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Laurent Cazaderon
What The French
2132
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Posted - 2013.11.15 13:52:00 -
[1] - Quote
Even though i'm a bit late to the party, here's my view on the matter.
First, we have to consider the different "requirements" we should expect for a new SP earning system :
Avoid the "Those SP are lost forever" feeling Allow new players to catch up with vets if they decide to put in the effort Avoid catering either to hardcore or casual players (too much grind freedom for hardcores vs too limited time investment\ SP reward ratio) Maintaining boosters value
In my opinion, playing with the passive SPs earned in battle would be a good way to achieve that. (everytime i'll mention passive SPs, it will be about those earned in battle, not the really passive SPs stream you get even when offline)
So first, let's talk about that passive sp system.
As a reminder, everyone gets 5 SP for every second spent in battle. Now let's see what % those passive SP represent on a weekly cap for different types of player with the following data:
Weekly cap : 190,400 1 WP = 1 SP 1 second in battle = 5 SP. 15 minutes average fight = 4500 SP per fight passively
Player who earns an average 800 WP per battle => 4500 + 800 = 5300 => On a weekly cap, passive SP will represent roughly 85% of the SP income for such player.
Player who earns an average 1200 WP per battle => 4500 + 1500 = 6000 => On a weekly cap, passive SP will represent roughly 75% of the SP income for such player.
Player who earns an average 2000 WP per battle => 4500 + 2000 = 7000 => On a weekly cap, passive SP will represent roughly 65% of the SP income for such player.
You see the pattern. Even a solid player gets way more than half of its SP due to the passive gain of SP in battles. For the average player in Dust, the cap is reached at 80% due to those passive SP. But what does it do in the end ?
- First it allows to limit the gap between hardcore and casual players on how fast they tend to reach the gap as active SPs play a rather minor role in capping. - Second, it allows to make the different roles and types of player more even in overall SP gain in a battle. it's similar to the previous point but there's a slight but important difference. - Sadly it's also the main SP source for grinding methods (AFKing) or the biggest risk with a no cap situation.
Yet, it still has potential.
Now, let's talk about the current weekly cap.
There's already been many things said about the cap since dust got one. Let's make it short then : - It avoids a huge gap to appear between dedicated players and the more casual part of the player base - It punishes dedicated players by only allowing them a very small amount of SP once they capped. - It stops newer players from catching up with their elders which combined to pubstomps drives them away - It gives a very unpleasant feeling of "you HAVE TO play or you'll lose those SP forever"
A solution ? The passive SP rollover cap
So what is it about ? Let's break it down before going into details :
No more cap at all for active WPs Rollover affects the passive SP (still in battle) rate
As we saw, depending on whether or not you're a good player, passive sp play a more or less important roles on how fast you reach the current cap. With this solution, the cap would only be about passive SPs. As we saw, the average Dust player gets around 80% of its cap through passive SPs. So the new weekly passive cap would be :
=> 0.8 *190,400 = roughly 150K SP. => Which in game time gives us : 8.3 hours of passive SP per week. Rougly 30 games of 15 minutes.
Once you would reach that cap. Your passive SP rate would be lowered to 1 SP per second. Let's take again our 3 players examples from before once cap is reached.
1 WP = 1 SP 1 second in battle = 1 SP. 15 minutes average fight = 900 SP per fight passively
Player who earns an average 800 WP per battle => 900 + 800 = 1700
Player who earns an average 1200 WP per battle => 900 + 1200 = 2100
Player who earns an average 2000 WP per battle => 900 + 2000 = 2900
In this scenario, playing after "capping" would be a lot more appealing than getting only 1000 SP no matter how good you perform. One could argue you could just take out the passive sp completely after capping. But passive SP still serve as a good way to lower the gap between different roles that dont earn as much WP as others (pilots, heavies for example)
One could also say that you could affect the passive SP rate but keep the current cap as is and not make it a passive sp cap. But as we saw before, better players benefit less from passive SPs. With a passive SP cap, you'll get as much benefit no matter what your average WP per game is as active SP arent taken into account at any point. So everyone will cap its "passive sp cap" in the same amount of time.
Avoid catering either to hardcore or casual players (too much grind freedom for hardcores vs too limited time investment\ SP reward ratio)
What about the rollover part. Well it speaks for itself. You cant play for a whole week ? Well your passive SP potential is stored. So you'll start the next week with 16 hours (60 fights of 15m) of 5SP/sec passive SP available. Pretty simple.
Avoid the "Those SP are lost forever" feeling
And for new players, a bank would be created that stores the potential for all the passive SP earned since the game was released. So say a new player starts today, rougly 7 month after the release. Well, he'd get a 5 SP/s passive rate for 224h of fighting just like everybody has so far. (yeah that's a lot !). But he'll still have to play a lot and he may as he wont get capped. Also, a bank of passive SP is way simpler to deal with as passive SP in battles aren't affected by events when active WP\SP can be.
Allow new players to catch up with vets if they decide to put in the effort
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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Laurent Cazaderon
What The French
2132
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Posted - 2013.11.15 13:53:00 -
[2] - Quote
saved
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
|
Laurent Cazaderon
What The French
2134
|
Posted - 2013.11.15 14:16:00 -
[3] - Quote
Krom Ganesh wrote:Laurent Cazaderon wrote:-Snip- I like this. There should probably still be some SP from WP cap just to account for any WP farming issues that may crop up. Just make it something that most people won't be likely to reach.
Or just block potential farms. The WP bucket system that is in place now should do the trick.
Though, friendly planetary conquest game made to farm WP should be looked into in a no cap situation.
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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Laurent Cazaderon
What The French
2134
|
Posted - 2013.11.15 14:21:00 -
[4] - Quote
Spectral Clone wrote:This SP system need to be revamped to all passive training queues like in EVE Laurent. The current system is not good enough for a game in 2013. It feels like a RPG skill system from the 90s. Streamline, streamline and streamline...
Like we say in Sweden: "You cannot add makeup to an old ugly Volvo car to make it look good" (Very rough translation of the saying).
I'm a first hand support of the fully passive SP system. If dust was made the way i alone would want it to be, it would be fully passive. But many discussions have happend during beta and after. And Dust would be dead by now if it didnt had any active SP system.
Also, we're talking about an FPS, not a game like EVE in which time perception and gameplay momentum are very different. The need for immediate rewarding, and the possibility to accelerate your training through playing seems to be mandatory.
To be honest, i'm not even discussing fully passive anymore as i dont see it happened ever. One of the main reason being that the F2P model makes active SP a way too big source of income.
Quote:A full passive system would also prohibit WP farming to gain insane amount of SP. It is the only way dust could ever be balanced SP wise between HC grind players and people with a life outside of new eden.
It would be balanced. But how could you balance players who already got active SP and the future players that would get only passive ? And i believe there aint just one solution to a problem.
The worst part of the balance atm is not especially people getting really high SP wise. it's more about people struggling to reach a decent amount of SP. After all, when you've reached 10/15 million SP. you're pretty much just as tough in one role\weapon than a guy with 50 million SP in that same role\weapon. At least stat wise.
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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Laurent Cazaderon
What The French
2135
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Posted - 2013.11.15 16:41:00 -
[5] - Quote
Vrain Matari wrote:Laurent Cazaderon wrote:..valuable stuff... This thread has grown into a much more complicated discussion than the merits of a rollover mechanic. It did last time around too. We are now discussing the entire sp system and game design. Probably unavoidable since these things are connected and bear directly on player experiences for noobs and vets alike. Laurent, i have a lot of respect for the opinions you present on the forums. They are typically well thought out and you have the best interests of the game as the central focus of your posts. ITT, i like what your post brings to the conversation. I agree with your design goals, perhaps with the caveat that at some point skill points lost is an ok thing. But that's a minor quibble and i'm willing to be neutral on that point. What i vehemently disagree with is your endorsement of the in-match passive skillpoint rewards(5sp/s) originally introduced by CCP(and without consulting the playerbase). The motivations are noble: to provide a helping hand to struggling players, to limit the magnitude of the skillpoint gap between casuals and grinders and to support various playstyles. However, best intentions notwithstanding, the passive in-match sp mechanic is ultimately destructive and i'm sure we can find many constructive alternatives that contribute much more to DUST and the player experience. Why the hatred for the passive match sp mechanic? Because it is the diametric opposite of a meritocratic reward system. Because it sends a message that engaging the enemy(or supporting your team) is neither honoured or required by the game mechanics. The fundamental criticism would be that it rewards passivity as a valid approach to the game. In a very real sense it devalues player effort, and an argument could be made that it is a patronizing, rather than an enabling, approach to struggling players. More could be said, but this is the essence of it. I believe that once a player becomes aware of this mechanic, there is a sense of psychological d+¬nouement: in a universe with a reputation as harsh and as legendary as New Eden's to discover that the developer is putting all players on a mandatory meritocratic welfare program is disheartening and disillusioning, imo. I believe that the game will pay a price for this in terms of credibility and romantic appeal. I realize this sounds a bit histrionic, but people are very sensitive in situations where the walk doesn't match the talk. The ultimate victim here is New Eden. Ok, so long story short, alternatives to a passive dole? It must be a mechanism that rewards only actions. My personal favourite is an asymmetrical WP to SP conversion factor based on how well a player did or didn't do in a given match. There are no doubt other, better mechanisms than mine. The point is that they must reward action and not reward passivity/disengagement.
First thank you. I almost cried a bit.
I understand disliking the passive SP in fight entirely. Trust me. I spammed the forum back in the day when it was announced by CCP about the fact it would make people passively farm in the MCC. And it happened, and lasted for month (year ?)
I wouldnt be saddened if it were to completely disappear at some point, far from that. I just tried offering a valid system using the established components. But yeah there is definitely a system, somewhere, in someone's mind, that would offer a much more valid and balance system regarding SP progression.
Yet, the way it helps players and specific roles to still be in track SP wise seems to me like a decent enough idea. I know it has many downside. But to be fair, players being passive, or playing it safe isnt tied to passive SP in my opinion.
In every FPS, you'll see people not taking chances, and hiding if the wind doesnt blow in their favor. Redlines, cowardness etcc arent a dust only thing. So i wouldnt pin that on the passive SP. Though i would agree that the current protection against AFK farming are way too weak and need to be addressed.
No passive SP\WP gain while in the redline would already be a good first step for example.
All i know is that the current system is not good enough. i'd rather get a better yet still not perfect system that allows for many things that arent possible now (rollover\New player experience and sp progression) than the perfect one in a year even though ultimately i'd agree with you regarding passive SP in battle.
WP to SP only system sounds perfect on paper. And tbh before the beta was released, i always thought the active SP part of battles would be just that and that the off battle passive part of the SP earnings would be the main SP income source for everybody. In a way, it would be just the same but very different at the same time.
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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Laurent Cazaderon
What The French
2137
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Posted - 2013.11.15 17:58:00 -
[6] - Quote
Skihids wrote:What does "Catching up to vets" mean anyway?
Does it mean making one effective fitting that can kill a vet, or does it mean matching a year or three's SP in a few months?
You can acomplish the former with a starter bonus pool, but attempting the latter is guaranteed to break the game. You simply can't earn SP fast enough without completely devaluing the rewards.
There is no need to have everyone at the same level, just competative.
But even there, does competative mean competative against proto vets, or simply competative against the players in match? A better academy system and a low level match mode could ensure competativeness without handing out 5M SP.
Many things i d like to comment in the last posts but i have to be somewhere so will do that later. Still on the catching up to vets part, it s neither for me.
It s more of having a way for new players to slowly compensate the gap they have with older players without it being an easy or too fast track to get what those older players have. Sp bank or "retro active" rollover on that matter can make that possible in some scenarios. And it s not only for new players. Would also be nice for people who would decide to start yet another character.
But again it all depends on the general sp suystem scenario
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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Laurent Cazaderon
What The French
2140
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Posted - 2013.11.16 12:51:00 -
[7] - Quote
Tebu Gan wrote:Laurent Cazaderon wrote:Skihids wrote:What does "Catching up to vets" mean anyway?
Does it mean making one effective fitting that can kill a vet, or does it mean matching a year or three's SP in a few months?
You can acomplish the former with a starter bonus pool, but attempting the latter is guaranteed to break the game. You simply can't earn SP fast enough without completely devaluing the rewards.
There is no need to have everyone at the same level, just competative.
But even there, does competative mean competative against proto vets, or simply competative against the players in match? A better academy system and a low level match mode could ensure competativeness without handing out 5M SP. Many things i d like to comment in the last posts but i have to be somewhere so will do that later. Still on the catching up to vets part, it s neither for me. It s more of having a way for new players to slowly compensate the gap they have with older players without it being an easy or too fast track to get what those older players have. Sp bank or "retro active" rollover on that matter can make that possible in some scenarios. And it s not only for new players. Would also be nice for people who would decide to start yet another character. But again it all depends on the general sp suystem scenario My idea behind it is that a newberry needs to get to a certain point SP wise to be halfway effective. A faster progression, which could be a higher return on WP than average, would help close the gap between vets, but still leave them way ahead. Just enough to at the very least let them get a ADV suit and weapon, shield and armor skills lvl 1.
I'm not really in favor of offering an automatic faster progression for new players till X SP. After all, everyone had to live through those hard times at some point. Offering a free booster to new players (a 7 or 30 day), and make sure they dont hit a cap that will discourage them from playing at some point and maybe push them away definitely would be a good start.
I strongly 1 SP should have the same "work" value for any player. Thus why i suggested the "passive sp rollover" solution that tends to make things more even for everyone. It's not perfect but use already existing mecanics and answers to what i think are the main goals active sp progression system should have.
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
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