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Overlord Zero
Doomheim
75
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Posted - 2012.10.23 14:57:00 -
[1] - Quote
First let me say I am tired of hearing about the SP gap/ SP cap issue. That said, take a look at what Maximus Stryker here had to say.
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?
1 glaring issue there of course. It would definitely even the field for new people, but people who have played a game for a year should have an advantage over people who have only been playing for a month. That said.... if you keep these same rules, but space the SP gain out quite a bit over the week (meaning lower the SP gains so that the cap takes longer to reach [just don't use diminishing returns]) that will create enough of a buffer to make it so that new gamers who REALLY work extraordinarily hard at catching up can do so, but old players will enjoy a hefty lead that will take a considerable time to catch up to.
I post this here because it is buried in the depths of another thread that I do not know the location of and was quoted a few pages into another thread that I happened upon today, and I do not know how to find the original nor am I aware if CCP has seen it. I just wanted to make sure what he had to say was seen since I believe it is a pretty decent idea. I apologize for my lack of forum searching skills. I am ready to be flamed now, have at me... |
EnglishSnake
Zumari Force Projection Caldari State
1012
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Posted - 2012.10.23 15:36:00 -
[2] - Quote
Basically its like the lottery rollover
If you use a active booster does the cap rise to 1.5mil so when rollover comes its 3mil, 4.5mil, 6mil etc until the booster dries up |
Lead Squall
Planetary Response Organisation Test Friends Please Ignore
54
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Posted - 2012.10.23 15:50:00 -
[3] - Quote
It's an interesting idea, but it doesn't address how it will work with Eve. It has been stated that nearly everything you can do in Eve you can do in dust, so long as it doesn't require a spaceship. So people in dust can play the market, play with blue prints, and manufacture just as eve players can.
The suggestion above keeps all dust players in line. However, it would allow dust players a large advantage in the skill set it shares with eve. The only way to make your suggestion salvageable would be to have the sp for shared skill be exceedingly high. But this would put off all but the most devoted to the task and would keep people from doing much more than dabbling in the out of combat skills unless the character was dedicated to said skill. (eg, every corp would need 1 character to play the market, 1 to research blue prints, 1 for manufacturing etc)
TLDR: Dust skill progression would be faster than eve skill progression. That is bad for skills shared between eve and dust. |
Grimmiers
ZionTCD Legacy Rising
158
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Posted - 2012.10.23 15:50:00 -
[4] - Quote
So your saying newer players will gain sp per round based on the total amount possible based on the adding of each weeks cap?
Also on a side note. Any skills that are related to Eve added to the game could use the time based eve system.
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Overlord Zero
Doomheim
75
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Posted - 2012.10.23 16:04:00 -
[5] - Quote
I don't know, my head hurts from keeping track of all the factors involved. I just thought it might make a better starting point than the system we currently have. It can always be tweaked to make up for issues encountered along the way.
Like I said in the OP, I'm tired of this issue. I posted this because it looked to me like he had a good idea. No system will be perfect for everyone, but this system looks more stable than most that have been suggested lately. I just want it solved so we can all move on to bitching about nerfs and buffs and lag again. |
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