KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
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Posted - 2012.10.08 17:21:00 -
[1] - Quote
For the general health of the player base and the game, it's better to have a system that gives players to play each day at least a bit. Please note that people are likely to play a few extra games with their mates even if the rewards are getting smaller.
Even CCP should prefer that there are people online each day to keep them 'addicted'. I underline that CCP should want to have the maximum number of players and matches on the overall time, as more fights are going so are AUR items being used (funding for the product).
That all means it's better to reset the diminishing returns counter every DT instead of once per week, even if there's only a few 'sweet games' each day.
Previously I was sarcastic about the rest of the week besides first two days of Dust being for other games, but there's a truth in that.
I don't personally like the hard cap on SP gains, I think that if SP gain for a normal game is for example 50 000 SP, the diminishing returns version of it would be ok to be 5000 SP (10%, or even 5%) of it or something. But if the hard absolute cap would be per-day, even that would be acceptable.
I admit that having a daily cap on SP count creates a bit more variety among players, but if you compare people who play five nights a week for 2hrs to people who play every night the same time, the difference isn't that dramatic.
TL;DR: NO to the system where you can play your week's games of Dust in a single day, YES to the system that keeps you loggin on every day for a bit! |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2012.10.08 17:25:00 -
[2] - Quote
Ridgeway Semper Fi wrote:Here's a suggestion. Keep a cap per week. However, make it an accumulative cap. Ill keep the numbers simple for easy math and easy following along.
Say the cap is 1,000 sp per week. Well some people will hit that cap every single week, others won't. So at the end of the first week the people who play the most have 1,000 sp down to whoever is lowest.
So the second week starts, the cap for the week is 1,000. Once again some will hit it others won't. For those that didn't last week they have a higher cap, because it's at 2,000.
So every week you can gain 1,000 more SP, but you aren't limited to 1,000 SP if you didn't hit the cap every time. So after 1 year a new player would have a cap of 52,000 SP and the people who have been playing will still have a weekly cap of 1,000.
Make sense? I might not be explaining that the way Im seeing it. Either way, it closes the cap between your hardcore players and your casual gamers, and your new players that come in after the game has been out for a while can close the gap faster so they don't feel so far behind. This also makes your boosters useful to those that have them, and makes boosters better for people later who want to catchup quicker. I don't care how much you love the game no one is gonna play it exclusively. You may miss 3 weeks playing something else, you come back use your booster and catch back up. Seems to me this would solve alot of the problems, while keeping everyone in check.
Actually, that DOES sound good as well. Even though I suggested jsut above that everyone should have at least some SP per game even if its 5% or so of the 'normal'.
But how about the same system made per-day, not per-week? Or something between? Thoughts
Regarding boosters, that's somewhat irrelevant on the cap topic. Sure either they boost everyone and the cap (which means everyone should use em) Or they help irregular gamers to reach the cap earlier, nice one also.
But that subject doesn't touch the topic if there should be a cap or not. |