Laurent Cazaderon wrote:INVAILD LOADOUT wrote:I know you want this game to be like Eve, but the current SKILL SYSTEM MAKES the game imbalanced for new players. I want people to play this game, but nobody will If there are guys who can dominate newer players because they have been playing longer
Hmm. Doesnt need to remove the system. Just needs to have a way to allow newer gamers to catch up. Such as a raised weekly cap based on the overall community SP.
Or, just be patient. When starting a new game late, you're bound to have less equipment and skills than older players in any other FPS, or MMO. But quickly, you get to be as tough in ONE specialty as most people. Overtime, the difference between a new player and an ancient one will only be the amount of roles one can fully endorse.
^this
There is no way to remove the advantage seasoned players have over new players in any game unless you remove all game progression (both in and out of game, which is impossible because the Devs can't stop players from learning how to play better as they play the game longer).
Also remember that the current SP system (much like the current 0 WP Repair Tool hotfix) is a
temporary one. The goal is to have a "pool" system. And while details on said system are admittedly lacking if you think of the pool system employed by the Star Craft II ladder you're likely on the right track.
Besides, CCP has stated it should take about 2-3 weeks of play to reach Proto in a given thing. Meaning that after approximately 9.1 months you are topped out in a given area so anyone new only has to play for that same span and you're equals within that role. Time doesn't keep adding a liner progression to skills in D514, it branches out and starts adding other options on one character. But you can only run one dropsuit at a time no matter what character skills you have.
It's also worth noting that my above timeline assumes that
every mod and weapon on that suit is different and thus requires 3 weeks to train. While in reality it would be much faster because many mods share skills and frankly most fits which don't use synergistic mods (like more than one armor, shield, or damage mod for example) are likely to be
fail fit anyway. So the
actual 'cap time' to optimum will be lower than my listed estimate.
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