Arry Posted May 24, 2011 Report Posted May 24, 2011 (edited) In my opinion, the formulas for the rewards just aren't built for a low population zone. Lower rewards in low population makes the zone goto from low population to no population. If I'm right the current formulas were worked out during higher population days. In essence the formulas for rewards create a High-Population-OR-No-Population scenario. The rewards just aren't there to encourage people to stick it out during low population. If you want to revive the zone population in the meantime before conquest is done, consider changing the formulas. I know several things have been suggested, I'm not saying any of those were right. What I'm saying is, this is where we need to focus our attention. Not on changes to the item system, to the map, or to anything else. The problem is the reward formulas and that's where the attention needs to be. I have suggested reward changes that may make it seem like I'm only interested in changes that suit my style of play. That's not the case. Now I'm suggesting changes strictly for low population that fit with the current style of play. I think if we put our heads together, we can come up with a rewards formula that is fair, balanced, and works with low population as well as high population. If I'm wrong about this, if it's not the reward formulas, then I'm sure Brain will be kind enough to tell me why I'm wrong. Edited May 25, 2011 by Arry Quote
Cheese Posted May 25, 2011 Report Posted May 25, 2011 id say a better solution would to be to lower flag carry limit to 2 and reinstate the old jackpot systemu know, the one that built up over time Quote
Arry Posted May 25, 2011 Author Report Posted May 25, 2011 (edited) What you said is an example of a rewards formula change. I'm not just talking about a specific mathematical formula, but the whole system. I specifically left my post void of formulas (so I'm not sure what you think your idea is better than) because I didn't want what I said to get rejected because I put forward an idea that didn't fly. I just wanted to funnel our collective focus to an area that I think needs to be looked at. (Which is exactly what several of your recent suggestions have pointed towards as well) Many people have blamed nano, lack of a reset, etc. I'm just saying that the reward formulas/system were designed to provide motivation during high population. I think they could be reworked to provide motivation in all population conditions. The problem with going back to how things were was that things were changed for a reason. I'm guessing because someone abused it. Because of this, I'd say coming up with a fresh idea will likely go over with Brain and company better than bringing up old ideas. Old bases tend to sometimes show up in hyperspace, old reward formulas do not. Edited May 25, 2011 by Arry Quote
spidernl Posted May 25, 2011 Report Posted May 25, 2011 I'd personally like to see balling become somewhat rewarding at (very) low population, maybe up to mid-high population, after which it would automatically become more rewarding to flag. This would raise population steadily until a flag game could be played. In other words, balling as the only person playing should grant you a small amount of money, I don't think it'll ruin the economy to let people farm money by balling overnight.Then, when two people get in, you'll want to make balling rewarding enough to not just make it boring dueling, but actually make it a fight for the ball. This way, you at least have some 'purpose' to playing at very low population. Quote
Arry Posted May 25, 2011 Author Report Posted May 25, 2011 (edited) I'd personally like to see balling become somewhat rewarding at (very) low population, maybe up to mid-high population, after which it would automatically become more rewarding to flag. This would raise population steadily until a flag game could be played. In other words, balling as the only person playing should grant you a small amount of money, I don't think it'll ruin the economy to let people farm money by balling overnight.Then, when two people get in, you'll want to make balling rewarding enough to not just make it boring dueling, but actually make it a fight for the ball. This way, you at least have some 'purpose' to playing at very low population. I like the idea, but I see a hole for abuse. You can drop the ball to a perfect stop easily if you have your maxspeed set right and you move backwards while releasing ball. People who do this would be able to farm a lot faster and get an advantage. I say this because to make balling worth the effort you have to match the reward to time/effort put in. It takes significantly longer to get the ball in the goal than even the slowest duels at low pop. maybe $200-300 would make it enticing (not sure). But if you use the maxspeed matching technique you can carry the ball quite quickly. Making the $200-300 reward a little too much. EDIT: What might cure this abuse loophole is a jackpot for all goals increasing over time since the last score with a maximum cap. That way if you're scoring too fast you're not going to get as much money, but nobody is going to stop you from scoring fast Edited May 25, 2011 by Arry Quote
spidernl Posted May 25, 2011 Report Posted May 25, 2011 (edited) I'd personally like to see balling become somewhat rewarding at (very) low population, maybe up to mid-high population, after which it would automatically become more rewarding to flag. This would raise population steadily until a flag game could be played. In other words, balling as the only person playing should grant you a small amount of money, I don't think it'll ruin the economy to let people farm money by balling overnight.Then, when two people get in, you'll want to make balling rewarding enough to not just make it boring dueling, but actually make it a fight for the ball. This way, you at least have some 'purpose' to playing at very low population. I like the idea, but I see a hole for abuse. You can drop the ball to a perfect stop easily if you have your maxspeed set right and you move backwards while releasing ball. People who do this would be able to farm a lot faster and get an advantage. I say this because to make balling worth the effort you have to match the reward to time/effort put in. It takes significantly longer to get the ball in the goal than even the slowest duels at low pop. maybe $200-300 would make it enticing (not sure). But if you use the maxspeed matching technique you can carry the ball quite quickly. Making the $200-300 reward a little too much. EDIT: What might cure this abuse loophole is a jackpot for all goals increasing over time since the last score with a maximum cap. That way if you're scoring too fast you're not going to get as much money, but nobody is going to stop you from scoring fast Moving the goals and changes to ball time so that people who know how to drop it to a perfect stop aren't at as much of an advantage can fix all of these issues.If rewards are going to be changed, goal placement can surely be changed as well. Edit: Also, knowing how to score efficiently rewarding players isn't necessarily a bad thing, now is it? You can drop the ball to a perfect stop in pretty much any ship by carefully keeping your speed at a certain level. Edited May 25, 2011 by spidernl Quote
Cheese Posted May 26, 2011 Report Posted May 26, 2011 I'd personally like to see balling become somewhat rewarding at (very) low population, maybe up to mid-high population, after which it would automatically become more rewarding to flag. This would raise population steadily until a flag game could be played. In other words, balling as the only person playing should grant you a small amount of money, I don't think it'll ruin the economy to let people farm money by balling overnight.Then, when two people get in, you'll want to make balling rewarding enough to not just make it boring dueling, but actually make it a fight for the ball. This way, you at least have some 'purpose' to playing at very low population. ppl been saying this for a long timeand since it adds to jackpot it will eventually start fgs but why it hasnt been done yet noone knows Quote
spidernl Posted May 26, 2011 Report Posted May 26, 2011 I'd personally like to see balling become somewhat rewarding at (very) low population, maybe up to mid-high population, after which it would automatically become more rewarding to flag. This would raise population steadily until a flag game could be played. In other words, balling as the only person playing should grant you a small amount of money, I don't think it'll ruin the economy to let people farm money by balling overnight.Then, when two people get in, you'll want to make balling rewarding enough to not just make it boring dueling, but actually make it a fight for the ball. This way, you at least have some 'purpose' to playing at very low population. ppl been saying this for a long timeand since it adds to jackpot it will eventually start fgs but why it hasnt been done yet noone knows Presumably lack of time. You'd have to change the formulae and then test them for oddities, rebalance them, etc.Plus I don't even know if Doc wants changes such as these to be made. Quote
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