Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Richard Third
Gallente Wrath of Fenris
|
Posted - 2009.04.18 13:02:00 -
[1]
Edited by: Richard Third on 18/04/2009 13:06:48 Faction warfare plexes becoming more buggy. Why did FW get no love during the last patch?
We pay our subscriptions, at least toss us a damn bone. Or fix it for the players new to eve. They NEED love. -- You can't do that with a Planet. |
Tamahra
24th Imperial Crusade
|
Posted - 2009.04.18 13:35:00 -
[2]
Originally by: Richard Third Edited by: Richard Third on 18/04/2009 13:06:48 Faction warfare plexes becoming more buggy. Why did FW get no love during the last patch?
We pay our subscriptions, at least toss us a damn bone. Or fix it for the players new to eve. They NEED love.
i havent got involved into fw much, especially fw plexes but from what ive read players can claim these with ease while invisible. quite a shame; fw needs a boost, as much as mining missions. please listen, ccp
|
Hariya
|
Posted - 2009.04.19 19:00:00 -
[3]
The problem isn't the complexes. The main problem imho is that most of the players in FW are just old players' alts whoring for easy kills to fill their killboards.
The real problem is that FW comes with no rewards. You get nothing real when you advance in rank, and you get nothing from proper team playing (give people bounty for killing opposing faction, if the players are in a fleet!). Fix that and FW will be the sweetest part of Eve, ever.
|
Great Smirnov
|
Posted - 2009.04.20 01:30:00 -
[4]
Originally by: Hariya
The real problem is that FW comes with no rewards. You get nothing real when you advance in rank, and you get nothing from proper team playing (give people bounty for killing opposing faction, if the players are in a fleet!). Fix that and FW will be the sweetest part of Eve, ever.
100% agree. in real world no one will ever start a war without benefits. FW need kind of bounty or salary system. i think LP based would fit the role. every defend of own system, every conquer, every kill both enemy npc and players should get LP reward. of course npc kill way less then player kills, but still the ammo were used. opportunities to salvage or loot wrecks ain't excuse, FW is bout fighting, no bout carry around tons of nearly worthless garbage. more of this i think in FW territory all militia members should have semi-concord role allowed like rights to fire at any pirates anytime anyplace within FW systems. its kinda unfair that FW pilots can enforce their might against specific although somewhat irregular army, but can not enforce against bunch of outlaws within their own boundary. think of it like in 0.0, every militia fights for the systems and are holder like alliances in 0.0, own and friendly militia are "+", enemy militia are "-" and pirates (standing low than 0) are neutrals in in the rule "not blue/plus will be shot at". really, it is often not militia against militia, but bored pirates looking for easy noobkils against militia. big deal to kill incoming frigates and destroyers on gates of small sites sitting in battleships or hacs/recons, wow, what a great challenge. none of the fellows FW member is even allowed to help. it was also promised long ago that gate warp should ignore srambler/disrupter, never heard that some one fixed it and it works like i should.
|
Raimo
Gallente Wrath of Fenris
|
Posted - 2009.04.20 05:50:00 -
[5]
Atm defensive plexing can be accomplished by warp core stabbed ships. I don't care about the defensive plexing (unless something gets improved big time) but I care about killing the stabbed up dessies...
Please make it so that nothing "meaningful" (plexing is meaningful to some) can be accomplished in this "war" with stabbed up ships, except for BS smartbombing a blob and *maybe* getting out alive...
Oh cloaked plexing needs to go as well. And the jamming Caldari NPC's need a nerf. And you could improve the plexing, make it meaningful I guess... ---
|
source
Beyond Divinity Inc
|
Posted - 2009.04.20 07:51:00 -
[6]
Unfortunately theres a huge problem with giving rewards for killing other players in FW.
1)Create alt. 2)Join alt into enemy militia. 3)Kill alt. 4)Kill alt. 5)Kill alt. 6)Kill alt. 7)Profit.
|
Hirana Yoshida
Behavioral Affront
|
Posted - 2009.04.20 09:34:00 -
[7]
Most plexing woes are solved by making the destruction of all NPCs a requirement for capture. Nothing I can think of will help the defensive plexing side of things, at least not mechanics wise. In the mean time assault the plex with a lol-Rifter/Punisher/Incursus and a lot of dessies hang around because Dessies are rock to the frigate scissors (the forums say so, it must be true!)
Rewarding for kills is exploitable, but perhaps use a variation of the formula used on the FWStats page. It ranks people on an average of VP/Kills, to mitigate the exploitation a lowish value could be assigned to the frigates/destroyers (1/4-1/3 kill each) Award LP with the Militia parent corporation based on the "new" average.
Caveat: FW should NOT be profitable by any means (unless you are a PvP godd and drowning in loot), but it would be nice to have some sort of system in place to recoup some of the expenses
|
Great Smirnov
|
Posted - 2009.04.20 16:19:00 -
[8]
Originally by: Hirana Yoshida
Caveat: FW should NOT be profitable by any means (unless you are a PvP godd and drowning in loot)
then its pointless, i have nothing to gain and lots to loose. war is business, no gain - no war. simple.
|
Becq Starforged
Minmatar Ship Construction Services Ushra'Khan
|
Posted - 2009.04.20 22:58:00 -
[9]
First, as an aside, if any reward is offered by NPCs for player kills (whether in FW or elsewhere) it should be based on a percentage of the hull price to prevent exploitation. For example, if the reward was 5% of the 'base price' of the destroyed hull, then even taking into account insurance, attempts to exploit would lose money.
As to the profitability of FW, I don't see why FW should be significantly more -- or less -- profitable than other equivalent aspects of EVE. I'll point to FW missions as a key example. They should offer rewards comensurate with normal missions of their level, with extra due to the heavily increased risk they carry due to (a) being entirely in low sec, (b) requiring significant travel through lowsec to get to, and (c) being visible to other players on the overview. Increasing reward could be justified as a simple matter of risk v. reward balance, but it goes beyond that.
Simply put, increasing the appeal of FW missions would result in more PvP in FW zones.
Why? Well, if FW missions offered better rewards than high-sec, then they would lure people into running them. Probably not the most risk-adverse of the high-sec missioners, but the ones willing to accept extra risk for extra profit margin would join FW to run the missions. And existing militia players might run FW missions instead of switching to high-sec alts when they needed to replace losses. In order to mitigate the risk, some might run missions in gangs. The result? An instant increase in targets, both for the opposing milita and pirates, with motivation for the mission-runners to stay and fight, in order to avoid losing the mission.
Assuming the correct balance was reached in the risk v. reward equation, this would be win-win for everyone. The militias would have a new source of targets with a solid reason to fight, as would pirates. The careful mission-runners would be getting enough extra incentive that they'd be able to write off the extra risk. And even better, if the missions had an inpact on the progress of the war (VPs in the target system, for example), then there's an added bonus for those of us who actually care about FW's backstory.
-- Becq Starforged
The Flame of Freedom Burns On! |
Sethris
Lone Gunmen
|
Posted - 2009.04.21 14:11:00 -
[10]
Originally by: source Unfortunately theres a huge problem with giving rewards for killing other players in FW.
1)Create alt. 2)Join alt into enemy militia. 3)Kill alt. 4)Kill alt. 5)Kill alt. 6)Kill alt. 7)Profit.
Only if standing isn't regarded. Say that an FW player for minmatar kills an FW player for amarr with 10.0 faction standing (towards Amarr faction) should give more reward than someone with 1.0.
|
|
Tamahra
24th Imperial Crusade
|
Posted - 2009.04.21 14:24:00 -
[11]
Originally by: Becq Starforged First, as an aside, if any reward is offered by NPCs for player kills (whether in FW or elsewhere) it should be based on a percentage of the hull price to prevent exploitation. For example, if the reward was 5% of the 'base price' of the destroyed hull, then even taking into account insurance, attempts to exploit would lose money.
this
|
Hariya
|
Posted - 2009.04.21 15:34:00 -
[12]
Originally by: Becq Starforged First, as an aside, if any reward is offered by NPCs for player kills (whether in FW or elsewhere) it should be based on a percentage of the hull price to prevent exploitation. For example, if the reward was 5% of the 'base price' of the destroyed hull, then even taking into account insurance, attempts to exploit would lose money.
What a wonderful idea.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |