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dullrust
Subsonic Synthesis RISE of LEGION
27
|
Posted - 2013.11.20 05:02:00 -
[181] - Quote
I would suggest a roll over for those that can't hit cap. Next take the average sp to fully max out 1 build. That amount will become a point. If your sp is less (by that amount) than someone you either kill or assist in killing you recive 2x the WP. If that player is 2x higher then It's 3x and so on up the line. On top of this the extra 50 or more (in this case a kill) does not count towards the cap. Also the extra sp earned this way continues after the cap.
For example I kill bob. Bob has 3x (whatever the point is) higher total sp than me. I would get 150 WP. Now I kill Susie she is just below me in sp. I get the usual 50 WP. Now I'm also past cap and have hit 1000 WP not including bob or Susie. So my total sp is 1100.
On a side note no the wp should not count for after battle rankings. I'm just using it because you get 1sp for each wp.
HAVE A NICE DAY! |
Skullmizer Vulcansu
fox assualt legion
0
|
Posted - 2013.11.20 07:46:00 -
[182] - Quote
I don't think that experience rollover is bad, but I don't think that it is a helpful at all for shrinking the gap between new and old players, which was the point. I don't know why it is a popular suggestion to do that. |
Shijima Kuraimaru
WarRavens League of Infamy
380
|
Posted - 2013.11.20 22:02:00 -
[183] - Quote
Nova Knife wrote: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.
Alright then Mister CPM, if I'm wrong, explain how CCP intends to keep to the plan that maxing out a character, once we have all the intended skills, should take about six years. If there is no cap, then there will be people who do nothing but live on Dust maxing out their characters in about six months instead.
As for running out of stuff to do, as you put it, we ran out of "stuff to do" after we played each of the contract types for the first time. I'm still here because it's still fun and I have made friends that I enjoy teaming with.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
|
Draco Cerberus
Hell's Gate Inc
524
|
Posted - 2013.11.20 22:36:00 -
[184] - Quote
Shijima Kuraimaru wrote:Nova Knife wrote: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. Alright then Mister CPM, if I'm wrong, explain how CCP intends to keep to the plan that maxing out a character, once we have all the intended skills, should take about six years. If there is no cap, then there will be people who do nothing but live on Dust maxing out their characters in about six months instead. As for running out of stuff to do, as you put it, we ran out of "stuff to do" after we played each of the contract types for the first time. I'm still here because it's still fun and I have made friends that I enjoy teaming with. Part of building a game like Dust is continuation of the release new stuff.
November 19, 2013 marked the release of several new items in Eve Online. The Mobile Tractor Unit for Salvagers that pulls wrecks to the module and loots them into a common container to be picked up after salvaging a site or complex.
The SOE frigates and cruisers which happen to be the only T1 hulls in game that are able to use Covert Ops Cloaking devices as well as Covert Ops (may just be the regular type) Cynosural Field Generators.
There are also several more items that have been added for lots of cool things to do and new ways to exploit other players.
There are lots of ways to increase the number of skills needed to play the game, all it takes is adding a new module needing X new skill to use. For a new weapon we need new skills for a new dropsuit we need a new skill for a new vehicle type we need a new skill.
This concept of a game as a service involves constant development, constant testing and an ever changing gameplay surface that will be (should-be) constantly filled with fresh game play styles and new ways to have fun and destroy other players and their assets as well as cheat them, ruin them and get rich or die trying! Welcome to New Eden.
One Universe...with friendly fire and Open World Game Play for all!
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Dbukalski1
Condotta Rouvenor Gallente Federation
2
|
Posted - 2013.11.20 22:50:00 -
[185] - Quote
a topic i started about new player experience https://forums.dust514.com/default.aspx?g=posts&m=1514164#post1514164
as for what has already been discussed. Increasing the SP cap isnt going to change much, Ill still sit in the MCC and gather 5sp/sec of in game time.
For me to play the game and get wrecked by proto players over and over again I need to see a big increase in WP gained in battle. Currently I struggle to get 700WP which is a drop in the bucket compared to the 400k I get per week through passives/logging on and being in battle.
As is I have no interest in joining battle as outlined in my topic. Not for 700wp. If on the other hand players below a certain SP level were given a big boost to their WP that could change. Its very difficult to kill anyone as a new player. Im talking like 200wp for a kill and 100 for hacking turrets and such. Otherwise the aggravation of battle is too high compared to the reward. |
Shijima Kuraimaru
WarRavens League of Infamy
380
|
Posted - 2013.11.21 02:41:00 -
[186] - Quote
Draco Cerberus wrote:Shijima Kuraimaru wrote:Nova Knife wrote: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. Alright then Mister CPM, if I'm wrong, explain how CCP intends to keep to the plan that maxing out a character, once we have all the intended skills, should take about six years. If there is no cap, then there will be people who do nothing but live on Dust maxing out their characters in about six months instead. As for running out of stuff to do, as you put it, we ran out of "stuff to do" after we played each of the contract types for the first time. I'm still here because it's still fun and I have made friends that I enjoy teaming with. Part of building a game like Dust is continuation of the release new stuff. November 19, 2013 marked the release of several new items in Eve Online. The Mobile Tractor Unit for Salvagers that pulls wrecks to the module and loots them into a common container to be picked up after salvaging a site or complex. The SOE frigates and cruisers which happen to be the only T1 hulls in game that are able to use Covert Ops Cloaking devices as well as Covert Ops (may just be the regular type) Cynosural Field Generators. There are also several more items that have been added for lots of cool things to do and new ways to exploit other players. There are lots of ways to increase the number of skills needed to play the game, all it takes is adding a new module needing X new skill to use. For a new weapon we need new skills for a new dropsuit we need a new skill for a new vehicle type we need a new skill. This concept of a game as a service involves constant development, constant testing and an ever changing gameplay surface that will be (should-be) constantly filled with fresh game play styles and new ways to have fun and destroy other players and their assets as well as cheat them, ruin them and get rich or die trying! Welcome to New Eden.
That's all well and good and I understand that... New content is always good and I won't argue with you about that. But this isn't about content.
It has still not been explained as to how CCP could keep to their plan that maxing out a character, once we have all the intended skills, should take about six years.
Yes, Eve gets a few new skills over ten years, but not many Most new modules/ships use already existing skills. If we go by a "no SP cap" model that many people are clamoring for, Dust will have to have thousands of skills to support such a system with an intended six year plan to fully master all skills.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Vell0cet
Company of Marcher Lords Amarr Empire
576
|
Posted - 2013.11.21 03:03:00 -
[187] - Quote
Shijima Kuraimaru wrote:Draco Cerberus wrote:Shijima Kuraimaru wrote:Nova Knife wrote: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. Alright then Mister CPM, if I'm wrong, explain how CCP intends to keep to the plan that maxing out a character, once we have all the intended skills, should take about six years. If there is no cap, then there will be people who do nothing but live on Dust maxing out their characters in about six months instead. As for running out of stuff to do, as you put it, we ran out of "stuff to do" after we played each of the contract types for the first time. I'm still here because it's still fun and I have made friends that I enjoy teaming with. Part of building a game like Dust is continuation of the release new stuff. November 19, 2013 marked the release of several new items in Eve Online. The Mobile Tractor Unit for Salvagers that pulls wrecks to the module and loots them into a common container to be picked up after salvaging a site or complex. The SOE frigates and cruisers which happen to be the only T1 hulls in game that are able to use Covert Ops Cloaking devices as well as Covert Ops (may just be the regular type) Cynosural Field Generators. There are also several more items that have been added for lots of cool things to do and new ways to exploit other players. There are lots of ways to increase the number of skills needed to play the game, all it takes is adding a new module needing X new skill to use. For a new weapon we need new skills for a new dropsuit we need a new skill for a new vehicle type we need a new skill. This concept of a game as a service involves constant development, constant testing and an ever changing gameplay surface that will be (should-be) constantly filled with fresh game play styles and new ways to have fun and destroy other players and their assets as well as cheat them, ruin them and get rich or die trying! Welcome to New Eden. That's all well and good and I understand that... New content is always good and I won't argue with you about that. But this isn't about content. It has still not been explained as to how CCP could keep to their plan that maxing out a character, once we have all the intended skills, should take about six years. Yes, Eve gets a few new skills over ten years, but not many Most new modules/ships use already existing skills. If we go by a "no SP cap" model that many people are clamoring for, Dust will have to have thousands of skills to support such a system with an intended six year plan to fully master all skills. I think you're misunderstanding the six (I thought they said seven) year plan. They don't want anyone to ever max out. They picked six years because it's beyond our ability to reach for a long time. I fully expect more SP sinks to come over the years so that it's never mathematically possible to have it all.
Quick/Dirty Test Range Idea
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Vell0cet
Company of Marcher Lords Amarr Empire
576
|
Posted - 2013.11.21 03:11:00 -
[188] - Quote
Dbukalski1 wrote:a topic i started about new player experience https://forums.dust514.com/default.aspx?g=posts&m=1514164#post1514164as for what has already been discussed. Increasing the SP cap isnt going to change much, Ill still sit in the MCC and gather 5sp/sec of in game time. For me to play the game and get wrecked by proto players over and over again I need to see a big increase in WP gained in battle. Currently I struggle to get 700WP which is a drop in the bucket compared to the 400k I get per week through passives/logging on and being in battle. As is I have no interest in joining battle as outlined in my topic. Not for 700wp. If on the other hand players below a certain SP level were given a big boost to their WP that could change. Its very difficult to kill anyone as a new player. Im talking like 200wp for a kill and 100 for hacking turrets and such. Otherwise the aggravation of battle is too high compared to the reward. Improved matchmaking and an optional second tier academy up to 2-5 million SP is a better solution than catering to players who are impatient/entitled and want to AFK their SP. CCP also needs to fix AFKing (seriously, just check to see if the output from the controllers are constant, how hard is that?).
Quick/Dirty Test Range Idea
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Hank Rust
Subdreddit Test Alliance Please Ignore
4
|
Posted - 2013.11.21 18:55:00 -
[189] - Quote
I think if you just got rid of the cap completely and allowed players to max out in about a year of hardcore grinding. The end game could be more about tactics, stratagy, and teamwork, rather than gear. This could bring in a surge of players, but probably limit the lifetime of the game. But at the slow pace new content in being introduced, it seems this might be a better solution. |
Severus Smith
Caldari State
430
|
Posted - 2013.11.21 21:40:00 -
[190] - Quote
Skihids wrote:All this talk of detail is bassackwards.
Before we design a new system we should first specify what the goals are. We can then determine if any of the goals are incompatable and their relative ranking.
Then we can judge the merits of each proposal by how well it accomplishes the goals.
Starting with the details obscures several different goals.
So what are the goals? Here's my impression:
1) Remove the pressure to grind the points or lose them 2) Remove the disincentive to continue playing 3) Allow new players to quickly attain competativeness 4) Pace SP accrual to prevent some players from gaining every skill available 5) Encourage paid SP boosting as a revenue stream The above is probably the most important post in here. These are the goals for the system. I have an idea that I think hits all of these. Hear me out.
Players currently earn Passive SP every second at (wrong, but for sake of simplicity lets say) 1 SP per second. If they have a Passive Booster they then earn 50% more Passive SP making their rate 1.5 SP per second. This ticks upwards throughout the day and we all like it.
Expand that. Create a new pool named "Unclaimed Active SP" and have it gain SP at a rate of 1 SP per second. If the player has an Active Booster then this rate is increased by 50% to 1.5 SP per second. This is your cap. No more X max SP per day or Y max SP per week. If you finish a match and deplete this pool then by the time you finish your next 15 minute match it'll have ticked slowly back up to 900 SP (1350 if you're boosted). Leave for an hour and come back and now your "Unclaimed SP" is at 3600. No more hitting a cap and getting zero rewards for the rest of your matches.
Expand that further. Add a new Booster called an Active Multiplier. It doesn't increase your "Unclaimed SP" rate it instead multiplies the SP you make at the end of the match. So if you have 40,000 "Unclaimed" SP and a x10 Multiplier on then at the end of the match your usual 2K SP reward becomes 20K. This allows people who leave for awhile to come back and pay to quickly empty their "Unclaimed SP" pool - thus reducing the grind.
This system hits all of the above goals.
1) Remove the pressure to grind the points or lose them You never lose Active SP as it is always added to your "Unclaimed SP" pool every second. To reduce the grind you can purchase "Multiplier" Boosters to claim the SP from your "Unclaimed" pool faster.
2) Remove the disincentive to continue playing You will always get SP for playing a match since your "Unclaimed" pool is always increasing. So if you deplete your "Unclaimed" pool then start another match, in the 10 minutes it takes you to finish your pool will have increased to 600 SP (900 boosted) thus netting you 600 SP at the end of your match.
3) Allow new players to quickly attain competativeness This system doesn't directly help new players. But if all new players started with an "Unclaimed" pool of 5 million SP and a 10 day x10 Booster then they'd catch up pretty quick. (Different discussion but the system facilitates the goal)
4) Pace SP accrual to prevent some players from gaining every skill available This system paces player SP accrual. A player still has a cap, it is just increasing every second at a small rate rather than limiting them to X amount a week.
5) Encourage paid SP boosting as a revenue stream All players would want to purchase Boosters as they increase the total SP they could make by 50%. More casual players would be incentivized to purchase Multipliers as it allows them to quickly empty their "Unclaimed" pool without having to play hundreds of matches.
TL/DR: Please read it all, thank you very much. |
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Shijima Kuraimaru
WarRavens League of Infamy
380
|
Posted - 2013.11.22 04:30:00 -
[191] - Quote
Vell0cet wrote:Shijima Kuraimaru wrote:Draco Cerberus wrote:
Part of building a game like Dust is continuation of the release new stuff.
November 19, 2013 marked the release of several new items in Eve Online. The Mobile Tractor Unit for Salvagers that pulls wrecks to the module and loots them into a common container to be picked up after salvaging a site or complex.
The SOE frigates and cruisers which happen to be the only T1 hulls in game that are able to use Covert Ops Cloaking devices as well as Covert Ops (may just be the regular type) Cynosural Field Generators.
There are also several more items that have been added for lots of cool things to do and new ways to exploit other players.
There are lots of ways to increase the number of skills needed to play the game, all it takes is adding a new module needing X new skill to use. For a new weapon we need new skills for a new dropsuit we need a new skill for a new vehicle type we need a new skill.
This concept of a game as a service involves constant development, constant testing and an ever changing gameplay surface that will be (should-be) constantly filled with fresh game play styles and new ways to have fun and destroy other players and their assets as well as cheat them, ruin them and get rich or die trying! Welcome to New Eden.
That's all well and good and I understand that... New content is always good and I won't argue with you about that. But this isn't about content. It has still not been explained as to how CCP could keep to their plan that maxing out a character, once we have all the intended skills, should take about six years. Yes, Eve gets a few new skills over ten years, but not many Most new modules/ships use already existing skills. If we go by a "no SP cap" model that many people are clamoring for, Dust will have to have thousands of skills to support such a system with an intended six year plan to fully master all skills. I think you're misunderstanding the six (I thought they said seven) year plan. They don't want anyone to ever max out. They picked six years because it's beyond our ability to reach for a long time. I fully expect more SP sinks to come over the years so that it's never mathematically possible to have it all.
Ok. Seven year plan then, but that would still be ruined by the current SP system if it didn't have a cap.
I still believe a Eve style queue system would be the most beneficial, or completely eliminate active SP gains and adjust passive gains to enable the skill progression speed CCP intends.
For those that still want more SP faster, do what other players do and buy a booster. A "catch up" system is for slow, entitled, and/or lazy players who don't want to put the time and effort in to play and should never exist.
And before anyone calls me a no-lifer booster buyer, I bought a 24 hour booster once in closed beta, My average weekly playtime is less than ten hours, and I've only ever hit the cap once in my entire time of playing.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Shijima Kuraimaru
WarRavens League of Infamy
380
|
Posted - 2013.11.22 04:32:00 -
[192] - Quote
Severus Smith wrote:Skihids wrote:All this talk of detail is bassackwards.
Before we design a new system we should first specify what the goals are. We can then determine if any of the goals are incompatable and their relative ranking.
Then we can judge the merits of each proposal by how well it accomplishes the goals.
Starting with the details obscures several different goals.
So what are the goals? Here's my impression:
1) Remove the pressure to grind the points or lose them 2) Remove the disincentive to continue playing 3) Allow new players to quickly attain competativeness 4) Pace SP accrual to prevent some players from gaining every skill available 5) Encourage paid SP boosting as a revenue stream The above is probably the most important post in here. These are the goals for the system. I have an idea that I think hits all of these. Hear me out. Players currently earn Passive SP every second at (wrong, but for sake of simplicity lets say) 1 SP per second. If they have a Passive Booster they then earn 50% more Passive SP making their rate 1.5 SP per second. This ticks upwards throughout the day and we all like it. Expand that. Create a new pool named "Unclaimed Active SP" and have it gain SP at a rate of 1 SP per second. If the player has an Active Booster then this rate is increased by 50% to 1.5 SP per second. This is your cap. No more X max SP per day or Y max SP per week. If you finish a match and deplete this pool then by the time you finish your next 15 minute match it'll have ticked slowly back up to 900 SP (1350 if you're boosted). Leave for an hour and come back and now your "Unclaimed SP" is at 3600. No more hitting a cap and getting zero rewards for the rest of your matches. Expand that further. Add a new Booster called an Active Multiplier. It doesn't increase your "Unclaimed SP" rate it instead multiplies the SP you make at the end of the match. So if you have 40,000 "Unclaimed" SP and a x10 Multiplier on then at the end of the match your usual 2K SP reward becomes 20K. This allows people who leave for awhile to come back and pay to quickly empty their "Unclaimed SP" pool - thus reducing the grind. This system hits all of the above goals. 1) Remove the pressure to grind the points or lose themYou never lose Active SP as it is always added to your "Unclaimed SP" pool every second. To reduce the grind you can purchase "Multiplier" Boosters to claim the SP from your "Unclaimed" pool faster. 2) Remove the disincentive to continue playingYou will always get SP for playing a match since your "Unclaimed" pool is always increasing. So if you deplete your "Unclaimed" pool then start another match, in the 10 minutes it takes you to finish your pool will have increased to 600 SP (900 boosted) thus netting you 600 SP at the end of your match. 3) Allow new players to quickly attain competativenessThis system doesn't directly help new players. But if all new players started with an "Unclaimed" pool of 5 million SP and a 10 day x10 Booster then they'd catch up pretty quick. (Different discussion but the system facilitates the goal) 4) Pace SP accrual to prevent some players from gaining every skill available This system paces player SP accrual. A player still has a cap, it is just increasing every second at a small rate rather than limiting them to X amount a week. 5) Encourage paid SP boosting as a revenue streamAll players would want to purchase Boosters as they increase the total SP they could make by 50%. More casual players would be incentivized to purchase Multipliers as it allows them to quickly empty their "Unclaimed" pool without having to play hundreds of matches. TL/DR: Please read it all, thank you very much.
I'm good with everything but number three.
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Komodo Jones
Chaotik Serenity
205
|
Posted - 2013.11.22 07:25:00 -
[193] - Quote
If there's no cap at all then people who play all the time and have no lives would've probably maxed out everything a long time ago and that would widen the gap between new and old even further and create a new gap between casual and super hard core players.
just do a rollover, find out where the maximum amount of SP would be if someone played and capped every day and set that as the cap for a while. Also if you want to close the gap between new and old players maybe give accelerated SP to the new guys up to a certain point. It lets them catch up but it also allows them to remake their character provided they spend their SP in poor areas, they won't feel like they invested too much time and work and it wouldn't be too much of a harm to start over. Might also make alternate characters viable, since there's no passive SP awarded to them. |
Presager
Capital Acquisitions LLC Public Disorder.
1
|
Posted - 2013.11.22 07:27:00 -
[194] - Quote
Just remove the cap and thats it. There is average 21-25 million sp difference between vets and newbies. Vets wont get much overpowered - they are already there. On the other hand vets will have opportunity to be versatile and enjoy new suits and roles and newbies will have there chance to catch up. |
Ronan Elsword
Dead Six Initiative Lokun Listamenn
101
|
Posted - 2013.11.22 09:05:00 -
[195] - Quote
I like the SP bank idea, seeing that I barely play right now, whenever I start again I can play non stop until I have the stuff I want. For instance in 2 years + when it's on PS4 and I can spend my matches flying a plane around in circles. That was a joke Shepard.
"Do not underestimate the power you have."
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Severus Smith
Caldari State
430
|
Posted - 2013.11.22 16:06:00 -
[196] - Quote
Shijima Kuraimaru wrote:Severus Smith wrote:Skihids wrote:All this talk of detail is bassackwards.
Before we design a new system we should first specify what the goals are. We can then determine if any of the goals are incompatable and their relative ranking.
Then we can judge the merits of each proposal by how well it accomplishes the goals.
Starting with the details obscures several different goals.
So what are the goals? Here's my impression:
1) Remove the pressure to grind the points or lose them 2) Remove the disincentive to continue playing 3) Allow new players to quickly attain competativeness 4) Pace SP accrual to prevent some players from gaining every skill available 5) Encourage paid SP boosting as a revenue stream The above is probably the most important post in here. These are the goals for the system. I have an idea that I think hits all of these. Hear me out. Players currently earn Passive SP every second at (wrong, but for sake of simplicity lets say) 1 SP per second. If they have a Passive Booster they then earn 50% more Passive SP making their rate 1.5 SP per second. This ticks upwards throughout the day and we all like it. Expand that. Create a new pool named "Unclaimed Active SP" and have it gain SP at a rate of 1 SP per second. If the player has an Active Booster then this rate is increased by 50% to 1.5 SP per second. This is your cap. No more X max SP per day or Y max SP per week. If you finish a match and deplete this pool then by the time you finish your next 15 minute match it'll have ticked slowly back up to 900 SP (1350 if you're boosted). Leave for an hour and come back and now your "Unclaimed SP" is at 3600. No more hitting a cap and getting zero rewards for the rest of your matches. Expand that further. Add a new Booster called an Active Multiplier. It doesn't increase your "Unclaimed SP" rate it instead multiplies the SP you make at the end of the match. So if you have 40,000 "Unclaimed" SP and a x10 Multiplier on then at the end of the match your usual 2K SP reward becomes 20K. This allows people who leave for awhile to come back and pay to quickly empty their "Unclaimed SP" pool - thus reducing the grind. This system hits all of the above goals. 1) Remove the pressure to grind the points or lose themYou never lose Active SP as it is always added to your "Unclaimed SP" pool every second. To reduce the grind you can purchase "Multiplier" Boosters to claim the SP from your "Unclaimed" pool faster. 2) Remove the disincentive to continue playingYou will always get SP for playing a match since your "Unclaimed" pool is always increasing. So if you deplete your "Unclaimed" pool then start another match, in the 10 minutes it takes you to finish your pool will have increased to 600 SP (900 boosted) thus netting you 600 SP at the end of your match. 3) Allow new players to quickly attain competativenessThis system doesn't directly help new players. But if all new players started with an "Unclaimed" pool of 5 million SP and a 10 day x10 Booster then they'd catch up pretty quick. (Different discussion but the system facilitates the goal) 4) Pace SP accrual to prevent some players from gaining every skill available This system paces player SP accrual. A player still has a cap, it is just increasing every second at a small rate rather than limiting them to X amount a week. 5) Encourage paid SP boosting as a revenue streamAll players would want to purchase Boosters as they increase the total SP they could make by 50%. More casual players would be incentivized to purchase Multipliers as it allows them to quickly empty their "Unclaimed" pool without having to play hundreds of matches. TL/DR: Please read it all, thank you very much. I'm good with everything but number three. Yeah, the 5 mil + 10x booster was meant more as sarcasm (impossible to capture in text, sorry). Either way, new players gaining competitiveness can be facilitated with the system. That was my point.
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Absolute Idiom II
SyNergy Gaming EoN.
888
|
Posted - 2013.11.26 23:42:00 -
[197] - Quote
I have to say that I think a simple SP rollover is actually a *poor solution* since it only solves a single issue: that of 'use it or lose it' to a rigid weekly tempo. You'll still reach a point in the week when you've hit the cap and it's pointless to play any longer.
Instead, a constantly regenerating pool of SP (see idea below) would remove the concept of a 'weekly reset day' and give players the benefit of being active as much as they like - there will always be a more SP to earn!
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).
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
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Miokai Zahou
Film Actors Guilds
58
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Posted - 2013.11.27 00:51:00 -
[198] - Quote
Why not implement a SP system where the new player has an uncapped limit until they hit 3 million instead of 5? You can specializes into a few things already with that amount.
As for the roll over SP system I'm all for it as long as there is left over SP in pool but should keep the cap limit on to encourage the purchase of a new remodeled Active Booster system.
Currently the way we all know about the active booster is that it only gives the player X1.2 SP per 1 SP achieved at the end of the round which in turn eats away weekly SP pool until we run out or 'capped' ourselves until the next reset.
What I propose is that the remodeled active boosters do what they do as per normal but the only difference is that it overrides the cap limit (once achieved) and continues to apply the X1.2sp per 1sp bonus at the end of the round.
In this way people will have reason to purchase aurum to have there 'uncapped' way while the free to play model that ccp has taken up benefits the company.
In summary new players get the uncapped skill points as desired (capped at 3 million), the roll system allows people who are on holiday or play very little to still catch up and for the hardcore players to keep grinding SP at maximum by buying the remodeled active booster system. CCP even makes a profit over this and people will have a genuine appeal to actually buying aurum ever since BPOs where removed from the market. |
KA24DERT
Pure Innocence. EoN.
262
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Posted - 2013.11.27 04:32:00 -
[199] - Quote
Presager wrote:Just remove the cap and thats it. There is average 21-25 million sp difference between vets and newbies. Vets wont get much overpowered - they are already there. On the other hand vets will have opportunity to be versatile and enjoy new suits and roles and newbies will have there chance to catch up.
Dear Sir,
Your solution is too simple and straightforward and does not belong in a thread involving convoluted theory crafting over a thing that should not exist in this game. |
Lanius Pulvis
Bojo's School of the Trades
72
|
Posted - 2013.11.27 05:46:00 -
[200] - Quote
I concurr with what others have posted, have an additional "pool" of SP accruing at the same rate as passive, with no limit on the pool amount. After you've capped for the week, you start pulling from the bonus pool. This gives anyone the chance to use a long weekend, for example, to grind the SP they normally don't have time for. It would also still keep people in check who have the time to play all they want.
Not new, just new to you.
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bear90211
Nyain San Renegade Alliance
62
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Posted - 2013.11.27 06:12:00 -
[201] - Quote
Nova Knife wrote:This morning we had a meeting with CCP, and during this meeting we were essentially given some homework. One of the things we railed pretty hard on was an emphatic urging that the old promise of a rollover system was sorely needed, The cap puts us in a bad spot, and we wanted people to have a way to rip down the barriers of segregation the cap creates between new and old players.
So, the purpose of this thread is to collect player thoughts and proposals about how to rework the system. What is the best way to introduce a "catch up" mechanic? SP Rollover, No cap until X SP, No cap at all? Something else?
The ball is in our court as players to propose to CCP the best way to move forward with this, so the CPM is coming to you guys in order to decide our play.
If linking another thread : Please summarize (Or quote the OP) to allow for reasonable discussion and/or easy linking to CCP in future to say "In X post Y player said Z, and people liked/disliked it" PLEASE READ. rollover SP... so add the SP cap from last week to the cap it just went over (for USA its on a wensday) so for an example, if you used no SP in a week it should be applied to the next week, so |190.400 + 190.400 = 380.800 passive SP, I would raise the cap to 500.000 for a more easy estimate, and I would make it so when you do cap, you earn 1 SP per WP to obtain the maximum ammount, andit will be VARY nice to be able to get the 3000 SP your earned in a match instead of getting 1000 SP for your work, and I would make it so 1 WP is worth 2 SP as it will also keep players and reduce the "grind" for SP to get stuff, its not too much a change, and i think people will like this, and it will only reduce the time CCP expected people to fill out the entire skill tree by maybe 2 and a half years, and with the new tank skills, it will only be say 1 anda hald years less than their 7.0 year estimate to fill it out.
Heavies are still squishy to my AR, just 5 rounds into them extra ;D
hmm, I want taco's...
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Absolute Idiom II
SyNergy Gaming EoN.
888
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Posted - 2013.11.27 08:53:00 -
[202] - Quote
^^Absolutely not. SP Rollover is a very poor solution. A constantly regenerating pool of SP would be a much better solution.
Fanfest 2012 - Winning Team + MVP - £1100 in prizes
Fanfest 2013 - Winning Team - £500 in prizes
Fanfest 2014 - ???
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Saoa Scum
Judge Mercenaries
20
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Posted - 2013.11.27 11:25:00 -
[203] - Quote
A roll over system would be best i think On a sidenote: for me who dont have as much time to play as i would like i would much much rather have a similar sp system as in eve or at least make it an option... Lets say i pay a "subscription" in form of a booster would convert my active sp (that i can make in a week) into passive gain instead, that way i can still keep up.
That way i wouldnt feel a need to grind, grind, grind, and grind some more and just play for the fun of it..
Pretty pleeease |
gbh08
State Patriots
199
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Posted - 2013.11.27 12:43:00 -
[204] - Quote
I'd just remove the cap, It should be the players choice if they care to grind away or not
If we do have to have a cap though, then sp rollover should come as standard, so again, players can choose when they want to play, instead of feeling like they have to cap each week, which makes it feel like a chore sometimes
However im failing to see how sp rollover helps a new player, unless thery make a account and let it sit for a couple of months, i just think all the time we do have a cap, then sp rollover should implemented
Regarding new players, and if we do have to keep the sp cap, then they should just get to grind to 3 mil sp without a cap, 3 mil is more than enough to hold your own, get kills, maintain a kdr
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The Shadow Prince
Harimau Malaya.
10
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Posted - 2013.11.28 02:45:00 -
[205] - Quote
1. SP roller over. I started in June it would be nice if i can earn the SP which i miss out on before i started playing the game.
This may actually help sell boosters imo.
2. After Capping SP earned should equal wp earned in battle.
OR : Remove Cap completely and have SP earned equal to WP earned. This also fixes AFK issue as if no wp is earned no SP will be earned. People with boosters still get the extra 50% so i dont think it would hurt booster sales. |
Shijima Kuraimaru
WarRavens League of Infamy
381
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Posted - 2013.11.28 20:42:00 -
[206] - Quote
The Shadow Prince wrote:1. SP roller over. I started in June it would be nice if i can earn the SP which i miss out on before i started playing the game.
This may actually help sell boosters imo.
2. After Capping SP earned should equal wp earned in battle.
OR : Remove Cap completely and have SP earned equal to WP earned. This also fixes AFK issue as if no wp is earned no SP will be earned. People with boosters still get the extra 50% so i dont think it would hurt booster sales.
Do you also think you should be given more food because of all the food you missed out on in the last three point six billion years?
The forge gun splash radius nerf has not diminished my ability to kill infantry with it. Thank you.
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Veka Kari
NECROM0NGERS Covert Intervention
21
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Posted - 2013.12.29 05:44:00 -
[207] - Quote
This will be a two pronged approach because they are mutually exclusive:
1) Remove the SP Cap, and give a bonus to SP gain depending on SP level. Active boosters give the following SP: Battle SP + (Battle SP * Active booster) + (Battle SP * SP Level boost)
Examples of #1:
Academy: 0 - 2 million SP (50% SP gain) -- (equal to a booster, and given a chance to figure out and catch up to the next level quickly and easily. )
Boot Camp: 2 million - 8 million SP (30% SP gain) Tour of Duty: 8 million - 14 million SP (10% SP gain) Planetary War: 14 million + (0% SP gain)
2) Implement a better matchmaking system (in public matches) that pair players with similar SP levels. Squads should also get their own class of "mixed SP" matches similar to public matches now. This way the game remains Player skill based instead of Skill Point based.
Examples of #2:
Academy: 0 - 2 million SP -- (Already exists, but really should be SP based instead of WP based.)
Boot Camp: 2 million - 8 million SP -- (A safe zone giving you an opportunity to turn back where you can so you do not choose a tree/class/strategy that you will regret much later in the game and whine about respecs every 3 months)
Tour of Duty: 8 million - 14 million SP -- (Beginner prototype level designed to get you ready for the big leagues. Where there is literally no holds barred combat.)
Planetary War: 14 million + -- (by this time you have skilled logi's, Assaults that are decked out, Heavies with well adjusted suits, vehicle pilots who know what they are doing. Oh yes, and scouts who know what stealth is.)
Mixed Combat: Squad based combat. You can only enter this mode/arena if you are squaded with a player who is at a different SP level than you.
I am actually interested in what you think about this solution, as it will probably get players to "vet" level quickly without burning them out by having to grind so much and still be left in the DUST514. [lol XD]
MUST READ (All Suits): The Logi Code. You depend on it.
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