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Jadek Menaheim
Xer Cloud Consortium
5797
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Posted - 2015.04.17 04:37:00 -
[1] - Quote
Inspired by a conversation with Eruditus 920.
Working on the same principle of SP production component, a reaver shard builds at an incrimental level each day (capping out at 2 days). When activated it absorbs a set amount of unallocated sp (this amount is dictated by the level of the module).
The reaver shard is placed into the player's inventory. It is an item that can be sold to another player which they may inject for a fast timed SP boost equal to the grade of the produced SP implant.
There are five grades of SP Reaver Implants:
E - 50,000 SP
D - 100,000 SP
C - 250,000 SP
B - 500,000 SP
A - 1,000,000 SP
SP placed into reaver module is all produced by the player via active and passive player and it is time capped. A veteran player may buy a skill reset in order to free up sp for timed harvesting revenue stream.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5798
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Posted - 2015.04.17 05:27:00 -
[2] - Quote
After a point there's little you can really do with megatons of Skill Points. This allows veterans to sell off brain matter to support more continuous proto suit play in a specialize role...until the day of reckoning comes when you've sold off your organs to support this addiction.
@JadekMenaheim
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3100
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Posted - 2015.04.17 05:40:00 -
[3] - Quote
Let me get this straight: You take your SP, and make it into boosters?
click me
Blup Blub Bloop. Translation: Die -_-
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Jadek Menaheim
Xer Cloud Consortium
5799
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Posted - 2015.04.17 05:54:00 -
[4] - Quote
Yes, unallocated sp goes into a booster. Size of booster is determined by your warbarge module level. Takes 2 days to produce. You sell it. New owner plugs it in and full amount of SP in implant becomes available after 1 day.
@JadekMenaheim
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3102
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Posted - 2015.04.17 05:56:00 -
[5] - Quote
Jadek Menaheim wrote:Yes, unallocated sp goes into a booster. Size of booster is determined by your warbarge module level. Takes 2 days to produce. You sell it. New owner plugs it in and full amount of SP in implant becomes available after 1 day.
huh. Sounds interesting. Cool, I'll bite.
click me
Blup Blub Bloop. Translation: Die -_-
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Jadek Menaheim
Xer Cloud Consortium
5799
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Posted - 2015.04.17 05:58:00 -
[6] - Quote
Process may encourage some vets to buy respec tokens in order to free up sp to use as new source of income via trade. Players scammed in deals for their SP will produce the greatest tears.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5799
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Posted - 2015.04.17 06:07:00 -
[7] - Quote
Corporations could also use this as a system to pool SP resources to create skill-maxed champions that wage bloody omni solider war for them.
Others like Viktor Hadah Jr may use their wealth to become an omni super mercenary by harnessing the SP sweat of the poors in exchange for a comfortable wage.
@JadekMenaheim
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Regis Blackbird
DUST University Ivy League
750
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Posted - 2015.04.17 06:54:00 -
[8] - Quote
Not really fond of the idea, sorry. SP is (and should remain) character specific. |
Godin Thekiller
Negative-Feedback. Negative-Feedback
3102
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Posted - 2015.04.17 07:05:00 -
[9] - Quote
Regis Blackbird wrote:Not really fond of the idea, sorry. SP is (and should remain) character specific.
For what reason should it?
click me
Blup Blub Bloop. Translation: Die -_-
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Jadek Menaheim
Xer Cloud Consortium
5800
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Posted - 2015.04.17 07:18:00 -
[10] - Quote
Regis Blackbird wrote:Not really fond of the idea, sorry. SP is (and should remain) character specific. How I imagine skill application works you wouldn't be transferring skills between players.
1. System removes skill points (function players have found begrudgingly exists). 2. Information token is given to player, and that player can in turn given token to another player. 3. Token tells system to increase skill passive skill gain by x amount. (this implant would plug into passive booster slot).
What is your primary concern of skill fluidity?
@JadekMenaheim
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SgtMajSquish MLBJ
Consolidated Dust
422
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Posted - 2015.04.17 08:07:00 -
[11] - Quote
NO
Just because your SPEEDTEST.net shows a good connection, doesn't mean you are not a lagging f*ck
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Jadek Menaheim
Xer Cloud Consortium
5805
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Posted - 2015.04.17 08:31:00 -
[12] - Quote
Personally, I would suggest removing the weapon damage warbarge module and replacing it with this. Having a weapon damage modifier that much more quickly accessible for $$$ compared to slow progression without $$$ payment are risky waters to tread.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5805
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Posted - 2015.04.17 08:32:00 -
[13] - Quote
SgtMajSquish MLBJ wrote:NO Doesn't give me much feedback to work off on. Do you feel this can be exploited?
@JadekMenaheim
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SgtMajSquish MLBJ
Consolidated Dust
424
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Posted - 2015.04.17 08:37:00 -
[14] - Quote
1) Skills are learned by the individual, hence the lack of cross skilling over alts
2) SP is not a currency and never will/should be. We already have three forms of money
3)The only people to benefit are those with nothing 'worthwhile' to skill into
Just because your SPEEDTEST.net shows a good connection, doesn't mean you are not a lagging f*ck
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Pokey Dravon
OSG Planetary Operations Covert Intervention
5898
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Posted - 2015.04.17 08:47:00 -
[15] - Quote
What stops someone from making 50+ PSN accounts, accumulating SP and transferring it to a central account in order to have a perma-booster on their main?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Jadek Menaheim
Xer Cloud Consortium
5806
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Posted - 2015.04.17 08:53:00 -
[16] - Quote
Pokey Dravon wrote:What stops someone from making 50+ PSN accounts, accumulating SP and transferring it to a central account in order to have a perma-booster on their main? Setting the module far enough down the warbarge progression path. If you put it in the sixth slot it would take an exorbitant amount of money to pay for all your alts to have that module unlocked. Grinding that many alts to have your sixth module unlocked to level 5 would simply be unfathomable.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5806
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Posted - 2015.04.17 08:59:00 -
[17] - Quote
@SgtMajSquish MLBJ For 1 and 2, I'd argue we shouldn't box ourselves into design conventions when different ways of thinking may offer dynamic and engaging ways for more people to engage with gameplay.
In regards to point 3, "The only people to benefit are those with nothing 'worthwhile' to skill into," this is true. When you're a veteran with enough skills progression become horizontal, and reaching for level 5 skills can be tiresome. Allowing people to transfer allotments of their own skills over a period of time to their friends who just might be trying out Dust offer some exciting possibilities. It encourages people to expand their game network by helping their friends get into the game faster. The initial grind as a new player can be painful...getting up to a threshold of 7-15m skill points when you start to become more competitive in a specialized role.
@JadekMenaheim
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3104
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Posted - 2015.04.17 09:42:00 -
[18] - Quote
SgtMajSquish MLBJ wrote:NO
yes.
click me
Blup Blub Bloop. Translation: Die -_-
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Jadek Menaheim
Xer Cloud Consortium
5806
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Posted - 2015.04.17 09:59:00 -
[19] - Quote
Jadek Menaheim wrote:Pokey Dravon wrote:What stops someone from making 50+ PSN accounts, accumulating SP and transferring it to a central account in order to have a perma-booster on their main? Setting the module far enough down the warbarge progression path. If you put it in the sixth slot it would take an exorbitant amount of money to pay for all your alts to have that module unlocked. Grinding that many alts to have your sixth module unlocked to level 5 would simply be unfathomable. Skills after a certain point really don't have a pressing significance. Sure, you may have more play-counterplay options at your disposal. This system of incremental skill transfer incentivizes player recruitment into dust as one player can support the initial push of a new player to get into important skills that help make them more competitive--taking once what took weeks and month into a couple days. If the new player screws up they have a respec token to sort things out anew. Yes, this does run counter to some of the entrenched principals of CCPs EVE Online, but we're trying to grow numbers with this Dust. For this to hold up, it would be essential for the Devs to remove passive production of warbarge components from the warbarge. Or don't allow them to be traded. I've run through the numbers here.
@JadekMenaheim
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Regis Blackbird
DUST University Ivy League
751
|
Posted - 2015.04.17 12:33:00 -
[20] - Quote
Godin Thekiller wrote:Regis Blackbird wrote:Not really fond of the idea, sorry. SP is (and should remain) character specific. For what reason should it?
Just speaking my personal opinion of course.
For me SP represent individual character development by time and skill (which in Dust can be accelerated by boosters). You can not buy SP straight up from the market for AUR (for a reason), as this would be the purest definition of pay to win.
However, this proposal suggests just that. I can create a new character -> Buy AUR -> Buy AUR gear -> Sell AUR gear for ISK -> Buy SP for ISK. (Ok, the path is longer...but it opens up a can of worms I don't think we want to open)
Even if the SP tokens work exactly like normal Boosters (I.e allow players to manufacture Boosters) I think its a bad idea, since it would severely cut into AUR booster sales (which I think is still the most lucrative business CCP have at the moment)
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Jadek Menaheim
Xer Cloud Consortium
5807
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Posted - 2015.04.17 13:08:00 -
[21] - Quote
You're not killed by skills on the skill tree. Even if you had a maxed skill tree it does not guarantee you are going to be any better at defeating an enemy in combat with say 10m SP. The only advantage you have is 'personally' being able to respond better to a play-counter play situation. Will well thoughtfully organized squads, this need to be a one man army diminishes.
If CCP put skills or various high powered weapons (without a similar equivalent) behind a paywall or situation that required paying or unrealistically griding to achieve goal, that would arguably be pay to win.
As for sharing tech, honestly, our bodies are filled with Jovian space magic. It's really not much of a leap that there is some kind of aspect to the implant tech that requires harvesting part of our bodies to improve the functionality of another mercenary. There's the whole Drifter incursion going on right now EVE side where they are harvesting capsuleers corpses for the gear inside their head to build new bodies.
Regis Blackbird wrote:Even if the SP tokens work exactly like normal Boosters (I.e allow players to manufacture Boosters) I think its a bad idea, since it would severely cut into AUR booster sales (which I think is still the most lucrative business CCP have at the moment) For sake of clarity. Implants = the sp units you are extracting Boosters = modules you buy from current NPC market
You are making implants from your own unallocated SP pool. I see players being driven to buy more boosters in order to grind out their SP cap to produce more implants. The impetus for making more tradable implants is numerous. A player may want to help a friend get into Dust faster. The ceo of a corporation may use them as a loyalty incentive. Another individual may use skill points they feel they don't necessarily need to act as income for other activities. The end-game of the skill tree is pretty slow and dull when it comes down to it. By the nature of the beast as lobby FPS it's a little difficult to add super carrier and titan class dropsuit equivalents without running into some serious balance issues. From my point of view, being able to cannibalize yourself for assets offers an exciting degree of new player freedom in the sandbox.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5807
|
Posted - 2015.04.17 13:16:00 -
[22] - Quote
I can see the concern is there so I am open to the idea of skill degradation through this implant creation process. f.ex you pull out 500,000 sp from your head, with a degradation of 10%. Recipient gets 450,000 SP to inject or sell.
Degradation could also be based on a factor of player chosen production time. 1 Day production time = 15% degradation 15 Days production time = 4% degradation
@JadekMenaheim
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Regis Blackbird
DUST University Ivy League
753
|
Posted - 2015.04.17 13:48:00 -
[23] - Quote
Jadek Menaheim wrote:You're not killed by skills on the skill tree. Even if you had a maxed skill tree it does not guarantee you are going to be any better at defeating an enemy in combat with say 10m SP
This we can agree on ^ I am approaching 50m, and I still suck at defeating enemies
Jadek Menaheim wrote: For sake of clarity. Implants = the sp units you are extracting Boosters = modules you buy from current NPC market
This was also clear. What I am basically against is the speed the implants release the SP (1-2 days?). This would mean if I have "a lot" of ISK I could technically buy many A grade implants and unlock millions of SP in a very short time (compared to boosters). So if you spend a ton of real money (to get the ISK), you can jump ahead a person who played for years (and even payed AUR for regular boosters).
Even if you make the implants release the SP as slowly as normal boosters (thus addressing my concern above), it will eat away from the normal booster sales which CCP relies on for the continuos support of the game.
But yeah, from a lore perspective I see nothing againt it. On a business perspective though
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1961
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Posted - 2015.04.17 14:25:00 -
[24] - Quote
This discussion is interesting , I wish there was a way to move existing SP's of a player to another as well but I wish it could be done like this :
I create an alt character and wasn't happy with my main , so I transferred my SP's from my main to my alt but by doing this I would have to delete my main character after the SP transferal .
It's like a race / name change if so desired .
Your idea is interesting though .
Doubts are like flies and should be treated as such and crushed . #PubsShouldBeRandomPlayers
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Jadek Menaheim
Xer Cloud Consortium
5810
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Posted - 2015.04.18 00:43:00 -
[25] - Quote
Regis Blackbird wrote:This was also clear. What I am basically against is the speed the implants release the SP (1-2 days?). This would mean if I have "a lot" of ISK I could technically buy many A grade implants and unlock millions of SP in a very short time (compared to boosters). So if you spend a ton of real money (to get the ISK), you can jump ahead a person who played for years (and even payed AUR for regular boosters). Even if you make the implants release the SP as slowly as normal boosters (thus addressing my concern above), it will eat away from the normal booster sales which CCP relies on for the continuous support of the game. But yeah, from a lore perspective I see nothing againt it. On a business perspective though Speed release is an important aspect to consider. There may be other ways to frame the position of jumping ahead. First, I don't see harm in being able to jump your character ahead with ISK, even if you sell AUR assets to other players for ISK (the impact of selling the best AUR items, turrets, to Jara Kumora is negligible for the amount that you have to pay). I would offer that we have an earned experience and experience held data point on the character screen. These data points would factor into the new matchmaking system.
Injection of implants should be fast, but production of high grade implants should be slow. If production is rushed to transfer sp off of an alt many of those skill points will be lost. Additionally, if we are using the warbarge progression system, it may be unlikely that you'd have the Implant Production module unlocked because of how many components it would take to unlock at its position farther down the module line.
As for boosters sales, I go back to thinking big picture. This system is designed to enhance recruitment of actual people. You build skill points on your main by eating away at the weekly cap with your passive, active, and instant boosters. You take this unallocated SP and turn it into a resource that can be used to get this main player's friends into the game faster, or incentivize other Dust players to join this implant producers coalition in return for compensation with implants. This implant producer needs human infrastructure in order to build command points for their corporation to participate in more activities and expand their sphere of influence.
The new players brought on board by the first person may also be tasked with buying boosters to build unallocated SP which in turn is used as a recruitment incentive to bring on more people. It's becoming a great big pyramid scheme that is player run, but bringing in active players and revenue to CCP. With the advances being made on cosmetic items like SKINs, having more people in your game will likely lead to more of these non-game impacting items being sold.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5810
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Posted - 2015.04.18 00:50:00 -
[26] - Quote
Shinobi MumyoSakanagare ZaShigurui wrote:This discussion is interesting , I wish there was a way to move existing SP's of a player to another as well but I wish it could be done like this :
I create an alt character and wasn't happy with my main , so I transferred my SP's from my main to my alt but by doing this I would have to delete my main character after the SP transferal .
It's like a race / name change if so desired .
Your idea is interesting though .
Hypothetically speaking, if I had connected 16 PSN accounts to Dust and activated all 3 profiles on those accounts, I'd have 48 profiles collectively totaling 816 million skill points. I have no problem killing those accounts to transfer SP. Could loyalty rank be the factor which prevents me from transferring those skill points to anyone? Loyalty rank is heavily influenced by AUR at the moment so this could become a contentious point for players.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5815
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Posted - 2015.04.18 03:41:00 -
[27] - Quote
Do consider the implications this can have for veterans being able to use their skill points to bring new players and recruits into PC 'faster.'
I will argue that it doesn't ruin things to alter the current player progression model, i.e. grind pubs to cut your teeth for several months earning active/passive SP, migrate to FW, and participate in the 'end-game' of PC.
It shifts player progression from upfront grind and waiting, to focusing on learning game mechanics and developing human infrastructure. If players are given poor instruction on how to spend their skill points by fellow players or they want to try a new specialization focus skill respecs are available to purchase.
@JadekMenaheim
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Maken Tosch
DUST University Ivy League
11511
|
Posted - 2015.04.18 04:09:00 -
[28] - Quote
This actually sounds awesome.
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Jadek Menaheim
Xer Cloud Consortium
5817
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Posted - 2015.04.18 04:12:00 -
[29] - Quote
Maken Tosch wrote:This actually sounds awesome. There are a lot of variables that need to be carefully considered to make sure the system can't be gamed by alts. Security features to asses.
-Loyalty Rank Lock? -Placement on warbarge progression path? -Time to produce and inject skill implants?
Please consider and discuss these factors in how they should integrate to produce a secure system.
@JadekMenaheim
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1965
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Posted - 2015.04.18 04:17:00 -
[30] - Quote
Jadek Menaheim wrote:Shinobi MumyoSakanagare ZaShigurui wrote:This discussion is interesting , I wish there was a way to move existing SP's of a player to another as well but I wish it could be done like this :
I create an alt character and wasn't happy with my main , so I transferred my SP's from my main to my alt but by doing this I would have to delete my main character after the SP transferal .
It's like a race / name change if so desired .
Your idea is interesting though .
Hypothetically speaking, if I had connected 16 PSN accounts to Dust and activated all 3 profiles on those accounts, I'd have 48 profiles collectively totaling 816 million skill points. I have no problem killing those accounts to transfer SP. Could loyalty rank be the factor which prevents me from transferring those skill points to anyone? Loyalty rank is heavily influenced by AUR at the moment so this could become a contentious point for players. True , true .
Never really thought about how big of an impact that LR has but the upcoming market I guess just boosted that importance .
Doubts are like flies and should be treated as such and crushed . #PubsShouldBeRandomPlayers
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Jadek Menaheim
Xer Cloud Consortium
5831
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Posted - 2015.04.18 10:00:00 -
[31] - Quote
Thanks for the feedback GTorq on google plus.
This type of feature should wait until we have more cosmetic items like mercenary quarter assets and the proposed SKINs system for Dust. The idea here is to reduce the marketing of boosters to new players and instead shift it toward veteran players as a tool for expanding influence with the production of skill implants from unallocated SP.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5841
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Posted - 2015.04.18 22:00:00 -
[32] - Quote
A wealthy and active Dust player can max their skills in 85 weeks with stacked Omega boosters. Let's consider ways to encourage these prime players that there are other ways to continue engaging the game once you've completed your skill tree, i.e. selling off extra skill points you produce past the max.
I'm thinking of the long game for you CCP.
@JadekMenaheim
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Maken Tosch
DUST University Ivy League
11519
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Posted - 2015.04.18 23:45:00 -
[33] - Quote
From the way this is all being described, this reminds me of the Eve Online Character Bazaar where veteran players sell off their skilled-up characters to other players for ISK.
Of course the difference here is that it would be the SP being sold instead of the character itself in Dust.
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Jadek Menaheim
Xer Cloud Consortium
5844
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Posted - 2015.04.18 23:49:00 -
[34] - Quote
Maken Tosch wrote:From the way this is all being described, this reminds me of the Eve Online Character Bazaar where veteran players sell off their skilled-up characters to other players for ISK. Of course the difference here is that it would be the SP being sold instead of the character itself in Dust. Yep, the advantage over the Character Bazaar is being able to sell packets of SP. Some players may not want to pony up billions of ISK for a full character, but they may be interested in getting several injections of SP implants to complete their own role loadout.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5844
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Posted - 2015.04.18 23:55:00 -
[35] - Quote
Concerns about alt farming Kane Spero offered the excellent suggestion of only allowing active & boosted sp to be available for extraction. This would cut out the farming ability of passive building PSN accounts. We already have afk measures in for matches. With this system I would suggest making a new menu category within the Warbarge tab called Implant Factory. It would be a separate module available day one, to players and upgraded on a five level system with warbarge components.
Concept Art CCP already owns the rights to this design. Source - Art of New Eden.
@JadekMenaheim
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Golden Day
Corrosive Synergy Rise Of Legion.
1341
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Posted - 2015.04.18 23:58:00 -
[36] - Quote
I like the idea
Could open up whole new ways of players could catch up to vets
I know you wan't it (a+ç -á° -ƒ+ä-£ -í°)a+ç
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Jadek Menaheim
Xer Cloud Consortium
5844
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Posted - 2015.04.19 00:01:00 -
[37] - Quote
Golden Day wrote:I like the idea
Could open up whole new ways of players could catch up to vets It shifts the emphasis away from feeling it's compulsory as a new player to pay real money to catch up to a competitive level, it'd be a marketing win for CCP.
@JadekMenaheim
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Golden Day
Corrosive Synergy Rise Of Legion.
1343
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Posted - 2015.04.19 00:16:00 -
[38] - Quote
I would love this
I could buy sp for my alts to use so I can have more testable characters!
Great money for CCP.
We need to get a CCP DEV to look at this money farm!
I know you wan't it (a+ç -á° -ƒ+ä-£ -í°)a+ç
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Jadek Menaheim
Xer Cloud Consortium
5846
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Posted - 2015.04.19 00:20:00 -
[39] - Quote
Golden Day wrote:I would love this
I could buy sp for my alts to use so I can have more testable characters!
Great money for CCP.
We need to get a CCP DEV to look at this money farm! Talking with people in Skype about this production facility aspect. Your first slot costs nothing, but the two additional slots are unlocked each production run with a small amount of AUR.
Yes, this could be a money machine for CCP that isn't pay to win, just pay to get things done faster.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5846
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Posted - 2015.04.19 00:23:00 -
[40] - Quote
When I have some free time I'll get to work on building concepts of the menus like I did here.
http://img560.imageshack.us/img560/9457/hcx8.jpg
@JadekMenaheim
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Golden Day
Corrosive Synergy Rise Of Legion.
1345
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Posted - 2015.04.19 00:41:00 -
[41] - Quote
Hmm I like this...why arent you CPM?!
I know you wan't it (a+ç -á° -ƒ+ä-£ -í°)a+ç
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Adipem Nothi
Nos Nothi
8929
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Posted - 2015.04.19 01:09:00 -
[42] - Quote
Absolutely love parts of this idea. Also very original. Kudos. The buildup is brilliant, but the pitch (sell SP for Isk) is kinda meh. Huge potential though. Thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft
... and so on. One implant per primary and secondary weapon, additional implants for select module types.
Shoot scout with yes.
- Ripley Riley
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Golden Day
Corrosive Synergy Rise Of Legion.
1349
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Posted - 2015.04.19 03:22:00 -
[43] - Quote
Adipem Nothi wrote:Absolutely love parts of this idea. Original. Very smart. Kudos. The buildup is absolutely brilliant, but the pitch (sell my SP for Isk) is kinda meh for me; I wouldn't use it as Isk is far easier to come by than SP. The concept though still has huge potential; thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft ... and so on.
One implant per primary and secondary weapon, additional implants for select module types (balance permitting). I'm just shy of 80M SP, and I'd absolutely want all four of my implant sockets filled with prototype implants; I'd have to buy a(nother) respec to do it. The more heavily a given player is invested in a given playstyle or weapon, the less likely he'll be to chase FoTM or skill into everything. This would very likely result in increase battlefield diversity. Further, it'd extend Dust's lifespan and give players at all career levels something awesome to grind toward and look forward to. Hmm seems nice....
I know you wan't it (a+ç -á° -ƒ+ä-£ -í°)a+ç
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Jadek Menaheim
Xer Cloud Consortium
5848
|
Posted - 2015.04.19 04:55:00 -
[44] - Quote
Adipem Nothi wrote:One implant per primary and secondary weapon, additional implants for select module types (balance permitting). I'm just shy of 80M SP, and I'd absolutely want all four of my implant sockets filled with prototype implants; I'd have to buy a(nother) respec to do it. The more heavily a given player is invested in a given playstyle or weapon, the less likely he'll be to chase FoTM or skill into everything. This would very likely result in increase battlefield diversity. Further, it'd extend Dust's lifespan and give players at all career levels something awesome to grind toward and look forward to. The diversity this could bring would be phenomenal, yet it seems like it would be a beast a manage in terms balance and meta lockouts if we are going in that direction still. Unlike suits it's a lot more difficult to change fits to get under a meta threshold if the implants are backed into you.
A possible approach off the top of my head is having separate meta levels of clones that you stick into a dropsuit. These clones have your unlocked implants plugged into them. Is this ultimately making the game more complex to a benefit or a detriment? That's a point to discuss and argue.
@JadekMenaheim
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Adipem Nothi
Nos Nothi
8940
|
Posted - 2015.04.19 05:23:00 -
[45] - Quote
Jadek Menaheim wrote:Adipem Nothi wrote:One implant per primary and secondary weapon, additional implants for select module types (balance permitting). I'm just shy of 80M SP, and I'd absolutely want all four of my implant sockets filled with prototype implants; I'd have to buy a(nother) respec to do it. The more heavily a given player is invested in a given playstyle or weapon, the less likely he'll be to chase FoTM or skill into everything. This would very likely result in increase battlefield diversity. Further, it'd extend Dust's lifespan and give players at all career levels something awesome to grind toward and look forward to. The diversity this could bring would be phenomenal, yet it seems like it would be a beast a manage in terms balance and meta lockouts if we are going in that direction still. Unlike suits it's a lot more difficult to change fits to get under a meta threshold if the implants are backed into you. A possible approach off the top of my head is having separate meta levels of clones that you stick into a dropsuit. These clones have your unlocked implants plugged into them. Is this ultimately making the game more complex to a benefit or a detriment? That's a point to discuss and argue. If whatever weapon balance issues posed were posed unilaterally and uniformly, there would be no weapon balance issues :-) Even so, it'd likely be best to not to directly affect TTK with bonuses like +DMG. Thinking the weapon specialization bonuses should be more indirect than direct (i.e. reload speed, zoom fidelity, ammo capacity, dispersion, blast radius, etc). We'd also have to be careful with module-based efficacy bonuses; while something like +X% to biotic efficacy would likely be fine, +X% to damp or precision enhancer efficacy would make balancing EWAR interplay a serious pain-in-the-arse.
All that to say, we'd have to be careful with the implants when it comes to picking bonuses. But imagine the possibilities!
Shoot scout with yes.
- Ripley Riley
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Jadek Menaheim
Xer Cloud Consortium
5850
|
Posted - 2015.04.19 05:50:00 -
[46] - Quote
@Adipem Nothi Now my initial thoughts for production are; -Active & Boosted SP is extracted into an SP injectable implant module that is produced by a facility on your warbarge available to you from level 1.
Crafting Option A: Pirate Implants: This implant may be combined with high level salvage we are already getting (optronic sight, broken weapon housing, etc). This creates a medium capacity run of 10-75 implants usable in your omega clone.* This capacity is dependent upon the grade of skill implant (there are 5 levels).
Option B: Booster Synergy This implant may be combined with existing boosters to offer both a rapid skill injection of those player extracted skill points and a high percentage of the active. passive, or LP boosters properties (again, this percentage depends on the grade of skill implant paired with it). The usefulness of this new synergy booster resides in it having a special separate slot, meaning you could stack 3 full active boosters and 65% of the power of another active booster.
Clone Grade Alpha: Normal clone with no meta level increase. Currently the clones we have in our dropsuits. Omega clone: Allows for the fitting of pirate modules. Prevention of use in high security space via concord mandate. Concord will track and kill these clone upon entrance on the battleground.
District Production Link I'm not quite sure how to flesh this one out. Holding districts should have benefits for players in your corp. Their warbarges join the greater flotilla's link with the corp's districts below and it somehow improves production time and production quality of Pirate Implants and Synergized Boosters.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5850
|
Posted - 2015.04.19 06:16:00 -
[47] - Quote
Broke up the original post into two parts. The idea is expanding.
@JadekMenaheim
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Golden Day
Corrosive Synergy Rise Of Legion.
1359
|
Posted - 2015.04.19 06:36:00 -
[48] - Quote
I was thinking....
Our Districts could produce War clones for eve players....these clones give bonuses to the damage profile of your turret
They could harvest 20 a day
think about it....
I know you wan't it (a+ç -á° -ƒ+ä-£ -í°)a+ç
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Slave of MORTE
382
|
Posted - 2015.04.19 09:38:00 -
[49] - Quote
Would be one of the best things they ever added to dust
I'm her slave because amarrians are the best in the sheets #stamina
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Adipem Nothi
Nos Nothi
8950
|
Posted - 2015.04.19 11:34:00 -
[50] - Quote
Shoot scout with yes.
- Ripley Riley
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G Clone
Amarr Templars Amarr Empire
60
|
Posted - 2015.04.19 12:26:00 -
[51] - Quote
Jadek, just to follow up on our chat,
First off, I'm seeing a lot of cool ideas in the thread, and I think a formal document might be in order? Perhaps incl results from the steps I recommended you. The non-SP implants would also be am awesome idea, if done right, even if it smells a bit like what PS2 does.
Now, something that came to my mind while doing dishes: Standardize SP boosters ...
In a recent thread, CCP Rattati asked off-hand if it would make sense to change the current (active) boosters from being time-based, to being max-SP based; I.e., you can get x SP from the booster, at a given rate, independently of how often you play. The idea being, people shouldn't feel pressured to play a lot during 24-72 hours to maximize the value of the booster.
Going from the, I think the result from your suggest could be basically ISK versions of the very same boosters!
Think about it as some NPC corp is making the AUR versions, and these are always available. The ISK versions, which are identical (except for there being no Omega versions), are then produced by the players, and available via said players.
This way, boosters can stop being part of the P2W cycles in DUST, since ISK version will now exist (to the extend that players create them).
A separate thought was around the percentages and stats you gave. I think these boosters/implants should be a way to take SP out of the system, but also not take too much out of it.
2 day production time: 30% loss 5 day production time: 20% loss 7 day production time: 10% loss (include various %s in your talks with corps, to gauge what would be acceptable?)
If a 1.000.000 SP (1mill) booster is made over 5 days, it then requires 1.200.000 SP (1,2mill)
Yeah, I'm not on board with a 1-day production time, since I'm worried newbros would start to feel dependent on friends "reaving" their SP for them.
For actual sizes we should look to CCP, especially CCP Rattati, for what they think should come out of the boosters SP wise, but I'd hope for something tiered, similar to Basic, Advanced, and Complex, where production of each can then depend on both Warbarge Level (1, 3, 5?) and Loyalty Rank (LR3, L4, LR5 respectively?)
Finally, I'm going to poke Bamm about making a video talking about your idea, hopefully with your involvement, so we can perhaps get more into this discussion and flesh out stuff. You know where we discuss that sort of stuff, so just drop by |
G Clone
Amarr Templars Amarr Empire
60
|
Posted - 2015.04.19 13:29:00 -
[52] - Quote
Adipem Nothi wrote:Absolutely love parts of this idea. Original. Very smart. Kudos. The buildup is absolutely brilliant, but the pitch (sell my SP for Isk) is kinda meh for me; I wouldn't use it as Isk is far easier to come by than SP. The concept though still has huge potential; thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft ... and so on.
While I like the basic idea presented here, the specific details fails for 1 simple reason: Powercreep.
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Mobius Wyvern
Storm Wind Strikeforce Caldari State
6122
|
Posted - 2015.04.19 17:24:00 -
[53] - Quote
I actually can't find any reason to oppose this.
It's very unorthodox, but it just might work.
I support Keshava for Gallente Specialist HAV
R.I.P. Kesha
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Jadek Menaheim
Xer Cloud Consortium
5877
|
Posted - 2015.04.19 22:12:00 -
[54] - Quote
Sounds good G. Excellent points to consider.
@JadekMenaheim
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Adipem Nothi
Nos Nothi
8963
|
Posted - 2015.04.19 22:53:00 -
[55] - Quote
G Clone wrote:Adipem Nothi wrote:Absolutely love parts of this idea. Original. Very smart. Kudos. The buildup is absolutely brilliant, but the pitch (sell my SP for Isk) is kinda meh for me; I wouldn't use it as Isk is far easier to come by than SP. The concept though still has huge potential; thinking tweaks along the lines of ...
Players unlock an implant socket every X million SP earned (say, every 20M). Players can spend excess SP to "craft" an implant. Implants are crafted via high-level warbarge subsystem. Implants can be traded via simple trading like other goods. Implants vary in grade (STD, ADV, PRO). Implants of the same type cannot be stacked. Implants permit users to further specialize by granting a slight, gear-specific efficacy bonus.
Implant Examples (names and numbers pulled from arse) STD "Thumper" Implant: +2% mass driver RoF , costs 1M SP, 10 days to craft ADV "Thumper" Implant: +4% mass driver RoF, costs 2.5M SP, 15 days to craft PRO "Thumper" Implant: +6% mass driver RoF, costs 5M SP, 20 days to craft STD "Eagle Eye" Implant: +5% sniper rifle zoom fidelity, costs 1M SP, 10 days to craft ADV "Eagle Eye" Implant: +7.5% sniper rifle zoom fidelity, costs 2.5M SP, 15 days to craft PRO "Eagle Eye" Implant: +10% sniper rifle zoom fidelity, costs 5M SP, 20 days to craft STD "Quick Study" Implant: +3% SP earned per victory, costs 1M SP, 10 days to craft ADV "Quick Study" Implant: +6% SP earned per victory, costs 2.5M SP, 15 days to craft PRO "Quick Study" Implant: +9% SP earned per victory, costs 5M SP, 20 days to craft STD "Biotic Man" Implant: +1% biotic efficacy, costs 1M SP, 10 days to craft ADV "Biotic Man" Implant: +2.5% biotic efficacy, costs 2.5M SP, 15 days to craft PRO "Biotic Man" Implant: +5% biotic efficacy, costs 5M SP, 20 days to craft ... and so on. While I like the basic idea presented here, the specific details fails for 1 simple reason: Powercreep.
These implant bonuses would be highly specialized and slight in effect. They would require significant investment over the course of substantial period of time, but more importantly, the SP "sunk" into one of these implants would not be recoverable. A 50M SP Sniper who's traded 5M hard-earned skillpoints for an implant which augments his Sniper Rifle will be far less likely to drop his role to spam FoTM.
I've played alot of Ambush over the years, and I've observed many times over many builds the nasty effects of FoTM chasing. It is amazing what a little 'bit of imbalance can accomplish when multiplied across a squad. If players became more deeply and permanently invested in their respective roles, I'd argue that we'd see a drastic decrease in FoTM chasing. In my mind, a slightly better scope or a slightly larger clip would be pose less of a balance problem than 6 guys spamming this month's broken suit and broken gun.
Powercreep? Perhaps. But it'd slight, and it'd be controlled. I'd say it's worth the risk. Less FoTM spam. More battlefield diversity. Something exciting and meaningful to grind toward. Combinations to make each merc unique.
Shoot scout with yes.
- Ripley Riley
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Godin Thekiller
Negative-Feedback. Negative-Feedback
3117
|
Posted - 2015.04.20 03:08:00 -
[56] - Quote
Regis Blackbird wrote:Godin Thekiller wrote:Regis Blackbird wrote:Not really fond of the idea, sorry. SP is (and should remain) character specific. For what reason should it? Just speaking my personal opinion of course. For me SP represent individual character development by time and skill (which in Dust can be accelerated by boosters). You can not buy SP straight up from the market for AUR (for a reason), as this would be the purest definition of pay to win. However, this proposal suggests just that. I can create a new character -> Buy AUR -> Buy AUR gear -> Sell AUR gear for ISK -> Buy SP for ISK. (Ok, the path is longer...but it opens up a can of worms I don't think we want to open) Even if the SP tokens work exactly like normal Boosters (I.e allow players to manufacture Boosters) I think its a bad idea, since it would severely cut into AUR booster sales (which I think is still the most lucrative business CCP have at the moment)
Actually, skill spikes was going to be put in, but never was, due to Legion happening, and iirc skill spikes were going to be put there. Also, After like 10 mil (so a year of decent play, most likely less), SP really doesn't matter in the first place.........
click me
Blup Blub Bloop. Translation: Die -_-
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Jadek Menaheim
Xer Cloud Consortium
5883
|
Posted - 2015.04.20 08:11:00 -
[57] - Quote
Whoops...accidentally edited the wrong post.
Quote:District Production Link I'm not quite sure how to flesh this one out. Holding districts should have benefits for players in your corp. Their warbarges join the greater flotilla's link with the corp's districts below and it somehow improves production time and production quality of Pirate Implants and Synergized Boosters. Raiding Successful raid during an open reinforcement window would allow your raid party members to establish a 30 minute 70% production link boost with that ground facility (district owners retain 30% production bonus during 30 minute siphon window). There is a 2hr cool down on anyone raiding that facility. Ground facility type could determine boost for various implant production on your warbarge.
Raid cuts into production time bonues for districts. Districts produce implant production resources for Dust and Eve district holders.
EVE Link? Your Warbarge must be parked in space above the district (automatically preformed) and can be attacked by EVE capsuleers. If enough damage is sustained, warbarge goes into Bastion mode and production link is reduced to 5% (district owners retain 95% production control). Capsuleers associated to raiding parties can also be encouraged to defend linked warbarges.
@JadekMenaheim
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Jadek Menaheim
Xer Cloud Consortium
5884
|
Posted - 2015.04.20 08:48:00 -
[58] - Quote
Warbarge travel would occur in real time.
@JadekMenaheim
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Adipem Nothi
Nos Nothi
8987
|
Posted - 2015.04.20 13:21:00 -
[59] - Quote
Jadek Menaheim wrote:Whoops...accidentally edited the wrong post. Quote:District Production Link I'm not quite sure how to flesh this one out. Holding districts should have benefits for players in your corp. Their warbarges join the greater flotilla's link with the corp's districts below and it somehow improves production time and production quality of Pirate Implants and Synergized Boosters. RaidingSuccessful raid during an open reinforcement window would allow your raid party members to establish a 30 minute 70% production link boost with that ground facility (district owners retain 30% production bonus during 30 minute siphon window). There is a 2hr cool down on anyone raiding that facility. Ground facility type could determine boost for various implant production on your warbarge. Raid cuts into production time bonues for districts. Districts produce implant production resources for Dust and Eve district holders. EVE Link?Your Warbarge must be parked in space above the district (automatically preformed) and can be attacked by EVE capsuleers. If enough damage is sustained, warbarge goes into Bastion mode and production link is reduced to 5% (district owners retain 95% production control). Capsuleers associated to raiding parties can also be encouraged to defend linked warbarges. Devil's Advocate:
The big boy corps -- the ones most likely to have Eve support -- tend to push out of PC those unwilling to capitulate, then blue up with one another, declare cease fire or otherwise lock their farmlands safely away from the rigors of combat. In the past, the better of big boy corps were able to hold massive amounts of land wildly disproportionate to their headcounts and activity levels. A primary objective of Raiding will be to keep PC lean, moving and bloody. If over-expansion could still be facilitated on account of Eve support, then this primary objective will not be met.
Shoot scout with yes.
- Ripley Riley
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Jadek Menaheim
Xer Cloud Consortium
5889
|
Posted - 2015.04.21 18:12:00 -
[60] - Quote
CCP Rattati demonstrates what happens with the super vet when they've maxed the skill tree. They keep accruing skill points.
https://twitter.com/JadekMenaheim/status/590577828430753793
@JadekMenaheim
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Seurimas Otg
TRAILS AND TRIBULATIONS
10
|
Posted - 2015.04.24 08:02:00 -
[61] - Quote
This seems like a mechanical and thematic nightmare. And unless it's restricted only to players who actually hit the skill cap, it'll be tough to limit abuse in various forms. |
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.20 06:19:00 -
[62] - Quote
Players will reach that ceiling soon enough. We should be proactive in considering options of what to do will excess skill points you keep earning past the max.
https://pbs.twimg.com/media/CDInZ7SWMAQLxSI.png
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.25 13:34:00 -
[63] - Quote
Looking for things to spend District Kredits on from PC, use them to purchase the equipment and production slots in skill harvesting.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.25 13:58:00 -
[64] - Quote
Jadek Menaheim wrote: There are five grades of SP Reaver Implants: These amounts are the activation costs, but final amounts will be lower due to wastage in player chosen production time.
E - 50,000 SP
D - 100,000 SP
C - 250,000 SP
B - 500,000 SP
A - 1,000,000 SP
SP placed into reaver implant production module is all produced by the player via active and passive SP and it is time capped.
Each grade of raw implant material could be purchased with District Kredits.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.05.25 14:57:00 -
[65] - Quote
Nope. Dont want to see guys with 6 alts in the corp to passively boost their SP gain by ridicoulus numbers.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.25 15:01:00 -
[66] - Quote
Bright Cloud wrote:Nope. Dont want to see guys with 6 alts in the corp to passively boost their SP gain by ridicoulus numbers. As stated in bold in the OP, passive sp gain cannot be extracted.
Dust 514 Market Trello. The essential resource for trading in Dust.
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Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.05.26 00:16:00 -
[67] - Quote
Jadek Menaheim wrote:Bright Cloud wrote:Nope. Dont want to see guys with 6 alts in the corp to passively boost their SP gain by ridicoulus numbers. As stated in bold in the OP, passive sp gain cannot be extracted. There is no way to tell what chunk of your SP is unallocated and which portion has beeing earned by active playing. And still no to it, period.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.26 02:25:00 -
[68] - Quote
Bright Cloud wrote:Jadek Menaheim wrote:Bright Cloud wrote:Nope. Dont want to see guys with 6 alts in the corp to passively boost their SP gain by ridicoulus numbers. As stated in bold in the OP, passive sp gain cannot be extracted. There is no way to tell what chunk of your SP is unallocated and which portion has beeing earned by active playing. And still no to it, period. If we are strictly talking passive SP, it's really quite easy--just look at how long the account has been set to 'active.' Passive Sp is earned at a steady rate of X points per day. A 24 month old account would have 26,280,000 SP earned passively if the account accrued 36,000 SP passively per day, for example.
If a player wanted to extract their skills, they could only extract the amount in excess of this 26.2m SP figure. Anything earned by active play, bought boosters, and (maybe) daily log-in bonuses would be applicable to extract.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.26 02:53:00 -
[69] - Quote
If Dust is to continue working on a console (in addition to a PC platform), multiboxing doesn't particularly make sense with an FPS game, whereas it does work more in the context of EVE online with being able to manage accounts more passively for industry operations, mining, shipping, and having that helpful cyno jump bridge alt.
Full character sales make sense in EVE as you are paying for a character you can use in these 'passive' activities. While there are passive activities in Dust such as Warbarge management, the emphasis of an FPS MMO is to build the traits of your single character. A solution to incrementally transfer SP to someone makes more sense compared to a full character transfer in the context of this single character development focus.
This is not to say I am not open to the possibility of full character transfers of Dust characters between players, however, it feels like incremental SP transfers is more sensible given the natures of Dusts platform and experience earning systems which differ from EVE.
Dust 514 Market Trello. The essential resource for trading in Dust.
|
Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.26 03:03:00 -
[70] - Quote
Regis Blackbird wrote:Just speaking my personal opinion of course.
For me SP represent individual character development by time and skill (which in Dust can be accelerated by boosters). You can not buy SP straight up from the market for AUR (for a reason), as this would be the purest definition of pay to win. This wouldn't exactly change. The lifetime passive SP you've gained could not be touched for extraction. It's a buffer and representative of your clone having spent time and lived in this universe.
Active and Boosted SP are available for extraction. Think of them as actively shaped components of your mind. They have value in the military sector and second hand mercenary market because they have been whittled and shaped by field testing and activity--battled hardened components.
Machine learning through trial and error. http://www.technologyreview.com/view/537101/deep-learning-machine-solves-the-cocktail-party-problem/
Dust 514 Market Trello. The essential resource for trading in Dust.
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Jadek Menaheim
Xer Cloud Consortium
6
|
Posted - 2015.05.26 11:34:00 -
[71] - Quote
Updated factory production mechanics based on G Clone's suggestion. It's much cleaner.
Quote:2 day production time: 30% loss 5 day production time: 20% loss 7 day production time: 10% loss
If a 1.000.000 SP (1mill) booster is made over 5 days, it then requires 1.200.000 SP (1,2mill)
Dust 514 Market Trello. The essential resource for trading in Dust.
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