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Ghost Drops


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#21 Aresye

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Posted 14 December 2014 - 09:35 PM

It's not just large groups. The problem is also caused by the game types.

A 12man team can launch into attack after attack, and either zerg rush when there's players, or zerg rush when there's no players. Both will almost always result in a win, and they can do this 3-4 times before a 12man team defending the planet has the chance to finish 1 defensive game.

#22 Davers

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Posted 14 December 2014 - 09:51 PM

View Postjaxjace, on 14 December 2014 - 09:30 PM, said:

I love how the only ones jipped are the FRRs and Liao.

Face it boys, all your planets are belong to us.

Id like to see how this works out because at this rate FRR Liao and sjr will be gone in a matter of weeks. Wont be missed.

The Davions have been coasting on their numbers long enough. First with plot immunity, now with ghost victories. :D

#23 Russ Bullock

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Posted 14 December 2014 - 09:55 PM

Auto wins and the frequency of counter attacks - looking into it.

#24 Malcolm Vordermark

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Posted 14 December 2014 - 10:14 PM

How about this, require more ghost drops to equal one win. Just picking a number for example purposes, lets say 6 ghost drops are required to equal 1 win. That way if you only had one team trying to take a planet and ghost drops are kicked off every 5 mins they would go at about the same pace.

#25 Revis Volek

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Posted 14 December 2014 - 11:22 PM

Also as far as CSJ are concered our corridor is so narrow right now we have ONE attack queue....and ONE planet to defend. SA finished everything we had CW wise to do in a matter of an hour along with our other units. Now we just wait to see what happens i guess? Hope we keep it while we are asleep lol.

Losing planets to CGB early before we were signed up and knew how it worked also went against us because of small numbers once again. Clan v clan should not happen until we hit a certian milestone in the IS. Would keep corridors open and more even amnount of queues. But the clans also bid for those planets in lore, should not just have them being taken like that. Raids maybe but not theft of ownership.

Edited by DarthRevis, 14 December 2014 - 11:23 PM.


#26 Farnax

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Posted 15 December 2014 - 04:01 AM

Please do more attack phases. Because the capture of planets does not depend on Russian community. We sleep at this time when there is a decisive battle before ceasefire. Make another phase with the ability to capture the planet in the evening European time.

#27 Better Call Saul

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Posted 15 December 2014 - 06:09 AM

View PostDarthRevis, on 14 December 2014 - 11:22 PM, said:

Also as far as CSJ are concered our corridor is so narrow right now we have ONE attack queue....and ONE planet to defend. SA finished everything we had CW wise to do in a matter of an hour along with our other units. Now we just wait to see what happens i guess? Hope we keep it while we are asleep lol.

Losing planets to CGB early before we were signed up and knew how it worked also went against us because of small numbers once again. Clan v clan should not happen until we hit a certian milestone in the IS. Would keep corridors open and more even amnount of queues. But the clans also bid for those planets in lore, should not just have them being taken like that. Raids maybe but not theft of ownership.


Potentially the amount of planets is narrow due to low CSJ population, if there are too many planets to attack we will spread our forces too thinly and not progress the wins enough to flip the planet. Just a thought...

#28 beaver1776

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Posted 15 December 2014 - 06:17 AM

Russ,

I would like to thank you for staying personally involved with development.

I have an idea about helping to balance the player base throughout the community, at least within CW. How about reducing rewards (c-bills and LPs) for factions with a larger player base and increasing rewards for factions with a lower player base. In a sense, we are taking about a labor pool. There are more "laborers" in the Federated Suns, so the Federated Suns could get away with paying less because there is a larger pool to draw from. If a player wanted to work for a highly populated faction, they could but would receive less compensation. This would affect loyalists and mercs alike.

What ever the percentages are, those could be advertised (like a stock market big board) to let players know where the "good money" is available. Each faction would have its own hardcore loyal base, that would stay regardless of the rates. But plenty would shift around to earn more.

I know it sounds a bit "mercenary" like, right now but I believe it would balance out the populations pretty quickly.

Ultimately, I believe a more evenly balanced population among the factions could go a long way to limiting these ghost drops.

Edited by beaver1776, 15 December 2014 - 06:43 AM.


#29 Greenjulius

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Posted 15 December 2014 - 01:53 PM

I agree that Fed Suns seem to be steam rolling the opposition, numbers being the likely cause. A more developed mercenary system would fix this in many cases. C-bill rewards should skyrocket when one faction is down significantly, while large, fast expanding factions can get the standard pay.

That would encourage mercenaries to "go where the money is." It would be the only way I would choose another faction over Davion.

#30 Kageru Ikazuchi

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Posted 15 December 2014 - 08:25 PM

View PostRuss Bullock, on 14 December 2014 - 09:55 PM, said:

Auto wins and the frequency of counter attacks - looking into it.

One option that may (or may not) help could be to reduce the frequency of attacks and counterattacks (compared with holds and defends) based on how much ground the attacker (or defender) has ... when you have more territory to hold (or defend), you shoould have to hold (or defend) it more often.

This relationship could be linear ...
- 0:11 in favor of the defender would mean 100% chance for attack-defend
- 4:7 in favor of the defender :: ~63% chance attack-defend ... ~36% chance hold-counterattack
- 6:5 :: ~45% : ~54%
- 9:2 :: ~18% : ~81%

(I don't think I need ot fill in the whole thing ... you get the idea.)

Edited by Kageru Ikazuchi, 15 December 2014 - 09:01 PM.


#31 Vandril

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Posted 15 December 2014 - 08:39 PM

View PostGreenjulius, on 15 December 2014 - 01:53 PM, said:

I agree that Fed Suns seem to be steam rolling the opposition, numbers being the likely cause. A more developed mercenary system would fix this in many cases. C-bill rewards should skyrocket when one faction is down significantly, while large, fast expanding factions can get the standard pay.

That would encourage mercenaries to "go where the money is." It would be the only way I would choose another faction over Davion.


Biggest problem is that mercs MUST choose a side right now. That means breaking contracts to go "where the money is". I think finding that sweet spot of rich merc vs. faction loyalist will be hard to hit too. Not that it may not be worth finding, just that it could cause a mass exodus from one faction to another because "the grass is greener". Still there are people who won't care about the rewards, just the faction. I wonder at that critical mass though.

And I will attest that Dav numbers are the reason they are rolling Liao units. I've lost three matches in the last three days of constant dropping against Davions with numerous wins. (Hats off to Robber of PL -since that is who I remember, and you ARE STILL DOING IT WRONG, and CH - damn good fights - or schoolings in some cases). Nothing more frustrating than five straight victories to watch a planet go from 7 to 10 during that time. I've been experiencing a pretty consistent ratio of Liao victory, and losing one point on a world.

I'm sure that PGI is aware of the numbers advantage. I would like to see them more aggressive in addressing it since increasing the faction rewards is a small step, and probably not enough. It IS beta and I'm not worried that PGI will get this balanced out. Till then it is still fun even if we are still getting our arses kicked.

#32 N0MAD

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Posted 15 December 2014 - 08:51 PM

Its really helping that you have several people telling others to go back to the pug Q when making suggestions or observations about CW..

#33 Texas Merc

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Posted 15 December 2014 - 09:03 PM

winning over 90% of our drops with 2 full groups and still getting zerged. its good money but obviously tweaks need to be applied.

#34 Kreisel

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Posted 15 December 2014 - 09:11 PM

Something that might help with this is an ability to que for defense "where needed" instead of a specific planet. I feel you should still have to pick which planet to attack, but for defense, you should be able to enter a que that will just throw you in the defense of any planet that needs defenders. Queing in this way should never put you on counter attack it should just find the first game on any planet for your faction that needs a Defender and throw you in that game.

That might help with que times as well, as pilots will spend less time queing up to defend planets who don't have any attackers. I would be tempted to say let this que also fill in spaces to hold off counter-attacks as you are trying to 'hold' what you have on that planet, it might help reduce Ghost drops because it will make Ghost drops only happen where there are not enough defenders available AT ALL, instead of not enough defenders qued for just that planet.

#35 InspectorG

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Posted 15 December 2014 - 09:13 PM

View PostDarthRevis, on 14 December 2014 - 11:22 PM, said:

Also as far as CSJ are concered our corridor is so narrow right now we have ONE attack queue....and ONE planet to defend. SA finished everything we had CW wise to do in a matter of an hour along with our other units. Now we just wait to see what happens i guess? Hope we keep it while we are asleep lol.

Losing planets to CGB early before we were signed up and knew how it worked also went against us because of small numbers once again. Clan v clan should not happen until we hit a certian milestone in the IS. Would keep corridors open and more even amnount of queues. But the clans also bid for those planets in lore, should not just have them being taken like that. Raids maybe but not theft of ownership.


GOOD NEWS: its only Beta

BAD NEWS: this is the problem with a Lore based map.

Clans surprised the IS. The IS didnt know where they were coming from and couldnt strike back.
Clans also were all in agreement to attack the IS already have gone through their trials and such.

Here we have a videos game with a strategic map based on Lore that effectively, no one has to follow.

CSJ and FRR were the easy targets.

#36 Vandril

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Posted 15 December 2014 - 09:23 PM

View PostN0MAD, on 15 December 2014 - 08:51 PM, said:

Its really helping that you have several people telling others to go back to the pug Q when making suggestions or observations about CW..


First always make constructive feedback. Not saying you aren't being but value will shine over the turds of doomsayers. Keep it up. Second, don't dwell on people that are negative.. they will bring you down no matter what you do. Third, CW is team based, if you don't have a cooperative mindset, it's not right for CW. With that said, if you are getting flak from the guy who says you suck because he's not teamplaying.. IGNORE him. And lastly, keep your suggestions going but honestly evaluate feedback.

#37 Grynos

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Posted 15 December 2014 - 09:28 PM

From what I have experienced, pretty much all the Liao units have to stay on defense. Due to the time of day,times zones, etc. It is impossible to have forces attacking a planet while also defending a different planet. I watched it all this weekend, and while Liao had units winning, due to the ability to ghost drop , they still lost the planets. Correct me if I am wrong but isn't this suppose to be about skill as opposed to sheer numbers? I am sorry but a c-bill increase is not going to solve the problem with the population being drastically lopsided, it may help a minuscule amount but it will not solve the problem.

My solution ... Limit ghost drops by population of faction, the higher % the population of a faction is over another , the less amount of ghost drops they receive per hour. If the higher population could only ghost drop once per hour as opposed to five or six , it might balance things out better.

#38 ShinVector

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Posted 15 December 2014 - 09:31 PM

View PostGrynos, on 15 December 2014 - 09:28 PM, said:

My solution ... Limit ghost drops by population of faction, the higher % the population of a faction is over another , the less amount of ghost drops they receive per hour. If the higher population could only ghost drop once per hour as opposed to five or six , it might balance things out better.


I think it will be fixed by doing two things...
1. Them fixing the planet queue to show where the Liaos are. They should disable names except for the people you drop with to avoid cherry picking.
2. Ghost Drops do not count for a win or 100x Ghost Drops = 1 win.

#39 Grynos

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Posted 15 December 2014 - 09:44 PM

View PostShinVector, on 15 December 2014 - 09:31 PM, said:


I think it will be fixed by doing two things...
1. Them fixing the planet queue to show where the Liaos are. They should disable names except for the people you drop with to avoid cherry picking.
2. Ghost Drops do not count for a win or 100x Ghost Drops = 1 win.


The problem is the frequency of ghost drops, if you eliminated them all together it would be easy for the higher population faction to refuse to defend a planet, knowing that ghost capping would not count.

The only other solution is to bypass the whole picking a specific planet, and instead have the person or unit decide what faction they want battle, in which case you could remove the ghost dropping element all together, and the matchmaking would essentially make the attacking or defending of a planet without player/unit input.

#40 Texas Merc

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Posted 15 December 2014 - 09:54 PM

ghost drops count as 10% of a token

10 ghost drops equal 1 token





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