|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Mia Romani
Nexus Marines
44
|
Posted - 2013.11.14 11:42:00 -
[1] - Quote
Skihids wrote:1) Remove the pressure to grind the points or lose them 2) Remove the disincentive to continue playing 3) Allow new players to quickly attain competativeness 4) Pace SP accrual to prevent some players from gaining every skill available 5) Encourage paid SP boosting as a revenue stream I agree that any serious design discussion needs to begin with requirements. Thank you for bringing this up.
If there's anything we've learned from this latest triple SP event, it is that people will grind endlessly and hate themselves for it if they perceive they will gain an advantage from doing so. Removing the pressure to grind SP in the first place strikes me as a top priority for avoiding player burnout. This is where I think Blizzard got a few things right, with their mantra of "gated, not grindy".
On the topic of avoiding player burnout, I don't see temporary disincentives as automatically bad for the long-term health of the game. Burned out players stop playing, and having a reason to turn off your PS3 at the end of each night can help avoid that. When those disincentives sometimes discourage you for logging in for 2 or 3 days at a time because you capped out too quickly, then you've got a problem.
New player competitiveness is extremely important, but I do not believe accelerated SP gains are the appropriate way to address this issue, especially since that just makes point 4 an even bigger concern.
Interstellar Crossroads
|
Mia Romani
Nexus Marines
45
|
Posted - 2013.11.14 12:34:00 -
[2] - Quote
dustwaffle wrote:1. Players who think, I can never catch up to the vets in SP, so why bother? This is similar to how a lot of people mistakenly believe this in EVE. However, the difference between both games is that player skill and knowledge does not give you as much of an advantage in a first person shooter. I believe the real difference lies in the rock-paper-scissors nature of EVE. All players start out being able to use rocks. SP eventually unlocks paper, and then finally scissors... Which actually cause rocks to become even more relevant.
dustwaffle wrote:2. Players just signing up, creating an alt and leaving it to accrue SP over a long period, finally coming back to the game and having the same amounts of SP as someone who started at the same time. As it is, the game already suffers from a low player count, this would, IMO, compound the problem. You can still have differing levels of passive SP gain.
As an example, just for the sake of conversation: You could cut the current passive SP gain in half, and provide an activity bonus that grants players triple SP for a week if they won 5 or more matches in the previous week. This would stack multiplicatively with the Passive SP booster, so an active boosted player would get 4.5 times the SP that an inactive character would get.
Interstellar Crossroads
|
Mia Romani
Nexus Marines
45
|
Posted - 2013.11.14 22:34:00 -
[3] - Quote
Nova Knife wrote:My only problem with "Full passive" as suggested by some, is that yeah... It's kind of an Eve thing. While Eve things aren't always bad, it's one of the only MMO's that doesn't reward you with some manner of progression every time you kill stuff. It was a staple of the MMORPG genre too, until EVE came along.
I believe this quirk is a huge part of why EVE doesn't tend to burn its players as quickly as more conventional MMOs do.
CCP tell us that Dust is here for the long-haul. If that is the case, then our progress needs to reflect this long-term vision.
Interstellar Crossroads
|
Mia Romani
Nexus Marines
45
|
Posted - 2013.11.15 07:19:00 -
[4] - Quote
echo47 wrote:No skill point cap at all. Whats the point? If a player earns 2500 WPs he should get 2500 WPs. with no cap we may see player count rise. I think we would have fewr players playing just to cap out each week A cap protects players from themselves. This triple SP weekend just proved to us all that we'll sit here and grind endlessly if CCP lets us.
Players burning out and quitting within months is a far bigger problem than not attracting new players in the first place: This game will go nowhere if we develop a high turn over rate and can't retain players.
Interstellar Crossroads
|
Mia Romani
Nexus Marines
49
|
Posted - 2013.11.19 22:14:00 -
[5] - Quote
I still think we should just jump over to a "daily quest" system.
Pick up the mission, go win 3 matches, get paid with a lump-sump "active SP"
Doesn't matter how long each match was, or how much WP farmed, just that you participated in 3 victories.
Interstellar Crossroads
|
|
|
|