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[Veteran_Alliria Seedspawns]
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Posted - 2012.06.19 14:26:00 -
[1] - Quote
I would like to see uniformity between Eve and Dust as much as possible, but this post relates to the dead horse that is the SP accrual method. Even though ultimately this post will mean nothing and have no effect on anything, I need to say my piece. It's kind of like why we vote actually - our vote doesn't mean squat, but it gives us the right to complain.
Dust is supposed to take place within the world of Eve. So if you're going to have active SP in Dust, then make it active SP in Eve somehow as well. If you're going to leave it passive with a training queue in Eve, then make it the same in Dust. In the roleplay sense, we merc's would be able to board our friends ship for a drink or two between battles, or even leave the merc life and become a peaceful space trucker (freighter pilot) if we wanted. I know that's not how it works in the actual game, but I'm talking about the concept of it all being in the same world. Eventually we'll be able to be in the same corps, buy, borrow, steal and donate to and from each other, send money back and forth, hire each other for different tasks, betray each other, and mingle in stations (I think). This is why I want things to be as close to the same as possible - it's all taking place in the same world!
I'd personally like to see the training go the way of Eve, and yes, I'm one of those people that are horrible at FPS games. |
[Veteran_FatalFlaw V1]
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Posted - 2012.06.19 15:41:00 -
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Alliria Seedspawns wrote:I'd personally like to see the training go the way of Eve, and yes, I'm one of those people that are horrible at FPS games. Following that line of thought, what benefit would it grant if you were always at the same SP as the good players? A mediocre player in good equipment will just face more expensive losses.
Your follow-up to having the same SP as the best FPS players will be wanting the skills to do more than they already do, so now you've reduced the ability of new players to keep up with high SP vets.
It's good as-is. People who are good at FPS still have a chance to kill high SP players if they out play them.
I don't see passive SP gain working in this game as a motivator to keep people playing and spending isk. |
[Veteran_Kori Hare]
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Posted - 2012.06.19 16:14:00 -
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FatalFlaw V1 wrote:[quote=Alliria Seedspawns]
It's good as-is. People who are good at FPS still have a chance to kill high SP players if they out play them.
I don't see passive SP gain working in this game as a motivator to keep people playing and spending isk.
I agree with this but I also agree that it would be awesome to see the 2 games more intertwined. I really haven't said anything about it because I ASSUME ccp is already headed this direction......I hope. |
[Veteran_Alliria Seedspawns]
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Posted - 2012.06.19 16:49:00 -
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The benefit is a bit more of a level playing field. As time goes on and the elite get more elite, it means that the new folks and the crappy folks (like myself) get less and less SP as we get less and less kills and objectives due to our inability to compete. By making it a steady amount regardless of your in game performance, it will help ensure we stick with the game longer as we're still able to achieve our own personal skillset and equipment goals. That's the benefit to those who suck, like myself, and I don't really see the detriment to the elite.
The benefit to the rest of the game is that it will encourage more objective based game play, as you get the same SP defending and attacking the objectives as you would if you got 30 kills. The logi running around keeping his team alive and full of ammo gets the same amount of points as the people he's keeping alive and resupplying. It encourages the support roles and objective gameplay.
It's NOT good as is, as the way it currently operates will create a heck of a void between the good and the not so good, the lone wolf run and gunner and the team player, the gunner and the support. Even the diminishing returns of SP isn't enough. So you're first few games you got 70,000 SP each, and now you're gradually winding down. You're still putting quite a bit of distance between us when our first few games were 20,000 SP each, and are now gradually winding down.
People don't keep playing Eve because they are motivated by the training queue. They play Eve because the game is fun. Dust should be the same way, and if the new and crappy folks struggle to gain SP, then it loses it's fun value. I don't expect that you good players would know, but believe it or not, we don't enjoy being beat down without hope all the time. Now I'm supposed to come in with my low skillset and kill you with your high skill set? I'm not even talking equipment here. You've already got your armor and shield skills maxed out giving you substantially more hitpoints than I. Your weapon skill is high allowing more damage, less recoil, less spread, and faster reload. Here I am struggling to get to the next level of armor hit points.
It's not going to be about who has the better gun play, but who has more SP's from either increased game time or just over all better game play. You good players already have the better gun play, so why do you need to create such a gap between our SP's as well? |
[Veteran_Absolute Idiom]
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Posted - 2012.06.19 17:04:00 -
[5] - Quote
Alliria Seedspawns wrote:I would like to see uniformity between Eve and Dust as much as possible, but this post relates to the dead horse that is the SP accrual method. Even though ultimately this post will mean nothing and have no effect on anything, I need to say my piece. It's kind of like why we vote actually - our vote doesn't mean squat, but it gives us the right to complain.
Dust is supposed to take place within the world of Eve. So if you're going to have active SP in Dust, then make it active SP in Eve somehow as well. If you're going to leave it passive with a training queue in Eve, then make it the same in Dust. In the roleplay sense, we merc's would be able to board our friends ship for a drink or two between battles, or even leave the merc life and become a peaceful space trucker (freighter pilot) if we wanted. I know that's not how it works in the actual game, but I'm talking about the concept of it all being in the same world. Eventually we'll be able to be in the same corps, buy, borrow, steal and donate to and from each other, send money back and forth, hire each other for different tasks, betray each other, and mingle in stations (I think). This is why I want things to be as close to the same as possible - it's all taking place in the same world!
I'd personally like to see the training go the way of Eve, and yes, I'm one of those people that are horrible at FPS games.
Being the same for parity reasons is arbitrary. There are justifiable reasons to also accrue SP for playing Dust, amongst them being:
1/ Newer players have a chance to catch up with established players by either A) Being good or B) Having the time to invest to play lots 2/ an incentive and reward for playing the game well and trying to achieve the map goal rather ignoring them all and messing around. Rewards in games are part of what makes them fun - and Dust needs to be a game that is fun to people who already play FPS games. |
[Veteran_Beers O'Malley]
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Posted - 2012.06.19 21:19:00 -
[6] - Quote
Alliria Seedspawns wrote:The benefit is a bit more of a level playing field. As time goes on and the elite get more elite, it means that the new folks and the crappy folks (like myself) get less and less SP as we get less and less kills and objectives due to our inability to compete. By making it a steady amount regardless of your in game performance, it will help ensure we stick with the game longer as we're still able to achieve our own personal skillset and equipment goals. That's the benefit to those who suck, like myself, and I don't really see the detriment to the elite.
The benefit to the rest of the game is that it will encourage more objective based game play, as you get the same SP defending and attacking the objectives as you would if you got 30 kills. The logi running around keeping his team alive and full of ammo gets the same amount of points as the people he's keeping alive and resupplying. It encourages the support roles and objective gameplay.
It's NOT good as is, as the way it currently operates will create a heck of a void between the good and the not so good, the lone wolf run and gunner and the team player, the gunner and the support. Even the diminishing returns of SP isn't enough. So you're first few games you got 70,000 SP each, and now you're gradually winding down. You're still putting quite a bit of distance between us when our first few games were 20,000 SP each, and are now gradually winding down.
People don't keep playing Eve because they are motivated by the training queue. They play Eve because the game is fun. Dust should be the same way, and if the new and crappy folks struggle to gain SP, then it loses it's fun value. I don't expect that you good players would know, but believe it or not, we don't enjoy being beat down without hope all the time. Now I'm supposed to come in with my low skillset and kill you with your high skill set? I'm not even talking equipment here. You've already got your armor and shield skills maxed out giving you substantially more hitpoints than I. Your weapon skill is high allowing more damage, less recoil, less spread, and faster reload. Here I am struggling to get to the next level of armor hit points.
It's not going to be about who has the better gun play, but who has more SP's from either increased game time or just over all better game play. You good players already have the better gun play, so why do you need to create such a gap between our SP's as well?
No. Dust will not be passive skill points only. This is a FPS game and actions = rewards.
After reading your reasons it read more as "I'm not good or dont have much time to play, but I want all the things that hardcore and elite player get". It has nothing to do with balance or team work as you say it does. I know this because ccp is not going to make it all passive and you will still grind sp and do team work things anyways.
I wont have much time to play but I am fine getting the skill points I earn and doing the best I can with them. So I focus on one thing and not try and fly LAVs, HAVs, Drop ships, use all the guns, etc
If I have 10 mill sp with it all in assult rifle and assult suit and a 50 mill sp guy has the same 10 mill in them then we are on equal footing on that battle field. Now he may be able to get in a heavy, logi, command, etc but I would still be well enough equiped to kill him.
My 20 mill SP pve mission runner can fly a tengu just a good as any 140 mill skill point toon in eve.
That makes dust exactly like eve already |
[Veteran_DemonicChaos]
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Posted - 2012.06.19 21:30:00 -
[7] - Quote
I can understand the active sp system in dust but I think you should get something just for finishing a game I've had crappy games where I got killed lots didn't get any kills/hacks shot the hell out of the mcc but still got 0 sp since I never got the +15 for shotting the mcc I think should be some minimum say 5-10k even 1k would be better then nothing just to help us crappy players get better skills so we can play better. Since I've been playing a while now I get between 15-30k most games since am doing better and know what to do to get a few kills/hacks but a little boost in the beginning would've helped alot |
[Veteran_King of Fools]
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Posted - 2012.06.19 22:18:00 -
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I would like to point out that us as Dust mercs have different biotics/implants than capsuleers. The technology for our neural implant, the one that makes us immortal, is radically different tech. So it actually makes sense that we gain SP different that those of the EVE universe. |
[Veteran_Kori Hare]
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Posted - 2012.06.19 23:08:00 -
[9] - Quote
King of Fools wrote:I would like to point out that us as Dust mercs have different biotics/implants than capsuleers. The technology for our neural implant, the one that makes us immortal, is radically different tech. So it actually makes sense that we gain SP different that those of the EVE universe.
Great point of view!!! |
[Veteran_Baal Roo]
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Posted - 2012.06.19 23:57:00 -
[10] - Quote
Alliria Seedspawns wrote:The benefit is a bit more of a level playing field. As time goes on and the elite get more elite, it means that the new folks and the crappy folks (like myself) get less and less SP as we get less and less kills and objectives due to our inability to compete. By making it a steady amount regardless of your in game performance, it will help ensure we stick with the game longer as we're still able to achieve our own personal skillset and equipment goals. That's the benefit to those who suck, like myself, and I don't really see the detriment to the elite.
The benefit to the rest of the game is that it will encourage more objective based game play, as you get the same SP defending and attacking the objectives as you would if you got 30 kills. The logi running around keeping his team alive and full of ammo gets the same amount of points as the people he's keeping alive and resupplying. It encourages the support roles and objective gameplay.
The game is still in the process of being balanced. We have seen thread after thread about support skills needing more reward, I assume CCP has realized this and will adjust accordingly. Also, if I understand correctly, the final product will have fairly natural segregation based on the multiple different security sectors, and different contract types. A high SP guy in all proto gear should be as rare in the areas where new low SP players congregate as NBA players on black top city BBall courts. There will be no real incentive to pub stomp when there are MUCH more lucrative and cost effective contracts to take.
Alliria Seedspawns wrote: It's NOT good as is, as the way it currently operates will create a heck of a void between the good and the not so good, the lone wolf run and gunner and the team player, the gunner and the support. Even the diminishing returns of SP isn't enough. So you're first few games you got 70,000 SP each, and now you're gradually winding down. You're still putting quite a bit of distance between us when our first few games were 20,000 SP each, and are now gradually winding down.
Well, don't forget, we're earning 4x SP right now. So you're actually talking about 17,500 SP and 5,000 SP. Also, SP gain looks like it will only be a small part of the overall picture, and high amounts of SP will really just make players more VERSATILE, not more POWERFUL in a 1v1 confrontation.
Alliria Seedspawns wrote: People don't keep playing Eve because they are motivated by the training queue. They play Eve because the game is fun. Dust should be the same way, and if the new and crappy folks struggle to gain SP, then it loses it's fun value. I don't expect that you good players would know, but believe it or not, we don't enjoy being beat down without hope all the time. Now I'm supposed to come in with my low skillset and kill you with your high skill set? I'm not even talking equipment here. You've already got your armor and shield skills maxed out giving you substantially more hitpoints than I. Your weapon skill is high allowing more damage, less recoil, less spread, and faster reload. Here I am struggling to get to the next level of armor hit points.
It's not going to be about who has the better gun play, but who has more SP's from either increased game time or just over all better game play. You good players already have the better gun play, so why do you need to create such a gap between our SP's as well?
Because those good players will hopefully be out doing MMO style **** outside of high security pub matches.
I do agree with you to a degree though. If this game turns out to be as limiting in scope as you seem to assume it will be, then yeah, it's doomed. If OTOH, they deliver on even 50% of the stuff they are claiming to be doing, then pub match balance will be a mostly militia suit vs militia suit affair. |
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