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Iron Wolf Saber
BetaMax.
2866
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Posted - 2012.10.12 18:17:00 -
[1] - Quote
In a typical RPG Shooter, you want to instinctive-ise continued game play similar to most popular MMOs with unlocking items or abilities (ModWar2 ), higher rank (Mod War 1) and various other doo-dads (battlefield 2+) that can improve or do nothing at all outside of ego inflation (Halo Reach), the worst of which is the what to do after hitting the finish line? Rerun the race again (ModWar2-3) with via prestige mode. This has been a rather growing trend in well... gapping between expansions/releases and hopefully keep player base interested long enough until the next update while some ideas are good and some ideas are bad they ultimately still work. Look at the leader boards look at how hard some of these folks will work to get every nook and cranny unlocked. Sound familiar? It should most other MMOs use similar techniques the problem is with all of the above shooters is that there is a rate of content consumption and even for a casual that rate of consumption is pretty high. Players hit caps faster than the rival games can release their own counter punch, maps don't release as often enough, and not many new weapons are that worth it.
In Dust 514 we have an entirely different theory in that they don't want a race to the finish. Instead the entire skill system is to get to one of many possible finish lines before deciding which race to run next. The best part about this race, the players themselves design it to their own means and can evolve on a whim or need or reaction even. Shortcuts taken, detours, none the less nobody ever finishes the race, they're not supposed to. Get several players make them race along for a year and you will have a very well mixed up group of specialists. Nobody is a real copy of each other in skills, gear preference, and the needs of their environment shapes them.
Just right now with boosters abound, jerk-wads aplenty, and Min/Maxers who conquered the finish line in so many other shooters are wanting the same here. They're trying to do this now despite best efforts to restrict the players. CCP counter's that one could be hard core to raise multiple characters I feel is an inadequate excuse to run the race. The race is extremely long, hard to travel along, and no need to lie to you, its rather slow.
Previous builds I could have seen it quite possible to get to the finish line in a timely manner, even after the 4x multiplier removed it still seemed possible. Now a days it seems not only impossible but unattractive, the time and effort put into unlocking the next skill level leaves me wanting instant gratification. The temptation to skill into skills I don't really need rises and I never really accelerate anywhere.
So how to fix this without breaking the "Finish Line".
The solution is Loyalty Points.
And not just LP but the store to spend them as well.
LP in Eve is used to award players supporting NPC groups and their agendas, in turn they get points they can spend in the store on buying special gear and items.
What I am suggesting however is not just items but an artificial acceleration in the race to whatever finish you want.
Skill Spikes, buy them and temporary boost a skill level for a set time length, LP earned to buy these spikes would be equal to SP gains without artificial limits and sold on various time lengths for their effects. Hardcore players can boost their performance and maintain their skill sets and preview skills before they dedicate real SP into them. There will be Aurum variants but they're time savers in that manner. The limits is whatever the player feels like they want to spend and rewards more play time.
Net Result and TL;DR
- Players play and earn LP(Loyalty Points)
- Players use LP to buy various items including Skill Spikes
- No limits on LP gains.
- Players use LP to buy Temporary SP boosts that expire eventually.
- Players who play a lot can get a sense of progression that's two way temporary where SP gains will replace them and time based limits.
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Iron Wolf Saber
BetaMax.
2866
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Posted - 2012.10.12 18:46:00 -
[2] - Quote
Lead Squall wrote:I really like the idea of LP to buy SP skill spikes. However, it needs to be limited, in the sense that only certain stores will sell certain skill spikes. There will be some overlap, but laser rifle, for instance, would be limited to the amarr, and possibly, pirate factions. Great idea!
There is a limit its called a time span. Eventually you're going to get to a point where maintaining what you have vs what you can get becomes impossible to have everything. Now the tweaking part comes in to where how far ahead we expect players to be at. |
Iron Wolf Saber
BetaMax.
2866
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Posted - 2012.10.12 21:20:00 -
[3] - Quote
As for factional and corproation flavoring yes, I agree with that as well but the cost of the LP items should be comparable to isk over time gains for like/compromable items with possible isks costs to lower the flow of items a wee bit, but my focus is fixing SP gains and gratification.
Also I think spikes should be 5 slotted. With various grades from alpha to omega. Each grade adding thier own various levels of spikes. Spikes are catagory restrcticed IE weapons spike only applies to weapons while vehicles are for veicles only/g Can't fit more than same one catagory of spikes. All spikes have time limits but can be extended or upgraded. |
Iron Wolf Saber
BetaMax.
2866
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Posted - 2012.10.13 16:08:00 -
[4] - Quote
Of course we can reserve clusters for slots 6-10 and we dont know what those do yet. |
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