Because it was removed.
Butt raped?
:lol: You are right, antibus. Please propose an equivocal word for it. Because I bet a lot of players feel that way from time to time.
Because it was removed.
Butt raped?
:lol: You are right, antibus. Please propose an equivocal word for it. Because I bet a lot of players feel that way from time to time.
Oh, completely missed that one. But it pretty much fits the description of the situation (it’s even worse getting stomped in your T3s by a T5 than just stomped in a T3 vs T3 match). I see players disconnecting from game after their first death quite often in SQ, while they almost never dc in normal games.
Have you considered economics in your bold text?
Economic** s** is the social science that analyzes the production, distribution, and consumption of goods and services. Sector Conquest is a game mode specifically for corporations which have a goal of gaining a foot hold in the sectors economy. As a group of people, in general, who have the same goals and follow a leader, they all want to have a reward that can be easily shared amongst themselves. The involvement in gaining free synergy is a good way to make everyone want to play for the corp, and encourage team play.
Normally, a person can gain about 5-15K synergy or even as high as 50K synergy, depending on DLCs, bonuses, and other factors. But that only affects ONE player out of the squad or group. It does not help out the corporation, especially after battling for a sector. Besides, everyone gets and should get the spoils of war.
I say, as a good suggestion, let everyone gain there normal synergy gain, convert it to free synergy, collect it together and then re distribute it evenly amongst the squad. In this way, everyone in the group gains, and even a lower skilled player benefits. If you must, put a cap on the amount distributed or even make it so that T4/5 only gain that benefit.
Example
Player one gains a total of 2400 S, player two gains 5000 S, player 3 gains almost 10K S, and player four gains 7000. Total is about 24,000 synergy, convert it to free synergy and then distribute it evenly. Everyone in the group gains now 6100 Free synergy. Balanced and very desirable,
Antibus, if you can or if you see fit, please move this comment to another section. I dont not mind, but I just really want to help come with solutions based on the problems at hand.
Nice waiting simulator … What ever has been changed, doesn’t appear to have any effect :facepalm:
Please, watch your language.
It’s fair comment, Antibus. NeoCodex is entitled to his own opinion.
Star Conflict OBT v.0.9.11 Update 1
Sector Conquest
Pilots can participate in Sector Conquest with at least rank 7 ships
Fixed a bug that caused only one location to change its owner at the end of preparation stage
Improved list of maps available for Sector Conquest
General
Several stability improvements
Update notes neglected to mention the 24h premium license. Thought I’d mention it so everyone’s aware.
Will this update fix MM for SQ? Or does the problem lie somewhere else entirely?
Kipps with a Guard…
IT A LIE !!!
:lol: You are right, antibus. Please propose an equivocal word for it. Because I bet a lot of players feel that way from time to time.
How about…
Being unconventionally pleased?
How about…
Being unconventionally pleased?
I prefer ‘Violated’
It’s fair comment, Antibus. NeoCodex is entitled to his own opinion.
Update notes neglected to mention the 24h premium license. Thought I’d mention it so everyone’s aware.
He is, but within the rules of forums =)
The news on 24h are everywhere - site, steam, social network )
After 30 minutes waited in SQ, still no game.
I WANT MY VOUCHER SERIOUSLY !
I prefer ‘Violated’
It is better this way. The one you initially proposed was still rules-breaking.
After 30 minutes waited in SQ, still no game.
I WANT MY VOUCHER SERIOUSLY !
We are working on this matter, too.
How about…
Being unconventionally pleased?
I like it! :lol:
A bit long tho…
Are queue times and 3vs3 fixed yet ?
Hey the devs should automatically give you credits for every 10 minutes waited in Q.
oh you waited 10 minutes in SQ? Heres 1 million credits, there, please dont be mad at us, its “working as intended” .
Hey the devs should automatically give you credits for every 10 minutes waited in Q.
oh you waited 10 minutes in SQ? Heres 1 million credits, there, please dont be mad at us, its “working as intended” .
And half of the vouchers you’re supposed to win !
Hey the devs should automatically give you credits for every 10 minutes waited in Q.
oh you waited 10 minutes in SQ? Heres 1 million credits, there, please dont be mad at us, its “working as intended” .
And half of the vouchers you’re supposed to win !
And some sinergy points.
Can’t be bothered to type again, i’ll just quote one of my posts 95% from the WPK forums where we discussed viability of SQ vs Arcade and recently the queue issues:
Was thinking about SQ that it will most probably have those dreadnoughts added to it later, in which case T3-5 mix in SQ is perfectly reasonable. People were also aware of it 1 week before patch, like ‘warned’. However, it’s true that many people won’t want to get stomped.
Imho the most horrific MM issues in both SQ and Arcade are:
(4th below)
Back in 0.8 all those rules were ignored and matches happened within 4 ranks and squads selected only as per the one top player of the squad, plus random squad mixes. It was ‘perfect’ compared to this… If those i mentioned would be ignored the MM would work even with current player base and without (too much) imbalancing. Current ‘squad v squad’ + forced 1.00 W/L ratio is completely unreasonable and imbalanced. Former ‘equalized’ teams with squad and non-squad autobalanced random mixes worked flawlessly. Most games were 50-50 and skill and actions made a difference wether you won or lost and W/L ratio had a meaning. Now it’s mostly 90-10. It doesn’t matter who the hell you are, if you get put in the 10 part, even in squad, you lose to balance MM win-loss ratio errors for the player(s) in cause. That is another issue with MM being so dumbslow (4th issue).
There you have it. Nicely served on a silver-blueish plate.
Back in 0.8 all those rules were ignored and matches happened within 4 ranks and squads selected only as per the one top player of the squad, plus random squad mixes. It was ‘perfect’ compared to this… If those i mentioned would be ignored the MM would work even with current player base and without (too much) imbalancing. Current ‘squad v squad’ + forced 1.00 W/L ratio is completely unreasonable and imbalanced. Former ‘equalized’ teams with squad and non-squad autobalanced random mixes worked flawlessly. Most games were 50-50 and skill and actions made a difference wether you won or lost and W/L ratio had a meaning. Now it’s mostly 90-10. It doesn’t matter who the hell you are, if you get put in the 10 part, even in squad, you lose to balance MM win-loss ratio errors for the player(s) in cause. That is another issue with MM being so dumbslow (4th issue).
I agree thats kinda dumb, there are times that i queue and get 4 straight close wins, then i get on ridiculous teams that are stomped 10 times straight.
Sometimes (just considering that skill rating thing) i get a team with average 1300 sr, and the enemy too, but the enemy has 2 squads and stomp us, sometimes my team gets 1100 sr average and the enemy team 1500 average SR plus 1 or 2 big squads. There are times that things seems to be completely random (few corp pilots) but in either teams theres loads of ppl with 1600+ SR.
So, im very confused about what is the MM system really doing, it was suposed to balance teams somehow, but what i see is even more crazyness being done by the MM. The proof of it is, there are people with higher than 1.00 win/loss ratio, if the system was doing what it was said it would be doing everyone would have to be close to 1.00, yet we see 1.17, 1.20 and more.
They keep fidling with things in game and in the end it seems everything is getting worse instead of improving things.
HAHEM !