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calisk galern
BurgezzE.T.F Public Disorder.
1224
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Posted - 2013.11.15 14:51:00 -
[121] - Quote
Talos Alomar wrote:I'd say have a roll over SP pool, but reduce active SP by 50% and increase passive SP to compensate. That'd reduce the grind quite a bit.
are you ******* crazy.....afk 514 should never exist. |
Tebu Gan
Dem Durrty Boyz
206
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Posted - 2013.11.15 15:09:00 -
[122] - Quote
Mia Romani 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 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.
No, the whole idea of a cap is what forces players to grind endlessly. Knowing that this is all you will get for the week, forces you to grind it out to completion, or else you feel that you wasted it.
By your reasoning, the only reason players play, is to grind.
Like an MMO, the point for me wasn't leveling, it was about the end game. The part after you do the horrible grind that is fun.
New factional is a good start, improvements to PC would help. Another game mode, maybe even some PVE. These are things that pertain to player retention. I know some players may enjoy the "grind" but I certainly don't play simply to grind. It's all about that end game.
Nuff Said
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Tebu Gan
Dem Durrty Boyz
206
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Posted - 2013.11.15 15:13:00 -
[123] - 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.
The cap is there to prevent players from doing just that yes, but not because their interest will wane. CCP wants players to continue buying their products, booster and the such. But if you max out your skills, why buy anything from the aur store. I will say though, maybe for the moment this kinda holds true. The End game is a bit lacking atm. Need us some PvE
Nuff Said
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IgniteableAura
Pro Hic Immortalis
351
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Posted - 2013.11.15 15:33:00 -
[124] - Quote
There are some issues thus far that I think need addressed.
What is the reason we need to change the WP system? Seems there are multiple reason that people have described. Player retention and burnout. Help newbros out to help them get competitive. The fact there is a cap at all, drives people to grind because those points get lost if not earned. Personally, I only play to hit cap and then I am done for the week. I have never played a game were this is a "cap" on the XP you can earn in any amount of time. This sort of idea behind holding back the neck beards is just silly.
I would prefer there be no cap at all, let me explain. Revamp the skill tree and reevaluate skill multipliers. Build a better designed nested skill tree. 1. The entire reason why SP is important in this game is to unlock stuff. Currently the amount of SP to invest in an skill up to level 4 is too high. The cost to invest up to level 5 should be insane. Yes I am going to use EVE as an example because EVE has a great balance of new vs old. In eve it takes 5 days to get most skills up to level 4. To get that skill up to level 5 it will take >5 days, most cases >20days.
2. People hate getting protostomped because it lessens the skill required to do well. Plenty of people can run militia gear and do really well, but when you are up against prototype suits with 1000hp its defiantly not "as easy". Increasing the cost of SP to get to prototype tiers makes them less prevalent. There also needs to be a tweak for cost of prototype stuff or income earned but thats another topic.
3. Most importantly it will allow younger players to quickly reach that gap in competitiveness. If it only takes several days to hit level 4 in a any given skill they can very quickly reach a level of competitiveness in various aspects.
PHI Recruitment
or PHIsh Tank in game
Twitch
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Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2359
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Posted - 2013.11.15 15:52:00 -
[125] - 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). +1 This looks great.
-ê HellsGÇáorm Director -ê
Gû¦Amarr VictorGû¦
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Vrain Matari
ZionTCD Public Disorder.
1233
|
Posted - 2013.11.15 16:23:00 -
[126] - Quote
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.
I support SP rollover.
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843 Epidemic
445
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Posted - 2013.11.15 16:24:00 -
[127] - Quote
I don't actually have a problem with the grind, as much time as it CAN consume, ultimately the player is in control of how much they play and what they take the game to be, as it is or as a job. Grinding is no real problem to be honest, and the lack of rollover is obviously a bit crappy.
I think the rollover should be monthly. E.g. lets say in March you miss the first two weeks, so the cap is increased by two weeks for the latter two weeks. But I believe the rollover should be reset monthly, so someone couldn't grind their way to 10 million SP if they've missed months on end.
New players also need a no-cap period until whatever the maximum passive SP possibly gained could be up until that point, e.g. right now I have a character that's just been building passive and no active, I believe it's at about 7 million, so the new player cap would be there. This would be a way to keep the new players up and keep that gap between active players and veterans steady whilst not punishing the active players for playing.
Anyway, yeah.
843-BANE
Director // Ranking Officer // BurgezzE.T.F
Contact me here
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Laurent Cazaderon
What The French
2135
|
Posted - 2013.11.15 16:41:00 -
[128] - 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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Rasatsu
Much Crying Old Experts
905
|
Posted - 2013.11.15 16:44:00 -
[129] - Quote
I think it's important to separate the topic of SP pools and 'catching up' with vets. (the latter should never be implemented if you love the game and want to be playing it in 10 years time)
When the SP pools/rollover thing was discussed months ago I recommended a logarithmically decreasing payout from an SP pool. (Comp. Sci graduate so this kind of stuff is second nature to me...)
Basically you have daily injections of (constant) SP into the player's SP pool (which is enough to go from zero to full in 3-4 weeks). When calculating the amount of SP to award the player the input value from the battle is run through a logarithmically decreasing function that makes it so that the closer you get to emptying the pool the less SP you get.
Now if you play your first battle in a month it's going to give you a lot of SP (could be reduced to not be overwhelming), ten battles in you're getting still very high rewards. Now if you stop playing for a month, during that session you might have emptied 3/4 of the SP pool.
Enter the weekend warrior; he binges on weekends... He plays 20(?) matches every weekend, and he takes his SP pool from 3/4 to 2/4 every week. The last game he plays every weekend gives him half the SP the first game gives him.
Last is the dope smoking college guy; he plays 10 matches every night (except weekends), and his SP pool is always at 1/4. He gets about half the SP of the weekend warrior per match. The reason his gameplay is rewarded is that at lower levels the SP pool regenerated a bit more per day. |
Skihids
Bullet Cluster Legacy Rising
2422
|
Posted - 2013.11.15 17:05:00 -
[130] - Quote
Rasatsu wrote:I think it's important to separate the topic of SP pools and 'catching up' with vets. (the latter should never be implemented if you love the game and want to be playing it in 10 years time)
When the SP pools/rollover thing was discussed months ago I recommended a logarithmically decreasing payout from an SP pool. (Comp. Sci graduate so this kind of stuff is second nature to me...)
Basically you have daily injections of (constant) SP into the player's SP pool (which is enough to go from zero to full in 3-4 weeks). When calculating the amount of SP to award the player the input value from the battle is run through a logarithmically decreasing function that makes it so that the closer you get to emptying the pool the less SP you get.
Now if you play your first battle in a month it's going to give you a lot of SP (could be reduced to not be overwhelming), ten battles in you're getting still very high rewards. Now if you stop playing for a month, during that session you might have emptied 3/4 of the SP pool.
Enter the weekend warrior; he binges on weekends... He plays 20(?) matches every weekend, and he takes his SP pool from 3/4 to 2/4 every week. The last game he plays every weekend gives him half the SP the first game gives him.
Last is the dope smoking college guy; he plays 10 matches every night (except weekends), and his SP pool is always at 1/4. He gets about half the SP of the weekend warrior per match. The reason his gameplay is rewarded is that at lower levels the SP pool regenerated a bit more per day.
We had that before and it was universally hated. |
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xp3ll3d dust
The Southern Legion The Umbra Combine
103
|
Posted - 2013.11.15 17:09:00 -
[131] - Quote
I think it is important to keep the in match passive SP. This helps support players that are in support roles, or correctly defending a point (in Skirmish/PC). You may have lower WP due to your point being quiet. You did the correct thing and your team won. Passive SP helps team players. Without this everything disolves into everyone playing slayers and K/D ratio becomes king again, rather than TEAM work / playing to the objectives. |
Severus Smith
Caldari State
427
|
Posted - 2013.11.15 17:10:00 -
[132] - Quote
Laurent Cazaderon wrote: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. What if you had WP = SP but the exchange value changes depending on how many Active SP you've gained over a period of time.
Basically, supply side economics.
- No more 1 second = 5 WP - No more weekly cap - 1 WP = 1 SP * exchange rate - The exchange rate is based on how many SP you have gained over the last 7 days. The more SP you've accumulated the lower the exchange rate.
It would work similar to EVE LP. Where when the market gets over-saturated with Caldari LP the value of Caldari LP plummets and is worth less. So when a Veteran player plays 20 matches in a row and gains 3000 WP each, his SP to WP exchange rate decreases.
You could start with a high exchange rate. 1 WP = 10 SP. So to new players it is exciting because your first match with 500 WP gets you 5000 SP. Then as you play more and your "supply" of SP increases the exchange rate falls. So the exchange rate drops from 10 to 9, then 8, then 7, etc... until eventually its at 1 or 0.5. Make it like 250,000 active SP over the last 7 days. As you approach this number the exchange rate decreases. There should be a floor, so really active players could pass the 250,000 number, but it would be really low like 0.5 or 0.25 exchange rate.
This makes the game exciting to new players, keeps casual players involved without it being too grindy, and allows dedicated players to catch up since there is no "cap", only a progressively smaller exchange rate.
It also completely kills AFK farming, and with CCP's new WP farming limit it's pretty hard to farm them actively.
Ideas? |
Skihids
Bullet Cluster Legacy Rising
2422
|
Posted - 2013.11.15 17:18:00 -
[133] - Quote
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. |
Vrain Matari
ZionTCD Public Disorder.
1234
|
Posted - 2013.11.15 17:21:00 -
[134] - Quote
Rasatsu wrote:I think it's important to separate the topic of SP pools and 'catching up' with vets. (the latter should never be implemented if you love the game and want to be playing it in 10 years time)
When the SP pools/rollover thing was discussed months ago I recommended a logarithmically decreasing payout from an SP pool. (Comp. Sci graduate so this kind of stuff is second nature to me...)
Basically you have daily injections of (constant) SP into the player's SP pool (which is enough to go from zero to full in 3-4 weeks). When calculating the amount of SP to award the player the input value from the battle is run through a logarithmically decreasing function that makes it so that the closer you get to emptying the pool the less SP you get.
Now if you play your first battle in a month it's going to give you a lot of SP (could be reduced to not be overwhelming), ten battles in you're getting still very high rewards. Now if you stop playing for a month, during that session you might have emptied 3/4 of the SP pool.
Enter the weekend warrior; he binges on weekends... He plays 20(?) matches every weekend, and he takes his SP pool from 3/4 to 2/4 every week. The last game he plays every weekend gives him half the SP the first game gives him.
Last is the dope smoking college guy; he plays 10 matches every night (except weekends), and his SP pool is always at 1/4. He gets about half the SP of the weekend warrior per match. The reason his gameplay is rewarded is that at lower levels the SP pool regenerated a bit more per day. I heavily endorsed Rasatsu's logarithmically damped reward system when he first proposed it, and still do. In a very real mathematical sense all staged or tiered reward systems are an approximation to the logarithmic system.
There are a lot of advantages to this system, but perhaps the biggest are that once you get a little bit of experience with it, it becomes very easy to estimate how much grinding time you need to reach your goals, and that there is no hard cap on your efforts(plus daily top-ups), and especially that if you only have a few hours a week to play you are well-rewarded for your time.
It provides good results for casuals and prevents runaway grinding with one elegant equation.
I support SP rollover.
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Laurent Cazaderon
What The French
2137
|
Posted - 2013.11.15 17:58:00 -
[135] - 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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echo47
Minmatar Republic
98
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Posted - 2013.11.15 18:12:00 -
[136] - Quote
Tebu Gan wrote: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. The cap is there to prevent players from doing just that yes, but not because their interest will wane. CCP wants players to continue buying their products, booster and the such. But if you max out your skills, why buy anything from the aur store. I will say though, maybe for the moment this kinda holds true. The End game is a bit lacking atm. Need us some PvE
There is no end game. The idea is to continue to add content. With a focus on events and new content, including vehicles modules and skills it should be impossible to max out.
The cap not only doesn't fit into the lore of the game but encourages wp farming and AFKers. Dust 514 is supposed to be hardcore, it shouldn't be easy.Why make it complicated just remove the cap. Personally I am starting to get the feeling of being held back. How nice would it be to actually get all the skill points earned after you have played your ass off and had one of your best games. With out the cap more players could start playing for the win instead of SP's.
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Rasatsu
Much Crying Old Experts
908
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Posted - 2013.11.15 18:35:00 -
[137] - Quote
Skihids wrote:We had that before and it was universally hated.
If you think we've had what I suggest you don't actually understand what I'm suggesting. I'm saying this as someone who not only has studied these kinds of algorithms but also has been here since E3.
Vrain Matari wrote:I heavily endorsed Rasatsu's logarithmically damped reward system when he first proposed it, and still do. In a very real mathematical sense all staged or tiered reward systems are an approximation to the logarithmic system.
There are a lot of advantages to this system, but perhaps the biggest are that once you get a little bit of experience with it, it becomes very easy to estimate how much grinding time you need to reach your goals, and that there is no hard cap on your efforts(plus daily top-ups), and especially that if you only have a few hours a week to play you are well-rewarded for your time.
It provides good results for casuals and prevents runaway grinding with one elegant equation.
Thank you, genius is so very rarely appreciated. ;)
A complaint regarding the above algorithm is that it changes values too often. However this is easily solved by making the step up/down of SP rewards step functions instead of continuous, so that 3-4 games the same evening would give the same SP until you deplete the SP pool enough to step down a level. |
Slag Emberforge
Immortal Retribution
125
|
Posted - 2013.11.15 18:53:00 -
[138] - Quote
This scaling wp->sp degradation sounds absolutely terrible. It caters to casuals and hurts the people who already play games till cap every week. We just need to modify the pool to regenerate constantly rather than harsh breaks from every Tuesday to Wednesday. New users get some points thrown into the pool and faster initial accrual rate, and that's it.
I myself would find it infuriating to not have the wp/time I spend in combat to never line up with my end reward, who enjoys non-linear progression? |
Kilo Shells
G.U.T.Z
11
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Posted - 2013.11.15 18:58:00 -
[139] - Quote
Some of these ideas are very good. But, I know it's an odd point but I could see new players getting SP faster than they grow in wisdom. In my eyes this would lead too new players spending millions of SP on "useless" skills and then suddenly being tapped out. |
Rasatsu
Much Crying Old Experts
908
|
Posted - 2013.11.15 19:06:00 -
[140] - Quote
Slag Emberforge wrote:This scaling wp->sp degradation sounds absolutely terrible. It caters to casuals and hurts the people who already play games till cap every week. We just need to modify the pool to regenerate constantly rather than harsh breaks from every Tuesday to Wednesday. New users get some points thrown into the pool and faster initial accrual rate, and that's it.
I myself would find it infuriating to not have the wp/time I spend in combat to never line up with my end reward, who enjoys non-linear progression?
Well, the question is do you want DUST to still be a game where gaining SP matter in 10 years? I have a 7 year old EVE account and there's still stuff to train.
Being non-linear in the way I suggest would allow people who enjoy playing (way too much?) to still gain SP relative to less dedicated players, while casual gamers won't feel left out because they aren't getting any SP... At least they would get in active SP the same SP in that time span as we get by having the passive boosters.
Basically any "suggestion" in this thread that doesn't play out the progressions 10 years in to the futures are suspect. (Or rather; junk / death to the future of this game) |
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Vrain Matari
ZionTCD Public Disorder.
1234
|
Posted - 2013.11.15 19:09:00 -
[141] - Quote
Kilo Shells wrote:Some of these ideas are very good. But, I know it's an odd point but I could see new players getting SP faster than they grow in wisdom. In my eyes this would lead too new players spending millions of SP on "useless" skills and then suddenly being tapped out. This is a good point. Someone mentioned a free respec for new players, maybe after a certain sp level was reached or maybe better a certain WP level.
I support SP rollover.
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Rasatsu
Much Crying Old Experts
908
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Posted - 2013.11.15 19:35:00 -
[142] - Quote
***CROSS POSTING***
Mike deVoid;957720 wrote:Okay, so it's stretched long enough that it'd be fairly consistent for a daily player. What about weekend players?
Also, difference WP -> SP rewards for different players would an issue. So although there might be very little inconsistency within a single small play session - you have differences over long play sessions, between sessions with larger gaps gaps, and between different players.
A weakness of this is that players who ask the question "Am I being fairly rewarded?" don't have a simple or easily accessible answer.
Plus, as a programmer you're a special breed: you're very comfortable with complexity whereas most people aren't and don't trust things they can't understand - especially when they thing it *should* be simple.
Well, that is one of the things that I work on (in terms of personal development) constantly; where I see complexity there are times where I can reduce the complexity to a system that I can make sense of... But explaining it even to my fellow programmers can be difficult. Sometimes it is along the lines of; "it's better if you do the ID translation at the Y level rather than the X level", "why?", "cause it, uhm... " and then I have to explain architectural decisions and good coding practices that (for the former) is too complex to explain in detail and for the latter is only really understood by a coder who's spent a lot of time thinking about readable/clean code...
/slightly drunk, rant off...
Things *should* be simple, but if the step function is done right the players will feel it is simple when they see that their friends who play +++A LOT+++ get X amount of SP per week, they (who play average a couple matches a day) get X * 2/3, the weeken warrior gets X * 1/2 and the family guy gets X * 1/4... On average...
Now you are worried about the change in the SP payout. The algorithm I recommend does have a noticeable difference in payout... However that is for the irregular gamers only; if you play consistently you have the same SP payout (assuming you don't straddle one of the steps of the step SP function).
So in terms of SP reward volatility; high (weed) college student -> low volatility, weekend warrior dad -> earn enough and you can see the drop in SP gains, playing-GTA-BF-WTF-then-DUST guy gets good SP on first match (or dampened by a border dampening function) and then gets a steep reduction...
Basically the more you play the more stable your payouts are going to be; the reward for being an addicts is _adjustable_ with my recommended algorithm.
And that is the important part; it gives knobs to adjust while the current (and recommended) algorithms are just bad approximations of what we would really want to see. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
2364
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Posted - 2013.11.15 20:18:00 -
[143] - Quote
Rasatsu your suggestion is dope.
-ê HellsGÇáorm Director -ê
Gû¦Amarr VictorGû¦
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Rasatsu
Much Crying Old Experts
911
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Posted - 2013.11.15 20:29:00 -
[144] - Quote
Iskandar Zul Karnain wrote:Rasatsu your suggestion is dope.
Sorry, in Japan it is really hard to safely get any dope...
However yes; seen from the perspective off someone who understands both EVE and DUST skill progressions in terms of a decade or two, yes... my recommendations are geared towards depriving the common DUST merc from easy gains.
Derp. |
Rynoceros
Rise Of Old Dudes
1309
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Posted - 2013.11.15 20:56:00 -
[145] - Quote
Triple or Double Active SP (similar to previous events) for players under 10,000,000 SP
SP = WP after the Bonus Cap for everybody
This will create more "need" to play for vets and beginners alike.
Wanna retain new players? 10,000 WP to leave Academy PvE
Cheeseburgers.
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Wombat in combat
TeamPlayers
157
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Posted - 2013.11.15 21:25:00 -
[146] - Quote
This is how I would like to see it:
1. Retroactive rollover SP. If you miss out on a week you can catch up later. Active SP pool for new accounts would be 190,400 SP * weeks since game release + extra SP granted in 2x and 3x SP events. Meaning new players can almost catch up with veterans but it would be allot of work. So the only thing new accounts would miss out on would be passive SP. Preferably this should be retroactive, meaning if you're a vet and have always capped out but missed week here or there you could catch up on that. Retroactive would be really nice but not a must.
2. Double soft cap. Meaning once you've emptied active pool (capped out) you would earn 2 SP for every 1 WP. Currently it's at 1 WP = 1 SP. That means if you earn 1000 WP in a game you'd get 2000 SP, 3000 SP with an active booster, 4000 SP with Omega active. |
Flint Beastgood III
GunFall Mobilization Covert Intervention
335
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Posted - 2013.11.15 21:27:00 -
[147] - Quote
SirManBoy wrote: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.
I had totally forgotten about this idea! I said this when Uprising was released. +1
Gÿó +¦ +¦ Gÿó
Meta Gaming V > Proficiency I
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Tebu Gan
Dem Durrty Boyz
207
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Posted - 2013.11.15 21:53:00 -
[148] - Quote
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.
Nuff Said
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Laurent Cazaderon
What The French
2140
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Posted - 2013.11.16 12:51:00 -
[149] - 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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Karl Marx II
Holdfast Syndicate Amarr Empire
9
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Posted - 2013.11.16 16:14:00 -
[150] - Quote
Laurent Cazaderon wrote: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.
Obviously you don't because you prefer to run in a protosquad and crush the spirits of the new players so that they quit and leave the game
We don't want to hear the opinions of CPM's you should just pass on the real players feedback to CCP you're to blame for all the problems we still have in this game, countless solutions and problems have been talked about on these forums and nothing still gets done .. either CCP are ignorant and actually don't give a damn about player feedback or you aren't passing on our ideas to them
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