B Team
Red and Silver Hand Amarr Empire
8
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Posted - 2013.05.09 22:29:00 -
[1] - Quote
Changing where SP is earned won't stop AFKers. They'll just move to a hideyhole just inside the safe zone and continue to AFK, and things will be no better. The problem with AFKers isn't where they sit, it's that they don't add to their team, and take up the place of someone who could be adding.
Looking at this, it makes you realize that when you're winning, AFKers aren't a problem. And that seems to be borne out by the forums. I haven't yet seen a post along the lines of, "Yeah, we were just stomping this one group, but there were these two jerks sitting in the MCC just doing nothing." If anything, an AFKer on a winning team is actually *helping* the game by levelling it out some and making it more interesting for the rest of the players.
Knowing this, we know that we only have to deal with AFKers on the losing team.
Now, what else do we know about AFKers? Well, we know they're there for the time-based SP they get. We also know, however, that if we eliminate that, we're going to end up hurting the new players who don't know the maps well enough to be able to get to anything to hack it, and don't have the gear or skills to be able to kill anything before getting fried. So we need something to replace it. Something that AFKers can't get very easily, but that new people do.
Something like deaths.
So.. modifications as follows:
Time based SP gain is eliminated. First, each characters WP is viewed as a percentage of the total WP earned by the team. To that percentage, we add the number of deaths that the person suffered, which, to aid new players, is multiplied by a constant based on their level. Say x/n where x is the constant and n is their current meta level, with the goal of setting x in such a way that most new players gain roughly what they gain now.
SP that would normally be awarded for the match is then multiplied by that percentage.
AFKers, typically with both low WP and low deaths would receive extremely little. New players would receive something.. if the constant was adjusted correctly, probably close to what they get today. Experienced players would probably end up receiving less if they're on the losing side, thus giving added incentive to win.
In addition, even if a team was red-lined, making deaths mean something means there's still a reason to keep trying.
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B Team
Red and Silver Hand Amarr Empire
8
|
Posted - 2013.05.10 03:40:00 -
[2] - Quote
Joseph Ridgeson wrote:B Team, the problem with that means that someone who was doing quite well (say pulling in 2k+ WP) and not dying is getting far less than someone doing decently well (say 1,100) but dies all the time. What is to stop the person getting the most War Points from just dying over and over to get the highest SP possible? It becomes the same (flawed) logic that AFK has now: "I need to do this (AFK or Death Farming) in order to stay competitive with other people that do it."
Three things about this. First, this is specifically what the constant/meta-level multiplier is for. As a person gets more skilled, so is able to get more WP, the value of deaths drops off.
Second, as we look at WP as a percentage, somebody who does really well, 2200 WP or whatever is probably getting about what.. 30% of the win points? So someone doing decent at 1100, has only gotten 15% of the WP.. so for these two to equal out, the 1100 guy would have to have died 15 times -- or most likely more than that depending on the multiplier. I suggest that someone who dies 15 times in a match is unlikely to have gained 1100 WP unless they were doing something absolutely exceptional and risky -- which should be rewarded.
Finally, I accept that the system may lead to some death farming, but then at least you've got swarms of guys running out into the field and distracting the enemy. Use'em as meat-shielding if nothing else. |