cRPG

cRPG => General Discussion => Topic started by: Formless on January 06, 2011, 07:44:26 pm

Title: A case for the 20% upkeep
Post by: Formless on January 06, 2011, 07:44:26 pm
Did he just say a case for the 20% upkeep?  Is he serious?

Yes, I am serious.  I think the 20% maintenance fee for the losing team was a great idea.  I think going with a 5% maintenance random penalty for winners or losers is a bad idea and is simply a random money sink.
The reasons why I liked the 20% upkeep are probably the same reasons chadz created the patch in the first place:

1.)  Controlled the tincan population
2.)  Forced players to work together as a team
3.)  Get rid of overpowered players
and partly:
4.)  Forced high level wealthy players to care about the outcome.

Recently in another thread I came across this quote:
Quote
If you are level 30 and have all your eqiup (with easy upkeep now) it doesn't really matter. At least my motivation to win rounds is like before the patch... I don't care.

And its true, why would a 30 level player with all his equipment care if his team wins or loses?  Since the 5% maintenance fee is now random and not linked to winning. 

If  a 30 level player has all his gear and has reached the level cap, he does not care at all if his team wins or loses since he already has all the experience points he needs and has all the gear that he needs, so he does not care about the gold.  The 5X muliplier for xp or gold will sway him not at all.   So his motivation to help the team and work as a team is gone.   

Also I suspect that the 5% random maintenance fee will not be enough to cut down the population of tincans.  Sure it will help a bit, but I believe that most people will wear their plate most of the time now.

A 20% maintenance fee linked to winning or losing makes more sense to me. 
1.)  It forces the whole team to work together to try to avoid losing.
2.)  Forces players to cycle between plate and low level armour thereby cutting down on the tin can population.

The only problem with the 20% maintenance fee was that people started to take off armour when on a losing team to avoid paying maintenance on it.  To solve this simply make it so that if a player gets a kill that round even when on a losing team he will not pay maintenance.  This will reward skill at arms.  And this way people will continue to wear armour and other expensive gear as they will want to get a kill and thereby avoid paying maintenance. 

What do you all think?
Title: Re: A case for the 20% upkeep
Post by: Tornkik on January 06, 2011, 07:47:13 pm
I really don't care about the amount, I just hate it being random. They need to base it on some factor, ANYTHING that affects upkeep.
Title: Re: A case for the 20% upkeep
Post by: Goretooth on January 06, 2011, 07:58:35 pm
15 sounds good
Title: Re: A case for the 20% upkeep
Post by: Tristan on January 06, 2011, 08:16:08 pm
Both teams suffer maintenance. Just more than 5%... its not enough. At least 10%!
Title: Re: A case for the 20% upkeep
Post by: Vicious666 on January 06, 2011, 08:16:49 pm
ppl not understand that upkeep is      only  a bad  implementation becouse with this new exp system



ppl unwear theyr stuff if they are clearly on the bad side,  while others wear theyr uber staff.

making the game boring,  unbalanced. and stupid at all.

together with no more meaning on    leveling char. since we are all around 30.


crpg lost 90% of his sense


and for all ppl who say bla bla bla,  equip is not skill,         90% of this ppl is the same ppl who where in plate lev 40,     and played a grind game based  mainly on lev+equip than skill.

if we wanna this game based purely on skill,      lets make that only who kill  get xp and gold.    and lose it when die,  or stop talk about this bullshit.     

now cprg is pretty much similar to     native.    after 2 day you need to do 1-30
Title: Re: A case for the 20% upkeep
Post by: Cyclopsided on January 06, 2011, 10:12:09 pm
I vouch for the 20% upkeep.
Formless has a pretty good proposition regarding kills lessening it, too. Although i think just a small gold reward for killing is what you mean, to make the repairs easier to manage if you are pulling your weight.

The hotfix is bad. You do not listen to the complainers IMMEDIATELY AFTER A PATCH. YOU HAVE TO WAIT AND SEE WHERE IT GOES AND WEIGH THE OPTIONS. lessening upkeep and making it random was such a bad move.
Title: Re: A case for the 20% upkeep
Post by: The_Bloody_Nine on January 06, 2011, 10:19:11 pm
the more I play I think upkeep is an ingenius implemantation!

but I also rather don't like the hotfix.
Title: Re: A case for the 20% upkeep
Post by: Bull on January 06, 2011, 10:21:24 pm
Start the flame wars, but I don't think the hotfix is bad at all. I do think that 5% might be too low in the long run, but given time, chadz will figure out what it needs to be.

Besides, can it *really* be true that people don't care about winning, if there's no deterrent/penalty? I feel like that's silly to believe otherwise; when I'm out there, my goal is to kill as many as possible and win the round, no matter what's at stake.

And to those who rebuke chadz for listening to "complainers"... well, you're complaining now, so by your own logic, he should ignore your comments ;)
Title: Re: A case for the 20% upkeep
Post by: Stokes on January 06, 2011, 10:22:03 pm

The hotfix is bad. You do not listen to the complainers IMMEDIATELY AFTER A PATCH. YOU HAVE TO WAIT AND SEE WHERE IT GOES AND WEIGH THE OPTIONS. lessening upkeep and making it random was such a bad move.

Using this logic, we must also wait before we judge how the 5% hotfix will change things, weighing the options and "seeing where it goes".


By my pure speculation, however, it should lessen the problem of the loosing side all dropping their armor, since they now have an equal chance of losing their equipment on the winning or loosing side. I think it works out.
Title: Re: A case for the 20% upkeep
Post by: Mesmer on January 06, 2011, 10:26:21 pm
I don't care about how high is the cost of repair.

But 4% chances (earlier 3%) is not working. Someone tell me how the hell is this possible, that after every round that my team failed I got something damaged. In 1 lost round i have my personal record 4 damaged items. In every lost round I have something damaged. This is out of statistics.

I'm just pissed. Now when you have chance to get something damaged even when you win I got it every time. I played 3 rounds. 2 won 1 lost. 5 damaged items. WTF
Title: Re: A case for the 20% upkeep
Post by: Ishar on January 06, 2011, 10:33:14 pm
Both teams suffer maintenance. Just more than 5%... its not enough. At least 10%!
This. I think 20% might be a bit too much, but 5% is nothing. I think something in the range of 10-15% would be good, but with this system I can use my Huscarl, my heirloomed NCS and two stacks of heavy throwing axes all the time, and still make quite a lot of money. True, my armor is made of paper, but still: that's a lot of top-tier equipment imo.
And yes, punish the losing team with the damage chance, to give the dumbasses some reason to fight properly, exactly why OP said.
Title: Re: A case for the 20% upkeep
Post by: verinen on January 06, 2011, 10:37:07 pm
I think 10% is best cost.
Title: Re: A case for the 20% upkeep
Post by: Cyclopsided on January 06, 2011, 10:41:18 pm
Using this logic, we must also wait before we judge how the 5% hotfix will change things, weighing the options and "seeing where it goes".


By my pure speculation, however, it should lessen the problem of the loosing side all dropping their armor, since they now have an equal chance of losing their equipment on the winning or loosing side. I think it works out.
Yes, he can't change it again until atleast a week. Otherwise we won't see how this does fully.
Title: Re: A case for the 20% upkeep
Post by: Beans on January 06, 2011, 10:48:37 pm
Yea, the new cost is so low it doesn't create the desired outcome of not letting people constantly use the best gear unless their own a town.
Title: Re: A case for the 20% upkeep
Post by: Salamol on January 06, 2011, 10:52:11 pm
At the end of the day, adjusting upkeep is merely going to create a budget.

There will be a winners budget and a losers budget, though most will pick a budget in the middle.

This budget will be based on the repair costs and chance that the item will break. I'm not going to do the math but it's not difficult to work out a formula.

Whatever the budget comes to is the collective price of what we will see the players wearing, the majority of players.

As we have seen over the last couple of days, a low/zero upkeep will encourage heavy armor and heavy cavalry. We've also seen people freak out and go naked because they feel the upkeep is too high.

The actual figure of the upkeep is trivial, because it's still going to ecourage people down a certain path.
Title: Re: A case for the 20% upkeep
Post by: Mr. Hannibal on March 26, 2012, 02:11:36 pm
I vouch for the 20% upkeep.
Formless has a pretty good proposition regarding kills lessening it, too. Although i think just a small gold reward for killing is what you mean, to make the repairs easier to manage if you are pulling your weight.

The hotfix is bad. You do not listen to the complainers IMMEDIATELY AFTER A PATCH. YOU HAVE TO WAIT AND SEE WHERE IT GOES AND WEIGH THE OPTIONS. lessening upkeep and making it random was such a bad move.

Marathon's first post <3
Title: Re: A case for the 20% upkeep
Post by: Herkkutatti on March 26, 2012, 02:13:48 pm
put Upkeep to 100% idc!!, i would just leech more than ever. 8-)
Title: Re: A case for the 20% upkeep
Post by: Elmokki on March 26, 2012, 02:26:26 pm
I don't care about how high is the cost of repair.

But 4% chances (earlier 3%) is not working. Someone tell me how the hell is this possible, that after every round that my team failed I got something damaged. In 1 lost round i have my personal record 4 damaged items. In every lost round I have something damaged. This is out of statistics.

I'm just pissed. Now when you have chance to get something damaged even when you win I got it every time. I played 3 rounds. 2 won 1 lost. 5 damaged items. WTF

4% per tick per item.

Each armor piece, shield and weapon = 6 items. The chance of no repairs with 6 items for one tick is about 78%. For 5 ticks 29%. The formula for getting no repairs is 0.96^(slots*ticks).
Title: Re: A case for the 20% upkeep
Post by: Stabby_Dave on March 26, 2012, 02:37:01 pm
Stop reviving year old topics ffs.
Title: Re: A case for the 20% upkeep
Post by: rustyspoon on March 26, 2012, 02:44:25 pm
Marathon's first post <3

Sweet god stop the thread necromancy. You seem to do at least one a day.
Title: Re: A case for the 20% upkeep
Post by: Fartface on March 26, 2012, 02:52:37 pm
Just a thought , this means that losing team will get the repairs mostly , and winning team wont.
So in this way the losing team will keep getting les good gear , and the winning team better gear.
Making it easier for the winning team to keep winning , i dont feel like having 3k repairs evry time my team loses so il lessen the gear and make the chance of losing higher.
Title: Re: A case for the 20% upkeep
Post by: n445 on March 26, 2012, 05:46:08 pm
Trying to implement 20%?

Yes, I love how the people with 20 loomed items and 2 mil love that idea because they have money coming from their ass.
A person who just joins, gets to level 26 and sees that his 5k shashka just broke and repaired for 1000???
Or horsemen, what about them? they use a rouncy and get a repair for 2000. Destrier, 4400...

These ideas are exactly why c-rpg is falling apart.
Most of the community cries for nerfs on everything they can handle.
Polearm - nerf 2h!
2h - nerf pole stagger and archery!
and so on and so on.

Instead of QQ about everything, just enhoy the game how it is and let the devs do their thing.
Title: Re: A case for the 20% upkeep
Post by: Materia on March 26, 2012, 07:02:16 pm
Current upkeep cost made me sell my gear already, running in "light" crap. 20% will make me run naked.
Title: Re: A case for the 20% upkeep
Post by: Tears of Destiny on March 26, 2012, 07:14:13 pm
Stop posting in a necro thread.