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Tupni
Capital Acquisitions LLC Public Disorder.
40
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Posted - 2013.10.13 19:08:00 -
[1] - Quote
Saw a thread, but then thought this'll be better off with its own. Here's the idea,
When newer players realize there's no way they're ever going to catch up to 10+ million SP plus players it's kind of daunting right? Sure there are plenty of people in their own skill range to play with/against, but when you reach the pinnacle of gameplay, PC v. PC, they are instantly and forever marginalized. Sure, if they pay and play long enough, and can outlast the upper crust of players, maybe they'll be able to pull ahead, but that's a very long term dismal hope. Factor in that the strongest players are often the most involved and invested, and you realize it's even more dismal.
So the thought was, why not limit SP growth of people with more SP?
In reality the more you learn the less there is know, you don't get the same levels of growth you did when you were younger. Not to mention, the more you know the more you need to dedicate to review to keep the knowledge you've attained. So why not cut a percentage of growth off as a 'Knowledge Maintenance Tax' ? Similar game mechanics already exist on some modules where the more you have the less you get (think damage modifiers), and SP thresholds tend to provide more potential and power than these.
Obviously it'd be a tiered system at different landmarks where the nerf becomes more significant the higher it gets starting at a minimal to a somewhat significant sum then leveling off, cutting off base passive/active skilling with otherwise no effects on implants or even being negated mildly by implants because they're brain implants and why not. Perhaps even providing a new class of implant that negates this nerf, further increasing the cost to stay ahead (professional athletes at the top of their game have to buy the best steroids if they want to stay there you know?).
That said, part two of this idea follows,
When more experienced players play for public contracts, shouldn't they get paid more? Regardless of the other idea this makes sense. It's the same in any sport or real mercenary/militia for hire, you're more skilled, you have better equipment, you get paid more because your time is more valuable. Obviously it's also about how well you do your job, but even when a newbie and a vet do the same amount of work the vet gets paid more; that's standard. So as an appeasement to veteran players facing these nerfs to SP, they'd be buffed significantly in ISK by these thresholds, stabilizing their proto-tier level of gameplay in terms of currency, and giving them a greater modifier to power than what more than their skills could do anyway.
Anyway, just throwing it out there. |
Tupni
Capital Acquisitions LLC Public Disorder.
40
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Posted - 2013.10.13 19:14:00 -
[2] - Quote
Another thought is, relative to the ISK idea, what if veteran players were rewarded by public matches with a small amount of aurum? Tax free of course. Throw in a weekly cap sure, but as I implied before, the best players put/have put in the most money right? And I'm talking less than a thousand a week or so, or whatever seems about right. It'd be a bit like the plex(?) system on EVE where if you play/are significant enough you are essentially paid.
Then it would also subsidize the cost of implants which would smooth things over. |
Tupni
Capital Acquisitions LLC Public Disorder.
43
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Posted - 2013.10.13 19:54:00 -
[3] - Quote
Needless Sacermendor wrote:Bad idea ... the grind is bad enough in the early stages ... you want to make it even harder to grind the level 5s of some 7x and even higher skills that already require well over a million sp.
Progression is already slowed by the multipliers of the skills that max out your specialisation ... so you can diversify or grind to max out your speciality.
My thought was that the first 7 million or more SP would be unhindered, and that when you know what you're doing that gives you a pretty decent foundation, even racial proto-tiers with proto- slots/equipment/one weapon. It'd be more a limiter on additional specializations, and that it shouldn't really hurt too much until you're into the 20 millions to prevent omni-proto gods that will as soon run you down on their >9000 HP tank as snipe your heel for 1000 damage as run around at 50 KPM with a scan profile of 1 in a heavy suit.
Also, experienced proto-gear users tend to die less and kill more, giving them a natural boost to grinding. And the aim is to balance out New players v. Old players, whereas the current progression multipliers affect everyone equally, this system would augment that with a bias to more skilled/older characters, not early stage characters. |
Tupni
Capital Acquisitions LLC Public Disorder.
44
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Posted - 2013.10.13 20:26:00 -
[4] - Quote
To clarify a bit, I'm going to throw up some numbers,
0 - 9,000,00 SP: 0% loss in base SP accrual 9 Mil - 15 Mil: -2% 15 Mil - 25 Mil: -4% 25 Mil - ???: -6%
I'm not talking at 10 million SP you lose 20% of your growth, anything over 15% starts to get to be a little much, by my tastes anyway. It's supposed to be just another little something to curb the overwhelming advantage of stronger characters not a massive game-changer.
Also, ISK rewards would be at least double if not fives times this on the same thresholds, and Aurum rewards starting at 9 million and growing by the same thresholds again. |
Tupni
Capital Acquisitions LLC Public Disorder.
45
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Posted - 2013.10.13 20:46:00 -
[5] - Quote
calvin b wrote:F*** that I worked hard to get to 23+ million and I scraped and clawed my way to where I am. Just grind like everyone else, it took me months to get into the top 1000 players, but I did it and it was all do to hard work and perseverance. That is what is wrong with the world, no one is willing to work for anything these days, all they want is everything given to them.
Yes, providing a mild nerf to all players when they reach certain thresholds is basically socialism, this is a communist rally and we hate you damn one percenters with such a passion as to throw more money at your feet. I hope you choke on all the extra ISk and proto/aurum gear the proposal would provide you.
I am butt mad. |
Tupni
Capital Acquisitions LLC Public Disorder.
45
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Posted - 2013.10.13 21:04:00 -
[6] - Quote
Oh, here's another thought though, instead of a nerf, the exact inverse of this, a mild buff to SP for low SP characters? It seems like a better idea in that instead of pushing people down from a certain point onward, just giving a temporary buff that erodes with skill growth. Essentially the same thing, but moving things along faster instead of slowing people down.
And is there any input on the ISK/Aurum idea? |
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