Resources should be a multiplier....Not an actual ammount - Page 2 - PlanetSide Universe
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This is the last VIP post in this thread.   Old 2012-05-29, 09:39 PM   [Ignore Me] #16
Malorn
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PlanetSide 2
Game Designer
 
Re: Resources should be a multiplier....Not an actual ammount


The freeloader problem could easily be solved by scaling resource rewards by experience earned and having a minimum amount of experience required to get resources. SWTOR sort of had this with the medal system - simple participation in the fight wasn't enough, you had to go out and do some stuff and earn some mini-achievements to get full benefit. Simple AFKing in an area got you garbage, but even a little effort would get you full credit.

That's the sort of concept PS2 needs. We definitely don't want AFK bots eating up player spots on a continent to farm resources.

But as long as someone is out earning experience one way or another through participation, be it reviving, healing, repairing, driving, capturing, or killing, as long as they do a reasonable amount of those things they should get full credit. Not doing some minimal amount of effort should result in zero resources and rewards.

From what I saw in SWTOR it worked pretty well. If we start seeing bots that can perform those minimal criteria then the minimal criteria should change. Ideally it should be something that is very difficult to automate but trivial for a real person to do.
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Last edited by Malorn; 2012-05-29 at 09:41 PM.
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Old 2012-05-30, 06:05 AM   [Ignore Me] #17
Dreamcast
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Re: Resources should be a multiplier....Not an actual ammount


Originally Posted by SpcFarlen View Post
I feel resources should be given out equally to everyone, whole faction gets X per Y. It stops the top tier players from only driving vehicles. Its always a good idea to have new players enter at the same level as the rest, that encourages growth in the game.

But to stop afkers you could simply have a time limit and when that limit is reached their amount of resources is locked at its current amount. That way whose who need to relieve themselves or deal with something can do so, and hop back in without logging in and logging out.

Though i still dont see that really being a problem because they will also need XP to progress their character.
Well I feel that good players should be rewarded more....Perhaps their could be a steady influx of resources while their will be a multiplier for people who do great...So if a person is getting lots of kills then they will get x8 resources since they have 8 bases....Until the resource limit cap was met.
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Old 2012-05-30, 06:50 AM   [Ignore Me] #18
kasiraghi
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Re: Resources should be a multiplier....Not an actual ammount


I think passive resource gathering is a good idea, I like the fact that if I can play less over a few days some resources should still accumulate.

However, agree that being 'active' should multiply the gather considerably, and that the baseline for being active should be set fairly high. I'm pretty sure this could be done by using measures such as mission involvements, no. of kills, squad participation, presence in active areas etc (SpcFarlen raised good points). I don't think that there should be a bonus for doing 'great' because the newbs will need to get the vehicles in order to learn to use them, so everyone's passive rewards while being 'active' should probably scale the same. Rewards for kills etc is where maybe some sort of 'skill' multiplier could be used - certain no. of kill bonuses, long lives while in combat areas, captures etc.

There SHOULD, however, be some form of penalty in the form of longer times that you can spawn vehicles if all you do is spawn -> die repeatedly, everyone should be trying to become proficient in at least one form of non-expense-spawn ground infantry unit before relying on the creds they'll get for full-time vehicle usage.
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