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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.16 03:10:00 -
[1] - Quote
This question is asked specifically within the context of Dust 514 and about tangible/traceable in game metrics which could be directly used for game balance purposes.
Ok, so I'm aware of what the terms mean generally, but when we speak of Dust 514 specifically what defines a "casual" player? Where's the line which pushes someone into "hardcore" territory?
I'm interested in player base sentiments on this (yes that means you unless you can't resist trolling ). I'd also love to hear how CCP is defining this.
The current Skill Point system is in part presented as a balance for Casual players so they are not outstripped by Hardcore players, but who's who?
If you play 7 hours of Dust in a week (counting all time from game client boot up, till game client shutdown as "play time" for this example) does that make you a "casual" or a "hardcore" player? (also please include a "why" here, detailed feedback > vague/general proclamations)
UPDATE:
Cross Atu wrote:I'm going to rephrase this question, see the following.
Which in game mechanics and/or metrics do you think CCP should use to define "Casual" and "Hardcore" such that the most rewarding and long lasting play experience in Dust 514 is promoted?
The key to this is finding traceable elements within the game that can be used by CCP to identify "Casual" and "Hardcore".
Post back with your sense of what they should be and why. Please be detailed.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.16 03:48:00 -
[2] - Quote
I like the thoughtful posts so far, thanks to all who've responded
I'd like to try and direct the thread a bit more towards average play time (per week or day, just state which one you're using) and specifically in Dust 514.
Some of the descriptions posted here are great examples of results Hardcore players seek (and I think they're pretty accurate really) but since clearly CCP isn't in the business of making a game where your choices and actions are irrelevant (look at the trailer for Dust as one example... or you know, EVE Online). The question becomes when they say this
Quote:The following topics were discussed by the dev team this week regarding gameplay issues in the beta:
Casual vs. Hardcore players in DUST 514
Player concern on how will casual players be able to keep up with hardcore players who might spend more time playing and gaining an advantage in SP and ISK.
Planned resolutions - A revamped reward system will narrow the gap between casual and hardcore players - Match Making system (introduced soon) will help put players into fair matches - Dropsuit HP will be more consistant to avoid some becoming overpowered Source
What do they mean? Which comes down to a question of "how much play time equals hardcore/casual" And secondarily do we as players agree with them? (more specifically do we find the iteration of mechanics and features they've put in place under their current definition to provide a rewarding play experience) Because we're in a beta and that is relevant feedback.
Cheers, Cross
ps ~ it's also worth gaining some idea how many hours of play per week is about average for Dust, because for my 0.02 ISK if the player base is being divided into two camps (I don't think it should be, but that's almost another issue on it's own) then "Casual" would have to encompass all play times up to (and including?) the median while "Hardcore" would have to account for all the play times above the median.
Trying to balance around that seems problematic to me, but that's likely a thread in it's own right. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.16 06:56:00 -
[3] - Quote
KripnawtiQ Prime wrote:Hmm. Casual/Hardcore=how important is playing games to you when you have free time? I'm playing Borderlands 2, DUST and XCOM right now. I think many would consider this hardcore. But at the same time I play much less than other players because I work 48-60 hrs per week. If I had more time I would definately play more. To me casual doesn't necessarily mean playing less.
I'd agree generally however that's not something which could actually be balanced around. And what with CCP specifically stating that it's a balance consideration I figured time played as one of the only traceable metrics which could be used.
Hence why I'm trying to get feedback regarding how many hours per week in Dust 514 it would take to be considered "Hardcore" as opposed to "Casual".
I suppose I'm asking "what's hardcore vs casual play within Dust 514" as opposed to "what makes a Hardcore vs Casual gamer" because the latter doesn't pertain so directly to game balance.
Thanks for the response Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.16 11:11:00 -
[4] - Quote
Longshot Ravenwood wrote:Cloud Mountain wrote:Casual: you play dust
Hardcore: dust plays you Pretty much. Casual: "Weekend Warrior" - 8 to 24 hour a week gamer (typically on their weekend, when they don't have anything better to do). Casual: "The Hobbyist" - 4 to 12 hour a week gamer. Casual: "The Occasional" - ??? hours a week (Dust 514? Yeah I'm in that beta. No, I haven't played any matches yet this week.) Hardcore: "The College Student" - 20 to 30 hour a week gamer (whenver they can fit it in and they don't have anything better to do) Hardcore: "The Professional" - 40 hours a week gamer. Hardcore: "The No Lifer" - 80 hours a week gamer
I like it, displays the degrees within both terms as well including the possible overlap between 'Weekend Warrior' and "College Student".
With a list like this for us to look at, I wonder what the sense is among testers regarding which level of casual CCP is trying to balance SP awards to within Codex? (I have my sense but I want to hear a few ideas from others before I throw in my 0.02 ISK on that front).
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.16 19:39:00 -
[5] - Quote
Tebil Gurn wrote:Here's my opinion. It's all about the mindset.
Casual: Play to have fun. If it's not fun anymore, stop playing. Winning is nice, personal/corp stats are nice, but not the primary focus of the casual player. Most people in almost every game fall into this category.
Hardcore: Win at all costs. Win for personal stats, win for corp stats, win every metric you can think of. A side effect of this is that they're typically more driven to play more so that's what happens. You can still be hardcore and only play 5 hours/week, it's all in how you play and where your focus is when you do play.
I agree that generally it's more of a question of mindset, but since it's been raised as a balance concern for Dust I'm trying to keep focused on factors CCP could actually balance around which requires something more tangible than a mindset.
Hence the hours per week, there was a pretty good breakdown posted above, I'm really interested now in expanding the scope of this thread to include what average time it seems CCP is balancing for and what average time testers feel would be optimal for a rewarding play experience (I feel both are worth mentioning regardless of whether or not they coincide).
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.16 21:54:00 -
[6] - Quote
To move this back on topic, let's boil it down.
For game balance what is the proper number of hours per week for Dust 514 to balance around? With the intent of balance being; A) Providing a rewarding play experience for a diverse group of playstyles B) Not having "casual" gamers be totally outpaced to the point of losing a reason for playing.
Note: SP Cap based on hours played is only one of the factors intended to handle balance between "hardcore and casual" according to CCP. The other two are scaling suit bonuses (in game now AFAIK) and enhanced matchmaking (still a work in progress currently). So make your assessments accordingly.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.16 22:15:00 -
[7] - Quote
Cpl Quartz wrote:enhanced matchmaking my arse, will it scan and read every players skills and possible permutations for every possible possition that player might play and pit them against an equal and opposite team? NO you **** off then dont try.
To my knowledge CCP has released no details regarding the mechanics of how this system will function. As such I'm avoiding assumptions as much as possible, but it seems like at minimum it would require an assessment of total skill points earned, and likely W/L ratio as well.
To reiterate however, there are no details released on this system. A system is indeed planned however and as such should not simply be ignored. Pretending an aspect of the game does not/will never exist only leads to bad balance feedback and less useful beta testing.
Cross
ps ~ even an advanced system really shouldn't scan every possible permutation of skill build, making sure players have generally the same level of development to work with is great, trying to hand hold them into not needing to learn anything about the game/not being able to make any mistakes? That's just bad game design as far as I can see. |
Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.16 23:06:00 -
[8] - Quote
Ok, first off please try to stay on topic as your current posts really aren't addressing the purpose of the thread.
Cpl Quartz wrote:
tell that to me when there 2 fully skilled fully kitted tanks on the other team and zero av on mine GG CCP. if your going to make such an unique game follow it through ffs.
I can do that, I see no problem here (and yes I've been in that situation).
Cpl Quartz wrote: ccp have so far used the packaged respawn mechanics, the ones where epic take the **** out of developers that buy the engine/kit by spawning people in the opposite base, at least till they work it out. my next logical guess is that they use the crap matchmaking too.
Check the point I've added bold too. See when I mentioned the matchmaking as something to keep in mind for contexts sake I specifically mention that it was not yes implemented so any comments regarding how things are functioning at present are utterly irreverent to the discussion at hand.
Quote:and enhanced matchmaking (still a work in progress currently).
If you have critiques of the game or CCP then by all means voice them, but please confine your posts in this thread to the subject of this thread. To wit,
Quote:For game balance what is the proper number of hours per week for Dust 514 to balance around? With the intent of balance being; A) Providing a rewarding play experience for a diverse group of playstyles B) Not having "casual" gamers be totally outpaced to the point of losing a reason for playing.
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Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.16 23:56:00 -
[9] - Quote
Scheneighnay McBob wrote:7 hours a week is definitely casual. Not sure where to draw the line between casual, semi-casual, and hardcore though
Thanks for the feedback, this is just the sort of feedback I'm hoping to gather in this thread.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.10.17 07:20:00 -
[10] - Quote
Skihids wrote:Longshot Ravenwood wrote:Skihids wrote:I would steer away from absolute numbers and suggest that a percentage of free time would be a more accurate measure of gameplay dedication.
If a person has a job, family and other obligations he may have only a few free hours a week. If he devotes all of those to a game I would argue he is "Hardcore".
That's why the term "Hardcore" is next to useless for this purpose.
I also believe that the casual/hardcore debate is a red herring.
As as been pointed out multiple times, once you max out a given role's skills you are the equal of any other player in that role regardless of total SP.
It's really all about limiting how soon anyone can top out every skill. CCP doesn't want that to happen for seven years, so it becomes a simple calculation. Subtract seven years of passive SP gain from the total SP count of all skills projected to be in place at that time and divide by (52 x7) and you arrive at your weekly cap.
They have you arguing amongst yourselves with the casual vs hardcore distraction.
Edited my arithmetic Do you have a second to grab us skill details from the market for our debate then? Total cost of maxing a x1 skill & a total of how many skills are x1, x2, etc... would give me something to do while I'm not working at work. Can't get to that right now, but it would be an interesting exercise. Keep in mind that we probably don't have anywhere near the number of skills that will exist in seven years so the number would come out low if not negative. You could reverse that using the existing cap to calculate the projected skill tree cost.
That would be an interesting exercise indeed. And if as postulated it's a question of containing the arc on maximum skill progression then CCP really needs to do something besides just place a hard cap because that's really not a very positive overall gaming feature. Something to maintain a sense of momentum and progression in the face of a reduced skill gain (I don't know how functional an idea it would be but adding more gear diversity and Meta thereby adding another layer of requirement skills/train time while still allowing for more active in game progression would work but there may be better solutions as well).
In any event an interesting idea to chew on, thanks for the posts.
Cheers, Cross
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Cross Atu
Conspiratus Immortalis
775
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Posted - 2012.10.24 00:03:00 -
[11] - Quote
Interested in hearing from more people :) |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.15 18:39:00 -
[12] - Quote
I'm going to rephrase this question, see the following.
Which in game mechanics and/or metrics do you think CCP should use to define "Casual" and "Hardcore" such that the most rewarding and long lasting play experience in Dust 514 is promoted?
The key to this is finding traceable elements within the game that can be used by CCP to identify "Casual" and "Hardcore".
Post back with your sense of what they should be and why. Please be detailed.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.15 21:26:00 -
[13] - Quote
Continue to find the responses interesting and thanks to all who have replied.
I would like to reiterate however that within context this question is about Dust 514 (as opposed to generally) and about what traceable in game metrics you'd consider valid and relevant to the definition of "casual" and "hardcore". Also at what rates you think those metrics would be best applied for a rewarding/balanced game play experience.
Cheers, Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.16 04:43:00 -
[14] - Quote
Thanks to everyone who's responded thus far :)
I'd like to reiterate that I'm seeking definitions for within Dust 514 and measured in traceable in game metrics.
Since CCP has stated that balance between "hardcore" & "casual" is a concern I am interested to see what the player base sees those terms to be within D514 in a tangible context which could actually be relevant to in game balance.
Cheers :) Cross |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2012.11.18 10:30:00 -
[15] - Quote
R F Gyro wrote:Cross Atu wrote:Thanks to everyone who's responded thus far :)
I'd like to reiterate that I'm seeking definitions for within Dust 514 and measured in traceable in game metrics.
Since CCP has stated that balance between "hardcore" & "casual" is a concern I am interested to see what the player base sees those terms to be within D514 in a tangible context which could actually be relevant to in game balance.
Cheers :) Cross I'm not convinced I support the binary division of the player base (casual/hard-core), but I'll have a bash anyway. The simplest metric I can think of is to create content with different levels of "hardness", balancing rewards to the difficulty level. Hardcore players will be the ones who only play the hardest content. Casual players are the ones who are happy playing the easier content. Right now the beta only has one level of content, with essentially a random hardness level because it depends on who you spawn against. Expecting a game to be able to balance things so that casual and hardcore players can both be happy playing the same content is a bit unrealistic, imho. What would "easier" content would look like? For PvE (against drones, for example), difficulty is easy to assign. Do the drones have 100, 500 or 2000 points of armour? For PvP it will be harder, but not impossible. Having battles with lower ISK/SP rewards and with certain modules & weapons banned would be a start. Matchmaking algorithms incorporating K/D ratios, etc. might also help.
I'm glad you brought this up. I am actually very opposed to the binary division of the player base but since CCP brought it up as part of their SP award balancing method I wanted to get community voices on the subject.
Another very good point you bring up is regarding the beta and "casual" v "hardcore" balance. The point being that player skill will still develop even while players are not awarded skill points so there's no functional way to make a game where choices have weight and actually keep a balance between those who have spent a lot of time playing/learning the game and those who have not. (speaking in generalities here)
I agree that high quality matchmaking combined with variant base content challenge is a preferable method attempting to enforce a certain bell curve on the player base.
Thanks for the response Cheers, Cross |
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