
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
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Posted - 2012.10.08 21:36:00 -
[1] - Quote
Since you (CCP) seem determined to slow the rate a person can progress through the game, I have an alternative, and far more preferable (IMO) method in mind
I did some number crunching, and based my theory on one game taking 15 minutes, therefore 4 games an hour.
So my theory is if you limit us to how much we can earn (maximum) per game to around 2000 SP, the most we could earn in a week is 1,344,000 SP. That is assuming you can play 4 games an hour, 24 hours a day, 7 days a week, and that you preform well enough to get 2000 SP, ALSO that you launch directly into another game after one is over.
So, realisticaly, no one will even hit that cap. The current cap is (as most have calculated it to be) roughly 900,000 - 1m SP per week.
This method would raise that cap by a bit, but assuming the majority (99.9%) will probably never hit the cap, you'd be safe.
Also, this way you're still rewarding the "hardcore" players who play every day, instead of penalizing them. Let me tell you, it would be much less demoralizing than seeing a 0 for SP earned when you hop on later in the week.
Another way to go would be to go with say 5000 SP cap. with more logical math, 5000 x 3 games an hour = 15000. 15000 x 20 hours of play (this factors in 4 hours of either sleep/down time/time spent in the merc quarters/otherwise not shooting things) = 300,000 SP a day, 300,000 x 7 days in a week = 2,100,000. Quite a leap (over double the current cap!). However, again, this is assuming you A. Fix boosting, and B. possibly make SP harder to get per game. Therefore, the more likely scenario is the majority of people would only be earning maybe 2-3000 SP per game, and only play roughly 5 hours a day (of course the more hardcore players will be getting over 1m SP in a week, but unlikely to hit the cap).
Either way, whatever number you use, 2000, 3000, or 5000, whatever inbetween, it would be far more rewarding and WAY more consistent than the way it currently is.
Ideas? comments? |

Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
 |
Posted - 2012.10.09 21:40:00 -
[4] - Quote
Skihids wrote:You are focused only on the effect to grinders and completly overlook the more casual player.
Your method replaces an exponentially decreasing reward with a straight linear cap. That means SP is earned in direct proportion to play time, and you need to play 24/7 to make the cap. That may be fine for those who can, but picture for a moment the fellow with a career and family who can only squeeze in six hours of play a week. You are condeming him to 4.7% of the possible cap.
The genuis of CCP's decaying reward is that the casual player can earn a significant fraction of the cap, and yet you can still grind every last SP out of it if you want.
Valid points, however, either CCP is encouraging sporatic play, and discouraging hardcore people from playing all week, or they are doing the opposite.
The only other alternate is to do a daily cap, with diminishing returns, which certainly doesn't favor the casual, but it also doesn't favor the guys who spend 10 hours straight playing (like myself).
So heres how I came up with my "solution"... how do you cap the amount of skill points one could possibly get in a week, without your users ever playing a game for 0 SP? because quite frankly, getting 0-100 SP in a game is absolutely ridiculous, and totaly kills any urge to play later in the week.
It's definitely not an easy situation to be in, not to mention overcome, but it is possible to find a solution. we just gotta put our heads together.
Goal: No one ever drops below 1000 SP earned per game.
honeslty I'd be fine if the current system were in place, and somehow fulfilled the goal above.
I just think penalizing players so harshly for liking the game enough to want to advance in it is ... well, not very... user-friendly.
That or raise the cap. |