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En Driago
The Immortal Knights
4
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Posted - 2013.08.01 17:38:00 -
[1] - Quote
Last night I played a game that really upset me. It was a merc battle and there were two members of the same corp playing one on either side. A few minutes into the battle we see that one of them was killing the other over and over and over in a matter of moments, his target was obviously being revived over and over and over. In just under 3 minutes the killer racked up a 65/1 kill/death ratio. And his partner whom he killed at least 50 times (probably 60) logged off. (I have seen that if power is cut to the PS3 while in a match none of the deaths taken count) So this guy died like 60 times and they don't even count against him. However, the killer did get enough kills by himself to call in an orbital. And has a 65 k/dr on the match. This is grossly unfair to those of us who enjoy the game and play it the way it is supposed to be played. So my suggestion is to limit the number of revives to a downed clone to 3 per deployment. Now that player can have multiple deployments in match and they can each be picked up no more then 3 times. Its very easily explainable in the universe, death is tramatic, being revived over and over will just be too much for the clones body to take. This will do MANY things. It will stop point smashers like I played against last night. It will also keep bad medics from picking the same guy up in a firefight over and over, (cause now cannot click through the load and deployment screens faster than a jerk medic can pick us up). One player in my corp, I WATCHED it happen, was picked up 14 times in a row in front of a sniper because the medic just kept picking him, faster than he could re-deploy. It will also force the player to ACUALLY use more resources to play the game, thus become a better player. I took a picture of the post battle screen last night and have the bad players name and corp if it is needed. |
Oso Peresoso
RisingSuns
481
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Posted - 2013.08.01 17:44:00 -
[2] - Quote
the first case in an abuse. CCP is aware of it and I think they are considering their options. I don't like a limit on per deployment, but a limit of 2 revives per minute would be fine. On the whole though, I think these are edge cases and not a huge issue.
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Idye Lotz
xCosmic Voidx The Superpowers
51
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Posted - 2013.08.01 18:22:00 -
[3] - Quote
Try being in the unwilling victim in one of these schemes. I assure you it most certainly isn't fun. That said I don't like the revive limit idea. |
Idye Lotz
xCosmic Voidx The Superpowers
51
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Posted - 2013.08.01 18:22:00 -
[4] - Quote
Sorry dp |
Cross Atu
Conspiratus Immortalis Covert Intervention
1370
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Posted - 2013.08.01 18:28:00 -
[5] - Quote
There's already a cooldown on WP earnings from revives, if they're happening so quickly that a Merc cannot choose the bleed out then the merc using the injector isn't earning points anymore... if they are[/i] still earning points then someone has found out how to bypass the limits CCP has in place.
Also KDR as a stat is terribad and should not be included in any balance decision making process. It is far to vague and represents nothing of substance in its own right. A merc that is revived 47 times in a row and escapes to safety on the final time has cost his team less and lost less[/u] personally than a merc who dies once and takes the bleed.
The first merc has lost 0 clones for his team, has lost 0 fits for himself and has allowed his teammate to earn WP, but his KDR is trash.
The second merc has cost his team a clone, has cost himself a fit and has not provided WP for his team, but he does have a meaningless 'better KDR'.
The cases you describe aren't very cool but they are also either clearly exploits or at minimum fringe cases. I've played for months without encountering any exploitation of the revival system directly. This does not mean I believe none has occurred but rather is stated as an example of its frequency. Altering a base game mechanic in such a way as to detrimentally effect many players in an attempt to block a behavior which is already both rare and usually an exploit isn't a good call for balance or the longevity of the game.
0.02 ISK Cross |
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