Skihids wrote:All this talk of detail is bassackwards.
Before we design a new system we should first specify what the goals are.
We can then determine if any of the goals are incompatable and their relative ranking.
Then we can judge the merits of each proposal by how well it accomplishes the goals.
Starting with the details obscures several different goals.
So what are the goals? Here's my impression:
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
The above is probably the most important post in here. These are the goals for the system. I have an idea that I think hits all of these. Hear me out.
Players currently earn Passive SP every second at (wrong, but for sake of simplicity lets say) 1 SP per second. If they have a
Passive Booster they then earn 50% more Passive SP making their rate 1.5 SP per second. This ticks upwards throughout the day and we all like it.
Expand that. Create a new pool named "Unclaimed Active SP" and have it gain SP at a rate of 1 SP per second. If the player has an
Active Booster then this rate is increased by 50% to 1.5 SP per second. This is your cap. No more X max SP per day or Y max SP per week. If you finish a match and deplete this pool then by the time you finish your next 15 minute match it'll have ticked slowly back up to 900 SP (1350 if you're boosted). Leave for an hour and come back and now your "Unclaimed SP" is at 3600. No more hitting a cap and getting zero rewards for the rest of your matches.
Expand that further. Add a new Booster called an
Active Multiplier. It doesn't increase your "Unclaimed SP" rate it instead multiplies the SP you make at the end of the match. So if you have 40,000 "Unclaimed" SP and a x10 Multiplier on then at the end of the match your usual 2K SP reward becomes 20K. This allows people who leave for awhile to come back and pay to quickly empty their "Unclaimed SP" pool - thus reducing the grind.
This system hits all of the above goals.
1) Remove the pressure to grind the points or lose themYou never lose Active SP as it is always added to your "Unclaimed SP" pool every second. To reduce the grind you can purchase "Multiplier" Boosters to claim the SP from your "Unclaimed" pool faster.
2) Remove the disincentive to continue playingYou will always get SP for playing a match since your "Unclaimed" pool is always increasing. So if you deplete your "Unclaimed" pool then start another match, in the 10 minutes it takes you to finish your pool will have increased to 600 SP (900 boosted) thus netting you 600 SP at the end of your match.
3) Allow new players to quickly attain competativenessThis system doesn't directly help
new players. But if all new players started with an "Unclaimed" pool of 5 million SP and a 10 day x10 Booster then they'd catch up pretty quick. (Different discussion but the system facilitates the goal)
4) Pace SP accrual to prevent some players from gaining every skill available This system paces player SP accrual. A player still has a cap, it is just increasing every second at a small rate rather than limiting them to X amount a week.
5) Encourage paid SP boosting as a revenue streamAll players would want to purchase Boosters as they increase the total SP they could make by 50%. More casual players would be incentivized to purchase Multipliers as it allows them to quickly empty their "Unclaimed" pool without having to play hundreds of matches.
TL/DR: Please read it all, thank you very much.