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Author |
Thread Statistics | Show CCP posts - 30 post(s) |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
180
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Posted - 2013.07.10 09:08:00 -
[1] - Quote
Any possibility of (in the future) making it so that the clones you steal upon a successful first attack are added to the clone count waiting at the district to attack? |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
181
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Posted - 2013.07.10 10:15:00 -
[2] - Quote
Laurent Cazaderon wrote:Copy pasting here : Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do. Here's how it goes. Status : District A mother corp. 300/300clones. Attack by alt corp : 30 Million. Status : District A locked Day 1 : RT, no fights. 80 clones produced || Auto-sell : 12MDay 2 : RT, 80 clones produced || Auto-sell : 12MDay 2, Fight happens during the RT : Alt corps fields at least one player with BPO crap stuff and suicides all the genopack clones. Mother corp fields one player as well. Fight reward : 15MEnd of cycle : ISK result = 12+12+15-30 = 9 Million. Add another 6 million if the district is a production facility.Start again. So yeah you can lock your districts and make them earn you 15 millions every 2 day without risk if you have a production facility. I dont know how i missed the part about how suiciding the clones in the pack could turn the balance. The simplest solution would be to raise price of clone packs to 40 millions. Then, it would only be 5 Millions for a prod facility and a loss for any other district type. But even then, if you can lock your district for even a very little ISK loss, then people will do it. After all, a suicide party with friends every 2 days sounds quite fun Dont know if this has been brought up here.
The net isk position you describe is corp+merc wallet. The Corp wallet is actually down by 6 mil, and the merc wallet is up by 15 mil. Of course it's probably trivial to ensure that the isk is transferred from the merc to the corp, if required. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
182
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Posted - 2013.07.10 11:13:00 -
[3] - Quote
Laurent Cazaderon wrote:With those new numbers you can actually make money by self-locking your districts. But it will be boring to do.
Here's how it goes.
Status : District A mother corp. 300/300clones. Attack by alt corp : 30 Million. Status : District A locked Day 1 : RT, no fights. 80 clones produced || Auto-sell : 12M Day 2 : RT, 80 clones produced || Auto-sell : 12M Day 2, Fight happens during the RT : Alt corps fields at least one player with BPO crap stuff and suicides all the genopack clones. Mother corp fields one player as well. Fight reward : 15M
End of cycle : ISK result = 12+12+15-30 = 9 Million. Add another 6 million if the district is a production facility.
Start again.
You can take this further:
Here's how to exploit the new system such that you can earn all your income from all your districts without threat of attack or actually losing them.
What you need: 2 corps, each with equal numbers of districts 30 mil isk
What you do: Attack in the following pattern, in order http://i.imgur.com/cm4FuOy.png
Outcome: District 1b: 2x RT + 150 clones killed = 12 + 12 + 15 = 39 mil District 1a: 2x RT + 150 clones killed - 150 clones sent = 12 + 12 + 15 - 15 = 24 mil District 2b: 2x RT + 150 clones killed - 150 clones sent = 12 + 12 + 15 - 15 = 24 mil District 2a: 2x RT + 150 clones killed - 150 clones sent = 12 + 12 + 15 - 15 = 24 mil Merc pack: 30 mil spent by Corp B
Corp A: 24 + 24 = 48 mil Corp B: 39 + 24 - 30 = 33 mil
So what we have is 4 districts that are just as safe as per Cazaderon's method, except you've only have to pay for a single clone pack. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
182
|
Posted - 2013.07.10 11:19:00 -
[4] - Quote
(easy solution/stopgap is to reduce the isk reward for killed clones down to 50% - so 75,000 isk) |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
182
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Posted - 2013.07.10 11:29:00 -
[5] - Quote
Bendtner92 wrote:Absolute Idiom II wrote:(easy solution/stopgap is to reduce the isk reward for killed clones down to 50% - so 75,000 isk) No. If anything it's the passive income that should be lowered. Do not ever lower the rewards for winning.
Yeah, I have realised that it will not work. Well spotted. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
191
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Posted - 2013.07.10 13:24:00 -
[6] - Quote
Hell, might as well post this here too
Absolute Idiom II wrote:Here's my proposed solution:
Clones produced by a district whilst it is under attack cannot be sold to Genolution, and so once the clone count is up the district max of 300 or 450 then they are just 'lost'.
Outcome: You can still shield districts from attack for strategic reasons (in order to keep them or to allow them to become reinforced) but you can never do it for economic reasons since it will always cost you isk.
Example 1 Status : District 1a Corp A . 300/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost. Day 2 : RT, 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost.
Example 2 Status : District 1a Corp A . 150/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || 230/300 clones Day 2 : RT, 80 clones produced || 300/300 clones. Excess of 10 clones cannot be sold as under attack. 0 mil income. 10 clones lost. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
193
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Posted - 2013.07.10 13:43:00 -
[7] - Quote
ZDub 303 wrote:CCP FoxFour wrote:Yes we are aware of the potential for corporations to lock a district and still make money. We will have an update for you guys as soon as possible for now please keep discussion of the Planetary Conquest update to this thread. Putting in a 4-12 re-attack hour time after losing at attack on the first battle could help this a bit.. just an idea. It allows a window for other corporations to attack before they can lock their districts back down. Also, just need to make it less profitable than actually holding the district. Won't offer solutions on that but if its more profitable to leave it unlocked and there's a timer anyways... not many people will bother with it.
To get around this, I'd just use 3 corporations, and switch the directions of the attacks:
Set 1 A > B > C > A
then
Set 2: A < B < C < A |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
193
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Posted - 2013.07.10 13:57:00 -
[8] - Quote
Just wanna throw this idea in the ring: zero clone attrition for sending clones to a district that you own. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
193
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Posted - 2013.07.10 14:33:00 -
[9] - Quote
Hmm, yes I'd say it's not something that is obviously needed right now.
Actually, I have a general concern that each district has only a single pool of clones- and so sending out some clones to attack leaves the home district vulnerable to attack. This issue is exaggerated when having to account for depletion and sending more than 150 clones.
I'm developing an idea whereby each district has 2 pools of clones: some for defence (max determined by the SI) and a 2nd pool that can be used for attacking only. Only the defence clone pool is used for defending. Combine this with being unable to sell intact clones to Genolution (they will only buy damaged clones recovered from battles) and then you end up situation where merely owning districts does not generate income: you must fight you enemies in order to earn isk. This is my my proto-concept. I'll post something in the ideas section once I've worked out how to communicate it better. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
194
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Posted - 2013.07.10 14:39:00 -
[10] - Quote
Laurent Cazaderon wrote:Absolute Idiom II wrote:Laurent Cazaderon wrote:Absolute Idiom II wrote:Here's my proposed solution:
Clones produced by a district whilst it is under attack cannot be sold to Genolution, and so once the clone count is up the district max of 300 or 450 then they are just 'lost'.
Outcome: You can still shield districts from attack for strategic reasons (in order to keep them or to allow them to become reinforced) but you can never do it for economic reasons since it will always cost you isk.
I think the Genolution clone pack price is about right, tbh. Please don't adjust it. Can ou develop, i dont really see what you mean there. Example 1Status : District 1a Corp A . 300/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost. Day 2 : RT, 80 clones produced || Cannot be sold as under attack. 0 mil income. 80 clones lost. Example 2Status : District 1a Corp A . 150/300 clones. Attack by Corp B : District 1a locked Day 1 : RT, no fights. 80 clones produced || 230/300 clones Day 2 : RT, 80 clones produced || 300/300 clones. Excess of 10 clones cannot be sold as under attack. 0 mil income. 10 clones lost. Hmmm, i'm very much not liking lost clones. In general, nature doesnt like things disappearing. It feels like a massive double penalty for the defender.
It's an incentive to use them or lose them. No longer would you just keep your districts at 300/300 in order to farm isk *without interruption* AND be at full strength should you be attacked.
Instead, you better send 150 clones off to battle. Leaving yourself at 150/300 isn't bad, since the 48hr timer allows you to fully recover your clones in time for the first battle.
Those corps that are sending clones out to attack are rewarded with having few/zero clones go to waste. However those that sit on their hands and wait to be attacked will suffer 24mil/160 clones of wastage.
It's also an incentive to attack a full 300/300 (or 450/450) district, since you know you will denying your enemy isk merely for attacking them. |
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Absolute Idiom II
Edimmu Warfighters Gallente Federation
203
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Posted - 2013.07.10 19:11:00 -
[11] - Quote
CCP FoxFour wrote:Now in the proper thread...
Hey guys! A quick update on the dev blog:
We are aware that there may possibly be a way to lock a district indefinitely. We have discussed this with the CPM and internally. For now we are going forward with tomorrows release of all the information included in this dev blog. We have monitoring in place to see how things go over. We are also working on plans that we can implement early or mid next week depending how this weekend goes.
Thank you everyone who has been providing feedback here, on IRC, twitter, and just anywhere else.
That is all for now. Carry on. :)
Can I just say that to me, and I suspect may others too, that ANY occurrence of the loopholes is highly unacceptable. Merely not being 'widespread' is not sufficient reason not to implement an economic penalty to chained remote district shielding. My suggestion above meets that need neatly, though I am sure there are other ways too. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
208
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Posted - 2013.07.11 08:22:00 -
[12] - Quote
I think I have forgotten to give any positive feedback!
I'd like to say I really like that the attacker is immediately rewarded with another attack if they win. And the counterside to this is that the defender gets a day off (and 2 RT reinforcements) if they win a match.
Winning or losing the actual battle *really* matters, and war by mere attrition of clones or will is less important. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
209
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Posted - 2013.07.11 13:48:00 -
[13] - Quote
Calroon DeVil wrote:All I can hear is "wahh wahh wahh, our job is so hard". Good for you. Other people also have complicated jobs and you don't see them explaining themself.
Get things in order, better and faster. No one wants to listen to excuses.
Of course you hear people explaining themselves to their stakeholders and interested parties. If you don't find them explaining themselves to you, then you are clearly irrelevant from their professional perspective.
What a ~pleasure to read posts from such self-entitled people being assholes. You've a lot to learn about how to influence people. |
Absolute Idiom II
Edimmu Warfighters Gallente Federation
209
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Posted - 2013.07.11 20:43:00 -
[14] - Quote
Kevall Longstride wrote:CCP Nullarbor wrote:Work on PC is not done at the exclusion of the other things you mentioned. In fact these changes took less than a days work, we are otherwise very busy working on the upcoming releases.
Prioritization of work is more complicated than just what is most important to the players right now. We need to consider alignment with teams doing work on systems that may intersect with the design, resolving dependencies between teams and finding places we can have a big impact for a small amount of effort. PC changes now are just good timing in the interest of shaking things up a bit. If I gave the impression that I believe that other things are being sacrificed for PC I apologise. I know that different teams are working on them and they are forthcoming. But every iteration on PC so far has made it more and more complicated with nothing other than an increased payout of ISK and some extra salvage. I explain to new players in chat how it works, I can hear their brain thinking about the uninstall option. There is no benefit to a corp to be had from PC that can be felt or seen by the rank and file members. The vast majority of eve players couldn't possibly care less about its bonus's to them and their corp. The vast majority of Eve players couldn't care less about dust to be honest. When I won the CCP office tour at Fanfast, some of them went tonto on the forums and social media demanding to know how the hell a Dust player won a tour of CCP! The logic of it being a game also made by CCP and I chucked a Plex into the pot like they did, seemed to elude them at that point.... PC is too complicated, without the kind of consequential impact on Eve or benefit that would make the doubters change their mind about it and consider Dust as being worthwhile to take seriously. Corps want to fight each other. Lets give them a way to do it that's free from the need for resource management or the kind of thinking and preparation more appropriate to a new business start up. A basic war dec system, a league tournament or standings systems. Anything other than PC, which is going to be exclusively the domain of the mega corps and alliances in no time once again or cause burnout and its too much of a grind. If we want to make eve players care about Dust, we need to start being able to go after their stuff and make a lot more more ISK doing it.
I disagree. PC is essentially the top tier games; the toughest matches in the game. Why? because it's the best players playing their hardest and using the best equipment. And the battles are meaningful: you will lose or take districts based on the results of the battles. And the outcomes are there for everyone to see.
When it comes to rules and numbers for PC, the main thing which is important is that what feel intuitively true is *actually* true when it comes to sensible strategy in terms of attacking, holding and defending. I think with this latest update we are pretty much there (apart from the lack of economic penalty for district shielding). Now it's time to add some meat in terms of affects into and out of the eve universe.
If you think that PC is complicated to explain and understand, then I just say that it you have not found a good way to explain it. The rules for PC are really very straightforward. What becomes more intricate is the strategic implications of certain choices.
To be clear, there are several layers to PC. For the line member of a corp the content is the tougher matches, with more meaning. For the CEO/Directors, there are decisions to be made about where and when to attack. There is diplomacy and alliances to be made. There is arrangement of EVE-side support and disruption (which can all be gate-crashed by 3rd parties).. |
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