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[Veteran_Alliria Seedspawns]
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Posted - 2012.06.22 20:02:00 -
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I have read several posts of people stating that the daily SP boost will help the casuals keep up with the elite SP wise, but I don't buy it. Numbers being pulled from mid air, but say the elite guy averages 70k SP per game for his first couple games, then he starts earning less. The casual averages 20k SP per game for his first few games, then he starts earning less. This is doing nothing to try to keep the SP competitive amongst the players, but rather just dispenses a higher quantity of SP quicker.
I feel the better solution, if keeping SP competitive amongst all is the goal, is to say you get the SP boost until you obtain x number of SP's. After you obtain x number of SP's, then you lose the boost and start earning less. It may only take that elite guy 2 games to reach that threshold, but it may take someone like me 10 games to reach that threshold. So the elite gets the boost on 2 games, then starts earning less. I get the boost for 10 games, then I start earning less.
The elite would still be putting distance between themselves and the casual, but I feel this would make gaps between the SP levels less severe. |
[Veteran_Skytt Syysch]
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Posted - 2012.06.22 20:15:00 -
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I was actually going to propose that as a reply to this thread if that wasn't your suggestion. I think that should be the way it works - say 2x SP for the first 50,000 SP earned that day as an example, versus 2x SP for the first 3 games played.
Not only does it help out people who don't score highly per game, but it also doesn't screw you over when your first game of the day is you joining in with 7 seconds left in the game. |
[Veteran_Asno Masamang]
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Posted - 2012.06.22 20:27:00 -
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Greetings,
Please keep in mind that the huge numbers you are seeing right now is because of the 4x beta multiplier...
Now then. The problem is not really the elites versus the non-elites. That gap will always be there and your proposal does nothing to resolve it. Instead your proposal is more aimed at the hard core versus the casual and again your poposal does nothing to resolve it.
No, the hard core gamer is still going to double / triple the casual player in terms of both SP and ISK, even higher when summer rolls around and the kids get out of school. First day, not a big difference, the second day a bit bigger, and third day bigger still... By the time a week has rolled by, the differences will be noticeable.
Sadly, there is no viable way to resolve either issue, so IMO CCP should just ignore it and put their effort into things that will make a difference.
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[Veteran_Iron Wolf]
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Posted - 2012.06.22 20:30:00 -
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Also remember there are buyable skill clusters for the casuals to be at least on skill par. Also passive skill points accumulate regardless keeping the gap between very active and not so actives born ont eh same time not that distantly apart. Finally you have to understand that a player who knows and masters the skill point system will conclude that there are such thing as a skill point cap. Those that realize this will have the upper hand over any player who just randomly picks skills. |
[Veteran_Skytt Syysch]
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Posted - 2012.06.22 20:45:00 -
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Asno Masamang wrote:Greetings,
Please keep in mind that the huge numbers you are seeing right now is because of the 4x beta multiplier...
Now then. The problem is not really the elites versus the non-elites. That gap will always be there and your proposal does nothing to resolve it. Instead your proposal is more aimed at the hard core versus the casual and again your poposal does nothing to resolve it.
No, the hard core gamer is still going to double / triple the casual player in terms of both SP and ISK, even higher when summer rolls around and the kids get out of school. First day, not a big difference, the second day a bit bigger, and third day bigger still... By the time a week has rolled by, the differences will be noticeable.
Sadly, there is no viable way to resolve either issue, so IMO CCP should just ignore it and put their effort into things that will make a difference.
I don't think it's so much trying to bridge the gap between the hardcore and casual, but rather to be more beneficial to the casual. They don't need to be able to catch up, but if it offers them the ability to make more progress than they would otherwise.
Let's say a casual player only manages 5,000 SP per battle, and only has time to play 5 games:
If 2x SP for first 3 games:
10k, 10k, 10k, 5k, 5k = 40,000 SP for that day
If 2x SP until a total of 50,000 bonus SP gained:
10k, 10k, 10k, 10k, 10k = 50,000 SP for that day, and 25,000 bonus SP still available if they end up finding more time to play some more games
Plus, it prevents the scenario where you join a game in progress and one of your bonus SP games gets wasted where you literally only had enough time left in the game to spawn and kill a single person.
If you're playing dozens of games a day anyway, how the bonus SP is given out isn't going to impact you very much. If you end up getting less through the 2nd example, your average per game over the course of the day across 25 games is barely going to be impacted. |
[Veteran_Alliria Seedspawns]
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Posted - 2012.06.22 20:48:00 -
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Asno Masamang wrote:Please keep in mind that the huge numbers you are seeing right now is because of the 4x beta multiplier...
I'm well aware of the beta multiplier, but it makes no difference to my point. Whether it's 70k and 20k or 700 and 200, the point is the same. Your boost is netting you more points than my boost, putting a bigger gap between us before the boost goes away. This disparity will only get larger as time goes on.
I'm not saying this will prevent gaps between the two groups - I'm saying this will make it not as severe. With the boost I propose, say the cap is 100k SP. In 2 games you made 100k SP, so now you start only bringing in 10k SP per game. It takes me 10 games to get to 100k SP using the boost. So after 10 games, I have 100k SP, and you have 180k SP. That is a gap of 80k SP before I start earning the decreased SP rewards.
The way it is now, you average 70k SP for your first three games, then you lose the boost. I average 20k SP for those first 3 games before I start earning less. You now have 210k SP, and I have 60k SP. That is a gap of 150k SP. This gap will only grow as you invest those SP's, thus raising the SP's you gain during your first few games. I can invest my SP's as well, but not nearly at the rate of you. |
[Veteran_Asno Masamang]
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Posted - 2012.06.22 20:50:00 -
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Iron Wolf wrote:Finally you have to understand that a player who knows and masters the skill point system will conclude that there are such thing as a skill point cap. Those that realize this will have the upper hand over any player who just randomly picks skills. No, not really. Yes, there is a skill point cap, but it is so high that no player will reach it for at least a couple years. In EVE, which is over 9 years old now, no one has reached the cap except on the test server when CCP gave everyone 480 MSP for a day of destruction.
Additionally, the person who focuses on skill clusters will become specialized which is great, but the person who picks randomly will be a lot more versatile which is great as well... It all depends on the player's goals / intent. For example in EVE there are people who have the same SP I have, but they are only capable of a narrow set of fighting styles... Me? I can fly almost any sub-capital, use almost any sub-capital weapon, find the hardest sites in the game, build the biggest ships, etc. And while I am not as good as the specialist, I am just as valuable.
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[Veteran_Alliria Seedspawns]
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Posted - 2012.06.22 20:54:00 -
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Iron Wolf wrote:Also remember there are buyable skill clusters for the casuals to be at least on skill par. Also passive skill points accumulate regardless keeping the gap between very active and not so actives born ont eh same time not that distantly apart...
Skill clusters won't be all the beneficial as the elites or hardcores or whatever term we're using will buy them as well, thus negating any effect I was hoping for (in relation to trying to minimize the SP gap) when I bought it. The passive skill points do nothing to keep things competitive strictly BECAUSE of the active SP's. If they were to make it strictly passive, much like Eve, then this wouldn't be a problem. |
[Veteran_Iron Wolf]
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Posted - 2012.06.22 21:14:00 -
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Anso missed the point of a skill point cap.
Heres the deal lets say I love just being a caldari tank pilot and its all I ever want to do.
There will come a point that no matter what in the world I train or get a new skill level it will not make me a better tank pilot in gear access or perofrmance, period. bBcause those additional skill points are for other things like infantry guns or flying things or manfuacturing. |
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