Malkai Inos
Onikanabo Brigade Caldari State
1251
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Posted - 2014.03.13 17:28:00 -
[2] - Quote
Varjac Theobroma Montenegro wrote:This is more about player retention and long term involvement than anything else. I would more appreciate a max sp cap and this kind of system. Aka, true specialization. Speeding up progression does generally not improve retention or long term involvement unless the current system is inherently broken. It doesn't because it's not.
A SP cap is basically the anti-thesis of the current skill system. There are plenty of games that do just that. How about we keep one that does it a little differently?
Varjac Theobroma Montenegro wrote:Vets do specialize in different skills as time goes on, but if you stop performing a certain skill you will not stay at the same level. Is this an appeal to real world intuition? Skills are hard-coded into brain implants upon purchase. You can even buy those for another boost in eve. It's a game. Reality is irrelevant.
Varjac Theobroma Montenegro wrote: I just want to see more people try new things than everyone waiting to see one OP thing and mass towards it. Don't you think if players could try more than just one fitting out every 6 months there would be less of an issue with FOTM?
I want diversity bro, what's so good about being static?
Your suggestion reduces the time investment and opportunity cost associated with FOTM related behavior.
This generally leads to faster and more severe FOTM, leading in turn to higher performance pressure, which finally causes even more FOTM.
Diluting the persistence of the skill tree as the default position hurts diversity. Every single respec we had this far has demonstrated that.
No.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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Malkai Inos
Onikanabo Brigade Caldari State
1251
|
Posted - 2014.03.13 19:22:00 -
[3] - Quote
Too many satelite points. Note the numbering.Varjac Theobroma Montenegro wrote: 1.)Competency and autonomy predict intrinsic motivation. This in turn will influence how interested someone is in playing. This idea is not to speed up progression, but to be more flexible in how the community plays the game. 2.)Low sp players have few options compared to someone with quite a few proto suits and weapons. 3.)There is restriction in game play and definitely in competence. You might not be able to affect competence with this change but you could alter autonomy in how people respond to other players. The goal with this change is to make game play more dynamic, not static FOTM. I would think that most players would not just chase FOTM if given a flexible sp respend. Sure, some might, but I would think most would try new fittings first before becoming unidimensional.
1.) Speeding up of progression is all the suggestion boils down to once implemented. Anything monthly is not exactly felixible. All it does is make switching from one thing to another a bit faster.
2.)High SP players are more likely to have a range of skills that are not vital to their current primary fit. They are more likely to have high level, high multiplier skills like proficiencies that liquify two months worth of SP to immediately ADV multiple modules. This suggestion helps anyone but low SP chars, who have fewer/no skills they can sacrifice without impacting their fit and fewer high multiplier skills to get reasonable benefit from using this function.
3.)By empowering those who are already superior both in competence and autonomy, this suggestion will hardly add a worthwhile dynamic into the game, certainly not for the ones, one might argue, in need of it.
Varjac Theobroma Montenegro wrote: We play this game because of reality. We feel while playing the game. I would rather base my arguments on player-game interaction than lore. Life>lore not just for reasoning, but also for game mechanics. Humans play this game, not your clone.
Are you trying to say that because the players' ability to perform a certain task degrades over time when he doesn't utilize it, the game itself should reflect this reality that will already translate into the game for (hopefully) obvious reasons? Still seems like an appeal to real world intuition to me.
Varjac Theobroma Montenegro wrote: FOTM is inevitable. You know that or you are ignorant. Waiting a month for everyone to reach it doesn't change the fact that it is not a fun mechanic. Yea my idea makes it quicker to get FOTM but it also provides people a way to leave it behind. This idea has the potential to only speed up the inevitable, so where's the downside? As the strongest factor is that it allows people to be dynamic and not continuing committing to a FOTM playstyle.
Which begs the question why do people chase FOTM? I believe it is because of risk. Remove the risk to experiment with different suits and you elevate the chance that more players will play with non FOTM layouts.
You have raised good points, thank you for elaborating. Care to evaluate mine again?
FOTM is inevitable. Your solution worsens it. The fact that you haven't contested this assertion leads me to assume you ultimately agree.
Your suggestion FOTM, as a phenomenon, might be caused by risk is contradicted by past experiences that clearly show a correllation between the prospect of more liquid SP and increased prevelance short-term minmaxing.
Still No. More so, even.
You can take a benign object, -you can take a cheeseburger and deconstruct it to its source...
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