Lonegnr
Ikomari-Onu Enforcement Caldari State
52
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Posted - 2014.01.20 01:36:00 -
[1] - Quote
Scalesdini wrote:....no - there is only so much SP that can effect one fitting. The vets will get more options, no question, but the limit of effectiveness for a single fitting vs a single fitting will remain unchanged. The only difference will be newbro ability to grind up to a useful fitting of their choice to actually be able to contribute in a timely fashion, which at the moment takes months, even with boosters, which is a big part of the reason this game has such an atrocious retention rate. Remove the cap, vets can branch out and try new playstyles to reduce boredom with the game, and new players can become legitimate factors on the battlefield much faster - everyone wins..
This argument is used in Eve where it is actually balanced out by meta and logistics. Neither of those factors applies to Dust, and this "only difference" you're shrugging off is actually of massive benefit to those who have it.
I haven't been around long, but I'm sure there's a dev blog somewhere relating the skill cap to balance in some way. Fitting potential is something they probably worry about too.
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Lonegnr
Ikomari-Onu Enforcement Caldari State
52
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Posted - 2014.01.20 04:06:00 -
[2] - Quote
Scalesdini wrote:Comparing this game to EVE is silly, at best, because EVE does not force new players to fight in null sec against death stars (or wtfever EVE has) the same day they start playing in a mining ship. The games may be in the same universe, but they could not be any less comparable to one another in terms of gameplay.
Agreed; the way you phrased your comment actually heavily paralleled an argument made in Eve, but even if that wasn't your intent, it helps point out that adaptability has to be balanced out somehow. In Eve, the ability to adapt quickly in a "match" of sorts usually means you put in some logistical effort, but in Dust, all it took was a death or a swing by a deployment module.
Scalesdini wrote:Fitting potential is the same whether there's a weekly SP cap or not, there is an absolute, inarguable limit to the amount of SP that can contribute to any one single fitting. The difference removing the SP cap would make for vets with 20+ million SP would be their ability to use different setups..... Again, it's not like their ability to get more SP is going to contribute to them being any better in any single situation, it just gives them more variety and adaptability. While it's an advantage to be able to do many things well, it still doesn't change the fact that there is only so much advantage SP can give you in one single encounter....
This is the problem I meant to refer to; you realize the benefit of a greater sp pool, but you have massive tunnel vision on individual encounters instead of the big picture that is actually winning a match. I realize the game's current state makes this hard to see (gotta love that TTK), but it is a long term concern that has to be considered.
Either way, if your goal is to get people playing more (and paying more), you're better off fixing the subpar mechanics people currently put up with. SP wise, I'm partial to the idea people have floated around about not having an SP cap until a predetermined SP amount is reached (5, 10 mil, something like that).
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