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Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
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 - 2012.10.08 23:42:00 -
[2] - Quote
wow... slow day or what? I'm sure the subject of skill points has been talked to death lately, but I assume this is a new outlook? |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2012.10.09 19:01:00 -
[3] - Quote
alright, one more bump, but I'd really like some feedback. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
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Posted - 2012.10.09 19:10:00 -
[4] - Quote
A) I think you need to change 2000 ISK to 2000 SP in your original post.
B) To simplify it, you are suggesting a per game cap rather than a per day/week cap... |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.09 19:11:00 -
[5] - Quote
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. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.10.09 19:12:00 -
[6] - Quote
I also commented this in other threads:
Maximus Stryker wrote:my idea from this post: Maximus Stryker wrote:Personally, I would like to try out a 1 million SP per week cap with no/zero/0 degeneration.
You start out with 500,000 SP, ---- each week (Tuesday to Tuesday) your character can earn up to 1,000,000 SP at the normal rate (typically 20,000 to 30,000 per match).
If the "pro's" or individuals with a lot of free time who achieve this million quickly, they can continue to play and stock pile ISK or they can play with their alternate character (we get 3 character slots).
This way no one will complain about only earning <1,000 SP for 3/4 days and the people who can play very frequently still wont get too far out in front...
Anyone else agree?
Maximus Stryker wrote:as a follow up to my previous post, I purpose the following scenario for discussion.
Premise 1, no degeneration, ever, you earn what you earn. Premise 2, there is a hard skill cap (you can debate how frequent this should be) but for the sake of this simulation, lets use 1 week. Premise 3, all new players start with 1,000,000 SP Premise 4, weekly skill cap is 1,000,000 if you are current Premise 5, you do not hit weekly skill cap until you are current
Week 1: Skill Cap at 2,000,000 (1m base plus 1m weekly cap) Week 2: Skill Cap at 3,000,000 Week 3: Skill Cap at 4,000,000 Week 4: Skill Cap at 5,000,000 etc etc
If a player starts playing 4 weeks after the release of the game, s/he still starts with the base of 1 million, and accrues SP at the same exact rate as everyone else, s/he will just not have the weekly limit until s/he reaches the current Skill Cap. And therefore could theoretically get 5,000,000 SP in their first week and then be capped out like all current players from then onward.
Thoughts? |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.10.09 19:17:00 -
[7] - Quote
The rolling cap based on the launch date is interesting. It would achieve CCP's goal of keeping the max skill level down without penalizing players who start later.
It would however strongly encourage SP farming, so that would have to be squashed first. |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.10.09 20:06:00 -
[8] - Quote
Skihids wrote:The rolling cap based on the launch date is interesting. It would achieve CCP's goal of keeping the max skill level down without penalizing players who start later.
It would however strongly encourage SP farming, so that would have to be squashed first. Agreed, this issue does need addressing first & foremost |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2012.10.09 21:40:00 -
[9] - 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. |
RolyatDerTeufel
D3ath D3alers RISE of LEGION
1648
|
Posted - 2012.10.09 21:47:00 -
[10] - Quote
I think the cap being hit by one character is no problem at all, it gives the hardcore guys time to build up an alt for a different purpose on the battlefield tbh Orin. |
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Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.10.10 01:04:00 -
[11] - Quote
RolyatDerTeufel wrote:I think the cap being hit by one character is no problem at all, it gives the hardcore guys time to build up an alt for a different purpose on the battlefield tbh Orin. Agreed, I just think a hard cap without degeneration is the way to go... |
Washlee
UnReaL.
131
|
Posted - 2012.10.10 02:56:00 -
[12] - Quote
Im not worries about hitting the CAP , Im sick of getting 300Sp because Im close to it. No point in Boosters if theres a cap :p |
Goric Rumis
Amarr Templars Amarr Empire
80
|
Posted - 2012.10.10 03:17:00 -
[13] - Quote
So what about a strong S-curve, with a steep decay down to, say, 2,000 SP per match, with a floor of 2,000 SP per match until you hit the cap, at which point you get 0?
So, for example (making a very short, inaccurate curve just to demonstrate):
Game 1 - 20,000 SP Game 2 - 19,000 SP Game 3 - 17,500 SP Game 5 - 10,000 SP Game 8 - 4,000 SP Game 12 - 2,000 SP Game 15 - 2,000 SP Game 29 - 2,000 SP Game 30 - 1,298 SP (whatever's left over to hit the cap) Games 31+ - 0 SP
(This example would result in a cap around 136,000 SP, so again, it's just for example purposes.)
I kind of like the idea of a cap based on release date as well. It would take a whole lot of playing to catch up to the oldest players, but just making it a possibility for people who want to play that much is interesting. You could make it a little more difficult by imposing an S-curve like the one above on a weekly basis, without capping out on a weekly basis (so you're playing a lot of games at the minimum until you hit the all-time cap).
This might be hard to explain to players, though. |
sendeth
KILL-EM-QUICK RISE of LEGION
45
|
Posted - 2012.10.10 05:11:00 -
[14] - 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.
nicely stated sir |
angelarch
Algintal Core Gallente Federation
93
|
Posted - 2012.10.10 08:23:00 -
[15] - Quote
sendeth wrote: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. nicely stated sir
agreed.
i have a question though, q. can hardcore grinders switch to one of the other two characters to grind up fresh skill points if they max out [or get sick of the diminishing returns] on the main? or is the weekly skill cap for the entire account, not just a single character?
[ ^ if not, i think that would be a cool option for folks playing so much.] |
Maximus Stryker
Villore Sec Ops Gallente Federation
393
|
Posted - 2012.10.10 14:32:00 -
[16] - Quote
you can grind all three characters if you so choose |
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