Gauder Berwyck
Deadly Blue Dots RISE of LEGION
217
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Posted - 2012.08.01 08:28:00 -
[1] - Quote
So yeah... you play for a couple of hours, and the SP gain has diminished from when you started.
I don't have a problem with this exactly! Just some of the underlaying mechanics.
First tho, let me explain just WHY I want/need/request a change in this system. At the moment, with no feedback from the game why you have scored as you did, it's quite frustrating to see the diminishing returns in SP from game to game throughout the night. Especially if you are green to the game, I can see quite a few people scratching their head and go "what the ****? I did better now than that game an hour ago, and I only get this pittance of SP?!!"
The sollution is very simple. Add something that tells us how this diminishing return affects our SP scores. If it's a number to show the multiplier for this game, how long remains of your "happy hour" or anything... Just let people know what is going on!
So yeah, please fix this CCP, it should be simple enough :D |
Gauder Berwyck
Deadly Blue Dots RISE of LEGION
217
|
Posted - 2012.08.02 07:59:00 -
[2] - Quote
Thanks for the feedback guys, now lets make CCP listen!
My own ideas about this is definitely influenced by the famous K.I.S.S. principle and my own time from MAG.
First off, I don't want to see passive SP gain being the main source of SP gain. I understand where you EVE players are coming from, but this is an FPS, not a space flight simulator. We need SP gain through matches, because that is the best way to see your character progress. Keep passive skilling, yes, but active skilling should, nay NEED to, provide more SPs than passive skilling! Call it the holy grail of FPSing, but a relative comparison can be to ask EVE to use active skilling more than passive skilling. It's just not the right game type for it...
That said, I am gonna leave the balancing of it to CCP, I am sure they have waaay more numbers about this that I do
As for implementation, let me begin with MAGs system, which I think worked pretty well. You have a 100% happy hour bonus that lasts for 1 hour per day. The clock starts ticking when you start your first game of the day, and keeps ticking for one hour (even if you are playing or just in the lobby between games). After a game is finished, just add a line of time remaining of happy hour bonus to the end game screen.
This might be a bit too simple tho, as we all know, Dust isn't your bog standard shooter. The next simple sollution is to give each match you play a decreasing bonus. Say you start the first match of the day with a 10x SP bonus. The next match is 9x, etc etc. Also, need to inform the players what sort of bonus was implemented to the score in the end game screen!
Then there is the gung-ho way, the best of both worlds just to make it needlessly complicated. Should we call it the CCP way? Anyway, there is a bonus, based on time played that day, kinda in a similarly mathematical calculation like the stacking bonus penalties. At the end game screen, you get a message telling you how much time you have left on your current "bonus level" and what that bonus level is.
Basically my views on it. I also like Garrets suggestion, also very simple, but to nitpick I believe the 1.0 should be saved for the base SP gain, and have the bonus display like 10.0 or something, and then decreasing down to 1.0. |