Matakage
WildCard Ninja Clan
81
|
Posted - 2013.05.20 16:05:00 -
[1] - Quote
Herper Derp wrote:Is there a reason why equipment (rep tools, nanohives etc.) isn't in that list? I appreciate the argument that nanohives get used up, but then so do grenades, which are on the list. Sometimes people die before they use all of their grenades. If you wanted a logical reason for them remaining, there it is. |
Matakage
WildCard Ninja Clan
81
|
Posted - 2013.05.20 16:47:00 -
[2] - Quote
Tolen Rosas wrote:this is fine, but remember CCP you can give us incentives to leave instant battles with better salvage in Facwar and do the same with escalating salvage in PC as well. Exactly. The best use of salvage is to create incentives for players to participate in different game types. There are a few pros and cons, however: 1. PRO: Better salvage for higher tier matches like FW and PC encourage those game types. 2. CON: Since those matches are only feasible for veteran players, you're just rewarding people who have the most already. 3. PRO: On the other hand, you're reducing the incentive for pub-stomping by creating bigger rewards outside of pub matches.
The dark cloud wrote:That loot table seems kinda small. Too small and removing vehicles from it doesnt help neither. If we are supposed to be aible to loot the items from other player drops then you should allow EVERYTHING beeing aible to get onto the loot table. If they allowed players to recall hacked vehicles into their personal assets, would this be a problem? I think for the sake of game balance we'd have to choose one or the other: 1) Put vehicles in salvage loot table; 2) Allow recall of hacked vehicles. I personally prefer 2 because it would be a lot more hands-on and exhilarating than hoping for a random payout.
J Falcs wrote:I guess I'll throw up my idea. This is not for seeding officer weapons. On that point, I have no clue.
1. Only the victor receives loot, the loser walks. I'm normally nicer with my comments, but this is a terrible idea plain and simple. It is never a good idea to reward players who are winning and not those who are losing, because then the difference between those with low SP/gear and those with high SP/gear goes from a gap to a chasm. The difficulty curve for new players in Dust is a cancer on the game and remains the biggest problem overall. Anything that goes against that is not good for the game. Lastly, you actually are encouraging pub-stomping by doing this because veteran players will gravitate towards matches where victory comes easiest. Terrible idea. |