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Thread Statistics | Show CCP posts - 0 post(s) |
wripple
TeamPlayers Dirt Nap Squad.
155
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Posted - 2014.04.19 09:01:00 -
[1] - Quote
I'm sick of cool new players leaving the game because they complain about how long it would take to proto out a fit and how they'll never catch us 35+ million SP mercs.
Dust is not subscription based like EVE, so CCP may make even more profit as people buy monthly boosters as opposed to 3 day actives for when they cap, plus anyone really willing to put his nose to the grindstone can catch up to the SP level of today's proto-bears. Granted this would change gameplay dramatically for everyone used to stomping on the noobs, but the other half of this game is relying on your tactics and teamwork to win, not just relying on your gear to win the match for you.
The quality of your gear should really rely on hours spent playing, not hours your character has existed, a weekly skill cap is just silly and hurts both the player base and CCP's bottom line. |
wripple
TeamPlayers Dirt Nap Squad.
155
|
Posted - 2014.04.19 09:16:00 -
[2] - Quote
KingBabar wrote:I think most vets would agree to a period with no cap at all, up until 20 M skillpoints, to make it easier for newer players to catch up, at least to a competitive level.
This will however most likely never happen as it is in direct conflict with this game's business model. A sort of anti-cap purchable thing (for beginners only) would be great IMO but I can imagine the QQ and various "pay to win" threads this will lead too... Why even stop at 20 mil? I wouldn't mind playing against someone with a completely maxed skill tree so long as my blues still have the gear to fight back. Victory via user skill is the biggest selling point for any FPS. If this were a PC game then they'd have the patient audience for that, but PlayStation users are going to want to make every minute of gameplay count for something, it is simply not an RPG-mega grind platform.
Don't tell me you didn't stop playing for a while when you first found out that you had to wait a week before you could work for that shiny black proto suit all your friends had back in beta, I know I did. |
wripple
TeamPlayers Dirt Nap Squad.
155
|
Posted - 2014.04.19 09:18:00 -
[3] - Quote
pegasis prime wrote:King you are spot on but I'd lower it to say 15 mill then you hit the weekly cap system. This could also be a good way of setting and introducing tired play systems that could be used for better much making. But what if I like being thrown at the wolves after I hit my first ever 5000 WPs? |
wripple
TeamPlayers Dirt Nap Squad.
156
|
Posted - 2014.04.19 09:45:00 -
[4] - Quote
SPACE SYPHILIS wrote:I agree no cap until you hit at least 10 million. At 10 million you should have a well developed character and should be able to hold your own. To make this profitable for CCP. CCP needs to sell their boosters at a lower rate. Also all aurum gear to be reduced by 25%. More would buy Aurum if they thought they where getting a deal. If players feel the game is worth investing time they will put the time in, the SP grind will break a lot of gamers due to its weekly repetitiveness and the feel of getting no where. End SP cap until players hit at least 10 million SP and this will help the player base grow. CCP just needs a new CFO apparently. Even for EVE, half a million subscribers after a whole ten years is nothing spectacular in the gaming industry. PlanetSide is coming and if these guys can't attract more players then the only players left will be us. Do you know how many boosters I'd buy if there was no cap? Too many for my own good. |
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