thousand ISK battles versus new players without corps. If you have no interest in building a corp, gaining territory, and winning matches, then sure, you could theoretically just AFK in high sec for a couple hundred thousand ISK a match for eternity, but what's the point?
I think it's becoming more clear that CCP just needs to put gear restrictions in high sec and resolve this once and for all. |
Baal Roo
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Posted - 2013.04.28 05:19:00 -
[19] - Quote
Eurydice Itzhak wrote:Justin Tymes wrote: You brought that tank to WIN, to SP farm, and/or maybe patch up your KDR, not to gain ISK.
Exactly. I brought my best fit to WIN. To earn hardcore WP. I didn't die in it. I did fantastic. If I wanted to make MONEY I should just sit afk in the MCC. Do you see why this is stupid as hell?
Reread the OP, this isn't the argument.
The OP is arguing that dying more shouldn't COST more. |
Baal Roo
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Posted - 2013.04.28 05:26:00 -
[20] - Quote
Rigor Mordis wrote:Val'herik Dorn wrote:OH WOW THIS IS A PROBLEM?!
run cheaper gear problem solved. Running cheaper gear doesn't SOLVE anything. Its just a way around what was obviously flawed about the economics in this build. Having to run cheaper gear to make a profit defeats the purpose of 'leveling up'. It also is not conducive to WINNING the battle which is ALSO supposed to net a profit of some kind is it not? However, I disagree with the OP that the system is a noob feeder. If the current system was a noob feeder, why do the noobs not stick around? (several reasons) OP is running Protos and performing well and not making any real ISK. That's not 'leveling up' and makes no sense if the goal is to 'level up' and get better. Personally, I do good, bad, and ugly (not in that order) but I have broke almost even overall.I do pretty decent in WP seeing as how I run AA a lot. I run infantry 99% of the time and found that around the time all/most of my gear was meta level 3, I had to alter a lot of my fits to make any money. I guess one can argue that if one is breaking even in k/d, then they should break even in ISK. By that logic, the ones going 3-10, 4-8, 9-15, 14-20 will/should operate at a loss. This is whether or not they win or lose once they are using upper-advanced gear. The way it has been, as the OP said, one can be performing well and not profit without using cheap gear. If that is the way it is supposed to be, where is anyone's, at any level's, incentive to 'level up'? What's the purpose of leveling up (to maybe try and improve k.d) if one can't afford to fight in the gear that they skilled up in? Now is a situation where one is forced to choose to either run free/cheaper gear until they can skill a good tank, hide with their good tank or good gear constantly, AFK, or play something else. We will see how the new build changes the economics of ISK and SP. Running cheaper gear is not a solution to the problem. One should never have to run their free/cheap gear unless they are at that SP level or they are true 'starters'. Or unless they of course ran out of good fittings in the fight in which case maybe they don't deserve to profit in that round.
Yet another argument based around the premise that high sec instant battles are the end game here. Instant battles are basically noob training matches. It's friggin high sec. The payouts are low so you can't run your end game gear vs beginners without losing some ISK. Everyone makes money in instant battles, because it's a tiny amount of money that is really only relevant to people just starting out. |
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Baal Roo
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Posted - 2013.04.28 05:31:00 -
[21] - Quote
Eurydice Itzhak wrote:Baal Roo wrote:
Reread the OP, this isn't the argument.
The OP is arguing that dying more shouldn't COST more.
No, he's arguing that his rewards should be proportionate to the effort/score/WP he put into it. I'm not certain on his exact situation because I don't run suits at all, so I changed it to reflect the problem at large. If you want to make money in Dust, you might as well afk at the MCC. It doesn't matter if I get a great score/WP and don't die once, I don't make any more money.
Sure, if you want to make 150,000 ISK, you can afk in high sec instant battles. You're playing for a tiny contract that is there so new players can make a little scratch to buy a couple of skill books before venturing forth into the "real game". You guys are just looking at things backwards. You're arguing FOR being able to make good ISK in the lowest risk area of the game, rather than incentivizing players to move out into the universe and actually participating in the emergent gameplay. |
Baal Roo
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Posted - 2013.04.28 05:55:00 -
[22] - Quote
Eurydice Itzhak wrote:Baal Roo wrote:
Sure, if you want to make 150,000 ISK, you can afk in high sec instant battles. You're playing for a tiny contract that is there so new players can make a little scratch to buy a couple of skill books before venturing forth into the "real game". You guys are just looking at things backwards. You're arguing FOR being able to make good ISK in the lowest risk area of the game, rather than incentivizing players to move out into the universe and actually participating in the emergent gameplay.
I'm arguing that there should be a way to make money by performing well. Come PC, there will be X amount of high pay contracts a day based upon how many places you control. What do you think I'm going to do after my small corp plays our 1 or 2 games a day to defend our areas? Am I going to try really hard in instant battles for no reward or am I going to AFK for similar rewards?
From what I understand, CCP is incentivizing faction warfare as the place for organized players to spend the majority of their time. I don't know the specifics of how they intend to to so, but I hope that WINNING in FW will result in much higher rewards than LOSING, and that winning in FW is considerably more profitable than winning in high sec unorganized noob battles. |
Baal Roo
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Posted - 2013.04.28 05:57:00 -
[23] - Quote
Sloth9230 wrote:Deluxe Edition wrote:
lol this must be a troll. Proto is never supposed to be profitable, in all honesty you will only see them brought up in the most important of matches especially as more skilled players devlope and you start having to hit your cap by playing organized squads in FW and PC.
Furthermore being aggressive does not mean you are running the most expensive suit you can fit, that's called trying to pad the k/d by bruteforcing over players who actually understand how the game economy works. The game would be broken if you could afford to loose more than 2-3 proto suites a match.
Either get good enough to where you never die more than once in any match you play or concede that you have to run more exonomically efficient.
Lastly you can be just as aggressive with a type-II suit as a proto, I have over 400 shields on my type-II its taken down many vk.1's in 1 vs 1 fights.
Hey look, someone who actually understands how risk vs reward works in Dust, here, have a +1
TBF, most of these guys seem to be looking at the game from the perspective of instant battles being the meat and potatoes of the game, and at "proto gear" as the incentive for actually playing the game. I don't think they really yet see the bigger picture of the meta game, and how insignificant high sec instant battles for a couple hundred thousand ISK are likely to be. |
Baal Roo
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Posted - 2013.04.28 06:13:00 -
[24] - Quote
Eurydice Itzhak wrote:Deluxe Edition wrote:
no you don't make anywhere near as much... you get a max of around 150k isk on a very very long skirmish where I continuously use 'raven' type-1 assaults, with an 'exile' and a 'toxin' with all blue print milita modules and equipment (the suit costs 0 isk) and still carry a 5+ k/d and make 300-400 thousand isk an Ambush which lasts around 10 mins.
AFK is a good way to farm SP however it is very inefficient for farming isk. You would have to run AFK matches well after you capped out just to reach a 2-3 million isk profit per week, which is really just pocket change.
I don't play ambush that much because I don't run dropsuits I run tanks. You reminded me and made it even CLEARER that the system is skewed. Running around in free suits getting a crap score is the BEST way to make money. The SECOND best way to make money is to afk. The THIRD best way to make money is to actually try hard, even if its in a free suit. Trying hard and getting a good score shouldn't be third on that list.
In the game mode designed for new players to make tiny chunks of ISK to get some basic gear, I see absolutely no problem with this scenario. Sure, it can be used by the uber-lazy to afk farm trivial amounts of ISK, but the alternative is making the system even HARDER for brand new players to make some starting cash.
There is ZERO reason to create incentive for experienced players to use END GAME gear against new players in the starting area of the game. |
Baal Roo
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Posted - 2013.04.28 06:24:00 -
[25] - Quote
Eurydice Itzhak wrote:Baal Roo wrote:
In the game mode designed for new players to make tiny chunks of ISK to get some basic gear, I see absolutely no problem with this scenario. Sure, it can be used by the uber-lazy to afk farm trivial amounts of ISK, but the alternative is making the system even HARDER for brand new players to make some starting cash.
There is ZERO reason to create incentive for experienced players to use END GAME gear against new players in the starting area of the game.
And we come back round to the problem. After my small corp defends our few areas for the game, I should run around in ambush with bpo suits and go 5-0, (or 1-11, doesn't really matter) or afk in skirmish. Huehuehue. #1
No, as I already explained, this is what FW is intended for. |
Baal Roo
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Posted - 2013.04.28 06:35:00 -
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Eurydice Itzhak wrote:Sloth9230 wrote: That's complete BS. The correct order is 1. using proto without dying, and or being reaaly good with less expenive gear 2. doing relativly well in free gear 3. Proto gear without dying more than once, unless you're a heavy 4. getting a ****** score in free gear 5. AFKing 6. using gear that you don't have the skills to run.
When the difference between #5 and #1 is less than 100k in skirmish, I accomplish far more by doing #5 and have no real incentive to do #1. Do you follow my train of thought now atleast?
And 100k is a completely insignificant amount of money for someone with enough SP and experience to be running proto gear in the first place. So, why the hell would you be stomping around in high sec instant battles anyway?
Why would CCP incentivize using end game gear in the starting noob friendly area? This is why payouts are so low, and winning doesn't matter. It's about farming tiny bits of ISK for new players. |
Baal Roo
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Posted - 2013.04.28 07:12:00 -
[27] - Quote
Sloth9230 wrote:We should have "leet" mode where personal performance has a bigger impact on rewards though. It would give all the "pro" players something to do, and also help reduce pubstomping new guys.
Of course, the rewards for doing poorly should also be extremely low so that "scubs" don't try to take advantage of it.
As far as I can tell, you basically just described FW. |
Baal Roo
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Posted - 2013.04.28 07:29:00 -
[28] - Quote
Mithridates VI wrote:Baal Roo wrote:Sloth9230 wrote:We should have "leet" mode where personal performance has a bigger impact on rewards though. It would give all the "pro" players something to do, and also help reduce pubstomping new guys.
Of course, the rewards for doing poorly should also be extremely low so that "scubs" don't try to take advantage of it. As far as I can tell, you basically just described FW. Pretty sure we were told in IRC that FW rewards are equal to pubs.
Now THAT I would take issue with. Surely you must be mistaken.
I hope |
Baal Roo
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Posted - 2013.04.28 08:22:00 -
[29] - Quote
Mithridates VI wrote:Baal Roo wrote:Now THAT I would take issue with. Surely you must be mistaken. Found it. Quote:[beers] [CCP]Nullarbor: whats players motivation to do fw then? [@[CCP]Nullarbor] exactly that, stacking teams [@[CCP]Nullarbor] and eve ob [@[CCP]Nullarbor] and to flip FW districts, if you care about such things [BerenHurin] And what will the losing side get? Does the payout work the same as pub matches. All that the latest blog is clear about is FW gives SP. [@[CCP]Nullarbor] payout in FW is the same for now [@[CCP]Nullarbor] if its too tough and no one plays it we may raise the rewards [BerenHurin] Same as what? Corp battles? [@[CCP]Nullarbor] offer special loot etc [@[CCP]Nullarbor] same as instant battle Trimmed for relevant stuff.
Well, that's a bummer. |
Baal Roo
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Posted - 2013.04.28 22:32:00 -
[30] - Quote
Eurydice Itzhak wrote:I'll say it one final time and maybe you people will see. After my small corp defends our 1 or 2 areas we control in PC, the best way to make money is it afk.
There should be some freaking outlet for making ISK based on performance. I want to earn ISK for having good WP. Nothing more. Nothing less.
Well, I guess if what Nullarbor said about FW having the same reward structure as the instant battles is true, then I'm with you on this one when presented from this angle. ONLY in regards to AFKing being the most effective strategy for churning out small amounts of ISK and SP.
Last I had heard from CCP, Faction Warfare was going to have a considerably higher payout than Instant Battles, and to the winners went most of the spoils.
I'm still not convinced that the exchange with Nullarbor is correct, I mean more often than not the Devs get their info wrong when interacting with players, and giving the same rewards for Faction Warfare in Low Sec as they have in Instant Battles in High Sec seems completely unintuitive and backwards from everything else I've seen on the matter.
I still stand by my statements that the current system for Instant Battles is perfectly fine, since the payouts are tiny and mostly irrelevant. If you really think that the best way to spend your time playing the game is going AFK in instant battles, I'm not sure WHY you would be bothering to play the game in the first place. Basically you're just watching an imaginary number increase at a glacial pace.
As far as Almighty's argument about why going 15-2 should net less ISK than going 15-1, my opinion hasn't been swayed. An important metric for determining "performance" in Dust 514 is ISK management. If you play riskier and die more often, you make less ISK. |
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Baal Roo
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Posted - 2013.04.28 22:50:00 -
[31] - Quote
Jathniel wrote:WP nets you money. Not K/D.
You should have noticed this by now, OP. You've been playing way too long to be so dense.
Try doing more, than rushing in proto-blitzing. Rez a fallen blueberry. Hack some turrets. Leave some nanohives for allies. Be a gunner in someone's tank.
Be a team player, and earn some WP.
WP = Money.
Yeah, this is what I don't get about the argument. They say they want to be rewarded for "good performance", but they are basing their metrics of performance on different metrics than those used in the game.
It's like if they were playing a game of chess, and in the middle of the game they pick up your queen and throw it as far as then can, then say
"look how freaking far I just threw that! What do I get for throwing the queen so far?"
When they're told "you don't get awarded in chess for throwing things really far" they argue "but in SHOTPUT throwing things really far is how you win, how come I can't win by throwing things really far in chess? THIS GAME SUCKS I'M NOT BEING REWARDED FOR GOOD PERFORMANCE!"
it's really bizarre and entitled behavior.
Now, I do agree OTOH, that they AFK thing COULD lead to a problem in the future if it becomes a successful way of earning more than 10,000 ISK per minute in other modes. Right now, it seems like a good way to earn ISK, because all we have to play is Instant Battles in High Sec. However, once other incentives are given to go out and actually play other modes designed for end-game level players I suspect 10,000 ISK per minute will look like the colossal time waster that I assume it will be.
Surely people realize that barely making enough ISK in an instant battle to buy a single proto-fit is intentional? |
Baal Roo
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Posted - 2013.04.29 21:43:00 -
[32] - Quote
Konohamaru Sarutobi wrote:Lol. All this guys talking about use cheaper gear or standar gear, have not "development sense". Did you all miss the "MMO" part of the game? It's supose to be a MMO/FPS.
The MMO part is hardly decent. Why do you want to get sp and then spend it if you will use the standar stuff. Where the hell do you see a "lvl 1" making a "decent battle" against a lvl "15/20/50".
Dust514 First Person Shooter/MMO Hybrid without MMO sense.
PD: New content overpower
The game is still in beta, and we are all playing in the new player starting area. |
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Posted - 2013.04.29 22:42:00 -
[33] - Quote
Konohamaru Sarutobi wrote:Baal Roo wrote:Konohamaru Sarutobi wrote:Lol. All this guys talking about use cheaper gear or standar gear, have not "development sense". Did you all miss the "MMO" part of the game? It's supose to be a MMO/FPS.
The MMO part is hardly decent. Why do you want to get sp and then spend it if you will use the standar stuff. Where the hell do you see a "lvl 1" making a "decent battle" against a lvl "15/20/50".
Dust514 First Person Shooter/MMO Hybrid without MMO sense.
PD: New content overpower
The game is still in beta, and we are all playing in the new player starting area. "THE GAME IS STILL IN BETA" is the worst excuse to argue a bad gameplay. Because there is problemes from the first build that you can see all the time. For example: "hands bug". They don't have a "central idea" because if people start crying about something, they change the whole entire game. People cry about the AR, and they change everything. You are playing in the 50000000000000 DC and you still use iron sights. Really? Yes, the game still in beta. It will be in beta forever
But sometimes "because beta" IS the answer to the question. We aren't playing the game yet, we are playing in non-corp instant battles on High Sec.
You didn't actually address my point in any way. People are complaining that they can't sustain using endgame gear in the new player areas, plain and simple. Once we get the actual main gameplay areas (PC & FW) we can discuss ISK payout mechanics, but complaining that the very beginning starting area of the game doesn't supply enough ISK to buy entire sets of endgame gear every single match is absolutely ridiculous. Imagine a player at level 3 in WoW complaining that he can't yet afford epic level mounts and armor, it's nonsense. |
Baal Roo
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Posted - 2013.04.30 18:43:00 -
[34] - Quote
Noc Tempre wrote:Why should two players with equal KDR and Warpoints/Death ratio receive *significantly* different margins? It's just like MCC AFKing, the reward for showing up is dwarfing the reward for doing well.
Because they are using significantly different gear.
The reward for "showing up" is "dwarfing" the reward for "doing well" because the reward itself is teeny tiny... Because we're beta testing in the new player starting area. In new player areas it's not uncommon for everyone to get a reward for participation, that's how you help new players get their feet under them. The only mistake being made, is taking gear worth as much as the battles rewards into the fight in the first place, and then then expecting to make a profit.
If we get into faction warfare and the payouts aren't considerably higher, and the winners don't get the majority of the winnings... THEN I will agree that there's a problem. Assuming most winnings go to the team that WINS in FW, going AFK will out your team at a big disadvantage and make them much less likely to win, thus minimizing the sort of gains that can be made by AFKing in the first place.
But instant battles are working precisely as intended as far as I can tell and need absolutely no changes made to them. You barely make enough in an instant battle to but a set of protogear for a reason, the new player area isn't FOR protogear. |
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Posted - 2013.05.01 00:19:00 -
[35] - Quote
Noc Tempre wrote:Baal Roo wrote:Noc Tempre wrote:Why should two players with equal KDR and Warpoints/Death ratio receive *significantly* different margins? It's just like MCC AFKing, the reward for showing up is dwarfing the reward for doing well. Because they are using significantly different gear. The reward for "showing up" is "dwarfing" the reward for "doing well" because the reward itself is teeny tiny... Because we're beta testing in the new player starting area. In new player areas it's not uncommon for everyone to get a reward for participation, that's how you help new players get their feet under them. The only mistake being made, is taking gear worth as much as the battle rewards into the fight in the first place, and then expecting to make a profit. If we get into faction warfare and the payouts aren't considerably higher, and the winners don't get the majority of the winnings... THEN I will agree that there's a problem. Assuming most winnings go to the team that WINS in FW, going AFK will put your team at a big disadvantage and make them much less likely to win, thus minimizing the sort of gains that can be made by AFKing in the first place. Heck, if a player loses enough in FW he might even have to slink back to instant battles with his tail between his legs for awhile, throw on some militia fits, and pull in some participation ISK until he has enough to head back out and take another shot at a real match again. But instant battles are working precisely as intended as far as I can tell and need absolutely no changes made to them. You barely make enough in an instant battle to buy a set of protogear for a reason, the new player area isn't FOR protogear. I believe you are missing the entire point of this thread. Using the EXACT same fit, a player who does 1/3 of everything (deaths, WP, kills, etc, EVERYTHING identical by a factor of 1/3) makes ISK, while the "aggressive" player who does everything the same but three times as much loses a significant sum. It has nothing to do with the value of an individual suit, and everything to do with the rewards being disassociated from performance.
But again, you're judging the performance on the wrong metrics. The person who dies less, performs better. If you'd like to argue that this performance metric should be changed, then make your case, but so far the argument over which performance metrics to favor have been entirely arbitrary. |
Baal Roo
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Posted - 2013.05.01 01:55:00 -
[36] - Quote
Noc Tempre wrote:Baal Roo wrote:Noc Tempre wrote:Baal Roo wrote:Noc Tempre wrote:Why should two players with equal KDR and Warpoints/Death ratio receive *significantly* different margins? It's just like MCC AFKing, the reward for showing up is dwarfing the reward for doing well. Because they are using significantly different gear. The reward for "showing up" is "dwarfing" the reward for "doing well" because the reward itself is teeny tiny... Because we're beta testing in the new player starting area. In new player areas it's not uncommon for everyone to get a reward for participation, that's how you help new players get their feet under them. The only mistake being made, is taking gear worth as much as the battle rewards into the fight in the first place, and then expecting to make a profit. If we get into faction warfare and the payouts aren't considerably higher, and the winners don't get the majority of the winnings... THEN I will agree that there's a problem. Assuming most winnings go to the team that WINS in FW, going AFK will put your team at a big disadvantage and make them much less likely to win, thus minimizing the sort of gains that can be made by AFKing in the first place. Heck, if a player loses enough in FW he might even have to slink back to instant battles with his tail between his legs for awhile, throw on some militia fits, and pull in some participation ISK until he has enough to head back out and take another shot at a real match again. But instant battles are working precisely as intended as far as I can tell and need absolutely no changes made to them. You barely make enough in an instant battle to buy a set of protogear for a reason, the new player area isn't FOR protogear. I believe you are missing the entire point of this thread. Using the EXACT same fit, a player who does 1/3 of everything (deaths, WP, kills, etc, EVERYTHING identical by a factor of 1/3) makes ISK, while the "aggressive" player who does everything the same but three times as much loses a significant sum. It has nothing to do with the value of an individual suit, and everything to do with the rewards being disassociated from performance. But again, you're judging the performance on the wrong metrics. The person who dies less, performs better. If you'd like to argue that this performance metric should be changed, then make your case, but so far the argument over which performance metrics to favor have been entirely arbitrary. Just saying that doing the same actions, in the same fit, the RATE is more important than the performance, because the payment in too heavily skewed towards just attending. Said another way, profit is how many matches you grind, not how well you do. You also can't call it a "beginner area" when it's all we have.
But it IS the beginner area. This is a beta, and the beginner area is all they have given us. |
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