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Vell0cet
Company of Marcher Lords Amarr Empire
553
|
Posted - 2013.11.16 20:41:00 -
[151] - Quote
I apologize for not reading the full thread, I suspect this idea may have been mentioned, but I wanted to post it here for consideration in case it wasnGÇÖt brought up.
First I agree with new players having 0 cap until some level is established (somewhere around 2-5 million SP).
Next I would like to see a decay mechanism implemented for the SP rollover. You have your weekly SP pool that can benefit from boosters as well as a bank that (a. either canGÇÖt be boosted, or b. can be boosted with a different booster that has a reduced maybe 1.3x active SP). Every week the unused weekly SP is dumped into the bank and all SP in the bank is reduced by some percent (say -20%). Your weekly pool will be drained first, and only until you cap out will you start to burn through your banked SP. Events would only affect the weekly SP and not any banked SP.
This system has the benefit of rewarding/incentivizing regular gameplay, but giving people who have taken a break an increased incentive to return and play to help catch up. The following is an example of someone who takes a 8 week vacation from DUST with a 20% decay rate:
Week 1: 190,000 Weekly SP not used Week 2: 190,000 Weekly SP not used 190,000 banked, 0 SP destroyed Week 3: 190,000 Weekly SP not used 342,000 banked, 38,000 SP destroyed Week 4: 190,000 Weekly SP not used 463,600 banked, 68,400 SP destroyed Week 5: 190,000 Weekly SP not used 560,880 banked, 92,720 SP destroyed Week 6: 190,000 Weekly SP not used 638,704 banked, 112,176 SP destroyed Week 7: 190,000 Weekly SP not used 700,963 banked, 127,741 SP destroyed Week 8: 190,000 Weekly SP not used 750,771 banked, 146,193 SP destroyed Week 9: 190,000 Weekly SP IS USED, 790,616 in bank, 150,154 SP will be destroyed if bank isnGÇÖt depleted
LetGÇÖs assume the player takes a week off work and grinds up her weekly SP plus her full banked SP. She will have 980,616 SP from the weekly SP + the baked SP. If she had capped out every week she would have 1,710,000 SP over those same 9 weeks (excluding boosters). I think this is a reasonable gap that is enough to incentivize play without punishing people who miss a week or two very harshly, but still allow for players to catch up a significant amount of SP when they come back.
Quick/Dirty Test Range Idea
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SirManBoy
Molon Labe. RISE of LEGION
348
|
Posted - 2013.11.16 23:06:00 -
[152] - 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.
No rollover, just a soft cap for all of Dust based on whatever the SP total of the #1 SP player is at any given time. In other words, the top guy pushes the frontier forward. However much he grinds past his soft cap is everyone's soft cap in Dust. The top SP guys would be doing the community a favor and gaining notoriety for raising the ceiling. Boosters would still be valuable because they would allow everyone to climb faster. |
Seymor Krelborn
DUST University Ivy League
1207
|
Posted - 2013.11.17 00:49:00 -
[153] - Quote
get rid of the cap.
get rid of in battle passive sp
make 1 war point equal to 2 sp or increase out of battle passive sp by 1/2 (or both)
if not this, then a roll over system. but details need to be worked out.
I don't think earning sp should be made super easy. short of being a grind it should be part of the challenge.
I think the best thing for new players would be to have their own matches to go into away from vets with an accelerated sp system in place till they hit 5 mil sp.
insert witty or profound statement here _______.
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Azri Sarum
BurgezzE.T.F Public Disorder.
122
|
Posted - 2013.11.17 03:44:00 -
[154] - Quote
Quite a few people have been suggesting variations of bonuses, or no cap till X to help get new players 'effective'.
Coming from EVE this is a weird notion, and something we hear far less on the EVE forums. I think the reason for that is the bar to be 'effective' is much higher in DUST than in EVE. EVE all that you need to be able to participate is a frigate and some tackle, something you can be reasonably proficient with in a day or two. By the end of a week you should be able to fly your ship well.
In DUST though thats not the case. A weeks worth of sp can get you skilled into a handful of STD items, along with rank 1 in a few core skills. You're a long way from being 'effective'.
I think it would benefit the game greatly to reject any notion of 'catching up' new players, and instead balance the lower tiers so that they can get 'effective' sooner. Don't force them to grind for weeks to get there, they won't be around by then.
________________________________________________________________________________________________
**numbers just for illustration**
As for the overall SP system, I liked where Rasatsu was going but I think we can simplify things slightly.
I think a bonus pool that is increased daily is better than any weekly system. It allows someone to empty their pool one day and come back the next and have some bonus waiting for them. It minimizes the 'downtime' between emptying your pool, and when you get your next allotment of bonus sp.
People who cap out are not really the focus of this though, since SP rollover is really for those who can not cap out in a week (for whatever reason). The problem with just doing a SP rollover is that it only really benefits those who can usually cap out, but for whatever reason got a little behind in a week. It does nothing to help out casuals, and nothing to incentivise people to return. I mean honestly, lets say you took a month off and then decided to come back, does grinding out a months worth of SP on top of what you will keep getting really sound appealing? Or would it be a turn off?
My suggestion is that your sp bonus pool increases daily, and instead of pulling from the pool a fixed amount, or a logarithmically decreasing amount, you use a percent based system. Say you win a match and your base reward would be 2000 sp (total from in match passive and active, let ccp figure out that balance as needed). Lets also assume you were on vacation last week and didn't play at all. You come back to a weeks worth of bonus, plus what you got for that day. Lets use 200k as a nice easy number. Your 2000sp win is matched by say, 3% of your bonus pool, for an extra 6k netting you 8k total. 33 matches later your pool is empty and you're getting just your 2k.
By using a percent to empty the pool you ensure that no matter its size, it empties at a constant rate. For those that don't have the time to cap each week, they will just play with a pool, pulling from it. As it grows, so to does their rewards. They never feel like they are behind because of they are pulling a percentage, and the further behind they are the larger their rewards would be, helping to keep them closer to those who have the time to cap out.
For that player i mentioned earlier who took a month off, he has this nice fat pool of sp waiting for him, calling him to come back. Because he will be getting a percent each match he will get through that large pool in a week or so, ensuring hes not welcomed back with a grind, just a weeks worth of excellent sp rewards from matches.
So tldr:
- Convert weekly passive SP + active SP / SP 'cap' into a simpler system where each day a fixed amount of bonus sp is added to your pool.
- Do not limit the size of this bonus pool, let each day just add to it
- Each match, your sp award is some base value (passive+active up to a cap) and a fixed % of SP from the pool until empty
- Boosters can modify the daily allotment of sp.
- Double / Triple SP events won't increase the grind, alleviating one of the player complaints about those events.
The only thing I didn't cover (i think) was afk abuse for those grinding beyond the cap. To counter that make the base reward based 100% off activity after your pool is depleted. Only those who played tons of games and started afking at the end would find their base reward diminished. Those who want to actively keep playing... more power to them, they just need to do it actively. Those who empty their pool and then start to afk get... nothing.
EVE - Victor Maximus
DUST - Azri Sarum
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emtbraincase
Falconpunch Hatesurfers
30
|
Posted - 2013.11.17 04:28:00 -
[155] - Quote
This thread TL;DR
But I hope the gist of it was "We will have an updated method of earning SP SoonGäó"
My preference is to scale back the bonus as you progress, to the point where you end up at the cap we have now. If possible it would be nice for it to be a percentage of the highest SP character in the game as of the last day/week/month/etc, but any ridiculously high value where you have the option to be full proto with passives in a chosen role. Dividing effectiveness would then be a detriment early on. So a new recruit would have no cap to their SP until they hit, saomething like, 1 million SP earned (not counting starting sp). Then you start to begin getting capped at an increasing rate as you reach certain SP milestones, and eventually ending up at our current cap level once you are within 10% of the top SP player (who is always capped at our current level).
Nobody has to be able to "overtake" the top spot unless they play less than the person below. |
SirManBoy
Molon Labe. RISE of LEGION
348
|
Posted - 2013.11.17 06:22:00 -
[156] - Quote
Flint Beastgood III wrote: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
Thanks. It's simple, and it would be an exciting way to reward everyone while also making the rookies more competitive faster. |
GENERAL FCF
Sentinels of New Eden
9
|
Posted - 2013.11.17 09:56:00 -
[157] - Quote
Raise the weekly bonus cap to 250,000SP. Just like daily bonuses, have a weekly bonus as well, meaning, for every 7days you consecutively login, your weekly bonus cap is raised by 5,000SP! The weekly bonus is capped at 100,000SP so it would take Hard Core players about 20 weeks to reach their weekly cap bonus pool! After the weekly bonus cap is reached make the exhausted SP rate 2,000 instead of 1,000.
And for the new players, don't put a weekly cap on them until 5MillionSP.
(The academy is a great idea BTW) CCP I thank you and love the POTENTIAL IDEA(The Immortal trailer) of your product called DUST 514:) |
Bunny Demon
Robbing The Hood Public Disorder.
6
|
Posted - 2013.11.17 10:52:00 -
[158] - Quote
What if the sp that rolled over was cut down by, say, 1/3 so you would still have your normal weekly cap but also 2/3 of what you had left over from last week
This way it encourages you to play every week but doesn't completely screw you over if you don't cap out
Donate isk to the guy above ^
(Or me, whichever you prefer)
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Rasatsu
Much Crying Old Experts
917
|
Posted - 2013.11.17 11:12:00 -
[159] - Quote
No cap until X SP just means new players are going to burn out in the first month instead of playing for years.
Apply some thought before making suggestions... |
Absolute Idiom II
SyNergy Gaming EoN.
872
|
Posted - 2013.11.17 12:45:00 -
[160] - Quote
Well it obvious that CCP won't, and can't, simply choose the ideas which (apparently) are most popular - because most players are ******* awful game designers.
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
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Thor Odinson42
Molon Labe PC RISE of LEGION
1950
|
Posted - 2013.11.17 19:57:00 -
[161] - 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 :)
I think you guys should increase the SP given to new characters and bring in an rollover system.
I'd go as far as removing passive SP and uncapping altogether, but I know that won't go over well.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Thor Odinson42
Molon Labe PC RISE of LEGION
1950
|
Posted - 2013.11.17 20:07:00 -
[162] - 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.
There's no way this will jive with the Eve dudes. Their heads would explode.
But it's a great and simple idea.
It also gives a reason for people to keep active boosters running (well if they aren't close to the capped SP amount) which means more revenue for CCP.
Remove time in battle from ISK payout formula and provide a bonus to winning team... Watch battles become fun again.
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Vell0cet
Company of Marcher Lords Amarr Empire
560
|
Posted - 2013.11.18 21:52:00 -
[163] - Quote
So I finished reading everything and I have some concerns about some of the proposals:
Cap is based on highest playerGÇÖs cap.
The problem with is is we essentially have 2 groups: (a)those who are pushing the cap forward every week and (b)everyone else. The first group represents the most hardcore players (who are most likely to be buying boosters). Only one player from this group needs to run boosters to move the soft cap forward each week, the rest can simply grind (at a slightly slower pace) un-boosted to catch up with the leader each week. So CCP would be killing their revenue from a huge chunk of the players most likely to be paying them. The second group essentially has no cap at all (practically speaking) so they have no penalty for not logging in. I know I personally would take a lot more breaks if I knew I could catch up later and not be missing out on SP. I would probably have half the SP I currently have now under such a system, whereas the current system incentivizes regular play. I donGÇÖt think IGÇÖm alone, and there are probably many people who wouldnGÇÖt bother to log in if they know theyGÇÖre not loosing out on potential SP, like they currently are.
There are other suggestions that want to accelerate the rate of SP gain under various circumstances.
I have 2 problems with this. The first is that it de-values the effort already put in by players with a lot of SP. They had to spend hundreds of hours to get where they are, and itGÇÖs kind of a slap in the face if the same could be achieved in a small fraction of the time. Another issue with this is that the system actually incentivizes NOT playing. Why would I want to grind now at some slow rate, when I could simply wait and be more GÇ£productiveGÇ¥ later (with each in-game minute generating much more SP for me)? Furthermore, if people cap quicker with a system thatGÇÖs accelerating their gameplay, then theyGÇÖre playing fewer matches every week which means that number of concurrent users will plummet. If that number gets too low (I donGÇÖt know what the threshold is), the matchmaker will really start to struggle, which will cause more people to leave and we will have a downward spiral clusterf*ck that would kill the game.
I think the fear of loss is a powerful motivator that keeps people playing each week despite stale gameplay, frustrating mechanics, and other issues. The game needs to be so interesting that people want to log-in and play because they enjoy the gameplay. I think most of us are only doing it for the SP right now, knowing that our early struggles will pay off years later when there is a high population, fun gameplay and we have the skills to make the most of it. I think any rollover system needs to be realistic about these motivations, and the state of the game. IGÇÖve had a hard time making myself cap out since 1.6 with the horrible TTK, AR + scanner + GÇÿnade spam.
ThatGÇÖs why, after reading the full thread, IGÇÖm convinced that my proposal of a decaying weekly bank is the way to go. People still have a fear of loss since they will loose SP from their bank if they donGÇÖt use it, but the nature of a percentage-based decay rate is the penalty is small if you keep your banked SP low, but significant if you let it get too big (eventually hitting equilibrium with the incoming weekly SP to create a hard cap on the banked SP pool size). This incentivizes REGULAR weekly participation, without punishing people who take a week or two off very harshly. It also lets players who have stepped away for many months to return with a generous pool (but not unlimited) to help them catch back up, and to incentivize buying a GÇ£Banked SP Booster,GÇ¥ which helps fund development.
Quick/Dirty Test Range Idea
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Shijima Kuraimaru
WarRavens League of Infamy
374
|
Posted - 2013.11.18 22:28:00 -
[164] - Quote
This is a real world example of what is being asked for with a "catch up" system that people are asking for.
-I just got hired at a new job but I haven't made the same amount of money as they guy that's been there for twenty years who's made six hundred thousand. I want extra pay so that I can gain at least two hundred thousand in one year so I can "catch up". It's only fair as I haven't been here as long to make the same amount of money.
I say switch to fully passive skilling like the Eve system and no-one will have to worry about the cap ever again. Then the only excuse for not having steady progression is in letting the skill queue run dry.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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castba
Penguin's March
215
|
Posted - 2013.11.18 23:45:00 -
[165] - Quote
Shijima Kuraimaru wrote: I say switch to fully passive skilling like the Eve system and no-one will have to worry about the cap ever again. Then the only excuse for not having steady progression is in letting the skill queue run dry.
Implementing that now would be very, very interesting as it would mean an SP reset of all players. The problems would be player retention, incentive for jaded players to play and refunding AUR players have spent on boosters.
That said, I actually wouldn't mind if this did happen as long as 1. everyone started with ~2mil SP. It would definitely increase the importance of early skill decisions 2. SP generated at 1 every 1.5 per seconds without boosters (it would mean just over 400k SP per week - close to the same as if capping with the current system)
I Support SP Rollover
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Shijima Kuraimaru
WarRavens League of Infamy
376
|
Posted - 2013.11.18 23:57:00 -
[166] - Quote
castba wrote:Shijima Kuraimaru wrote: I say switch to fully passive skilling like the Eve system and no-one will have to worry about the cap ever again. Then the only excuse for not having steady progression is in letting the skill queue run dry.
Implementing that now would be very, very interesting as it would mean an SP reset of all players. The problems would be player retention, incentive for jaded players to play and refunding AUR players have spent on boosters. That said, I actually wouldn't mind if this did happen as long as 1. everyone started with ~2mil SP. It would definitely increase the importance of early skill decisions 2. SP generated at 1 every 1.5 per seconds without boosters (it would mean just over 400k SP per week - close to the same as if capping with the current system)
SP reset would be unnecessary though the AUR refund for unused active boosters would be.
As for 400k SP per week, I'd love to finally make that amount of SP weekly. With that kind of boost in passive SP gains no-one would need the extra 1.5 mil starting SP.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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hgghyujh
Expert Intervention Caldari State
170
|
Posted - 2013.11.19 00:24:00 -
[167] - 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.
you know I don't like the idea of catch up, but say no cap up to 10mil allows them to make some mistakes and still be competitive. |
Templar 10
Seituoda Taskforce Command Caldari State
22
|
Posted - 2013.11.19 01:38:00 -
[168] - Quote
10m no cap sounds interesting to be honest would allow for more selective how ever the player with that much could proto suit and gun and possibly shields and plates but not fit them all to suits i am just guessing on that tho |
emtbraincase
Falconpunch Hatesurfers
30
|
Posted - 2013.11.19 01:52:00 -
[169] - Quote
Vell0cet wrote:So I finished reading everything and I have some concerns about some of the proposals:
Cap is based on highest playerGÇÖs cap.
The problem with is is we essentially have 2 groups: (a)those who are pushing the cap forward every week and (b)everyone else. The first group represents the most hardcore players (who are most likely to be buying boosters). Only one player from this group needs to run boosters to move the soft cap forward each week, the rest can simply grind (at a slightly slower pace) un-boosted to catch up with the leader each week. So CCP would be killing their revenue from a huge chunk of the players most likely to be paying them. The second group essentially has no cap at all (practically speaking) so they have no penalty for not logging in. I know I personally would take a lot more breaks if I knew I could catch up later and not be missing out on SP. I would probably have half the SP I currently have now under such a system, whereas the current system incentivizes regular play. I donGÇÖt think IGÇÖm alone, and there are probably many people who wouldnGÇÖt bother to log in if they know theyGÇÖre not loosing out on potential SP, like they currently are.
There are other suggestions that want to accelerate the rate of SP gain under various circumstances.
I have 2 problems with this. The first is that it de-values the effort already put in by players with a lot of SP. They had to spend hundreds of hours to get where they are, and itGÇÖs kind of a slap in the face if the same could be achieved in a small fraction of the time. Another issue with this is that the system actually incentivizes NOT playing. Why would I want to grind now at some slow rate, when I could simply wait and be more GÇ£productiveGÇ¥ later (with each in-game minute generating much more SP for me)? Furthermore, if people cap quicker with a system thatGÇÖs accelerating their gameplay, then theyGÇÖre playing fewer matches every week which means that number of concurrent users will plummet. If that number gets too low (I donGÇÖt know what the threshold is), the matchmaker will really start to struggle, which will cause more people to leave and we will have a downward spiral clusterf*ck that would kill the game. *edit, took out a section for space* Sorry so long a response I will try to address most of your comments/concerns, as to my own personal tastes and recent revelations thanks to your post above, without insulting you, as I agree with most of what you've said. It is that I think the conclusion is different, due to their effect and also a more fleshed out idea I now have.
First, I also did mention in a post of mine that they would, in the highest tier (maybe within the top 10% of that top), be capped at our current levels to promote the top to keep fighting for it as is. It has worked as far as cash made (I hope), and this method doesn't rely on helping anyone who isn't in that bottom 90%. if the "cap" is only reset monthly (with monthly update/patch we seem to regularly see) then it would serve to increase the number of boosters, since nobody that far along can afford to fall behind by 1 month of SP without some repercussions. This value would be reset, and people would be established in their "SP tier". Then, at the immediately following Wed reset, you would be able to earn SP, capped at a weekly level, based on where you are compared to the top SP player. The following numbers are for basic framework, to be adjusted as those in power see fit. (before boosters added)
0 SP - 1,999,999 SP = No cap (get you playing and earning for every match) 2 Million SP+ will follow these rules 10-29% of "cap" = 1 million SP per week 30-59% of cap = 800,000 SP per week 60-74% of cap = 500,000 SP per week 75-89% of cap = 350,000 SP per week 90%+ of cap = current levels (maybe bumped to 250,000)
The values are negotiable, as well as %, but this will make those new to the game to progress quickly early on, and maybe catch up quickly. I can also see exploitation in it at the top, but I will have to assume that it wouldn't be very feasible since the gap isn't large enough to make up for much. This is not a representation of the playerbase either. This is a static comparison of your SP to the top SP player at that time, so there could be 3/4 of the playerbase in the bottom tier. This would mean that moving up is possible, since you earn more early, and staying on top takes work. There could be a pool available, but cap it at whatever the bottom tier could have in a week (at least in this example).
Second, I agree that it would devalue the time spent by those longer-term players. However, if it meant more noobs not giving up because they are actually seeing improvement in the merc, and those noobs becoming cannon fodder for the long-timers, then I think they will be OK with that. I also understand that it would limit player activity, but only of the top players in pub matches, which most would like to see less (can't be that many protostompers out there). Thus hopefully top players play FW or PC and leave pubs for noobs who can't go elsewhere (relistically)
My goal would be to have 50% of the playerbase in the top 2-3 tier, with the bottom reserved for those who need the SP most to have a fighting chance in New Eden. |
Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
97
|
Posted - 2013.11.19 02:20:00 -
[170] - Quote
I am in favor of roll over . That makes since . But let's be real people and stop " baiting and switching " to drum up player numbers . The content and the gameplay should be the key reasons that people play and stay with Dust 514 . Me myself , I'm starting to get tired of the sales and the percentages off of items every month .
It creates an ungrateful and spoiled community , that will never be satisfied and would always ask for more and nothing you would do or give them would ever be enough .
Increasing one's passive skill points once they achieved their cap sounds nice enough to me and that could and would be a good way to implement a roll over system . One that doesn't give too much ( overly spoiled ) and still require one to work for what would be earned . Thirty to fifty percent on the passive points sounds reasonable . That way one with a booster wont be able to manipulate the system unless they have an Omega and then actually it's fair play and that might drum up Omega sales as well .
Like I have said before I like how you do your Omega sales because that item should be limited and rare . That increases it's potency and makes it worth something . Overall sales should be treated the same . Not every month a 30 ,40 and 50 percent sale .
That makes your establishment look money hungry and promotes a pay to win attitude .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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emtbraincase
Falconpunch Hatesurfers
30
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Posted - 2013.11.19 02:39:00 -
[171] - Quote
But as it stands, a newer player can never catch an established player. This would mean they could. Nothing more. |
Shijima Kuraimaru
WarRavens League of Infamy
377
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Posted - 2013.11.19 03:00:00 -
[172] - Quote
emtbraincase wrote:But as it stands, a newer player can never catch an established player. This would mean they could. Nothing more.
Newer players can catch up to established players because skill levels are capped at five and there are only a finite number of skills. You're essentially saying that newer players will never get level five in their skills. That's total cr@p. Quit catering to the lazy and the spoiled. Keeping it fair means you don't cheapen the efforts of the players who earned what they have by giving newer, and slower, players the same thing for less effort.
Let's say you work for five years getting two percent raises every six months. Then some new guy comes in and tries to convince the boss to give him five percent raises every three months till he catches up with your pay rate because he feels it's unfair that you make more than he does even though you've been doing the job longer. I doubt you'd support the new guy's case.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shinobi MumyoSakanagare ZaShigurui
Kinsho Swords Caldari State
98
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Posted - 2013.11.19 03:05:00 -
[173] - Quote
emtbraincase wrote:But as it stands, a newer player can never catch an established player. This would mean they could. Nothing more.
And they should be able to ???? Some of these players have been playing since the beginning and how fair would that be if someone who just started playing could catch up to them , giving none of the effort and none of the time spent . That's just wrong and counterproductive .
I want to flash proto too but that should require WORK and EFFORT and not a laid back approach of doing less but feeding off of some nipple on some teat like a baby . This game should grow up and it's players should be and do the same . No knock against teenagers and kids ( I was once one myself and they hate limitations ) but I don't need or want this collective to adopt that type of behavior . THEY shouldn't want that themselves . This world has become a place where people feel privileged and feel like they should reap the fruits of someone else's work and that needs to change and that seriously is the wrong type of behavior and sets the wrong example and lays the wrong foundation .
If that's what you want CCP then you can have fun with that and count me out .
I have raised some and still are raising other of my children . Don't need anymore , especially ones that I didn't make .
" Doubts are like flies and should be crushed !!!!!! " I hope that I am THE FLY SWATTER of those in my presence .
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Azri Sarum
BurgezzE.T.F Public Disorder.
134
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Posted - 2013.11.19 03:27:00 -
[174] - Quote
emtbraincase wrote:But as it stands, a newer player can never catch an established player. This would mean they could. Nothing more.
Ok, this keeps coming up but is flat out wrong. It shows a lack in understanding of how the skillpoint system works. I don't blame you (its a very common belief), but i need to point out what many seem to be missing.
A new player will never catch up to an veteran player in terms of total skillpoints, however this is NOT a problem.
Quote:this is NOT a problem
You have to realize that total skillpoints is not a direct metric of player power. Its more a metric of how many different things can i do. To compete at the same level as a veteran player, all a new player needs is ONE fit at proto level. Because this only requires a finite number of skillpoints, its achievable by any player after some fixed amount of time.
Once a player reaches that point, their 'power' stops increasing. Their AR is maxed, they can't get any better modules, there is simply no progression left to be had in that fit. At this moment, they have 'caught up' to the veteran player. From this moment on, they will start doing the same thing the veteran does, and start progressing laterally, getting a wider range of fits or weapons, but becoming no stronger.
That lateral progression is such a strong point to the skillpoint system. It allows for a skill tree that can last for years, while ensuring that new players are not stomped into the ground by 5000 hitpoint walking death machines that a linear system would force.
So bottom line, we do not need to build any system to try and catch up a new player in terms of total SP.
EVE - Victor Maximus
DUST - Azri Sarum
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emtbraincase
Falconpunch Hatesurfers
30
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Posted - 2013.11.19 06:36:00 -
[175] - Quote
I was just assuming that new equipment, suits, and weapons will be coming out which will require SP as well. Not just in 1.7, but further on. In most games I would agree, but the fact that they appear to be expanding skill trees regularly (if not often, SoonGäó) and hopefully not giving more respecs, makes me think it could cause people to quit after only a short while since it can seem insurmountable. They have no real reason to feel they can be anything but some random 25 mil SP character k/d pad (K/d means nothing btw ) and who wants to do that for 3-4 months to get anywhere close to being able to hold their own. Not to mention the noob has no idea the true implications of his purchases early on. If they fail character creation early they can just build another. If they get a good way in and their "fix" build doesn't "work" then they are gone before anyone can even show them how things work.
I also don't think it should be sped up, and realize that there are limited slots so SP isn't that important overall. However, in the beginning it completely does matter. New to the game mechanics, new to the hit detection, new to the maps, new to the equipment/mods/gear, and running mostly militia for too long can ruin the early experience (dying isn't fun). I understand that is also a mark of New Eden, Learn or Leave, but people need time to learn it. if the matchmaking isn't fixed, I don't see anyone playing more than 1-2 pub matches of protostomping to just turn off the game and uninstall it. Just give the noob something more to buffer them from the greater New Eden longer. They need to face proto, but their random lobby will likely get slaughtered.
I hope on that I am wrong, but I think that it could happen often enough to matter. Out of the 15-20 people I got to start playing Dust, only 3 still play and it was because they came in awhile after "rollout", as well as a couple times in between, and were sick of full proto squads raping us and a team of several 1-3 man squads with a few lone blueberries for flavor. So it does happen. Fix matchmaking, or make some concessions to keep more people from the start. Again, I hope I am wrong. |
emtbraincase
Falconpunch Hatesurfers
30
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Posted - 2013.11.19 06:51:00 -
[176] - Quote
Even if it's just lifting the cap until they hit at least 2 mil SP, while keeping everything else the same, would be a start. |
Skullmizer Vulcansu
fox assualt legion
0
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Posted - 2013.11.19 08:55:00 -
[177] - Quote
Sirpidey Adtur wrote:A few options that haven't been mentioned.
I'd like to mention that I have personally never reached cap, and before I can make an informed decision about what is actually best for the playerbase, I'd need to see statistics on how many people actually REACH cap in a week.
More important than fixing the cap though, is removing worthless skills, and empty levels.
I am a new player, and I reached the cap in one day. I played 16 hours straight, and was frustrated that I could not continue. All my equipment is still sup-par, and I can hardly compete with anyone. It is discouraging.
A roll-over system sounds unhelpful to me.
I don't know why there is a cap. It's certainly too tight, though. |
Mia Romani
Nexus Marines
49
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Posted - 2013.11.19 22:14:00 -
[178] - Quote
I still think we should just jump over to a "daily quest" system.
Pick up the mission, go win 3 matches, get paid with a lump-sump "active SP"
Doesn't matter how long each match was, or how much WP farmed, just that you participated in 3 victories.
Interstellar Crossroads
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Shijima Kuraimaru
WarRavens League of Infamy
379
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Posted - 2013.11.20 01:57:00 -
[179] - Quote
Skullmizer Vulcansu wrote:Sirpidey Adtur wrote:A few options that haven't been mentioned.
I'd like to mention that I have personally never reached cap, and before I can make an informed decision about what is actually best for the playerbase, I'd need to see statistics on how many people actually REACH cap in a week.
More important than fixing the cap though, is removing worthless skills, and empty levels. I am a new player, and I reached the cap in one day. I played 16 hours straight, and was frustrated that I could not continue. All my equipment is still sup-par, and I can hardly compete with anyone. It is discouraging. A roll-over system sounds unhelpful to me. I don't know why there is a cap. It's certainly too tight, though.
The cap is there because the game is about an investment of time and effort and how it will affect the Eve/Dust universe, not the CoD unlock everything in a week KDR ***** ideology.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Nova Knife
Seituoda Taskforce Command Caldari State
2132
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Posted - 2013.11.20 03:58:00 -
[180] - Quote
Shijima Kuraimaru wrote:
The cap is there because the game is about an investment of time and effort and how it will affect the Eve/Dust universe, not the CoD unlock everything in a week KDR ***** ideology.
Actually no.
The cap is here because progression is literally the only content CCP has to offer us right now. Without a cap, people will run out of 'stuff to do' after a few months and then retention will suffer.
With actual content, progression becomes secondary and a cap is no longer needed.
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