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Baal Roo
Subdreddit Test Alliance Please Ignore
1287
|
Posted - 2013.04.29 22:42:00 -
[241] - 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. |
Sloth9230
Reaper Galactic
1117
|
Posted - 2013.04.29 22:58:00 -
[242] - Quote
Noc Tempre wrote:Reframe the question:
Under what circumstances DOES it make sense to use protogear? When you're good enough to not die against other people in proto gear. |
Selinate deux
Amarr Templars Amarr Empire
48
|
Posted - 2013.04.29 23:00:00 -
[243] - Quote
If you're dying that much and still choose to run proto gear, you're an idiot. You already get a huge bonus with proto gear over tier 1 or 2 gear, so maybe you should reduce it down to tier 1 or 2 gear and then... I dunno... Get good? |
Knarf Black
Subdreddit Test Alliance Please Ignore
614
|
Posted - 2013.04.29 23:20:00 -
[244] - Quote
You guys are looking way too "short term" at this game. If Dust was a more traditional shooter with light RPG elements and having a protosuit was "end game content", then OP would be making a good point.
In Dust, there has to be a reason to keep your cheap gear around. Proto doesn't replace advanced, which doesn't replace standard, which doesn't replace militia. If it did, the game would be literally nothing but protosuits and the occasional beleaguered n00b in six months time. Plus, it would take months to level things up when you felt like diversifying, because why bother fitting a standard or advanced Flaylock pistol when everything else on your suit is prototype? Just hoard the SP until you can hit level five.
Seriously, some of you guys can't see beyond your next pubstomp kill. |
xSynnx x
Requiem of Shadows DEADSPACE SOCIETY
0
|
Posted - 2013.04.30 06:33:00 -
[245] - Quote
OP has a good arguement, i have personally seen (and on bad days done this myself) people do terrible or even afk and get a good amount of isk. it seems easy to attain 100-200k per match no matter your skill level. and yes it seems that running expensive loadouts doesnt reward you. but here are a couple things to think about.
1. This is beta. 2. We arent interacting with Eve yet, which brings a whole new option to the game. Corp/alliance funding may be something that will change all of this. if a corp or alliance can back you with gear or isk, the reward for completing a contract can be potentially "teh awesum" 3. Eve works in the same way. as people have said "dont fly what you cant afford to lose". it seems this has been applied to dust as well. sure i can fly around in a HAC and get kills here and there, but is a HAC really the best thing to use? with my max skills i can run T1 cruiser setups that can kill HAC's. so why fly a HAC? yah my damage potential can be far greater, but i also stand to lose a lot with a loss. and if thats to T1 cruisers, that just makes it sting that much more. This example can be applied here, sure you can wipe the floor with all those militia setups but if you died you stand to lose a lot more. perhaps since your skills are that much better you should run cheaper fits, you lose some damage potential but at least your farming better. save the protosetups for contracts.
just my 2 cents |
Rei Shepard
Spectre II
168
|
Posted - 2013.04.30 06:41:00 -
[246] - Quote
Protoman Is God wrote:DUST DOESN'T REWARD BASED OFF OF PERFORMANCE. EVERYBODY BASICALLY GETS THE SAME AMOUNT OF ISK+SP PER MATCH.
it's ridiculous at that.
Well no not really...
Each Merc gets a basic contract to kill the enemy, this contract is say xxx.000 ISK to get the job done + a Bonus thats gets pooled for your entire team for destroying expensive gear, this is a set rate in your contract regardless of how many you kill on your own, regardless if you win or loose.
Its a Teamgame, well thats what you all say all the time, hugging 4 Protos together.
You are then tasked with using your own gear on a premise of "Don't use what you cannot afford" and so called good judgement on your part.
You signed the contract by pressing X.
If this was a Game of solo play and Get X ISK per kill, it would be a free for all 32 man deathmatch, witch it isnt.
If i fly a mission in EVE and i can do the mission in a shitfit Raven Battleship costing 250m ISK and the mission pays out 3m + 10-15m isk of salvage or i can fly it in a Expensive Tengu worth 3 Billion of faction mods and i loose them.
How many missions do i need to run to get break even on the Tengu ?
A whole friggin lot, noone said i had to fly the Tengu, i could have gone with option A. Raven and only loose 250m.
This is New Eden, you are not paid to use top of the line gear and modules, you are paid to do the job.
Running a profit is entirely up to you! |
Rigor Mordis
Imperial Populicide Legion
29
|
Posted - 2013.04.30 09:23:00 -
[247] - Quote
Wow! Somebody used a reference to WoW. Right there is the problem. Gearing a shooter toward RPG gamers/role players, rather than gearing it toward shooter warriors/killers. The economics is only 1 single part of this build that isn't all that important to those looking for a good shooter. However, to sustain the new player base gained, this game needs to reward people with something other than the ability to pubstomp, spawn camp, redline snipe, mountain glitch, or any of the other hooker tactics that people claiming the game is great like about it.
Just to clarify with those that everything DUST/RPG/MMO/''nerf'' has to be clarified through, how is it MMO when we have been, and will be playing with LESS people than we have played with in games that NEVER claimed to be MMO or even have a MMO tie-in? How can anything be ''nerfed'' in a game AND genre (RPG) that is the epitome of ''nerf''? Seriously FPS people, what is weaker than most RPG? Puzzle games? Disney movies? 6 year old girls? The Chicago Cubs?
I am willing to see what PC and FW pays before I question the accreditation of the mathematics departments all over the world.
While we talk about math, I also want a clarification on the numbers thrown out by CCP and forum people. 500k EVE subscriptions reached this last year right? And somebody said 60k ''playing'' DUST. Is that right?
Lets try to get a clarification from the self-righteous experts. Is that 500k subscribers, 500k CURRENTLY playing and subscribing? Or. is that 500k, 250k CURRENTLY subscribing and 250k that cancelled because they had more exciting and competitive things to do for 10 years? Either way, how great is 500k over 10 years? Must be some really intense stuff seeing as how EVERYBODY knew about it BEFORE Dust and knew about the closed beta.
If 60k is the right # for dust, then that is 60k toons created. It sure as hell isn't 60k actually ''playing''. Out of that 60k, how many do not play because of bad battle dynamics, inferior mechanics, questionable fairness/unfairness of the token economy, bad spawn fundamentals, easy exploitation of glitches/weaknesses, etc. etc. etc.? All these numbers need some solid backing. Agreed?
How does anyone expect Dust to reach 500k much less keep 500k if the game holds on to FPS flaws and poor FPS fundamentals in favor of keeping a handful of RPG ''scrubs'' happy? And people can't base their anointing people ''scrubs'' on any performance good OR bad in DUST. That is because DUST is to the shooter genre as the WNBA is to the NBA. DUST is to the RPG genre as the NBA D-League is to the NBA.
The shooter genre is to the RPG genre as the NFL is to the PGA. Actually no because the PGA requires tremendous skill and doesn't pay so little, get so little notoriety, that the Pros have to play with amateur-level clubs.
The shooter genre is to the RPG genre as the NFL is to Backyard Wrestling. REAL skill and hard work and strategy versus imaginary likeability and fulfillment of a fantasy and predetermined outcomes. |
Crash Monster
Snipers Anonymous
89
|
Posted - 2013.04.30 10:28:00 -
[248] - Quote
Rigor, have you played EVE?
CCP has a distinct "personality" in terms of player responsibilities. As DUST is slowly going to be more closely linked with EVE I'd expect that personality to pervade DUST as well. |
Natu Nobilis
Tronhadar Free Guard Minmatar Republic
137
|
Posted - 2013.04.30 11:10:00 -
[249] - Quote
Rigor, it seems you-Śre quite unhappy with the current stateof the game, and ou have a specific vision of what a FPS should be.
Could you clarify this subject, what exactly a FPS is, or at elast, your FPS. |
Garrett Blacknova
Codex Troopers
2644
|
Posted - 2013.04.30 12:15:00 -
[250] - Quote
Rigor Mordis wrote:While we talk about math, I also want a clarification on the numbers thrown out by CCP and forum people. 500k EVE subscriptions reached this last year right? And somebody said 60k ''playing'' DUST. Is that right? Lets try to get a clarification from the self-righteous experts. Is that 500k subscribers, 500k CURRENTLY playing and subscribing? Or. is that 500k, 250k CURRENTLY subscribing and 250k that cancelled because they had more exciting and competitive things to do for 10 years? Either way, how great is 500k over 10 years? Must be some really intense stuff seeing as how EVERYBODY knew about it BEFORE Dust and knew about the closed beta. If 60k is the right # for dust, then that is 60k toons created. It sure as hell isn't 60k actually ''playing''. Out of that 60k, how many do not play because of bad battle dynamics, inferior mechanics, questionable fairness/unfairness of the token economy, bad spawn fundamentals, easy exploitation of glitches/weaknesses, etc. etc. etc.? All these numbers need some solid backing. Agreed? Considering we have confirmation of over 1 million DUST characters created a long time ago, and the 2 million mark was crossed more recently, I'd say 60k active players is a legitimate number. They may be saying that's the number of unique PSN IDs that have been used to run the game client since the Chromosome build was released. They may have some other limiting factor on those numbers. I don't know.
But there have definitely been a LOT more than 60k characters created in DUST. |
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Illuminaughty-696
Omega Risk Control Services
257
|
Posted - 2013.04.30 13:17:00 -
[251] - Quote
lol. No.
1. Die less. 2. Part of your KDR is what you wear. If you want to pad it with proto gear you have to pay for it. It should not be sustainable unless you are just that awesome. See point 1 above.
|
Noc Tempre
Imperfects Negative-Feedback
1324
|
Posted - 2013.04.30 15:16:00 -
[252] - Quote
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. |
Scramble Scrub
Osmon Surveillance Caldari State
86
|
Posted - 2013.04.30 15:22:00 -
[253] - Quote
Op is a bad boy.
Go to your room! |
GOTDUST
Ikomari-Onu Enforcement Caldari State
1
|
Posted - 2013.04.30 15:35:00 -
[254] - Quote
I get 1500+ WP, 300k isk EVERY MATCH with ZERO kills. The players who do the most for their team makes the most! Unless you get 40+ kills, you wont top my pay! Also I run 100% BPO's and still get about 11 kills a match! |
Scramble Scrub
Osmon Surveillance Caldari State
86
|
Posted - 2013.04.30 15:38:00 -
[255] - Quote
GOTDUST wrote:I get 1500+ WP, 300k isk EVERY MATCH with ZERO kills. The players who do the most for their team makes the most! Unless you get 40+ kills, you wont top my pay! Also I run 100% BPO's and still get about 11 kills a match! Go back local chat, please no one wants to hear you here. |
Baal Roo
Subdreddit Test Alliance Please Ignore
1292
|
Posted - 2013.04.30 18:43:00 -
[256] - 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. |
Noc Tempre
Imperfects Negative-Feedback
1324
|
Posted - 2013.04.30 22:25:00 -
[257] - Quote
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. |
icdedppul
Pink Fluffy Bounty Hunterz Noir. Mercenary Group
3
|
Posted - 2013.04.30 23:48:00 -
[258] - Quote
its elementary school here
your going to get rewarded for showing up, everyone gets a ribbon
do well.. well you get a slightly better ribbon but not by much because then the people with the I participated ribbon would feel bad
I feel you almighty but lets be honest your pretty much stealing candy from babies why do you need a weapon in hte first place just go melee them all |
ALM1GHTY STATIUS
Imperfects Negative-Feedback
342
|
Posted - 2013.04.30 23:59:00 -
[259] - Quote
icdedppul wrote:its elementary school here
your going to get rewarded for showing up, everyone gets a ribbon
do well.. well you get a slightly better ribbon but not by much because then the people with the I participated ribbon would feel bad
I feel you almighty but lets be honest your pretty much stealing candy from babies why do you need a weapon in hte first place just go melee them all
Nice words from someone who very well could be an enemy, thank you lol.
Communism sucks. |
Justin Tymes
Condotta Rouvenor Gallente Federation
52
|
Posted - 2013.05.01 00:05:00 -
[260] - 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.
Obviously the person who did 1/3 the work died less. Don't die = make more money. Someone going 5/3 is pretty much always going to be better than someone going 15/9 anyway in my book, why are you costing your team 9 clones? |
|
Baal Roo
Subdreddit Test Alliance Please Ignore
1304
|
Posted - 2013.05.01 00:19:00 -
[261] - 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. |
Noc Tempre
Imperfects Negative-Feedback
1324
|
Posted - 2013.05.01 01:04:00 -
[262] - Quote
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. |
Crash Monster
Snipers Anonymous
90
|
Posted - 2013.05.01 01:12:00 -
[263] - Quote
Are we done with the derpa derpa derp yet? |
Baal Roo
Subdreddit Test Alliance Please Ignore
1304
|
Posted - 2013.05.01 01:55:00 -
[264] - 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. |
Patoman Radiant
ZionTCD Unclaimed.
71
|
Posted - 2013.05.01 02:43:00 -
[265] - Quote
Hey imp leadership, tell your scrub grunts to save the isk and protosuits for PC coming SOONtm. |
Natu Nobilis
Tronhadar Free Guard Minmatar Republic
151
|
Posted - 2013.05.01 06:29:00 -
[266] - Quote
Welcome to New Eden =) |
Llan Heindell
One-Armed Bandits Atrocitas
18
|
Posted - 2013.05.01 07:15:00 -
[267] - Quote
ALM1GHTY STATIUS wrote:Reiki Jubo wrote:ALM1GHTY STATIUS wrote:Sloth9230 wrote:Punished for poor economic sense. Protosuits aren't meant to be sustainable, dying at all will slow down your ISK growth rate. name one game where you get 10 kills and lose money. Dust 514. But only with idiots dumb enought to run proto every game. Crush you in game later kthxbai.
Own, Are you pubstomping with proto and you're losing muney...? I think I'm gonna cry...
Seriously.
This is just stupid. You are not being punished for being aggressive, you are being punished for being stupid. Its different. Learn the difference.
I hope to kill you in-game to get that delicious suit of yours to give my team some extra ISK in the end. You do know that the Isk you make is related to the damage you caused, don't you? If you don't, then you don't even deserve to wear that black suit of yours.
Live long and prosper. Llan Heindell. |
Mer Kure
DUST University Ivy League
0
|
Posted - 2013.05.01 20:45:00 -
[268] - Quote
To be fair, if they rewarded better for better performance because of expensive gear, people would ONLY use those things, leaving newcomers to not be able to make any profit.
Besides if it was mainly about kills, everyone would just lemming themselves to get as many kills as possible.
This way, you only use expensive gear that may give some advantages, when you really need/ want to, rather than just be able to spam them every single match.
Imagine if Tank users that end up 25/2, then they'd just restock on that and keep using it, Every. Single. Match. |
The Robot Devil
BetaMax. CRONOS.
152
|
Posted - 2013.05.01 21:25:00 -
[269] - Quote
Rigor Mordis wrote:Ok fine. We'll see after the launch. As it is now, the only options anyone has are pub matches and contracts. I realize this is about to change. IDK what anyone else has been playing or what neighborhood they have been building in, but the competing builders are using luxury tools ALL OVER the place in the projects.
I'm not entirely opposed to what you guys are saying, and I am definitely not opposed to risk v. reward. But look at tanks in pub matches. Heres a builder who who brought in a crane to erect a single-wide trailer....And he's going to walk away with buku chips if he is good at running and hiding(taking smoke breaks) and/or there is no skilled opposition. (not to mention the cheap spawn camp kills)
Variety of weapons - great. Depth of the skill system - great. Being rewarded for quality of work done on the job - Great. Not profiting because you invested early on in tools for building foundations while a guy with a crane USUALLY builds nothing and gets paid more for less work - worthless.
Bottom line....Mercs need a UNION.
Yeah, charge 75% tax and everyone can pull in a wage based on battles won. |
The Robot Devil
BetaMax. CRONOS.
152
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Posted - 2013.05.01 21:34:00 -
[270] - Quote
Noc Tempre wrote:Reframe the question:
Under what circumstances DOES it make sense to use protogear?
When a victory is needed and/or you have an advantage that make the risk less. Risk management = potential for profit/price of failure. If you "win" then your reputation, kdr, and wallet go up but if you fail they go way down. It is not linear. |
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