Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
02-02-2010, 04:03 AM
Quote:
Originally Posted by madscientistny View Post
Things like this are part of the basic core aspects of your game design. This isnt a software bug in either client or server code, it isnt an aspect of content development, its a fundamental design flaw and one which could have and indeed should have been brought up and addressed as soon as the team developed the notion of the shared instance public quests.
Yup. And even if they notice that th system is flawed, you can be sure that there are dozens of other problems that all get priority - the system is working, after all.

Sad.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
02-02-2010, 04:44 AM
The system is not very fair as it is now. I think having a real round robin system with "loot chance divided by x damaging players" regardless of grouping might be the best way.

However even then there will be players feeling cheated - I know this type of round robin from other games where it seems as if one always gets the loot while the others get scraps - and it might also be more resource-intesive to calculate (not necessarily tho).

First one to hit gets the loot will not work either cause then players will switch around every target in order to "lick" as many targets as they can before playing seriously. And then cruisers might be the bad guys because they can tank the whole lot, i guess.
Lt. Commander
Join Date: Dec 2007
Posts: 120
A possible solution to the escort problem would be to add score for 1/2 taking hits (for tanks or aggressive escorts) and 2x healing hits (for sci, after all, if keep others alive more team dps).

In addition, weight the score by engagement time, so that more points in initial seconds rather than after 10 minutes to discourage lurkers and to reduce farming of a tank getting hit and a sci healing indefinitely.

No, not perfect, but encorages playing classes to their strenghs.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
02-02-2010, 05:41 AM
Quote:
Originally Posted by LaFleur View Post
A possible solution to the escort problem would be to add score for 1/2 taking hits (for tanks or aggressive escorts) and 2x healing hits (for sci, after all, if keep others alive more team dps).

In addition, weight the score by engagement time, so that more points in initial seconds rather than after 10 minutes to discourage lurkers and to reduce farming of a tank getting hit and a sci healing indefinitely.

No, not perfect, but encorages playing classes to their strenghs.
While I agree that damage taken and healing should be factored in the metric for the final score, there is one tiny issue- currently healing counts self healing, so if all three of the above were included, cruisers would suddenly become the favorites to get tops in fleet actions. They need to make sure that the healing only counts healing done on others, that is actually useful, not just healing an undamaged ship to rack up your score.

Also, the metric should include reductions for dieing, or else players using ramming speed (a skill which just needs to be removed) are going to rack up ridiculous scores.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
02-02-2010, 05:48 AM
Quote:
Originally Posted by LaFleur View Post
A possible solution to the escort problem would be to add score for 1/2 taking hits (for tanks or aggressive escorts) and 2x healing hits (for sci, after all, if keep others alive more team dps).

In addition, weight the score by engagement time, so that more points in initial seconds rather than after 10 minutes to discourage lurkers and to reduce farming of a tank getting hit and a sci healing indefinitely.

No, not perfect, but encorages playing classes to their strenghs.
Thumbs up

I forgot to implement time factor in my above post
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:01 PM.