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Jason Punk
DUST University Ivy League
95
|
Posted - 2013.05.09 18:41:00 -
[1] - Quote
I agree with many of the positive directions of this feature as do many others. Although there is room for much more, this is very much what FW is supposed to be and even the wait times are fine, although they could be made far more intuitive. The issues for me are two-fold.
1. The choice of sides and your opponents is not very clear and as such you will have a lot of log-offski's and ultimately a confused and possibly terribly under-represented Faction.
Further the visability of matches should not only be improved in the pre-joining stage, but also in the search function. Being able to see battles going on open or closed gives people a sense of what to expect in participation as well as "who is winning"
2. The second is I believe even more crucial for the feature's future in terms of reward. There needs to be more of them.
As I understand it, there is more coming down the road, but for now, we need to see something to the tune of... (the extra time for match prep) + (Normal Contract) * (FW Modifier [1.5-1.4]) * (Victory/Loss Mod)
You could even throw a few more skills like "Caldari Negotiations" with a 3% or 5% bonus to mission payout per skill level (activated for squad by squad-leader only)
skillbook would greatly encourage teams and even more-so if you give each squad (or team) member a 1-2% stacking bonus per skill level. And be sure to make the leveling to be in the 2x or 3x range so as to dedicate people to a particular choice and further discourage solo play unless they are very dedicated to it already, which is the kind of folks you want anyways.
Just some food for though, but ultimately I hope we can even get these matches to be something along the lines of unique objective-based skirmishes with good payouts for teamwork and planning. |
Beren Hurin
OMNI Endeavors
432
|
Posted - 2013.05.09 18:47:00 -
[2] - Quote
My thoughts from another thread...
If you watched the CCP Eve design blog they talk about how good new game elements need to have clear goals. I have a lot of ideas for more ways to tie FW in Eve and Dust together but battle incentives are probably one of the first things...
So what would be some goals you would want for FW rewards?
Here are mine:
-Provides an increased value for those who participate over pub matches. -Incentivizes higher skill, team play, and commitment over casual solo farming, but doesn't completely restrict casual play. -Rewards 'role' work rather than general combat. -Provides a kind of 'vanity/pride' content between PC and pub matches. -Doesn't eliminate the mercenary feel central to Dust.
Another thing to keep in mind is that rewards may not have to be at the end of battle. Players could attmept to fulfill personal FW contracts listed on the marketplace, possibly tracked by the CREST system and maybr more than one at a time. They could start simple and get more complex as time went on. Beginning with something like "achieve 5 victories for Gallente in under 12 contracted battles" and get to something as complicated as "destroy 10 enemy CRUs in 5 or fewer contracted battles with the Minmatar Militia"
Example: Contract Type: Psychological Warfare Issuing Corp: Tribal Liberation Force Condition for fulfillment: [25] [headshots] against [any enemy FW opponents] in [4 days] with [any weapon]. Reward: 5 Balac's Sniper Rifles, 2,500,000 isk. 1.5% standings increase with TLF. Penalty for failure: -.1% standings
or
Contract Type: Medical Specialist Issuing Corp: Templars Dragonaurs Condition for fulfillment: Provide [15,000] HP worth of healing on dropsuits in 5 contracted battles with the Templars Dragonaurs. Reward: Officer grade repair tools and officer grade repair nanohives, 750,000 isk. 1% standings increase. Penalty for failure: none.
Basically contracts like this would mean that squads would have lots of dynamic goals that they could be attempting to achieve while in battle and goals would be personal, corporate, and not so much ideological or Eve based. The time and battle limit could mean that there would be a higher reward for forgoing the normal way of fighting. |
BL4CK FRIAR
HDYLTA
51
|
Posted - 2013.05.09 18:58:00 -
[3] - Quote
Jason Punk wrote: 1. The choice of sides and your opponents is not very clear and as such you will have a lot of log-offski's and ultimately a confused and possibly terribly under-represented Faction.
Further the visability of matches should not only be improved in the pre-joining stage, but also in the search function. Being able to see battles going on open or closed gives people a sense of what to expect in participation as well as "who is winning"
2. The second is I believe even more crucial for the feature's future in terms of reward. There needs to be more of them.
As I understand it, there is more coming down the road, but for now, we need to see something to the tune of... (the extra time for match prep) + (Normal Contract) * (FW Modifier [1.5-1.4]) * (Victory/Loss Mod)
You could even throw a few more skills like "Caldari Negotiations" with a 3% or 5% bonus to mission payout per skill level (activated for squad by squad-leader only)
skillbook would greatly encourage teams and even more-so if you give each squad (or team) member a 1-2% stacking bonus per skill level. And be sure to make the leveling to be in the 2x or 3x range so as to dedicate people to a particular choice and further discourage solo play unless they are very dedicated to it already, which is the kind of folks you want anyways.
Point 1: Im not sure what you mean about confusing as to the sides you represent, it clearly says do you want to fight for X or Y, so on this initial point of yours I need more clarity as to what you mean. I do however agree that finding a faction match is a chore atm, and yes going in solo you will find a lopsided battle usually, so go with friends.
Point 2: Agreed that there needs to be better rewards but not ISK rewards. There needs to be a faction points system and store just as there is in Eve where you can buy Faction specific gear. Perhaps something akin to a Proto Basic suit that has a camo pattern like these and a lower bar of entry then Proto Basic or perhaps are better stated then Protos like officer suits ands weapons. Upgrades to your District, officer turrets, modules and vehicles?
Point 3: Racial relations skills are a great idea, just make sure that the guy accepting a Faction Contract for your corp/squad (or if you queing up alone you) has the skill |
BL4CK FRIAR
HDYLTA
51
|
Posted - 2013.05.09 19:01:00 -
[4] - Quote
Beren Hurin wrote:
Example: Contract Type: Psychological Warfare Issuing Corp: Tribal Liberation Force Condition for fulfillment: [25] [headshots] against [any enemy FW opponents] in [4 days] with [any weapon]. Reward: 5 Balac's Sniper Rifles, 2,500,000 isk. 1.5% standings increase with TLF. Penalty for failure: -.1% standings
I Like this idea except for your standing gains/loses percents.
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Beren Hurin
OMNI Endeavors
432
|
Posted - 2013.05.09 19:17:00 -
[5] - Quote
BL4CK FRIAR wrote:Beren Hurin wrote:
Example: Contract Type: Psychological Warfare Issuing Corp: Tribal Liberation Force Condition for fulfillment: [25] [headshots] against [any enemy FW opponents] in [4 days] with [any weapon]. Reward: 5 Balac's Sniper Rifles, 2,500,000 isk. 1.5% standings increase with TLF. Penalty for failure: -.1% standings
I Like this idea except for your standing gains/loses percents.
I was thinking that contracts could be offered based on your standing with the better (more difficult) ones being acceptable for those people who had higher standings. I'm not sure what you disliked, but I just through a random number out there.
So you could get corp contracts that could give benefits to the corp wallet/CEO and corporation wide standings increases, and you could also accept personal contracts.
The entry tier contracts would only really give some standings and isk and slowly step you up to better access. The key is rewarding skill and specialization, though, while creating competitive behavior.
You could even do interesting stuff where, if you have good enough standing with opposing corps you could accept 'espionage contracts' that 'unlocks' team killing (and you being able to be killed) for x minutes in a game. Ideas abound for this...
The highest tier contracts could come with either special boosters as rewards or 'perks' that run during the life of a contract.
Such as...if you take this contract and perform X during a battle (capture all objectives in under 3 minutes), your enemy MCC"s shields will be bombarded down to 50% during a match...or your squad will recieve a +25% SP gain after a battle in which you get X kills with less than Y deaths...or you will get the ability to deploy 3 free blaster turrets from orbital support. |
BL4CK FRIAR
HDYLTA
52
|
Posted - 2013.05.09 19:22:00 -
[6] - Quote
Beren Hurin wrote: I'm not sure what you disliked, but I just through a random number out there.
I was just thinking of Eve where it could take months of grinding away for "Brutor Tribe" and "Republic Navy" to go from a faction standing of 0.0 to a perfect Ten, but I failed to remember that doiung faction warfare missions really sped that along and that is exactly what we are talking about.
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Deluxe Edition
TeamPlayers EoN.
151
|
Posted - 2013.05.09 19:24:00 -
[7] - Quote
Beren Hurin wrote:My thoughts from another thread...
If you watched the CCP Eve design blog they talk about how good new game elements need to have clear goals. I have a lot of ideas for more ways to tie FW in Eve and Dust together but battle incentives are probably one of the first things...
So what would be some goals you would want for FW rewards?
Here are mine:
-Provides an increased value for those who participate over pub matches. -Incentivizes higher skill, team play, and commitment over casual solo farming, but doesn't completely restrict casual play. -Rewards 'role' work rather than general combat. -Provides a kind of 'vanity/pride' content between PC and pub matches. -Doesn't eliminate the mercenary feel central to Dust.
Another thing to keep in mind is that rewards may not have to be at the end of battle. Players could attmept to fulfill personal FW contracts listed on the marketplace, possibly tracked by the CREST system and maybr more than one at a time. They could start simple and get more complex as time went on. Beginning with something like "achieve 5 victories for Gallente in under 12 contracted battles" and get to something as complicated as "destroy 10 enemy CRUs in 5 or fewer contracted battles with the Minmatar Militia"
Example: Contract Type: Psychological Warfare Issuing Corp: Tribal Liberation Force Condition for fulfillment: [25] [headshots] against [any enemy FW opponents] in [4 days] with [any weapon]. Reward: 5 Balac's Sniper Rifles, 2,500,000 isk. 1.5% standings increase with TLF. Penalty for failure: -.1% standings
or
Contract Type: Medical Specialist Issuing Corp: Templars Dragonaurs Condition for fulfillment: Provide [15,000] HP worth of healing on dropsuits in 5 contracted battles with the Templars Dragonaurs. Reward: Officer grade repair tools and officer grade repair nanohives, 750,000 isk. 1% standings increase. Penalty for failure: none.
Basically contracts like this would mean that squads would have lots of dynamic goals that they could be attempting to achieve while in battle and goals would be personal, corporate, and not so much ideological or Eve based. The time and battle limit could mean that there would be a higher reward for forgoing the normal way of fighting.
+1
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Beren Hurin
OMNI Endeavors
434
|
Posted - 2013.05.09 19:37:00 -
[8] - Quote
I would really like to help faction warfare become a much more rich aspect of the game's environment that both really reinforces selective gameplay, so that players could opt into a more hardcore approach with its rewards, or something that better suits their individual playstyles. At the same time, something that min/maxers would realize the BEST returns would come from at least significant squad sized cooperation. |
Jason Punk
DUST University Ivy League
95
|
Posted - 2013.05.10 14:01:00 -
[9] - Quote
BL4CK FRIAR wrote:Jason Punk wrote: 1. The choice of sides and your opponents is not very clear and as such you will have a lot of log-offski's and ultimately a confused and possibly terribly under-represented Faction.
Further the visability of matches should not only be improved in the pre-joining stage, but also in the search function. Being able to see battles going on open or closed gives people a sense of what to expect in participation as well as "who is winning"
2. The second is I believe even more crucial for the feature's future in terms of reward. There needs to be more of them.
As I understand it, there is more coming down the road, but for now, we need to see something to the tune of... (the extra time for match prep) + (Normal Contract) * (FW Modifier [1.5-1.4]) * (Victory/Loss Mod)
You could even throw a few more skills like "Caldari Negotiations" with a 3% or 5% bonus to mission payout per skill level (activated for squad by squad-leader only)
skillbook would greatly encourage teams and even more-so if you give each squad (or team) member a 1-2% stacking bonus per skill level. And be sure to make the leveling to be in the 2x or 3x range so as to dedicate people to a particular choice and further discourage solo play unless they are very dedicated to it already, which is the kind of folks you want anyways.
Point 1: Im not sure what you mean about confusing as to the sides you represent, it clearly says do you want to fight for X or Y, so on this initial point of yours I need more clarity as to what you mean. I do however agree that finding a faction match is a chore atm, and yes going in solo you will find a lopsided battle usually, so go with friends. Point 2: Agreed that there needs to be better rewards but not ISK rewards. There needs to be a faction points system and store just as there is in Eve where you can buy Faction specific gear. Perhaps something akin to a Proto Basic suit that has a camo pattern like these and a lower bar of entry then Proto Basic or perhaps are better stated then Protos like officer suits ands weapons. Upgrades to your District, officer turrets, modules and vehicles? Point 3: Racial relations skills are a great idea, just make sure that the guy accepting a Faction Contract for your corp/squad (or if you queing up alone you) has the skill
Nothing confusing as you essentially seemed to grasp in your words exactly what I meant. Quite simply lopsided battles and such. If I'm going to be doing squad v squad combat I should know which side has how many guys.
As for the second, while there is no particular way to escape this, Faction gear will likely aggravate it; The problem being over-specialization in a balanced model. If we introduce faction gear with higher potential we create a wonderful incentive to leave pubs and do FW, however we also create an equal incentive to play to the particular faction we identify has the "superior" gear to earn. As such, while I am all about creating FW gear and rewards, I am far more interested in mitigating that with ISK bonuses and skill books to create a solid balance.
Keep in mind however, I mean this only in the current state of FW and Contracts......I would much rather prefer FW contracts to be unique and scaled to size (smaller team = larger pool of money + combat advantages[given skillbooks AND theoretically more initial maneuverability on the battle field...to choose where to fight or know who you're fighting])
Point 3, right and that is the point of the skill, and keep in mind having everyone in squad specialize in the same skill would increase earnings potential further, even if by a smaller exponential.
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Jason Punk
DUST University Ivy League
95
|
Posted - 2013.05.10 14:17:00 -
[10] - Quote
Beren Hurin wrote:I would really like to help faction warfare become a much more rich aspect of the game's environment that both really reinforces selective gameplay, so that players could opt into a more hardcore approach with its rewards, or something that better suits their individual playstyles. At the same time, something that min/maxers would realize the BEST returns would come from at least significant squad sized cooperation.
I was also going to say that the type of contracts listed on the market could also be a function of how well the various FW sides are doing. The better upgraded and higher tier a faction is the better contracts that could be on market.
I like your idea a lot and agree that I'd also like to see faction warfare become far more rich than is currently foreseen with lots of contract variety and lucrative options. I've also always wanted FW in both Eve and now Dust to be something that can tie a PC corporation into the Faction itself in the sense of politics and protection...But for the sake of brevity I will avoid that rabbit hole.
For now however, I'd like it to be something of a stepping stone for pub matches or rather something that a new player would learn about once he's in a corporation and squading up with others. I'd just like to see more of them opened up by Eve Players as well
As for the passive contract concept, I agree to this immensely, but it will require people to either declare Faction loyalty OR quite simply earn enough reputation to unlock the contracts. The concern is, as I posted last, that due to the particular bias we have for balanced matches we can't have the rewards be too lucrative for one Faction...at least until we can find a good trade-off for the problem of over-saturation of one particular Faction's equipment. |
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mrunknown2u2
Ill Omens EoN.
0
|
Posted - 2013.05.10 14:22:00 -
[11] - Quote
Beren Hurin wrote:My thoughts from another thread...
If you watched the CCP Eve design blog they talk about how good new game elements need to have clear goals. I have a lot of ideas for more ways to tie FW in Eve and Dust together but battle incentives are probably one of the first things...
So what would be some goals you would want for FW rewards?
Here are mine:
-Provides an increased value for those who participate over pub matches. -Incentivizes higher skill, team play, and commitment over casual solo farming, but doesn't completely restrict casual play. -Rewards 'role' work rather than general combat. -Provides a kind of 'vanity/pride' content between PC and pub matches. -Doesn't eliminate the mercenary feel central to Dust.
Another thing to keep in mind is that rewards may not have to be at the end of battle. Players could attmept to fulfill personal FW contracts listed on the marketplace, possibly tracked by the CREST system and maybr more than one at a time. They could start simple and get more complex as time went on. Beginning with something like "achieve 5 victories for Gallente in under 12 contracted battles" and get to something as complicated as "destroy 10 enemy CRUs in 5 or fewer contracted battles with the Minmatar Militia"
Example: Contract Type: Psychological Warfare Issuing Corp: Tribal Liberation Force Condition for fulfillment: [25] [headshots] against [any enemy FW opponents] in [4 days] with [any weapon]. Reward: 5 Balac's Sniper Rifles, 2,500,000 isk. 1.5% standings increase with TLF. Penalty for failure: -.1% standings
or
Contract Type: Medical Specialist Issuing Corp: Templars Dragonaurs Condition for fulfillment: Provide [15,000] HP worth of healing on dropsuits in 5 contracted battles with the Templars Dragonaurs. Reward: Officer grade repair tools and officer grade repair nanohives, 750,000 isk. 1% standings increase. Penalty for failure: none.
Basically contracts like this would mean that squads would have lots of dynamic goals that they could be attempting to achieve while in battle and goals would be personal, corporate, and not so much ideological or Eve based. The time and battle limit could mean that there would be a higher reward for forgoing the normal way of fighting. I like it. |
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