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Mistique provess
EmbersRising.
1
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Posted - 2013.12.27 21:48:00 -
[1] - Quote
The sp cap should be removed. At this point the sp cap is just preventing new players to catch up to the vets, and further facilitating the gap. The vets already have maxed out gear,so lets give the newbies the chance to catch up .
At this poin im thinking ccp is using the cap mechanic as a monetization tool. |
BATTOUSAI THE MANSLAYER
Robbing The Hood Public Disorder.
13
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Posted - 2013.12.27 21:55:00 -
[2] - Quote
b...but if they remove the cap how will they squeeze 7 years out of this game? |
Yelhsa Jin-Mao
Al-Qaeba
234
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Posted - 2013.12.27 21:56:00 -
[3] - Quote
Mistique provess wrote:The sp cap should be removed. At this point the sp cap is just preventing new players to catch up to the vets, and further facilitating the gap. The vets already have maxed out gear,so lets give the newbies the chance to catch up .
At this poin im thinking ccp is using the cap mechanic as a monetization tool. What else could they be using it for, other than an excuse to encourage people to buy omega booster packs to close an impossible skill gap between them and the veteran players.
I can has ISK
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Mortedeamor
1139
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Posted - 2013.12.27 22:12:00 -
[4] - Quote
if you picked dust up on open beta..then we only have 2 weeks on u..so much qq for 2 weeks sp advantage
why use suits when ccp gave us nice shiny op as hell tanks that cost next to nothing
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1297
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Posted - 2013.12.27 22:24:00 -
[5] - Quote
Ok let me explain something very clearly to you. There is, what I like to call, and instantaneous SP cap. This means that eventually you reach a point where more SP will not make you more effective at a given moment.
In other words, add up the amount of SP required to max out shield and armor skills, max out your dropsuit, max out your primary and secondary weapon, max out your grenade, and max out the gear you are using. You can't wear more than 1 dropsuit at a time, you can't equip more than 2 weapons at a time, you cant carry more than one grenade at a time, and you cant carry more than 4 pieces of equipment at once time.
That being said, there comes a point where more SP will not make you in any way more effective in a singular instance. At that point, all SP offers is added flexibility, and while that is useful when changing suits/weapons/gear or whatever, it does not add anything in a singular encounter 1 on 1.
Therefor, new players WILL catch up eventually. Vets will always have more flexibility, and that's fine, but as for instant effectiveness for gear/skill? There is a cap on that, and it is reachable by everyone regardless of total SP.
Also your logic is flawed, because removing the SP cap will just allow the vets to gain SP at an accelerated rate too, so the 'gap' between new and old players would remain largely unchanged.
ADS Reports - Defining Racial Themes
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Smooth Assassin
Stardust incorporation
562
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Posted - 2013.12.27 22:38:00 -
[6] - Quote
BATTOUSAI THE MANSLAYER wrote:b...but if they remove the cap how will they squeeze 7 years out of this game? Toothpaste
Assassination is my thing.
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ladwar
Death by Disassociation Zero-Day
1933
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Posted - 2013.12.27 22:38:00 -
[7] - Quote
yup, i would love to AFK in another 20mil sp in a week
Level 2 Forum Warrior, retired vet.
I shall smite Thy Trolls with numbers and truth
not looking for a corp, don't ask.
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Chibi Andy
Forsaken Immortals Top Men.
811
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Posted - 2013.12.27 22:41:00 -
[8] - Quote
lol c'mon OP, we know you just want to have more SP than the new players
YOU HAVE BEEN SCANNED!!!
sç+a¦át¢èa¦á)sç+
(pâÄa¦át¢èa¦á)pâÄs+íGö+GöüGö+
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Jersey-Devil
The Generals General Tso's Alliance
29
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Posted - 2013.12.27 22:42:00 -
[9] - Quote
Pokey Dravon wrote:Ok let me explain something very clearly to you. There is, what I like to call, and instantaneous SP cap. This means that eventually you reach a point where more SP will not make you more effective at a given moment.
In other words, add up the amount of SP required to max out shield and armor skills, max out your dropsuit, max out your primary and secondary weapon, max out your grenade, and max out the gear you are using. You can't wear more than 1 dropsuit at a time, you can't equip more than 2 weapons at a time, you cant carry more than one grenade at a time, and you cant carry more than 4 pieces of equipment at once time.
That being said, there comes a point where more SP will not make you in any way more effective in a singular instance. At that point, all SP offers is added flexibility, and while that is useful when changing suits/weapons/gear or whatever, it does not add anything in a singular encounter 1 on 1.
Therefor, new players WILL catch up eventually. Vets will always have more flexibility, and that's fine, but as for instant effectiveness for gear/skill? There is a cap on that, and it is reachable by everyone regardless of total SP.
Also your logic is flawed, because removing the SP cap will just allow the vets to gain SP at an accelerated rate too, so the 'gap' between new and old players would remain largely unchanged.
Man I hope that clears it up. Over time, people will be on the same playing field with proto weapons/mods/equip/suits. Newer players will get there, they just have to grind.............the way most of us have. |
Darken-Sol
BIG BAD W0LVES
1059
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Posted - 2013.12.27 22:43:00 -
[10] - Quote
Pokey Dravon wrote:Ok let me explain something very clearly to you. There is, what I like to call, and instantaneous SP cap. This means that eventually you reach a point where more SP will not make you more effective at a given moment.
In other words, add up the amount of SP required to max out shield and armor skills, max out your dropsuit, max out your primary and secondary weapon, max out your grenade, and max out the gear you are using. You can't wear more than 1 dropsuit at a time, you can't equip more than 2 weapons at a time, you cant carry more than one grenade at a time, and you cant carry more than 4 pieces of equipment at once time.
That being said, there comes a point where more SP will not make you in any way more effective in a singular instance. At that point, all SP offers is added flexibility, and while that is useful when changing suits/weapons/gear or whatever, it does not add anything in a singular encounter 1 on 1.
Therefor, new players WILL catch up eventually. Vets will always have more flexibility, and that's fine, but as for instant effectiveness for gear/skill? There is a cap on that, and it is reachable by everyone regardless of total SP.
Also your logic is flawed, because removing the SP cap will just allow the vets to gain SP at an accelerated rate too, so the 'gap' between new and old players would remain largely unchanged.
by your logic vets are already there. Removing the sp cap would allow new players to reach your effectiveness threshold sooner.
There was a time we fought good tankers. Now we just fight good tanks.
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Henchmen21
Planet Express LLC
327
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Posted - 2013.12.27 22:45:00 -
[11] - Quote
I'd be game for new accounts to have an option to assign one character accelerated training for a month or so.
Henchmen21: Infantry
Gotyougood Ufkr: Vehicles
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1299
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Posted - 2013.12.27 22:46:00 -
[12] - Quote
Henchmen21 wrote:I'd be game for new accounts to have an option to assign one character accelerated training for a month or so.
I've talked to the Devs about a very similar idea, and they really don't seem to like it.
I think overall we just need a better new player experience and a place where new players can learn the ropes without being strangled with them by a team of proto stompers.
ADS Reports - Defining Racial Themes
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Aikuchi Tomaru
Subdreddit Test Alliance Please Ignore
1432
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Posted - 2013.12.27 22:47:00 -
[13] - Quote
BATTOUSAI THE MANSLAYER wrote:b...but if they remove the cap how will they squeeze 7 years out of this game?
What does the cap have to do with this? When you hit 30 million (takes maybe a year at most) you should have everything maxed out you want to have maxed out.
Sign up for Caldari FW and defeat the evil Gallente Overlords!
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ZeHealingHurts HurtingHeals
894
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Posted - 2013.12.27 22:47:00 -
[14] - Quote
I don't really care since it doesn't really affect me (I barely cap out every week), but I agree. Vets might get to a point where they have to start over with newer skills to sink SP into, but noobies never reach that point in the first place.
Mortedeamor wrote:if you picked dust up on open beta..then we only have 2 weeks on u..so much qq for 2 weeks sp advantage
While extremely rare, there are documented cases of players that actually decide to download and play Dust514 recently.
Lore-wise: Calamari are my preferred. Amarricans are my despised.
Importantly: Frogs n' Brutes have all my stuff...
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Cody Sietz
Bullet Cluster Legacy Rising
1838
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Posted - 2013.12.27 22:48:00 -
[15] - Quote
I think they should so it up to ten million, then give people a double cap till 20 mil. After that, you become a normal account.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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Scalesdini
The Surrogates Of War
202
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Posted - 2013.12.27 22:50:00 -
[16] - Quote
Pokey Dravon wrote:Ok let me explain something very clearly to you. There is, what I like to call, and instantaneous SP cap. This means that eventually you reach a point where more SP will not make you more effective at a given moment.
In other words, add up the amount of SP required to max out shield and armor skills, max out your dropsuit, max out your primary and secondary weapon, max out your grenade, and max out the gear you are using. You can't wear more than 1 dropsuit at a time, you can't equip more than 2 weapons at a time, you cant carry more than one grenade at a time, and you cant carry more than 4 pieces of equipment at once time.
That being said, there comes a point where more SP will not make you in any way more effective in a singular instance. At that point, all SP offers is added flexibility, and while that is useful when changing suits/weapons/gear or whatever, it does not add anything in a singular encounter 1 on 1.
Therefor, new players WILL catch up eventually. Vets will always have more flexibility, and that's fine, but as for instant effectiveness for gear/skill? There is a cap on that, and it is reachable by everyone regardless of total SP.
Also your logic is flawed, because removing the SP cap will just allow the vets to gain SP at an accelerated rate too, so the 'gap' between new and old players would remain largely unchanged.
You lost me at the end where you went completely against the grain of everything you said before it.
There is a limit on how much more effective a vet can be than a newb in a given situation, as you pointed out. The only difference is how long it takes the newb to reach the point where he is equally as effective as the vet in that situation. With our current system, it arbitrarily takes months. Get rid of the weekly cap and... Sure, vets will be able to grind more SP as well, but for what purpose? To be more versatile, sidegrading, if you will, instead of upgrading after a certain point
OTOH, new players will be able to continue upgrading at a faster pace, thus leaving us with less ineffective newberries on the battlefield than we currently have. I really fail to see how anyone can argue against removing the SP cap, including CCP.
SP boosters would sell just the same as they do now - see grind avoidance items in literally every other f2p game ever. Vets will have less newberries to QQ about. (who knows, maybe the game would see better matches instead of "protoroll the MLT's" on repeat for all eternity) Newberries won't QQ that it takes them months to be a factor on the battlefield because of an arbitrary weekly progression limit.
It's a win for everyone. The fact that the arbitrary progression limiter has lasted this long (or existed in the first place, for that matter) baffles me, especially with CCP's increased focus on "new player retention" (read: handholding). Is the ability to say "hurrdurr 7 years to max all skills!!!!!" really that important? |
Patrick57
Fatal Absolution
3316
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Posted - 2013.12.27 22:55:00 -
[17] - Quote
No. Not everyone has the time to cap out now, why remove the cap so that people who have a lot of time on their hands can earn even more SP, thus increasing the gap?
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE! nú+
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A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
529
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Posted - 2013.12.27 22:56:00 -
[18] - Quote
To be honest I just wish that every time the skill tree is revised it wasn't made into a bigger SP sink each time.
For example if we had the original Chromosone tree, which would take 7 years to complete, then quite a few new players would already have very good ADV fits and decent proto fits.
With uprising the sink got bigger and at a guess you could add a few more years to that 7 for new players. With 1.7 we have a larger vehicle SP sink which I guess will add a bit more time.
Anyone know how long it would take a new player to complete the skill tree, assuming no more SP sink revisions, now? Genuine question as I do not know the answer but I doubt it is 7 years. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
1300
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Posted - 2013.12.27 22:58:00 -
[19] - Quote
Darken-Sol wrote:
by your logic vets are already there. Removing the sp cap would allow new players to reach your effectiveness threshold sooner.
While I understand what you're getting at, I think removing the SP cap is not the proper solution. I think adding systems which help teach new players and reward them with bonus SP is a more suitable solution. A big problem with Dust is that it is a lot to take in all at once, so much that players finally say 'screw it' and skip the tutorials because they want to shoot ****.
Implementing a system where completing tutorials and certain learning tasks to reward SP would be a good way to gradually break new players in, incentivise them to actually do the tutorials (Which need massive improvements I'll admit), and help them get over that initial SP deficiency.
You also have to understand that the Dust system is designed to be a modified EVE system to maintain continuity. In EVE you have a hard SP limit because you accrue SP as a set rate constantly, there is actually no active SP in EVE, only passive. Now obviously for Dust which is a free game with no limit on accounts, they require active SP to avoid people making 200 PSN accounts and letting them cook forever with full SP gain and zero effort.
So while your efforts and thoughts are noble, I do not feel removing the SP cap is the proper solution. Keep up the good work though!
ADS Reports - Defining Racial Themes
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Heals Vaginas
lcritMYpantS
76
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Posted - 2013.12.27 23:02:00 -
[20] - Quote
Removing the SP cap will seperate the lifeless..thats about all. You all know some sad fk will sit there for 25 hours a minute non stop being a lifeless sad sad excuse for a human |
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Patrick57
Fatal Absolution
3317
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Posted - 2013.12.27 23:03:00 -
[21] - Quote
Heals Vaginas wrote:Removing the SP cap will seperate the lifeless..thats about all. You all know some sad fk will sit there for 25 hours a minute non stop being a lifeless sad sad excuse for a human 25 hours a minute?
There aren't even 25 hours in a day....
When I'm depressed, I cut myself......A BIG SLICE OF CHOCOLATE CAKE! nú+
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Darken-Sol
BIG BAD W0LVES
1059
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Posted - 2013.12.27 23:07:00 -
[22] - Quote
Pokey Dravon wrote:Darken-Sol wrote:
by your logic vets are already there. Removing the sp cap would allow new players to reach your effectiveness threshold sooner.
While I understand what you're getting at, I think removing the SP cap is not the proper solution. I think adding systems which help teach new players and reward them with bonus SP is a more suitable solution. A big problem with Dust is that it is a lot to take in all at once, so much that players finally say 'screw it' and skip the tutorials because they want to shoot ****. Implementing a system where completing tutorials and certain learning tasks to reward SP would be a good way to gradually break new players in, incentivise them to actually do the tutorials (Which need massive improvements I'll admit), and help them get over that initial SP deficiency. Something similar to the Career Funnel in EVE perhaps? You also have to understand that the Dust system is designed to be a modified EVE system to maintain continuity. In EVE you have a hard SP limit because you accrue SP as a set rate constantly, there is actually no active SP in EVE, only passive. Now obviously for Dust which is a free game with no limit on accounts, they require active SP to avoid people making 200 PSN accounts and letting them cook forever with full SP gain and zero effort. So while your efforts and thoughts are noble, I do not feel removing the SP cap is the proper solution. Keep up the good work though!
I got 33million SP. Removing the really does nothing for me. I haven't even spent unallocated sp for a week or two. I couldn't even tell you how much I have saved up. It would give people who wanted to put in the time more bang for their buck when they use boosters.
There was a time we fought good tankers. Now we just fight good tanks.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1301
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Posted - 2013.12.27 23:09:00 -
[23] - Quote
Patrick57 wrote:Heals Vaginas wrote:Removing the SP cap will seperate the lifeless..thats about all. You all know some sad fk will sit there for 25 hours a minute non stop being a lifeless sad sad excuse for a human 25 hours a minute? There aren't even 25 hours in a day....
Im guessing he was going for a hyperbole?
But just to further clarify, the last bit of my original post was worded poorly.
While it would not increase the effective gap between vets and new players, I think it would be a mechanic that benefits both vets and new players, when really the focus should be on benefiting new players since the vets have already hit that effective cap. I think the focus should be more of boosting the progression of low SP characters and not so much on boosting the SP of everyone.
ADS Reports - Defining Racial Themes
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1301
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Posted - 2013.12.27 23:13:00 -
[24] - Quote
Darken-Sol wrote:[quote=Pokey Dravon] I got 33million SP. Removing the really does nothing for me. I haven't even spent unallocated sp for a week or two. I couldn't even tell you how much I have saved up. It would give people who wanted to put in the time more bang for their buck when they use boosters.
I think I'm sitting on around 8 million unallocated right now, so I know where you're coming from, and addition SP really doesn't matter to players like us. Which is again why I think there should be a better system to benefit low SP characters that need it, rather than sweeping SP bonuses for everyone. The game should be grindy in the long run, but I think we agree that new players specifically need a boost.
ADS Reports - Defining Racial Themes
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Darken-Sol
BIG BAD W0LVES
1060
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Posted - 2013.12.27 23:13:00 -
[25] - Quote
Pokey Dravon wrote:Patrick57 wrote:Heals Vaginas wrote:Removing the SP cap will seperate the lifeless..thats about all. You all know some sad fk will sit there for 25 hours a minute non stop being a lifeless sad sad excuse for a human 25 hours a minute? There aren't even 25 hours in a day.... Im guessing he was going for a hyperbole? But just to further clarify, the last bit of my original post was worded poorly. While it would not increase the effective gap between vets and new players, I think it would be a mechanic that benefits both vets and new players, when really the focus should be on benefiting new players since the vets have already hit that effective cap. I think the focus should be more of boosting the progression of low SP characters and not so much on boosting the SP of everyone.
I support any kind of bone we can throw to new guys.
There was a time we fought good tankers. Now we just fight good tanks.
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m twiggz
Pradox One Proficiency V.
192
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Posted - 2013.12.27 23:13:00 -
[26] - Quote
Pokey Dravon wrote:Ok let me explain something very clearly to you. There is, what I like to call, and instantaneous SP cap. This means that eventually you reach a point where more SP will not make you more effective at a given moment.
In other words, add up the amount of SP required to max out shield and armor skills, max out your dropsuit, max out your primary and secondary weapon, max out your grenade, and max out the gear you are using. You can't wear more than 1 dropsuit at a time, you can't equip more than 2 weapons at a time, you cant carry more than one grenade at a time, and you cant carry more than 4 pieces of equipment at once time.
That being said, there comes a point where more SP will not make you in any way more effective in a singular instance. At that point, all SP offers is added flexibility, and while that is useful when changing suits/weapons/gear or whatever, it does not add anything in a singular encounter 1 on 1.
Therefor, new players WILL catch up eventually. Vets will always have more flexibility, and that's fine, but as for instant effectiveness for gear/skill? There is a cap on that, and it is reachable by everyone regardless of total SP.
Also your logic is flawed, because removing the SP cap will just allow the vets to gain SP at an accelerated rate too, so the 'gap' between new and old players would remain largely unchanged. I have 16 million SP and have yet to "cap" all of my needed skills. I need between 4-6 million more SP to consider myself 'done' with actively gaining SP.
With that being said 20 million SP is an awful lot of grinding without boosters with the current SP cap. I don't say remove it by any means, but I definitely see where the OP is coming from. |
John Demonsbane
Unorganized Ninja Infantry Tactics League of Infamy
1408
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Posted - 2013.12.27 23:14:00 -
[27] - Quote
No cap below 5 million. Done.
"The line between disorder and order lies in logistics" -Sun Tzu
Amarr victor!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1302
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Posted - 2013.12.27 23:21:00 -
[28] - Quote
John Demonsbane wrote:No cap below 5 million. Done.
Kind of a boring and uneloquent solution, but it's going in the right direction.
I would still like to see SP and gear rewards for completing achievements in-game. For example you get X-amount of SP for hacking a domination objective X number of times, and you can of course have tiers to this to reward mid-level players. Or stuff like "Earn 15 Standard Assault Rifles for getting 35 kills with a Starter Fit"
Stuff that gets players to try out different weapons, game modes, ect. and gives them a simple goal that rewards them with SP and gear in the process. Problem with Dust is that its REALLY bad at showing itself off. The game is deep and exciting if you actually look deep enough, but many new players need to be shown around, and offering strong incentives is a good way to do that.
ADS Reports - Defining Racial Themes
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