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Patches The Hyena
204
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Posted - 2012.09.18 16:43:00 -
[1] - Quote
Okay the current system of diminished returns discourages play and appears to punish people who have a schedule like mine. I'm a pretty busy guy but I can free up an afternoon once or twice a week to grind away for a while. I don't get much benefit from the daily resets of diminished returns because all my game time is usually in one or two chunks and much of that time suffers from low SP gains compared to having the same amount of play time spread through the week. The current system also punishes hardcore players, and honestly I think playing a lot should earn you something. So I propose a change that doesn't punish guys who play a lot, discouraging play is not good, but gives a boost to those who play less.
First, set a flat rate of SP gain. You're either gaining the normal rate of SP or normal SP + bonus, no constantly shrinking gains with every match played.
Then grant bonus SP gain based on time since last login. Maybe grant 1.5 hours of bonus SP per 12 hours since last login? After 8 days you max out at 24 hours. Not really sure on exact numbers just want to get the idea across.
So if you have a weekend off and just grind away at the game you get normal SP the whole time, no punishment. Yet the guys who play less get a little bonus to help them keep up without favoring any particular time zone like diminished returns currently does, diminished returns currently resets in the middle of prime time in certain NA time zones granting a potential SP advantage.
I think this is a good solution and look forward to feedback. |
Captain-Awesome
38
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Posted - 2012.09.18 16:50:00 -
[2] - Quote
so: sp = passive + (active * (bonus sp * rested time accumulated)) or something like that gained like an active booster until consumed full 7 days = full 24 hours rested sp
I'd like to test it out |
Patches The Hyena
204
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Posted - 2012.09.19 05:59:00 -
[3] - Quote
Bump for more feedback! |
Mister Hunt
Sanmatar Kelkoons Minmatar Republic
230
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Posted - 2012.09.19 06:22:00 -
[4] - Quote
I could go with this. After a few matches, I've hit my SP "wall", but I only get to play a couple nights per week, and then it is technically "all day". Someone that can play an hour or so each day (7-14 per week) could get more SP than I can theoretically with the current setup, even with the same exact kills/assists/everything else that scores for you, even if I can play 30-40 hours. Something is messed up with that idea, please CCP, don't nerf me because I can play for more than a couple hours at a time. |
Patches The Hyena
204
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Posted - 2012.09.20 00:09:00 -
[5] - Quote
Agreed the current system discourages play by punishing it. Play should not be discouraged, especially with a Free 2 Play model. |
Prophetic Dreams
Crux Special Tasks Group Gallente Federation
3
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Posted - 2012.09.23 00:53:00 -
[6] - Quote
Like many other players I am also unhappy about the way the diminishing returns (DR) limit the skillpoints (sp) gain after a couple of games. DR currently also hurt the casual player with a different time schedule, as explained by the op, and I also don't think there should be a system that "punishes"/discourages you for putting in more hours played on one day. The way it feels to me is like the DR is a cheap temporary hack to address the following problems:
Problem 1: Finished the skills (faster than new content) There is a finite amount of skills that require sp. Since there also is an active sp gain, it is possible in theory for skilled hardcore players to gain all the relevant skills faster than the new skills and potentially other sp sinks that can be released with new content. In other words how can the player progress their skills over longer periods of time without running out of skills to unlock? And I would add without gimping the short term feeling of progression (which the DR is hurting atm).
Problem 2: Casual vs Core difference Since active players would gain more sp than less active players and the skills unlocked with sp offer various gameplay advantages, the difference between new/casual and older/hardcore players could work adverse to new/casual players.
I think problem 2 will be solved in the future by seperating the newer / more casual players from the older / more hardcore players (0.0 sec vs 1.0 sec games). Which would make problem 1 the real issue. Obviously a gigantic amount of skills would solve the problem and I am sure that 2 or 3 years into Dust, with a lot more specializtion skills from the new content, this will be the case for new players. But I am not so sure if they can get this done on launch with the current skills, without either hurting sp gain (A) or making more skills take longer to unlock (B) (im looking at you dropsuit skills :p).
The solution patches proposes probably can be done with option B and I think I would prefer it over DR, simply because I dislike the idea of losing out on sp gained and rather have a tougher skill path tree than that feeling like I wasted time because I don't match the prefered time scheule (play everyday vs sporadic play). Another nice solution was posted by Sin3 DeusNomine which works with option A, by converting wasted sp to isk. Although I am not sure if this would gel with the concept of 0.0 corp battles, where all the money that is rewarded is actually from other players/corps and not out of thin air like the npc corps.
Another idea could be to promote playing on alts on sp DR or implementing somekind of rebirth system like the oldskool MMO's / CoD Prestige where you reset your skill points for either a special extra skill or some kind of icon whatever (I can't belief I just suggested that haha). Although I have strong reservations on how the rebirth system woud work in the universe of eve. |
Prophetic Dreams
Crux Special Tasks Group Gallente Federation
3
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Posted - 2012.09.23 01:07:00 -
[7] - Quote
Just had another crazy idea. What if you implemented some sort of secondary skillset, where on DR all the wasted sp will go in your secondary sp pool. This way you could develop multiple builds that can be directly capped by a daily/weekly sp gain in order to avoid problem 1 of my previous post. In theory you could even activate tertiary skillset for the ultra hardcore or combine it with the sp to isk solution. |
Gratis Una
Circle of Huskarl Minmatar Republic
3
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Posted - 2012.09.23 01:24:00 -
[8] - Quote
Captain-Awesome wrote:so: sp = passive + (active * (bonus sp * rested time accumulated)) or something like that gained like an active booster until consumed full 7 days = full 24 hours rested sp
I'd like to test it out
++2 to this.
I believe there shouldn't be a punishment for grinding all day, some skills take a very large amount of sp, also why is there not bonus sp for randoms joining squads or orders visible to them that join a random squad? Orders to squad should apply to the whole squad regardless of how they get into it. If a player is helping their squad achieve their goals and able to see those goals they should receive the benefit from playing as if they were in the group as a member of the squad before the match. For all intents and purposes they are in the squad so should receive the orders and be on comms with them as well. |
Patches The Hyena
204
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Posted - 2012.09.24 04:37:00 -
[9] - Quote
Prophetic Dreams wrote:Just had another crazy idea. What if you implemented some sort of secondary skillset, where on DR all the wasted sp will go in your secondary sp pool. This way you could develop multiple builds that can be directly capped by a daily/weekly sp gain in order to avoid problem 1 of my previous post. In theory you could even activate tertiary skillset for the ultra hardcore or combine it with the sp to isk solution.
That's an interesting idea but would be difficult to implement since so many skills cross over and help everything. |
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