Forged Alliance Forever Forged Alliance Forever Forums 2014-01-23T14:20:59+02:00 /feed.php?f=50&t=6400 2014-01-23T14:20:59+02:00 2014-01-23T14:20:59+02:00 /viewtopic.php?t=6400&p=63061#p63061 <![CDATA[Re: Re-Spawning]]> Statistics: Posted by cataclysm315 — 23 Jan 2014, 14:20


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2014-01-21T08:50:08+02:00 2014-01-21T08:50:08+02:00 /viewtopic.php?t=6400&p=62863#p62863 <![CDATA[Re: Re-Spawning]]>
Ato0theJ wrote:
A rank 5 player would have 40 kills or none at all; rank hardly shows off the conquests of a character.


Conquest is not a simple one dimensional parameter in GW. One could simply measure kills, as you suggest. But I could simply choose to spend my time picking off noobs with their level 1 and level 2 ACU's. Alternatively I could assassinate major targets such as level 3 of level 5 ACU's. The number of kills doesn't necessarily reflect the number of victories either. Some victories are won due to the enemy recalling. Others are would be ACU kills. Denied by use of the auto-recall system.

A simple kill counter has no greater relevance than the victory score. Which we currently have - and upon which the rank system is based.

Statistics: Posted by Hawkei — 21 Jan 2014, 08:50


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2014-01-21T08:24:22+02:00 2014-01-21T08:24:22+02:00 /viewtopic.php?t=6400&p=62861#p62861 <![CDATA[Re: Re-Spawning]]> Statistics: Posted by Ato0theJ — 21 Jan 2014, 08:24


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2014-01-21T07:48:22+02:00 2014-01-21T06:06:14+02:00 /viewtopic.php?t=6400&p=62856#p62856 <![CDATA[Re: Re-Spawning]]>
IceDreamer wrote:
Having played a bunch more games I have also decided that Auto-Recall is bullshit. If I got your ACU down to 0 HP you are DEAD and you deserve to be DEAD. It shows poor judgement and poor play from your side if that happens, there's almost always plenty of warning before you die that things aren't going great, and Recall doesn't take long. I'd like it removed, adjusted, or made much, MUCH more expensive.


I agree with this. With Auto-recall only costing 500cr higher ranked ACU's are untouchable. There is, I think, a consensus that Auto-recall should get more expensive the higher you go in rank. This is a balance change and is on Ze_P's to do list. Ze_P has already asked that balance discussions wait until after the bugs have been fixed.

Ato0theJ wrote:
Personally, I'd like some sort of badass kill counter. Maybe an avatar with the amount of kills your character has to date (maybe ever per faction). Like a bragging point, unfortunatly you can't scratch kills into your commander or get him to wear a jacket with the kills patched in.

GW does have a kill counter (of sorts). Its called a rank. However, it is more profitable for players to conceal their abilities rather than to boast in them. Which is why players often don't rank up when they could.

Statistics: Posted by Hawkei — 21 Jan 2014, 06:06


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2014-01-21T03:03:30+02:00 2014-01-21T03:03:30+02:00 /viewtopic.php?t=6400&p=62846#p62846 <![CDATA[Re: Re-Spawning]]>
ZLO_RD wrote:
Szakalot wrote:Im all for rewarding kills; but don't punish the victim!

Players who are most likely to do are also the least experienced ones and therefore the majority of potential playerbase.

Rewarding kills more is a good idea, I like the 100% influence idea especially.


I am absolutely against that, there are billion of noobs that do not care about their avatar and do not know how to recall, OR they are rank 1/2, and they do not know that i get huge reward for killing them OR sometimes they do not even care that i get rewarded cause they do not care about gw that much




ZLO is right, if noobs would cost you the entire planet by losing then the faction with the fewest rookies would win. Sabotaging a faction would be easy too. Personally, I'd like some sort of badass kill counter. Maybe an avatar with the amount of kills your character has to date (maybe ever per faction). Like a bragging point, unfortunatly you can't scratch kills into your commander or get him to wear a jacket with the kills patched in.

Image

Statistics: Posted by Ato0theJ — 21 Jan 2014, 03:03


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2014-01-21T01:16:10+02:00 2014-01-21T01:16:10+02:00 /viewtopic.php?t=6400&p=62837#p62837 <![CDATA[Re: Re-Spawning]]> Statistics: Posted by ZLO_RD — 21 Jan 2014, 01:16


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2014-01-20T20:27:50+02:00 2014-01-20T20:27:50+02:00 /viewtopic.php?t=6400&p=62800#p62800 <![CDATA[Re: Re-Spawning]]> Statistics: Posted by IceDreamer — 20 Jan 2014, 20:27


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2014-01-20T20:09:41+02:00 2014-01-20T20:09:41+02:00 /viewtopic.php?t=6400&p=62792#p62792 <![CDATA[Re: Re-Spawning]]>
Szakalot wrote:
Im all for rewarding kills; but don't punish the victim!

Players who are most likely to do are also the least experienced ones and therefore the majority of potential playerbase.

Rewarding kills more is a good idea, I like the 100% influence idea especially.


I am absolutely against that, there are billion of noobs that do not care about their avatar and do not know how to recall, OR they are rank 1/2, and they do not know that i get huge reward for killing them OR sometimes they do not even care that i get rewarded cause they do not care about gw that much

so i think killing should not be rewarded (imagine FFA game, if you attack some one, it only hurts both of you), maybe just a little bit reward is nice... in current balance killing is only way to get many credits as it seems to me... not sure if that is good or not

pрl try to kill somebody cause they want credits, not because they want to reduce amount of enemy t3 reinforcements and pds and ect ect

Statistics: Posted by ZLO_RD — 20 Jan 2014, 20:09


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2014-01-20T19:49:02+02:00 2014-01-20T19:49:02+02:00 /viewtopic.php?t=6400&p=62790#p62790 <![CDATA[Re: Re-Spawning]]>
Ideally, depots will help solve this, perhaps by introducing some kind of limit to how many ACUs a faction can produce. If noobs are exploding left and right, it makes sense that the faction is going to run out of ACUs.

Statistics: Posted by FunkOff — 20 Jan 2014, 19:49


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2014-01-20T18:23:06+02:00 2014-01-20T18:23:06+02:00 /viewtopic.php?t=6400&p=62786#p62786 <![CDATA[Re: Re-Spawning]]>
Players who are most likely to do are also the least experienced ones and therefore the majority of potential playerbase.

Rewarding kills more is a good idea, I like the 100% influence idea especially.

Statistics: Posted by Szakalot — 20 Jan 2014, 18:23


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2014-01-20T18:12:26+02:00 2014-01-20T18:12:26+02:00 /viewtopic.php?t=6400&p=62784#p62784 <![CDATA[Re: Re-Spawning]]>
play carefull

Statistics: Posted by ColonelSheppard — 20 Jan 2014, 18:12


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2014-01-20T16:55:41+02:00 2014-01-20T16:55:41+02:00 /viewtopic.php?t=6400&p=62781#p62781 <![CDATA[Re: Re-Spawning]]> Statistics: Posted by Bartok — 20 Jan 2014, 16:55


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2014-01-20T16:46:52+02:00 2014-01-20T16:46:52+02:00 /viewtopic.php?t=6400&p=62780#p62780 <![CDATA[Re: Re-Spawning]]> Statistics: Posted by IceDreamer — 20 Jan 2014, 16:46


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2014-01-20T16:41:45+02:00 2014-01-20T16:41:45+02:00 /viewtopic.php?t=6400&p=62779#p62779 <![CDATA[Re: Re-Spawning]]> Statistics: Posted by pip — 20 Jan 2014, 16:41


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2014-01-20T16:36:19+02:00 2014-01-20T16:36:19+02:00 /viewtopic.php?t=6400&p=62778#p62778 <![CDATA[Re-Spawning]]>
This, to me, is silly. It defeats the whole point of the war because a Kill barely means anything, and characters are throwaways. I think it should be a case of one character per FAF account, and if you die, that's game OVER. With the addition of auto-recall, this is actually fair, because dying requires a pretty serious miscalculation now. If you don't want to do this, then I suggest a Kill is rewarded much more heavily, say with instant 100% influence, or a promotion for the player with the killing blow. Otherwise it will slowly drag out to become many, many level 1 characters who just continually respawn. Doesn't strike me as in the spirit of GW, that doesn't.

Statistics: Posted by IceDreamer — 20 Jan 2014, 16:36


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