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Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.10.16 06:03:00 -
[1] - Quote
DUST SP is in need of some major overhauls. The weekly cap is an improvement for casual players, but it came at the cost of hardcore players. That is a very dangerous tradeoff with a stated roadmap of over 3 years. Don't believe me, ask Zipper.
I again recommend a system using 3 pools of SP. With the proposed system a player can never "cap out", merely slow down.
The first pool is passive SP. This is the same as it is now. The second pool is the bonus SP. This is how they implement a soft cap. The third pool is the active SP. This is earned by playing matches.
The important change here is the bonus SP collects at a fixed rate like passive SP, and you can see exactly how much is in this pool as well as how full it is. I would suggest 2-3 days of 0 drain as the maximum cap, with potentially AUR purchases extending this. You would then convert this SP into available SP by earning active SP.
Several advantages I see to a visible bonus pool
You can see exactly how much you have to go until you are "grinding" You are not penalized from being successful due to erratic schedules It clearly shows the benefits of playing regularly, since overflow is lost
As a new comment, active SP should have a minimum. Games of over 500 WP should never earn less than 1000 SP. That is the general consensus among many people who play "hardcore" of the cutoff between slow progress and no progress.
A player that logs in once a day will see no change. A player that can only play an hour a day during the week can manage the bank enough to stop it from overflowing to then collect on the weekend. A player that has atypical or unpredictable schedules will still gain the same as a regular player if they put in the same time. I see this system helping people from feeling like they are falling behind even if they are still able to play regularly. That should help with player retention of the most at risk group - those who like the game but can't grind hardcore.
Please feel free to add comments about question or concerns.
EDIT: Additional Detail
Let me try to explain better, using example numbers. If passive SP were set to 1000/hour, bonus SP were set to 4000/hour and active minimum were set to 750/match (with a low performance minimum, require playing full game), then the worst a player could do is 1000 sp per 15 minute game. But if a player has a full bank, they can earn much more. The formula would be some sort of relationship between wp earned and sp in the bank. The best feature is it allows new players to still play to lower the gap. They would catch up to high SP players by logging in daily and performing well. Numbers can be tweaked, but hopefully that demonstrates how the system works. Remember overflow is lost, so players are rewarded for playing well, and dedicated late-comers will catch up to infrequent early adopters.
With the example numbers, the caps are: Passive (zero activity) - 161,000 SP Soft Cap (theoretical) - 805,000 SP Average (10 hr/week) - 835,000 SP Hard Cap (23/7 max) - 1,228,000 SP
I am not saying these should be the numbers, but it gives you an idea of how it breaks down. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
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Posted - 2012.10.16 06:38:00 -
[2] - Quote
What level do you think the sp cap should be?
As far as I can see the current set up, and any proposal that keeps the ceiling too low, means buying boosters are pointless. And I would have thought it would be hardcore not the casuals that will pay for 30 (or any of the) day boosters. What's the point of a booster if I only get a 500sp return on a 1000sp game.
I was thinking of boosters but now don't see the point. At the moment the best deal to me - and at far less cost to me - is to buy plex and swap it for isk and transfer at the start. This will help the character start up. No on going monthly cost etc.
This route isn't casual friendly either.
And how much playing is hardcore? 2, 5, 10, 12, 14, 15, 20, 30 hours per week?
And what is the % of playerbase caught? Is it a significant percentage or not worth bothering about? If not large why bother? |
Badly Owned
xOne Man Armyx
49
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Posted - 2012.10.16 12:01:00 -
[3] - Quote
I would prefer that they remove Decay all together let me Hit cap as quickly as possible.
So i can move on to a different things that do not give sp (future release content) , Corp battle, fraction warfare, Null sec, and pve content. Plus since this game is a "long Term game" console people still want to play the latest "new Release 1 week titles"
only Go between i can think to do is Keep the Weekly Soft cap have no Decay for the amount of weekly soft cap. But what about the people that come in a month later? easy fix for that. They have no decay on the Weekly soft cap. Once these people hit the soft cap a Decay kicks in for them like we have now. So after about 2-3 more months they can actually catch up to the Hard Cap (which the hard cap is the total accumulation of soft caps since release) till they are in the same boat as the people that have played dust since release.
Since we do not have all the "additional Content" that will not pay SP. do you want to spend your time in "High Sec" Matches Grinding away at Decay? I would rather Hit 0 then move on to other things. |
General Stonewall
Royal Uhlans Amarr Empire
23
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Posted - 2012.10.16 12:58:00 -
[4] - Quote
i agree with the OP if they keep this rate of SP up players are going to start to move onto bigger and better things . the hard cap either needs to be increased more than what it is now which is like 500k which is ********* as it is . it needs to either be raised to 2-3million or take away the soft decay as OP said . but no matter how you spell it or do it they are going to be screwing over one SP group or the other meaning if you work during the day , night in between etc etc your the one going to get screwed if they do something for hardcord diehard players that play 80hrs or more a week then they going to screw over the worker group . either way it goes someone is getting screwed here no matter which way you look at it atm most of players wont complain as because they probably got beat up badly in last build and like how OP they are now and can actually kill is only reason for a excuse for this SP rate and the way it is now . but something should be done if you want players to keep buying the AUR booster Items as it is now you are going to loose money on it in now short term if you turn it around in long term you might can start making your money back off of it . but thats just imho and 2 cents . take off either hard cap or soft cap decay and increase the % of SP gained per match like a certain hr(s) each day you get %(X) amount of SP for the first 4 or 5 days then the rest you can start to slow it down with soft cap so that way players dont hit their hard cap within 24-48hrs after SP reset every week and can still be able to skill up at this rate of SP gain i doubt anyone will have over 10-12 level 5 skill let alone be lucky to get over 7 level 5s . |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.10.16 17:44:00 -
[5] - Quote
Moved to OP
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MofaceKilla
Algintal Core Gallente Federation
138
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Posted - 2012.10.16 17:58:00 -
[6] - Quote
I like this idea, but by soft cap does that mean max amount of sp you can earn without a booster? |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2012.10.16 18:12:00 -
[7] - Quote
MofaceKilla wrote:I like this idea, but by soft cap does that mean max amount of sp you can earn without a booster?
Different boosters could effect different stats. Such as increasing bonus SP but lowering active SP. Whatever the theoretical hard cap is should be easier to achieve, not exceeded, by paying AUR. Time vs $ instead of pay to win. |
DUST Fiend
Immobile Infantry
1906
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Posted - 2012.10.16 18:17:00 -
[8] - Quote
I'm against anything that doesn't create an even rate of SP gain for anyone who puts in enough time. I firmly believe that people should be rewarded with bonus ISK, not SP, for extended amounts of play. SP gain needs to remain fairly even across the field or things will just snowball out of control as time goes on.
I am especially against anything with AUR increasing this cap, aside from the boosters that are already in place (a HUGE boon to payed users) |
Tiel Syysch
Imperfects Negative-Feedback
634
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Posted - 2012.10.16 18:26:00 -
[9] - Quote
Noc Tempre wrote:MofaceKilla wrote:I like this idea, but by soft cap does that mean max amount of sp you can earn without a booster? Different boosters could effect different stats. Such as increasing bonus SP but lowering active SP. Whatever the theoretical hard cap is should be easier to achieve, not exceeded, by paying AUR. Time vs $ instead of pay to win.
I like the idea of an item that lets you hit the hard cap quicker without altering it. I'm honestly not a fan of boosters altering the cap like they do now. I probably won't care in the long-run, but in the first few weeks, that is definitely a paid advantage.
I'm a fan of there being some amount of SP that can be gained after full diminishing returns have kicked in, though I think 1000 per match is still a bit high with the new levels of SP required for skills, and that it would lead to a sizable difference between people who no-life it up compared to everyone else.
I don't know what to think about what I think someone in here brought up, and I've seen in other places, about a hard cap that is based on the game's life and not a player's life, so that newcomers can grind and eventually hit the hard cap that everyone else is at, instead of being stuck at their own hard cap that is perpetually lower than someone who started playing the game before they did. I honestly don't think I would mind that if people were allowed to play catch-up that way, but I don't know if that fits with what CCP wants with the game, as it may lead to too quick progression for new players who grind their butt off. |
Nova Knife
Seituoda Taskforce Command Caldari State
789
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Posted - 2012.10.16 19:52:00 -
[10] - Quote
My name is Nova Knife and I approve of alternate SP reward suggestion threads.
Nice ideas in a couple different posts here :) |
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Lead Squall
Planetary Response Organisation Test Friends Please Ignore
54
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Posted - 2012.10.16 21:27:00 -
[11] - Quote
The problem here is not balancing the SP gain amongst hardcore and casual players. The problem here is balancing the SP gain vs the skill gain of EVE. There are going to be skill that can be obtained in both games for out of combat skill mostly, that ccp will want neither platform to have an advantage with |
Noc Tempre
Imperfects Negative-Feedback
1170
|
Posted - 2012.12.31 06:40:00 -
[12] - Quote
From the IRC - Skytt: i get 95-99% SP every week, i've gotten 6 or so platinum trophies in other games since the SP cap was put in place, that's how much i'm not playing dust
Skytt: before the SP cap was put in, i had forgotten what disc was in the drive because dust was pretty much all i was playing
Skytt is on my contact list and he plays at most a few hours a day (not every day either). Just proving that the SP cap is keeping people from playing the game, which sounds bad for business to me. |
Skytt Syysch
Villore Sec Ops Gallente Federation
235
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Posted - 2012.12.31 06:58:00 -
[13] - Quote
Just looked and it was 7 platinums, which included Infamous 2, Just Cause 2, and a full 100% in Fallout 3 including all its DLC, just those three together probably being 150 hours not spent in Dust. Not to mention there are several other games I've played besides those.
Point being currently the only thing there is to do in Dust is get SP, and many of us can get a majority of that in 1-3 days, leaving us 4-6 days to not be in Dust each week. |
Breakin Stuff
Immobile Infantry
680
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Posted - 2012.12.31 07:53:00 -
[14] - Quote
I lose interest at 1k/battle without booster. Id rather deal with hitting an active cap while the passive ticks away and focus on harvesting isk or tears or testing a new character build. |
Noc Tempre
Imperfects Negative-Feedback
1170
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Posted - 2013.01.08 10:37:00 -
[15] - Quote
Hey, wouldn't this just be lovely instead of going back to a daily HARD cap? I know we meant daily soft cap, but that's not what we're getting. |
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