View Full Version : Devs: Solution to the DPS Loot Issue
Archived Post
02-04-2010, 12:15 PM
I know for many escort/tactical fliers this isn't a big deal but for those of us that are trying to play a cruiser or science ship the issue of loot going to the highest dps ship is a bit problematic at times. To be honest, it can be a bit discouraging when you're trying to fill a non dps role to go without any reward for your effort. Here is my suggestion:
In deep space encounters etc. why not have the system automatically place everyone in a group and auto set the loot to round robin? I don't think it would be all that difficult to program the system to do this and then it gives everyone an opportunity to loot items from the encounter. (ps, sorry if this has been suggested already)
Archived Post
02-04-2010, 12:29 PM
I know for many escort/tactical fliers this isn't a big deal but for those of us that are trying to play a cruiser or science ship the issue of loot going to the highest dps ship is a bit problematic at times. To be honest, it can be a bit discouraging when you're trying to fill a non dps role to go without any reward for your effort. Here is my suggestion:
In deep space encounters etc. why not have the system automatically place everyone in a group and auto set the loot to round robin? I don't think it would be all that difficult to program the system to do this and then it gives everyone an opportunity to loot items from the encounter. (ps, sorry if this has been suggested already)
Excelent idea! Then I can just join up, go AFK and collect loot; brilliant!
/scarcasm
Any loot system that doesn't involve an effort:reward ratio is poor in design. The only flaw with the current system is that it's missing (or maybe just scaled improperly?) metrics for support and healing actions.
Archived Post
02-04-2010, 12:44 PM
Excelent idea! Then I can just join up, go AFK and collect loot; brilliant!
/scarcasm
Any loot system that doesn't involve an effort:reward ratio is poor in design. The only flaw with the current system is that it's missing (or maybe just scaled improperly?) metrics for support and healing actions.
Awesome, so we can have them try to add obscure metrics to calculate how well a support player has done their job. Great idea man!
/sarcasm
Here's the problem, what are you going to use to measure support "effort"? That's why it wasn't implemented in the first place, because there's no way to measure support effort. If your going to flame an idea at least use your brain before doing so. And yeah, maybe there would be people that would just afk and fly around to collect loot but how is that any worse than rewarding 1 player type over the others simply because they fly escorts and others didn't? /boggle
Archived Post
02-04-2010, 02:34 PM
Awesome, so we can have them try to add obscure metrics to calculate how well a support player has done their job. Great idea man!
/sarcasm
Here's the problem, what are you going to use to measure support "effort"? That's why it wasn't implemented in the first place, because there's no way to measure support effort. If your going to flame an idea at least use your brain before doing so. And yeah, maybe there would be people that would just afk and fly around to collect loot but how is that any worse than rewarding 1 player type over the others simply because they fly escorts and others didn't? /boggle
Make a score based on :
a) Damage done (favors Escort)
b) Damage taken (favors Cruiser)
c) Healing Performed (favors Science)
The combination of these values will give you the rank table.
Archived Post
02-04-2010, 02:50 PM
Awesome, so we can have them try to add obscure metrics to calculate how well a support player has done their job. Great idea man!
/sarcasm
Here's the problem, what are you going to use to measure support "effort"? That's why it wasn't implemented in the first place, because there's no way to measure support effort. If your going to flame an idea at least use your brain before doing so. And yeah, maybe there would be people that would just afk and fly around to collect loot but how is that any worse than rewarding 1 player type over the others simply because they fly escorts and others didn't? /boggle
You're right, it would be neigh impossible to do something like:
Sum all damage recieved by target during duration and apply XX% credit to science ship/YY% credit to damage sources. For example: 25% to debuffer, 75% to damage sources. The percentage split would vary depending on the degree of magnitude that the specific debuff applies. For instance, hitting an enemy with Viral Matrix and completely shutting them down is worth a higher percentage split than Tractor Beam which just limits their movement.
And yes, definately; one person getting guaranteed loot because they did the most damage is FAR better than going in and hoping that /random luck get's you something. I'm even happy to go in knowing that I can get myself a top 5 finish and get a green. I would absolutly HATE it if I went in, killed the entire fleet action solo while 5 other people sat AFK and I ended up getting nothing because of /random sucking.
Archived Post
02-04-2010, 02:57 PM
And that is why there should be a set minimum for contribution that a player has to reach, before being eligible for loot. The random loot is by far the most fair.
Just because a player does less damage than others doesn't mean he's put in less of an effort. Perhaps he just doesn't have as good gear as the top dog, or perhaps he hasn't min-maxed everything for hours.
This game seems to cater to the casual player, it should also reward accordingly.
Archived Post
02-04-2010, 03:45 PM
Make a score based on :
a) Damage done (favors Escort)
b) Damage taken (favors Cruiser)
c) Healing Performed (favors Science)
The combination of these values will give you the rank table.
As for Damage taken, I would amend it to be damage taken WITHOUT DYING.
Cause otherwise you could Zerg the enemy, die a bunch of times, help your side not a bit, and end up with the top score.
Now if you tanked the entire encounter, took tons of dmg while others did dps, and didn't die once, then I'd say you deserve that top spot for your effort.
To do this you'd probably have an ascending scale based on damage over time. Longer you go, the more you get for taking damage. Once you die, it resets or something like that.
Archived Post
02-04-2010, 04:01 PM
The DPS wh*res will insult / troll / bash anyone trying to make the other classes meaningful. And here we go for another DPS only game .. . . . ..