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Faction Play - A New Hope (Pgi Taking Input)


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#641 justcallme A S H

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Posted 13 August 2018 - 03:33 PM

View PostNightbird, on 13 August 2018 - 02:16 PM, said:


Lies, HHoD was Kurita for the first event Posted Image


And some HHoD members have left unit, for the event Posted Image

#642 creativeabyss

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Posted 13 August 2018 - 03:36 PM

View PostPaul Inouye, on 13 August 2018 - 03:25 PM, said:

Scenario:

--------------------------------

Faction Chat: "Do you like c-Bills.. visit wwww.xyzmonies.net.gov. $4.99USD for 5M CB, $9.99USD for 12M CB, $49.99USD for 100M CB"

--------------------------------

This scenario plays out if you allow players to do c-bill transfers. i.e. coffer distribution. "Come join my unit and I'll transfer the farmed gold cbills to you."

However, there IS a possible solution to this... in order to transfer cbills, both players must be in the same unit for X number of days, where X > 14.

Thoughts?


instead of some arbitrary number of days, you could make it "play x number of faction play invasion games with more than one other member of the unit in your group" were x is >20. thats ~10 hours of actually playing alongside a team mate. then the player has more control, and it lowers the chance of people joining units, waiting 2 weeks, getting cbills for their builds, then dipping out, since they will be invested enough in the unit to actually have played with them.

#643 Eisenhorne

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Posted 13 August 2018 - 03:37 PM

View PostPaul Inouye, on 13 August 2018 - 03:25 PM, said:

Scenario:

--------------------------------

Faction Chat: "Do you like c-Bills.. visit wwww.xyzmonies.net.gov. $4.99USD for 5M CB, $9.99USD for 12M CB, $49.99USD for 100M CB"

--------------------------------

This scenario plays out if you allow players to do c-bill transfers. i.e. coffer distribution. "Come join my unit and I'll transfer the farmed gold cbills to you."

However, there IS a possible solution to this... in order to transfer cbills, both players must be in the same unit for X number of days, where X > 14.

Thoughts?


Good point. I like the idea of a 2 week time limit. I'd also suggest adding a requirement of like 10 drops with the unit in faction play as well, so you can't just idle with the unit for 2 weeks then get cbills... you actually need to participate.

#644 Deathshade

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Posted 13 August 2018 - 03:38 PM

View PostPaul Inouye, on 13 August 2018 - 03:25 PM, said:

Scenario:

--------------------------------

Faction Chat: "Do you like c-Bills.. visit wwww.xyzmonies.net.gov. $4.99USD for 5M CB, $9.99USD for 12M CB, $49.99USD for 100M CB"

--------------------------------

This scenario plays out if you allow players to do c-bill transfers. i.e. coffer distribution. "Come join my unit and I'll transfer the farmed gold cbills to you."

However, there IS a possible solution to this... in order to transfer cbills, both players must be in the same unit for X number of days, where X > 14.

Thoughts?

Your current system has ranks that could be used to allow for setting these coffer rights. They could then set to the ability to recruit and/or pull from the unit coffers to get players in.

SRoT has many sub units with their own styles and preferences. We do have a requirement to have new recruits sent to an Academy unit first to allow them to shop around our sub units for a fit. It should take a player only about a week to prove his merit.

Having a minimum for the unit is good for freshly made teams to limit their potential speedy growth.

Edited by Deathshade, 13 August 2018 - 03:39 PM.


#645 Tier5ForLife

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Posted 13 August 2018 - 03:44 PM

[Redacted]

Edited by Tina Benoit, 13 August 2018 - 04:06 PM.
Off-Topic


#646 Jaybles-The-PegLeg-PotatoCaptain

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Posted 13 August 2018 - 03:54 PM

View PostPaul Inouye, on 13 August 2018 - 03:25 PM, said:

Scenario:

--------------------------------

Faction Chat: "Do you like c-Bills.. visit wwww.xyzmonies.net.gov. $4.99USD for 5M CB, $9.99USD for 12M CB, $49.99USD for 100M CB"

--------------------------------

This scenario plays out if you allow players to do c-bill transfers. i.e. coffer distribution. "Come join my unit and I'll transfer the farmed gold cbills to you."

However, there IS a possible solution to this... in order to transfer cbills, both players must be in the same unit for X number of days, where X > 14.

Thoughts?



So Have you at PGI set the going rate? $6.00 for 3 Million CBills? That is the US Dollar cost and cbill value of a champion Jenner F. Which sells for 3.1 million Cbills if you include equipment. Do Jenner F(C)'s fly off the shelves? That should be a decent indication of whether or not people are willing to spend real money on cbills alone. And if they are, aren't you at PGI just missing out on an additional revenue stream by not offering cbill packages for $?

I agree that there should be a minimum number of days in unit before eligible for cbills/mechs/etc though!

#647 creativeabyss

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Posted 13 August 2018 - 04:05 PM

There are cbill packs in store. Their hidden with the mastery bundles (but lowkey, paul wtf, those cbill packages are insanely overpriced, thats why their so irrelevent that no one knows they exist).

Tbh, the highest real world cash id give for cbills would be like, 5 bucks, and id need somewere in the 50-100 million cbills range for it to feel worth it.

#648 Paul Inouye

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Posted 13 August 2018 - 04:07 PM

(C-Bill transfer) : Drop limit is interesting. 10-20 matches with the unit... unit leader? Unit officers?

BTW: This is still speculation.. no guarantee here but good to have it clarified before going into battle.

#649 creativeabyss

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Posted 13 August 2018 - 04:09 PM

Any unit member whos already eligible for recieving cbills would probably be a good idea. Limiting it to unit leaders is impractical, and not all units have unit officer roles made or used.

Letting it be any unit member would be good if the coding doesnt allow for the above, limiting it to members who can get cbills already isnt make or break, just an extra check/balance.

Also, i think its important that the only matches counting towards your 20-10 match goalpost be invasion (not qp). Invasion is the mode that takes time and dedication, making it harder to just spam x quickplay games. It also incentivises playing fw with your unit and any players your unit has picked up, hopefully bumping up continuously active fw population.

Edited by creativeabyss, 13 August 2018 - 04:15 PM.


#650 Deathshade

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Posted 13 August 2018 - 04:15 PM

View Postcreativeabyss, on 13 August 2018 - 04:09 PM, said:

Any unit member whos already eligible for recieving cbills would probably be a good idea. Limiting it to unit leaders is impractical, and not all units have unit officer roles made or used.

Letting it be any unit member would be good if the coding doesnt allow for the above, limiting it to members who can get cbills already isnt make or break, just an extra check/balance.

Each Faction has its own rank identifiers whether assigned by unit leader or through leveling up while as that Faction loyalist. Why not make them mean something?

It still think the unit player count identifiers should only show "active" player counts. I think you would see then how truly large that unit is.

Edited by Deathshade, 13 August 2018 - 04:16 PM.


#651 Eisenhorne

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Posted 13 August 2018 - 04:16 PM

View Postcreativeabyss, on 13 August 2018 - 04:09 PM, said:

Any unit member whos already eligible for recieving cbills would probably be a good idea. Limiting it to unit leaders is impractical, and not all units have unit officer roles made or used.

Letting it be any unit member would be good if the coding doesnt allow for the above, limiting it to members who can get cbills already isnt make or break, just an extra check/balance.

Also, i think its important that the only matches counting towards your 20-10 match goalpost be invasion (not qp). Invasion is the mode that takes time and dedication, making it harder to just spam x quickplay games. It also incentivises playing fw with your unit and any players your unit has picked up, hopefully bumping up continuously active fw population.


I think he means 10-20 drops with a unit officer to count as the qualifications. I like the idea.

#652 creativeabyss

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Posted 13 August 2018 - 04:19 PM

View PostDeathshade, on 13 August 2018 - 04:15 PM, said:

Each Faction has its own rank identifiers whether assigned by unit leader or through leveling up while as that Faction loyalist. Why not make them mean something?


Tbh, i think the freedom is cool. You can still have officers that can be given the ability to distribute funds, but using the feature shouldnt require the unit officers or leaders to be there every time a new player joins and drops, its too restrictive in my view. But if paul/the community think otherwise, than im just 1 vote. Im just happy things are being qualitatively discussed.

#653 Deathshade

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Posted 13 August 2018 - 04:19 PM

View PostEisenhorne, on 13 August 2018 - 04:16 PM, said:


I think he means 10-20 drops with a unit officer to count as the qualifications. I like the idea.

Ah. Yeah. That would be cool. I missed that fact. We have trainers for our new guys so would work perfect.

#654 slide

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Posted 13 August 2018 - 04:24 PM

View PostPaul Inouye, on 13 August 2018 - 03:25 PM, said:

Scenario:

--------------------------------

Faction Chat: "Do you like c-Bills.. visit wwww.xyzmonies.net.gov. $4.99USD for 5M CB, $9.99USD for 12M CB, $49.99USD for 100M CB"

--------------------------------

This scenario plays out if you allow players to do c-bill transfers. i.e. coffer distribution. "Come join my unit and I'll transfer the farmed gold cbills to you."

However, there IS a possible solution to this... in order to transfer cbills, both players must be in the same unit for X number of days, where X > 14.

Thoughts?


I kinda like that idea Paul.

It would make some of the 680m Cbills I have in the bank useful and give me a reason to activate the 10 months worth of banked Premium Time I have. I could then use the money to buy a couple of heroes that I want.

Note I jest, I see the point you are trying to make and I know the issues it induces with account hacking and hijacking, and also farming new accounts of cadet bonus's. But for a lot of us old vets with squillions in the bank (I am poor by some standards) being able to help new players get started, thereby keeping them in the game longer is a good thing for everybody. For sure have some protection and rules to avoid creating a black Cbill economy but I feel the good would outweigh the bad in this case.

Maybe limit the transfers to Max 50m per recipient, that's 3-4 decent mechs which should be a good enough start for anyone.

#655 Nightbird

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Posted 13 August 2018 - 04:24 PM

View PostPaul Inouye, on 13 August 2018 - 03:25 PM, said:

Scenario:

--------------------------------

Faction Chat: "Do you like c-Bills.. visit wwww.xyzmonies.net.gov. $4.99USD for 5M CB, $9.99USD for 12M CB, $49.99USD for 100M CB"

--------------------------------

This scenario plays out if you allow players to do c-bill transfers. i.e. coffer distribution. "Come join my unit and I'll transfer the farmed gold cbills to you."

However, there IS a possible solution to this... in order to transfer cbills, both players must be in the same unit for X number of days, where X > 14.

Thoughts?


Yes, this would be a serious problem. How about only the LENDER has to be in the unit for X days (30? 60? to prevent abuse), and the loan can come with a term such as forgiven after Y days (30, 60, 365) etc and the person has to repay the loan to leave the unit earlier.

#656 Paul Inouye

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Posted 13 August 2018 - 04:39 PM

View PostNightbird, on 13 August 2018 - 04:24 PM, said:

Yes, this would be a serious problem. How about only the LENDER has to be in the unit for X days (30? 60? to prevent abuse), and the loan can come with a term such as forgiven after Y days (30, 60, 365) etc and the person has to repay the loan to leave the unit earlier.


What if the 'borrower' has no money left cause he spent it all? This is going back toward a unit inventory which is a hard sell to begin with. And by inventory, I mean database/transaction services do not allow for this to happen. X C-bills owed to Y Unit and Player A isn't allowed to leave until X C-bills are paid back etc.

The way I mentioned means that current Unit structure doesn't change, there are no new introductions of inventory assets... just a gate that says NewPlayerBob cannot receive unit coffer money until X matches has been played with Unit officers.

creativeabyss said:

Also, i think its important that the only matches counting towards your 20-10 match goalpost be invasion (not qp). Invasion is the mode that takes time and dedication, making it harder to just spam x quickplay games.


The idea behind the lock out is to prevent farming/selling in-game currencies not to force the player to 'git gud'.

#657 creativeabyss

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Posted 13 August 2018 - 04:48 PM

View PostPaul Inouye, on 13 August 2018 - 04:39 PM, said:

The idea behind the lock out is to prevent farming/selling in-game currencies not to force the player to 'git gud'.


pfft, please. you dont have to be good to play in fw, i have video proof Posted Image

but seriously, if fw is the game mode made for units, then limiting this feature to fw does a lot for the mode. it helps differentiate fw from gq. in gq you log in and play for cbills, when your done you log off. in fw you get access to more features and (coming soon) some actual depth, in exchange for a harder play environment. by making this unit feature work in a qp scenario, you just make qp better. qp already has its bonus' with a matchmaker, and faster requeing, which means more cbills most of the time.

on top of all of that, normally when a player joins a unit, it means they are ready for a more intense gameplay experience. no one joins a unit because they wanna lurm from 1200 meters out. they generally do it because they want a more intense playing environment. fw IS that more intense playing environment, and in exchange for going into that more intense gameplay environment, you should get access to these "deeper" features, as a reward.

additionally, one of the goals of this feature as i understand it is to get new players in fw units the cbills needed to be able to run the optimized decks for fw, so its only logical to me that this be restricted a bit to fw. the qp units just simply do not need the cbills the way an fw unit needs the cbills. it also doubles as an inventive to play fw over qp, and if theres 1 constant in this thread its that fw needs a few incentives that cant be also found in quickplay

tl:dr
if you put all the cool sh*t in qp, then you rob fw of its reason for existing.

Edited by creativeabyss, 13 August 2018 - 04:55 PM.


#658 Paul Inouye

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Posted 13 August 2018 - 04:51 PM

View Postcreativeabyss, on 13 August 2018 - 04:48 PM, said:

pfft, please. you dont have to be good to play in fw, i have video proof :P but seriously, if fw is the game mode made for units, then limiting this feature to fw does a lot for the mode. it helps differentiate fw from gq. in gq you log in and play for cbills, when your done you log off. in fw you get access to more features and (coming soon) some actual depth, in exchange for a harder play environment. by making this unit feature work in a qp scenario, you just make qp better. qp already has its bonus' with a matchmaker, and faster requeing, which means more cbills most of the time. on top of all of that, normally when a player joins a unit, it means they are ready for a more intense gameplay experience. no one joins a unit because they wanna lurm from 1200 meters out. they generally do it because they want a more intense playing environment. fw IS that more intense playing environment, and in exchange for going into that more intense gameplay environment, you should get access to these "deeper" features, as a reward. tl:dr if you put all the cool sh*t in qp, then you rob fw of its reason for existing.


Oh.. I see what you're getting at. I meant that X drops happens in Faction Play.. not in any other area of the game (QP/Comp/Solaris). So yes. I thought you meant only Invasion/Siege game mode would count.

#659 Nightbird

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Posted 13 August 2018 - 04:52 PM

View PostPaul Inouye, on 13 August 2018 - 04:39 PM, said:


What if the 'borrower' has no money left cause he spent it all? This is going back toward a unit inventory which is a hard sell to begin with. And by inventory, I mean database/transaction services do not allow for this to happen. X C-bills owed to Y Unit and Player A isn't allowed to leave until X C-bills are paid back etc.

The way I mentioned means that current Unit structure doesn't change, there are no new introductions of inventory assets... just a gate that says NewPlayerBob cannot receive unit coffer money until X matches has been played with Unit officers.


A good use of cbill transfer is to outfit a new player with good equipment. Requiring too much participation before receiving the cbills may defeat the purpose of welcoming new players into the game and unit. I'm thinking that if any conditions are needed to prevent the situation you're concerned with (selling of cbills IRL), the conditions can be imposed after receiving the cbills. For example, stay with unit for 60 days, do 20 drops, etc. If the loan transaction part of this is difficult to implement, then don't. Basically anyone that receives any amount of cbills will need to complete the terms with no way of getting out of it early.

Question: Will the conditions be selected by the unit/donor or would it be based on the amount or will it be fixed for any amount of cbills received (i.e. even 1)?

edited for clarity

Edited by Nightbird, 13 August 2018 - 10:04 PM.


#660 creativeabyss

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Posted 13 August 2018 - 05:05 PM

View PostPaul Inouye, on 13 August 2018 - 04:51 PM, said:


Oh.. I see what you're getting at. I meant that X drops happens in Faction Play.. not in any other area of the game (QP/Comp/Solaris). So yes. I thought you meant only Invasion/Siege game mode would count.


i did initially, but after a minute, i can see how including scouting would probably be a really good idea. I just worry because scouting has historically been used to bypass event requirements that were tailored to invasion. Keep in mind that 10 scouting matches can be done extremely fast compared to 10 invasion games, and i thought a longer time before unlocking cbill access was the goal.

However taking newer players into scouting to teach brawling isnt unheard of, i do it myself actually. So good idea on that.

Edited by creativeabyss, 13 August 2018 - 05:10 PM.






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