Pages: 1 2 [3] 4 5 6 7 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
D34NOS MAZDA
WASTELAND JUNK REMOVAL
209
|
Posted - 2013.11.14 13:58:00 -
[61] - Quote
I see two options
1) Remove active SP Fully and only have passive SP. This will mean that veterans will always be x amount ahead of new players but the gap will never decrease or increase.
2) Rollover system based on the birth of your merc. You take every available active SP that the merc could have gained since birth less any active SP that they have earnGÇÖt, this then goes into the rollover pot. Any points that have been gained over and above the weekly caps to date are classed as additional SP that the merc has gained and is excluded from this. New mercs are new so in theory should always be behind but should be given a 5m SP in there rollover pot to start with.
No cap would be a stupid idea as would benefit those without a job or a life (sorry to who ever I offend)
Option two is my preferred option as would still leave a gap between the old and new players and would reward loyalty with a way for people who couldnGÇÖt cap get the chance to catch up with what they could have got but anyone who has played beyond the cap (1000sp per battle) will still be infront as that SP will never be able to be gained by the other players
|
Vrain Matari
ZionTCD Public Disorder.
1221
|
Posted - 2013.11.14 14:05:00 -
[62] - Quote
Rasatsu wrote:There is no need for newbies to 'catch up' with vets in SP.
Pretty soon they'll be vets and a new set of newbies need to catch up, what then? Do we suddenly give them 100M SP in the first month so they'll not feel bad playing against 200M SP vets?
EVE reverted back to 80k starter SP just for this reason. This is right on the money. The 'never catch up' argument comes from peeps who don't understand that the sp costs rising with level is the great equalizer that allows noobs to become vets in the same time it take vets to get that last level in their skills.
The system is already designed to accommodate the noob vs. vet disparity.
I support SP rollover.
|
Vrain Matari
ZionTCD Public Disorder.
1221
|
Posted - 2013.11.14 14:21:00 -
[63] - Quote
Cass Caul wrote:I have capped out every week since the switch to weekly. Hell, I never missed a daily cap either. I usually cap out on Thursday or Friday at the latest. Anyone remember the thread posted on the first Wednesday? Mr Zitro capped out in about 4 hours. Other tankers were very close (Granted, they had Surya and Sagaris tanks on Manus Peak Ambush). I've capped out on a Wednesday more than 5 but less than 10 times. You think it's a grind when SP gains end at 1000? the daily cap had each and every match after the cap give out 50 SP. (though the active cap was 27200 and passive was 28800 per day)
I am in full support of a cap. No cap and SP gain of 5/sec + WP? I would honestly have every skill at 5 except those skills that don't give bonuses.
I think that new players need an unlimited cap, up to 5 million SP. While increasing this minimum cap by 400,000 per month after it is implemented.
I'd really like the rollover system to only last 1 week. 190400 for normal, take a week off and it is 380800, but take two weeks off and it is diminishing returns. A maximum Rollover of 500000 SP Agreed Cass. The rollover sp pool should definitly not last forever. The whole motivation for rollover sp is to accomodate various customers in their various lifestyles, NOT to guarantee every possible sp to every player. My vote would be for a two week rollover period.
My proposal is that rollover sp should be radioactive: The rate of decay should be proportional to the number of rollover sp accumulated. We would set the half-life at 14 days/5 halving periods = 2.8 days, so that at 2 weeks rollover sp would have decayed to 1/16 of their starting value.
Why exponential decay? Because it's cool, because plausibily potential learning would decay exponentially with time, and because it's an easy mechanic to implement and write cool active infographics for.
I support SP rollover.
|
We are 138
Subdreddit Test Alliance Please Ignore
429
|
Posted - 2013.11.14 14:21:00 -
[64] - Quote
No cap until 10 million sp, 3 times normal cap until 15 million sp. Normal cap following that. |
Sana Rayya
WASTELAND JUNK REMOVAL
384
|
Posted - 2013.11.14 14:33:00 -
[65] - Quote
As many have said, boosters are the way for new players to catch up with vet players. I started playing when Uprising hit and have 23.5 mil SP - more than some beta players.
At a certain SP level, around 15mil or so, a newer player who specializes can go toe to toe with a beta player who might have 10 mil SP or more over him. The vet will have more options (other weapons, suits, vehicles, whatever) making him more versatile, but there is still a finite amount of SP into skills that can benefit you, limited by what's on the suit you are wearing at the time. For example your 10 mil SP into AV, while impressive, doesn't help you one bit if the other side only has boots on the ground and no vehicles to kill.
As to a rollover system, I've capped out every week since I started playing so it would not benefit me, nor would it benefit the newer players who are intent on competing with vets by capping out every week. If active boosters remained the same as they are now, rollover SP might actually encourage more people not to play and accrue SP, enabling them to knock out a few weeks' worth of banked SP using 3-day or 7-day boosters in an extended grind session. |
lDocHollidayl
Ancient Exiles.
342
|
Posted - 2013.11.14 14:39:00 -
[66] - Quote
Anything to help new players. No cap till 5 million sounds reasonable. Full rollover system too. The gap is bad and new players are rare. The fact that player count is so low that vets are always fighting noobs does not help. This needs a fix before any $ is spent on marketing. |
Vrain Matari
ZionTCD Public Disorder.
1222
|
Posted - 2013.11.14 14:54:00 -
[67] - Quote
lDocHollidayl wrote:Anything to help new players. No cap till 5 million sounds reasonable. Full rollover system too. The gap is bad and new players are rare. The fact that player count is so low that vets are always fighting noobs does not help. This needs a fix before any $ is spent on marketing.
CCP take heed. This is the voice of non-self-destuctive wisdom.
I support SP rollover.
|
Takron Nistrom
Tinfoil Hatz
130
|
Posted - 2013.11.14 14:55:00 -
[68] - Quote
Iskandar Zul Karnain wrote:I voted for a rollover system and I regret that decision.
What I would like to see however is a Rollover SP or Banked SP system that has a cap on it.
I understand not everyone wants to play Dust all the time, people go on vacation, have lives, play other games etc., but I don't see why we should reward players for not playing the game. In eve passive SP is only gained if one is paying their subscription. There is no possible to way for a new player in EVE to go and grind out a 150m+ toon. Why are we trying to make it so in Dust? In EVE there are always bigger fish and I think that's something we've lost sight of in Dust.
"Bigger fish" is a misleading term anyways. In regards to "catching up with the pros" I strongly believe this is a myth supported by players who do not want to acknowledge that the reason they get stomped is not because there are people with more SP and better gear but because there are people who are just better than them. I have 30m SP right now. I was as strong as I was ever going to be on my main fit 15m SP ago. The rest is just luxury - new toys and expensive vehicles that don't put me any more ahead of the pack when it comes to 1v1 encounters. When I have 60m SP I won't be any stronger than I am today in my Templar Assault with my Templar ScR.
My point is that if you don't play the game, and don't invest the time into it, you shouldn't get the same rewards as the people who do just for showing up once in a while.
What I propose is that we limit the amount of SP eligible for the rollover system. This could be somewhere around 1 million SP players could grind out if they quit dust for a couple months, have busy work weeks, go on vacation, etc. It doesn't punish players for taking short breaks from the game but also it doesn't allow players who abandon the game for extended periods of time to come back without consequence.
tl;dr 1mil max SP rollover on active SP doesn't punish short breaks and encourages people to actually play
I would be in favor of your proposal if I didnt get roflestomped by the poopsockers. If they want to be rewarded and I dont get the same rewards for putting up with their 'no lifeing' then I want it too. New players in eve dont get flung into a nullsec battle first day and people who want to play casual dont get flung outta empire. Fix that and Ill agree with you.
GÇ£Pulvis et umbra sumus. (We are but dust and shadow.)GÇ¥
GÇò Horace, The Odes of Horace
|
Haerr
Molon Labe PC RISE of LEGION
97
|
Posted - 2013.11.14 15:07:00 -
[69] - Quote
There are a lot of good suggestions and ideas in this thread!
I would like to add a few ideas.
# "catch up" mechanic(s) First off, I am against the implementation of any "catch up" mechanic. How ever if you insist on implementing one I think it would be a good idea to only make it benefit active players.
-¦ players under 5 million SPs gain bonus SP per WP (factor of 3) -¦ players under 10 million SPs gain bonus SP per WP (factor of 2) -¦ players under 15 million SPs gain bonus SP per WP (factor of 1)
This will reward active new players with out handing out free SPs to the ever increasing horde of alts and inactives.
If this is not enough you could:
-¦ players gain a respec after earning their first 15 million SPs
It will allow new players to make mistakes and to learn from them with out suffering from them. It will also allow new players to "catch up" by specialising.
If you still feel like you aren't giving new players enough of an advantage over the rest of your player base:
-¦ make the boosters give 1.75x their value to player that has less than 10 million SPs
Can't really find a way to justify this but hey it's an idea and as we all know not all ideas are good.
# rollover system
-¦ 28k sp is added daily to the cap
I would prefer to have the rollover system based of a daily addition to the cap since it would promote an active player base giving them a reason to logon every day (if they chose to do so). And having the rollover system will not punish those who chose to log on less frequently.
It might also dissuade the "no reason to log on until wednesday" and the subsequent "protostomp wednesdays". A side effect will be that no one is "rushing a head". (Not sure if that is good or bad.)
-¦ cap is limited to 500k
Having a such a high cap will allow for longer breaks and/or highs and lows in play time.
-¦ cap starts with 500k SPs in it for new players
An other way to benefit new players I guess.
This system isn't without a potential disadvantage: Players not playing in preparation of "3x SP" events. In order to make the most of "3x SP" events you would have to "save cap" in order to fully take advantage of the events.
Possible solution: "3x SP" events would have their bonus applied only to the SP added to the cap that day.
Another disadvantage would be an other form of "save and grind" including the use of short boosters to make the most out of said boosters.
Bitter, butthurt and trying to HTFU.
|
George Moros
Area 514
162
|
Posted - 2013.11.14 15:13:00 -
[70] - Quote
Vrain Matari wrote:Rasatsu wrote:There is no need for newbies to 'catch up' with vets in SP.
Pretty soon they'll be vets and a new set of newbies need to catch up, what then? Do we suddenly give them 100M SP in the first month so they'll not feel bad playing against 200M SP vets?
EVE reverted back to 80k starter SP just for this reason. This is right on the money. The 'never catch up' argument comes from peeps who don't understand that the sp costs rising with level is the great equalizer that allows noobs to become vets in the same time it take vets to get that last level in their skills. The system is already designed to accommodate the noob vs. vet disparity.
This would be true if DUST was more like EVE with regard to what certain skill levels "unlock" for the player. However, in DUST you have the situation where, in some cases, the only items worth using are of the "complex" type (requiring related skill at 5). I'm talking about shield extenders, damage modifiers and such. The difference in performance across tiers is simply too large to make usage of sub-complex gear viable. This situation strongly favors high SP players, and is very noob-unfriendly. |
|
Flix Keptick
Red Star. EoN.
1267
|
Posted - 2013.11.14 15:13:00 -
[71] - Quote
Rollover sp cap for everyone + 5 million bonus sp (active sp) banked in for new characters. That 5 mil still has to be earned but gives a chance to new players to be competitive. 5 mil sp is good enough to specialize at least to advanced in one class.
"Please don't"
GÿåForum warrior lvl.1Gÿå
I Support SP Rollover, MAKE IT HAPPEN CCP !!!
|
Keri Starlight
0uter.Heaven Proficiency V.
2026
|
Posted - 2013.11.14 15:14:00 -
[72] - Quote
My vote is to keep the Cap and implement the Rollover system.
If you want to remove the SP Cap for new players, that's ok, but please do not remove it entirely. We definitely do not want to punish people for having a work, friends, family or whatever. And we don't want to incentivate playing 24/7.
I hope you're going to do the right thing.
-1.7 ranges: AR 42m -> 48m, TAR 65m -> 60m
-Goodbye my love, Tac AR
"I load my gun with love instead of bullets"
|
Flix Keptick
Red Star. EoN.
1267
|
Posted - 2013.11.14 15:15:00 -
[73] - Quote
Arkena Wyrnspire wrote:SP rollover.
It does have the problem of boosters being used to do things like super back to back grind sessions to cut down on the value of booster needed, but that tends to happen anyway.
You could have SP trickle into the active pool much like passive SP over time, without a limit on it - when a booster is plugged in, keep the trickle the same but have an additional 'bonus' pool, for example.
Also, no cap for newbies until they have a solid chunk of SP. I would also suggest an accelerated rate of SP gain for newbies. I think everyone can agree on that, +1
"Please don't"
GÿåForum warrior lvl.1Gÿå
I Support SP Rollover, MAKE IT HAPPEN CCP !!!
|
Vrain Matari
ZionTCD Public Disorder.
1222
|
Posted - 2013.11.14 15:18:00 -
[74] - Quote
George Moros wrote:Vrain Matari wrote:Rasatsu wrote:There is no need for newbies to 'catch up' with vets in SP.
Pretty soon they'll be vets and a new set of newbies need to catch up, what then? Do we suddenly give them 100M SP in the first month so they'll not feel bad playing against 200M SP vets?
EVE reverted back to 80k starter SP just for this reason. This is right on the money. The 'never catch up' argument comes from peeps who don't understand that the sp costs rising with level is the great equalizer that allows noobs to become vets in the same time it take vets to get that last level in their skills. The system is already designed to accommodate the noob vs. vet disparity. This would be true if DUST was more like EVE with regard to what certain skill levels "unlock" for the player. However, in DUST you have the situation where, in some cases, the only items worth using are of the "complex" type (requiring related skill at 5). I'm talking about shield extenders, damage modifiers and such. The difference in performance across tiers is simply too large to make usage of sub-complex gear viable. This situation strongly favors high SP players, and is very noob-unfriendly. Absolutely not true and proven by many mercs in many instances. Peeps can & do perform very well in pubs running militia/standard gear. CCP has done a good job in that respect.
The primary variables ar player skill and the ability to adapt your playstyle to your tactical environment.
I support SP rollover.
|
Severus Smith
Caldari State
421
|
Posted - 2013.11.14 15:38:00 -
[75] - Quote
dustwaffle wrote:The only problem I see with complete removal of active SP, and only leaving passive SP is:
In EVE, SP gain is monetized by having to pay a subscription to the game so keep gaining SP over time.
In Dust, no subscription is required to play. In this case, this would bring about: 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.
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.
3. Players who think there are no rewards for playing apart from ISK gain. See point 2.
In any case, this would reduce a revenue stream in the form of active boosters, and we have no way of knowing if passive booster sales would increase, though in all likelihood they probably wouldn't.
While some people play for fun (I hardly cap and genuinely enjoy playing Dust), for a lot of gamers today, it's all about the carrot and stick. All passive SP would not be a large enough carrot to entice them to play, as they hold the mentality that they should be rewarded some way or another just for participating.
My 0.02 ISK Create a Booster that costs the same as a monthly EVE subscription that sets your Active SP accrual to 0% and your passive to 400% (or whatever number that equals you hitting your active cap every day).
BAM! No more SP grind. It is now all passive and I don't have to grind every damn day to play this game.
All problems solved and CCP gets money. |
Spectral Clone
Dust2Dust. Top Men.
492
|
Posted - 2013.11.14 16:23:00 -
[76] - Quote
^ this guy gets it
+¦-damage specialist since Sep ´13.
I Support SP Rollover.
"Core Locus 514. AR 514. Bricktank 514. COD 514."
|
Vespasian Andendare
Subsonic Synthesis RISE of LEGION
545
|
Posted - 2013.11.14 16:55:00 -
[77] - Quote
There needs to be a cap in the system to stop "runaway power" at the top end for players who grind all the time. That sort of idea only would push the divide between new players and vets farther, which is not desirable. But, the cap should be implemented differently depending on a player's SP:
For new players--say players under 5 million SP--there should be NO cap. It gives the new player the chance to catch up to a competitive level (from new at 500k SP through 5 mil SP).
For players above 5 mil SP, there should be a roll over system implemented so that players don't feel the need to grind out SP weekly.
However, if we are talking about changes to the SP system, then there is tremendous room for improvement with the SP system overall. One possibility would be shifting it to a purely passive accrual (yes, like Eve Online), which would take away much of the angst about having to "grind" out skills at all. Another option would perhaps be a system where there is "active" sp accrual for players under 5 mil SP but shifts to passive only post 5 mil. Alternatively, rewards and SP distribution could be looked at overall, based on combat actions-to-WP-gain, etc., so that a better "feeling" is made from SP gained in combat.
>> Play Dust 514 FREE! Sign up for exclusive gear today! <<
|
Baltazar Pontain
Phantom Universe Task Force Die Fremdenlegion
30
|
Posted - 2013.11.14 17:07:00 -
[78] - Quote
My idea: Instead of having a pool of potential SP.
Change the system complete.
You can play the game and accumulate WP. Beside the normal WP list you have, there will be an internal delta list. It holds the WP accumulated in a certain time. Lets say a week.
Once a week (or take another period) your accumulated WP are taken and you get SP for it. Afterwards this internal list is zeroed (not your normal WP list!).
The active booster like it is now, will be removed. Instead you can buy a booster that accumulate credits for you WP delta list for ya.
Benefits: * PPL with less time are not mocked. * PPL with much time can play a lot * CCP can introduce a formula that handles the delta WP like some kind of log(x) function that handles the power gaming (at some point you have to play a lot to get a small benefit) * All players can buy a booster without forced to play NOW. * We are calmer. Playing is not like work anymore * CPP makes more money.
=> All are happy? |
Nova Knife
Seituoda Taskforce Command Caldari State
2112
|
Posted - 2013.11.14 18:17:00 -
[79] - Quote
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.
Like pointed out above by a couple different people : It's a different genre entirely. Killing something and recieving rewards proportional to that kill towards a 'rank up' is a staple in the FPS genre. You simply couldn't take that away from FPS gamers and still have it appeal to a broad audience.
I don't mind a 'passive booster' so much as it has been suggested above, where it takes the 'cap pool' and awards it every week or over time. However, forcing this on everyone would be just as bad as giving everyone back the daily cap, IMO. Some people simply -want- to grind.
For those that say "no cap would just benefit the no-lifers", you're absolutely right. I used to be a no-lifer before I got a job, and I would've loved the ability to catch up and actually reach the top of the SP pool if I was a new player. I love that sort of challenge, and usually powergame the crap out of any new game I play to reach that' high level' stage. Is this a bad thing? Not in itself. The 'badness' comes from CCP's terrible balancing to date, that makes having more SP such a massive advantage ingame.
Simple fact is, no-lifers are 'always' going to have the advantage in pretty much any progression system. The key isn't to limit everyone else, it's to balance your game in such a way that progression isn't everything, and that in allowing newer players (If they're dedicated enough) to reach the same level and stomp some humility into the previous 'vets'.
For the people commenting on a rollover decay/expiry :
Some of you compare to Eve subs, and referencing no progression for those not playing. Again, this is a different genre, and a different marketing style. In a F2P game, the point is to make it ALWAYS attractive to come back and play it, even if you took a break to play other games for a while. For example, all the people who stopped playing Dust to play GTAV. It's not going to be long before most of them get bored and look for something else to play. If they could come back and powergame through all the SP from these past few weeks, a lot of them probably would. That's where the difference lies, IMO. Saying "We're going to let you catch up what you missed... (but only a bit of it/only for a little while) is kind of a slap in the face, and pretty much does exactly what people complain about with the weekly cap (Forces a segregation between those who have time to play and those who do not) just in a slightly more gentle way. But consider this : If a dude who is working and can only play 1h/day and can't cap anyways, how is this delayed/limited rollover going to help him, if he doesn't have time off very often? The system introduces yet more grind for him to go through to use up all that limited pool before it expires, doing exactly what this latest 3x SP event did. (Force a painful grind that people will do even if they hate it, and hate themselves afterwards for doing it)
This is kind of rambly, but I just woke up and about to head to work. Will reply more coherently later. |
Rasatsu
Much Crying Old Experts
899
|
Posted - 2013.11.14 18:22:00 -
[80] - Quote
DUST is still going to be here in 10 years, so EVE as the only game that has done skill progression right for such a timeframe _IS_ relevant. |
|
George Moros
Area 514
164
|
Posted - 2013.11.14 18:30:00 -
[81] - Quote
Vrain Matari wrote: Absolutely not true and proven by many mercs in many instances. Peeps can & do perform very well in pubs running militia/standard gear. CCP has done a good job in that respect.
The primary variables are player skill and the ability to adapt your playstyle to your tactical environment.
You're talking about an completely unrelated thing here.
A player like 13ear will probably perform excellently even with a 1M SP character and running militia/standard gear. However, this is due to the fact that he is an extremely skilled player and has absolutely nothing to do with amount of SP and gear he's running.
In a similar fashion, if you took a complete noob to DUST (or FPS games in general), gave him a 30M SP character and a billion ISK, he would probably still suck at DUST.
All of this, however, doesn't change the fact that CCP has done a lousy job (at least, a good portion of it) in balancing gear across tiers.
I thought the topic here was helping new players close the SP gap towards vets. Not that vets perform well running cheap fits. |
CHIPMINT BUTTERCUP
145
|
Posted - 2013.11.14 18:33:00 -
[82] - Quote
Remove active SP's all together and just have passive SP's.
Move to the Loyalty points system across all game modes.
Make loyalty points and ISK more important than SP's because right now SP's are the most valuable thing in this game.
Have a rollover loyalty points system instead of a rollover SP's system. With the rollover loyalty points system there is no worry of vet / new player sp gap and at the same time it gives a reason to grind but does not make people feel like they need to grind.
If you grind you get to spend more in the loyalty store.
Endless amount of present and future content can be added to this store.
Sell passive SP boosters.
https://forums.dust514.com/default.aspx?g=posts&m=1404978#post1404978
DUST514 I love the dream but not the current product.
Dusters - WhenGäó
CCP - SoonGäó
|
Flint Beastgood III
GunFall Mobilization Covert Intervention
333
|
Posted - 2013.11.14 18:51:00 -
[83] - Quote
SP rollover for all. No cap for new players until 5 million SP, possibly 2x SP earnings for them also.
Gÿó +¦ +¦ Gÿó
Meta Gaming V > Proficiency I
|
xp3ll3d dust
The Southern Legion The Umbra Combine
101
|
Posted - 2013.11.14 19:21:00 -
[84] - Quote
Nova Knife wrote: In a F2P game, the point is to make it ALWAYS attractive to come back and play it, even if you took a break to play other games for a while. .
This is why I am opposed to a complete removal of the SP cap. At the moment, Dust can get a little stale with the limited game modes, etc. And I don't log on as much as I could. HOWEVER what does get me to log in multiple times during the week the mini goal of trying to get close to the SP cap of that week. With the time constraints that I have, having that small achieveable goal encourages me to log on. Having a SP cap roll over would encourage me to try just that little bit harder if I took a week or two off due to a holday.
If I didn't have the small goal of trying to get close to the SP cap then I honestly wouldn't bother to log on. I'd know that there would always be an unlimited uncapped grind and I wouldn't be bothered trying to keep up with the top players as I know it would be a pointless exercise. |
GeneralButtNaked
ZionTCD Public Disorder.
540
|
Posted - 2013.11.14 19:24:00 -
[85] - Quote
CCP Saberwing wrote:Hey all,
As someone in on the meeting with the CPM yesterday I can say that it was pretty great and went well!
Having spoken with a bunch of you, the SP Rollover seems to be something that's been thrown around the community quite a while before I joined. It's something we're definitely interested in exploring further and discussing internally, but I'd welcome any thoughts you all have as to what would be the best system to encourage both new and veteran players.
The CPM are going to be continually involved in discussions with us about this and would be a great place to start for getting your thoughts and suggestions heard.
Cheers :)
This reminds me a lot of January.
Time warps are never fun unless you plan them bro.
Mr. Hybrid Vayu
|
KA24DERT
Pure Innocence. EoN.
257
|
Posted - 2013.11.14 19:46:00 -
[86] - Quote
Your ideas are all painfully complicated and serve no purpose other than to punish those who want to excel at the game.
Remove the SP cap.
Anything else is wasting time and developer resources just to pacify entitled whiners who don't want people who work hard to have any advantage over people who do. |
Vrain Matari
ZionTCD Public Disorder.
1224
|
Posted - 2013.11.14 19:52:00 -
[87] - Quote
George Moros wrote:Vrain Matari wrote: Absolutely not true and proven by many mercs in many instances. Peeps can & do perform very well in pubs running militia/standard gear. CCP has done a good job in that respect.
The primary variables are player skill and the ability to adapt your playstyle to your tactical environment.
You're talking about an completely unrelated thing here. A player like 13ear will probably perform excellently even with a 1M SP character and running militia/standard gear. However, this is due to the fact that he is an extremely skilled player and has absolutely nothing to do with amount of SP and gear he's running. In a similar fashion, if you took a complete noob to DUST (or FPS games in general), gave him a 30M SP character and a billion ISK, he would probably still suck at DUST. All of this, however, doesn't change the fact that CCP has done a lousy job (at least, a good portion of it) in balancing gear across tiers. I thought the topic here was helping new players close the SP gap towards vets. Not that vets perform well running cheap fits. You made the claim that non-proto gear was not viable and used that as a springboard for revisions to the sp system.
I refuted it with what is a familiar experience for vets(not just the elite player you mention): that many players on this forum can get reasonable results with lesser gear, primarily by playing more carefully and choosing their engagements. The implication is that new players are disadvantaged primarily by their lack of knowledge, not by their sp or gear.
I believe the answer to that is education, namely the NPE CCP provides for recent immigrants to New Eden.
There may well be issues with gear balance, but that should not motivate revisions to the sp system.
There may well be issues with matchmaking, but that should not motivate revisions to the sp system.
I thought the topic here was discussion of a potential sp rollover system.
I support SP rollover.
|
Spectral Clone
Dust2Dust. Top Men.
498
|
Posted - 2013.11.14 19:52:00 -
[88] - Quote
KA24DERT wrote:Your ideas are all painfully complicated and serve no purpose other than to punish those who want to excel at the game.
Remove the SP cap.
Anything else is wasting time and developer resources just to pacify entitled whiners who don't want people who work hard to have any advantage over people who do.
No, EVE training queue. This game should take time to reach proto everything.
+¦-damage specialist since Sep ´13.
I Support SP Rollover.
"Core Locus 514. AR 514. Bricktank 514. COD 514."
|
Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
291
|
Posted - 2013.11.14 19:53:00 -
[89] - Quote
Vrain Matari wrote:The attraction of a passive sp system is that it removes the OCD-like need to grind, which is an unpleasant game experience for many. Nobody wants this to feel like a second job. On top of that the step up players have to make to accommodate running merc corps in New Eden is already fairly joblike and consuming.
The attraction of an active sp system is that it rewards players for personal performance in battle and for contributions to the team and the win.
I think we can have both of these sp-accrual methods working together in a much more synergistic fashion.
Proposed:
Mercs accrue only passive sp, but at a rate modified by performance in-match.
So every merc would get sp at a constant trickle, just like we do now. Warpoints would be rewarded in-match just like they are now. At the end of match these warpoints would be converted to a bump up in the rate of passive sp accrual.
This bump up would not be permanent, but would last for a day or a week or whatever timeframe seems reasonable. To simplify the accounting on our devs writing the code to keep track of this, it would be nice if today's total warpoint->sp bump up would accumulate throughout a day's playing and get applied to the passive trickle rate the next day.
Caps could still apply, active and passive boosters could still work, rollover could still work. My belief is that because the rewards are not an immediate sp-payoff, the pressure to grind would be somewhat ameliorated.
That's really the core of my proposal. i think we could still give out lump-sum sp rewards at end of match, but these would be only for team and squad-based performance.
- A team bonus for the win.
- A squad bonus based on the total extra WP a squad earned from their squad bonus WP only.
Great idea, +1.
I do like the idea of EVE style passive accrual against selected skills.
I also like the idea that you should have a Skyrim like function that gives a small bonus to accural against "active" skills such as vehicles, weapons, equipment, ect that you earn WPs from.
To me the ideal pieces is putting skills in a cue for accelerated gain and occaisionally getting the "You are now level 4 in SCR Rifles" notification from consistent use over time.
On top of this...I'm all for monetizing this in the form of boosters and augmentations you purchase with AUR. |
Spectral Clone
Dust2Dust. Top Men.
498
|
Posted - 2013.11.14 19:55:00 -
[90] - Quote
Nova Knife: Monetizing on people using boosters for their skill queues seems like a good idea also. Skill queues 'force' you to log in, but not to grind.
You can enjoy the game while your skills are training up instead of 'enjoying' the grind.
+¦-damage specialist since Sep ´13.
I Support SP Rollover.
"Core Locus 514. AR 514. Bricktank 514. COD 514."
|
|
|
|
|
Pages: 1 2 [3] 4 5 6 7 :: one page |
First page | Previous page | Next page | Last page |