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 Artifact sharing, reward lock-ins, unstable wormhole emitter 
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Joined: Tue Nov 02, 2010 12:32 am
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Artifact Sharing:
Now that your Legion is not just your facebook friends, it would be great if we could do artifact sharing with our Legion instead. After all, those are our allies now and the people we'd want to help.

Reward Lock-ins:
This isn't really a suggestion, but it kind of is. For the NPCs, the reward lock-in isn't really accurate. If a ship rewards the top 3 people, you only need to do more than 25% damage in order to lock yourself in, because it's impossible to do 25% and have 3 people do more than you--that would be more than 100%.

Unstable Wormhole Emitter:
I think this artifact either needs a decrease in how much energy it costs or to force them to stay away for a while. I've both used this to my advantage and had it used against me, wasting 30 energy to warp away an enemy who immediately returns. If it didn't use as much energy it wouldn't be as much of a risk, but if it forced them away for a while then it wouldn't really be a risk.


Tue Nov 02, 2010 12:40 am
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Joined: Tue Jul 27, 2010 8:41 am
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I have to correct you on the lock in. 4 people could all get 25% and who then would be left out? I think that you are correct in that it could be 26%. Three people at 26% would leave a total of 22% and impossibility to pass.

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Tue Nov 02, 2010 4:29 am
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Joined: Sat May 22, 2010 6:22 pm
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Aaron l wrote:
I have to correct you on the lock in. 4 people could all get 25% and who then would be left out? I think that you are correct in that it could be 26%. Three people at 26% would leave a total of 22% and impossibility to pass.

But what if only 3 people attack and stop at lock in?

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Tue Nov 02, 2010 11:36 am
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Joined: Tue Nov 02, 2010 12:32 am
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Quote:
I have to correct you on the lock in. 4 people could all get 25% and who then would be left out? I think that you are correct in that it could be 26%. Three people at 26% would leave a total of 22% and impossibility to pass.


What I meant is you only need just over 25%, even 25.1% would be enough, so if something has 20,000 hull and shields you're locked in when you've done more than 5,000, not exactly 5,000.

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But what if only 3 people attack and stop at lock in?


That doesn't change the fact that they're locked-in for a reward. What if only two people attack and stop at lock-in? They made a bad call and should've made sure the enemy died, but if they have higher priorities they more accurately know when they're locked in for a reward so they can take care of whatever else they need to work on.


Tue Nov 02, 2010 1:28 pm
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Joined: Sun May 16, 2010 7:20 am
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I actually was talking about this on the guardians of nova group earlier this week and i came up with a formula for determining it...its not 25.1% flat, end of story...it goes down with each successive lock in by a player and each increase to the total amount of damage done to the NPC

so it should look something like...

when [player damage > {(NPC stability)/(locks remaining+1)}]


and that would give a pretty accurate assessment of when locks get issued, and vary depending on whos done x amount of damage to the NPC


Wed Nov 03, 2010 5:03 am
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Joined: Tue Jul 27, 2010 8:41 am
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TY, my math is a bit on the fuzzy side at 4 am. I hope Dan can put that into practice.

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Wed Nov 03, 2010 8:32 am
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Yeah, but the point of the lock-in is for it to be a flat number no matter the case, I assumed they'd want to keep it similar to what it is now.


Wed Nov 03, 2010 4:10 pm
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Joined: Wed Aug 04, 2010 4:54 pm
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I had suggested that the lock-in appear at a more mathematically correct time, and got negative reactions as well. At least the bad math in this case is merely cosmetic in nature in this instance though


Wed Nov 03, 2010 5:46 pm
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Joined: Mon Apr 26, 2010 7:51 pm
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The way it is now, there is a better chance that the NPC will actually die. If people stopped at 25.1%, 3 people would not kill, or someone might get stuck doing close to 50% damage. What would be nice is if those who do their quota of damage get a bit more experience reward than those who don't.


Wed Nov 03, 2010 8:46 pm
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Joined: Wed Aug 04, 2010 4:54 pm
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Keeping the lock math as it currently is won't stop anyone smart enough to know that 25.1% is all they 'truly' need to contribute from only dishing out that much. It will result in people who need a particular NPC's reward to erroneously determine if it is worth the trouble of trying to score the reward from that ship or not.

If you're relying on the others fighting that NPC to do your share as well as their own, then you don't deserve the reward, and I'm sure that after they get tired of your laziness and kick you from the legion that they will have no difficulty going the little extra distance they need to to make it dead w/out you. That or the person who was not attacking because they wern't going to get a reward will be more than happy to prove themselves worthy of what used to be your spot


Wed Nov 03, 2010 9:45 pm
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Joined: Thu Oct 14, 2010 10:57 pm
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Or conversely, sometimes, its okay to help your legion out. Myself being no exception. Just breaking past rank 150 has allowed me to participate in some of the bigger npcs but if i cant dole out the energy requirement my 200+ brethren can, should I really just sit on the side lines? And let a reward get passed up, thus not strengthening my ship to support my legion?

Just sayin, it doesn't have to be that cut-throat. There are lazy humps out there, but there are others who just sometimes can't hit 10% on a Dark Ring.

~ D

(I will say however, experience earned should be commensurate with damage given.)


Thu Nov 04, 2010 7:07 pm
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