Pages: 1 2 3 [4] 5 6 7 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
ZDub 303
TeamPlayers
2190
|
Posted - 2013.11.14 19:58:00 -
[91] - Quote
It might have been said already but just in case...
CCP needs only to listen to themselves.
CCP Nothin wrote:We acknowledge that the current implementation of the skill cap still isn't quite there yet. It doesn't quite allow people to choose when to play as freely as we would like, and it also adds some unnecessary complexity when it comes to using active boosters. This is why we are working our way towards a rollover SP system: instead having your pool of bonus SP being reset according to a fixed weekly cycle, you will steadily accumulate bonus SP to a pool over time that you can then empty through fighting in battles. As a result, everyone should be able to better choose when to come in and claim the available SP. Moving to such a system would have the added benefit of allowing us to make active boosters to give out a constant value over time by having them influence the rate at which SP accumulates into the pool instead of just multiplying SP received at the end of each battle. |
Absolute Idiom II
SyNergy Gaming EoN.
863
|
Posted - 2013.11.14 20:30:00 -
[92] - Quote
I'd like to link to my suggestion for a large, constantly regenerating pool of SP: https://forums.dust514.com/default.aspx?g=posts&m=462915#post462915
Quote:The Alternative
It's simple really.
1) Have an active SP reward pool which is the size of a 4x week's of SP, which with the current limits would be 761,600 SP. 2) Active SP rewards deplete this pool, as they do now. 3) Each tick of 30 minutes 566 SP are added back into the SP reward pool. 4) The pool never goes above the maximum size of 761,600 SP 5) Once empty, no rewards (or a nominal reward) is given).
The Benefits You get to combine the pros of the weekly AND the daily cap!
Pros: A) Whether you play weekly or daily, you have the opportunity to achieve the same number of active SP rewards from your plays. -- You can spread your 10 hours per week over the entire week, playing each day. Or you can have a marathon weekend and do it all in one go!
B) No matter how much you have played, you will always have some more SP that you can earn the next day. A full day's worth of SP in fact. -- Even if you've earned an entire week's worth of active SP reward in the previous 2 days, you don't have to wait for a weekly reset day before it is worth playing some more
C) No waiting for a reset at down time, just wait 30 minutes!
D) It doesn't matter what the SP pool size is, the SP pool recovery rate is what sets how fast the maximum speed of SP accrual is. The SP pool could be set to a month's worth; the only affect would be how far in front players could be when comparing a full pool to an empty pool.
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
|
Taurion Bruni
D3M3NT3D M1NDZ The Umbra Combine
193
|
Posted - 2013.11.14 20:40:00 -
[93] - Quote
what if we went back to the daily cap, giving them enough a day to encourage play throughout the week. but to balance the weekday players and the weekend warriors, we have a rollover system that keeps hold of up to a month, but this hold of sp will not be affected by any boosters, to keep players from stacking boosters.
Pilot // Logistics // I Support SP Rollover
|
Maximus Stryker
Villore Sec Ops Gallente Federation
687
|
Posted - 2013.11.14 20:43:00 -
[94] - Quote
My thought is forget roll over SP, forget cap system, forget everything we currently have.
Institute a new system that will help/encourage new players and satisfy old vets. My thoughts on how to do this is below.
Step One Determine when a merc achieves "useful" stages as a player. For simplicity, I will use: < 10,000,000 SP | 10,000,000 SP to 20,000,000 SP | >20,000,000
Step Two Define how SP in accrued in each stage
< 10,000,000 SP Passive SP: 1SP per Second = 86,400 SP per day. (This is achieved continually regardless of how much a player logs on until they reach 10m SP) Active SP: 6SP per War Point + 6SP per second = ~ 11,400 SP per match. (using 1,000 WP and 900 sec in match with no boosters)
10,000,000 SP to 20,000,000 SP Passive SP: 1SP per every 2 seconds = 43,200 SP per day. Active SP: 4SP per War Point + 4SP per second = ~7,600 SP per match. (using 1,000 WP and 900 sec in match with no boosters)
>20,000,000 Passive SP: 1SP per every 2 seconds = 43,200 SP per day. Active SP: 2SP per War Point + 2SP per second = ~3,800 SP per match (using 1,000 WP and 900 sec in match with no boosters)
I feel this system will allow new players to get to a stable base quickly while also allowing those vets to hold a small advantage and also allow the grinders to feel like they are getting something out of their grind yet it is not too unfair. My thought is that once a player hits these different milestones, they are not making their "fits" or drop suites that much better, just allowing them to have more variety.
Faction Channels for FW Staging
PIE Ground Control | Caldari Hierarchy | Turalyon | Chosen Matari
|
Tebu Gan
Dem Durrty Boyz
203
|
Posted - 2013.11.14 20:48:00 -
[95] - Quote
Nova Knife wrote: 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.
Was reading through the various posts here, and noticed a few mention the SP rollover, with the time limit. I was sorta pissed, because it IS just that, a grind. It's the same as our current system.
So the SP rolls over to next week that you didn't use. Which means you didn't hit your cap.
Take me for example, it rolls over to next week, but at the end of the week all this SP is gone. I still didn't reach my cap on the second week.
I'm a casual gamer. Dust though is pretty much my only game. 2 hours a night, maybe. And when I run solo, always take a break between each game. So 2 hours and maybe 4 or 5 games. Nearly always hit above 1000 WP, so each match gives me a good chunk of SP.
Been playing since Uprising, just recently reached 10 mil SP. Noticed someone else said the same but were at 23 mil. I'm WAY behind.
So a roll over with no limit would certainly do me a lot of good for times when I DO actually have time to play. I can see it now though, the people that use multiple accounts, gathering passive SP, and gathering active SP....
SO there does need to be a limit on this kind of system, though not through Decay/Expiry.
A cap, on the pool itself would be needed.
Addressing the divide between new players and vets:
I remember being a new player. I started a char in beta but never played him. I had 4.5 million sp when uprising came out. I knew a little about this game and knew that I had to choose carefully. But I'm a working man, and had little time to study up on all the various aspects. And besides, I wanted to PLAY. I wanted to shoot something. Like any new player.
First match though, had me thinkin. I did so incredibly poorly, Spending that sp might be a good idea. So I get an advanced assault suit, advanced weapon. I put points into turrets thinking that would make me better in another tanks turrets, or the grounds turrets. I didn't like the suit, or the gun. My aim was terrible anyways. So I went into another suit, and more weapons, some shield skills and armor skills. Before I knew it, I had a lot of stuff, but I was still doing terrible. A month later I realize I could have had a proto weapon and suit even by then.
This game has a huge learning curve. So much I didn't know. It took me 3 months to really say hey, I got all this figured out. I didn't look a whole lot up, I simply learned through experience. I did know something about the EvE universe, and how your choices matter. So I knew to take some reserve in spending.
But lets take someone totally new to EvE and Dust 514.
They know nothing.
I can be hard to imagine it from a newberries perspective. Us more veteran players know the ins and outs. It all just comes naturally at this point.
But a noob is in the dark and all alone. They don't know anything about corporations, or why they should be in one. It took me a month or more to even consider joining one when I started. I really did not see a point, I just wanted to shoot things. They don't know about SP, or why they need to spend it. Or how to spend it wisely.
They just want to play a game. And shoot things.
And they are going to make plenty of mistakes along the way.
There is a huge divide between new players and vets, and that problem isn't just about SP but knowledge. But in my opinion, the single best way to learn, is to play. No extended tutorials, just get out there and figure it out. But to maintain retention you need to give them a cookie.
Bonus SP on matches played for noobs A higher SP cap And they definitely need a lot more information, suggestions for suit combinations, difference between shield armor. Little things.
Nuff Said
|
George Moros
Area 514
164
|
Posted - 2013.11.14 21:08:00 -
[96] - Quote
Vrain Matari wrote: 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 said non-complex gear was not viable when compared to complex gear of the same type, not that you couldn't do well in pub matches without complex gear. And I didn't use my claim as a "springboard for revisions to the sp system". I simply stated that current gear (im)balance only further aggravates the segregation between new and old players, which is BTW the point behind proposed rollover system. Read the OP. |
KA24DERT
Pure Innocence. EoN.
257
|
Posted - 2013.11.14 21:28:00 -
[97] - Quote
Spectral Clone wrote: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.
Yep, it should take the amount of time someone is willing to put in.
Eve's system works well because of the open-endedness of it. There is a huge diversity of play styles in Eve, but very little of it comes in the plastic-wrapped chunks that the Dust experience comes packaged in. Most of the EVE experience is up to the player, there is no real sense of progression and the rewards players seek are the experiences that the sandbox can provide.
Dust's dynamic of short bursts of structured activity lends itself to, and in away requires, a progression reward of some sort per unit of interaction.
Consuming these units day-in and day-out without that reward will make a player question why they are even participating in the game. |
Tebu Gan
Dem Durrty Boyz
203
|
Posted - 2013.11.14 21:59:00 -
[98] - Quote
Haerr wrote: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.
-More SP from WP, based on how many total SP you have. Love this idea
-Respecs, are a good idea for newberries. Give them an option at 5 mil SP to respec, or less. Give them a chance, after they have learned a thing or two, to fix those mistakes and get on the trek to likin the game.
-A DAILY CAP, would be awesome. But considering it resets at downtime as is, that may not be a possibility in your setup there for your servers.
Overall, I like SP rollover, but with a cap on the total amount possible.
What would also be a nice change is if we got more SP out of our WP then currently. It is a slow slow grind even with a booster!
Nuff Said
|
Mia Romani
Nexus Marines
45
|
Posted - 2013.11.14 22:34:00 -
[99] - 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
|
SirManBoy
Molon Labe. RISE of LEGION
347
|
Posted - 2013.11.15 00:04:00 -
[100] - Quote
Make the SP total of Dust's highest SP player the soft cap. Allow everyone under that total to grind until their heart is content. For the top SP player, increase his or her SP soft cap every week by the same amount as the current weekly cap. Do this and there's no need for a rollover. If the top person grinds through their soft cap and creates more distance between them and the rest of the field, they've actually done us all a favor by increasing the new soft cap that we can all grind to. The rookies are happy because they'll be able to become competitive quickly and the vets are happy because they can develop their characters horizontally. Remember, you hit a point of diminishing returns once you're around 15 mil SP. We need to focus on getting players to that point quickly while also letting vets enjoy further character development opportunities that don't really give them a significant edge over those under them. |
|
echo47
Minmatar Republic
98
|
Posted - 2013.11.15 03:54:00 -
[101] - Quote
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 |
Garth Mandra
The Southern Legion The Umbra Combine
219
|
Posted - 2013.11.15 04:16:00 -
[102] - 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
The thought behind the cap is that once players get every skill they're interested in to 5 interest in the game will wane and they'll stop playing. Something like that anyway. |
Skihids
Bullet Cluster Legacy Rising
2422
|
Posted - 2013.11.15 06:09:00 -
[103] - Quote
Garth Mandra wrote: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 The thought behind the cap is that once players get every skill they're interested in to 5 interest in the game will wane and they'll stop playing. Something like that anyway.
How many players are realistically in danger of doing this? |
Mia Romani
Nexus Marines
45
|
Posted - 2013.11.15 07:19:00 -
[104] - 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
|
DJINN Marauder
Ancient Exiles.
2956
|
Posted - 2013.11.15 07:52:00 -
[105] - Quote
Sp rollover system I hoped for was:
Anything you don't earn that week gets added on to the next weeks cap. Pretty simple.
As for new players, I believe they should have no cap until x amount of sp.
I think 5 mill is a good number. Allows for adv suit with lv3 core skills and maybe a proto weapon.
GôÉGô¥GôÿGô£Gôö > GôÉGô¢Gô¢
Gÿà¿When will dust get better?Gÿà
Forum Warrior LV. 2
|
Foundation Seldon
Gespenster Kompanie Villore Accords
187
|
Posted - 2013.11.15 08:08:00 -
[106] - Quote
Absolute Idiom II wrote:I'd like to link to my suggestion for a large, constantly regenerating pool of SP: https://forums.dust514.com/default.aspx?g=posts&m=462915#post462915Quote:The Alternative
It's simple really.
1) Have an active SP reward pool which is the size of a 4x week's of SP, which with the current limits would be 761,600 SP. 2) Active SP rewards deplete this pool, as they do now. 3) Each tick of 30 minutes 566 SP are added back into the SP reward pool. 4) The pool never goes above the maximum size of 761,600 SP 5) Once empty, no rewards (or a nominal reward) is given).
The Benefits You get to combine the pros of the weekly AND the daily cap!
Pros: A) Whether you play weekly or daily, you have the opportunity to achieve the same number of active SP rewards from your plays. -- You can spread your 10 hours per week over the entire week, playing each day. Or you can have a marathon weekend and do it all in one go!
B) No matter how much you have played, you will always have some more SP that you can earn the next day. A full day's worth of SP in fact. -- Even if you've earned an entire week's worth of active SP reward in the previous 2 days, you don't have to wait for a weekly reset day before it is worth playing some more
C) No waiting for a reset at down time, just wait 30 minutes!
D) It doesn't matter what the SP pool size is, the SP pool recovery rate is what sets how fast the maximum speed of SP accrual is. The SP pool could be set to a month's worth; the only affect would be how far in front players could be when comparing a full pool to an empty pool. Active boosters simply increase the rate at which the pool refills (and increases the max pool size).
I endorse this post.
|
NoxMort3m
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
97
|
Posted - 2013.11.15 08:47:00 -
[107] - Quote
No cap. Reward those who play the most by removing the cap.having a cap has created a scheduled peak and lapse in activity every week. Activity overall would increase if the cap was removed. To help new players catch up to old players , have some sort of multiplier to active sp earned for new players ie. <1 mil sp get like X 1.5 active sp earned untill they reach 3 mil and from then until they reach 5 mil get X 1.2 active . Or something similar .doing so would probably end up making more people buy bossters wanted to get that multiplier back |
Spectral Clone
Dust2Dust. Top Men.
505
|
Posted - 2013.11.15 10:20:00 -
[108] - Quote
NoxMort3m wrote:No cap. Reward those who play the most by removing the cap.having a cap has created a scheduled peak and lapse in activity every week. Activity overall would increase if the cap was removed. To help new players catch up to old players , have some sort of multiplier to active sp earned for new players ie. <1 mil sp get like X 1.5 active sp earned untill they reach 3 mil and from then until they reach 5 mil get X 1.2 active . Or something similar .doing so would probably end up making more people buy bossters wanting to get that multiplier back
Or just give new players free boosters, like they do in EVE. This could "draw" them into buying more boosters eventually.
KDR > ALL
ME > KDR
ME > ALL
|
X7 lion
Swamp Marines Kleenex Inc.
46
|
Posted - 2013.11.15 10:54:00 -
[109] - Quote
role over sp + a sp earning bonus for players who are away for more then a few days at a time to make it easier to keep up. |
Sum1ne Else
WASTELAND JUNK REMOVAL
747
|
Posted - 2013.11.15 11:06:00 -
[110] - Quote
There should be a cap- Keep the cap, Hey, I spent my time playing and getting online to get the cap so are they going to give me back my time- no.
Also, if there were no cap people that have the time to play a huge number of hours will get everything real quick and probably quit after a while because they will feel a sense that they have completed the game.
Its like any game if you start late you aren't going to get the max amount of SP in a few weeks. I like the idea of no cap up until x SP..like a few said 5m/10m is a good number. Lastly, There should not be a rollover system.
Public Relations WJR
Its a leopleuradon Charlie a magical leoplueradon, its gunna guide our way to candy mountain!
|
|
Laurent Cazaderon
What The French
2132
|
Posted - 2013.11.15 13:52:00 -
[111] - 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 !
|
Laurent Cazaderon
What The French
2132
|
Posted - 2013.11.15 13:53:00 -
[112] - Quote
saved
This Char i only use on the forum.
To contact me : "Cazaderon" in game and on Skype.
Et vive la France !
|
Vrain Matari
ZionTCD Public Disorder.
1232
|
Posted - 2013.11.15 14:04:00 -
[113] - Quote
Garth Mandra wrote: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 The thought behind the cap is that once players get every skill they're interested in to 5 interest in the game will wane and they'll stop playing. Something like that anyway. If this is what motivates players the game has failed. I'm not saying the MMO grind/progression cycle is a bad thing, but that the game has to be entertaining and engaging enough that the primary motivation is playing, not grinding.
I support SP rollover.
|
Krom Ganesh
Holdfast Syndicate Amarr Empire
684
|
Posted - 2013.11.15 14:10:00 -
[114] - Quote
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.
!
|
Spectral Clone
Dust2Dust. Top Men.
514
|
Posted - 2013.11.15 14:13:00 -
[115] - Quote
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).
KDR > ALL
ME > KDR
ME > ALL
|
Laurent Cazaderon
What The French
2134
|
Posted - 2013.11.15 14:16:00 -
[116] - 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 !
|
Spectral Clone
Dust2Dust. Top Men.
516
|
Posted - 2013.11.15 14:19:00 -
[117] - 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.
KDR > ALL
ME > KDR
ME > ALL
|
Laurent Cazaderon
What The French
2134
|
Posted - 2013.11.15 14:21:00 -
[118] - 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 !
|
Spectral Clone
Dust2Dust. Top Men.
516
|
Posted - 2013.11.15 14:25:00 -
[119] - Quote
Laurent Cazaderon wrote: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. Its simple: SP reset. 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.
KDR > ALL
ME > KDR
ME > ALL
|
Slag Emberforge
Immortal Retribution
125
|
Posted - 2013.11.15 14:28:00 -
[120] - Quote
1. Keep cap. 2. Reward players for achieving weekly cap (be it a bonus sp rate or flat amount) 3. Unused/starter pool 4. Accelerated gain for new users 5. Reduced rollover for long periods of inactivity 6. Allow boosters to add to pool, have events to give additional incentive such as adding to pool as well. 7. KEEP passive SP but increase WP -> SP ratio when working on current cap. -7a.- Add more logical WPs as well for rewarding current roles that get nothing - point defense, repelling vehicles, stopping hacks, small reward for capping CRUs (5sp per spawn for a minute or so?) so that major valuable actions are rewarded. |
|
|
|
|
Pages: 1 2 3 [4] 5 6 7 :: one page |
First page | Previous page | Next page | Last page |