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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Deveshi
WarRavens
144
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Posted - 2012.12.31 16:44:00 -
[1] - Quote
The debate of the SP cap and derminishing returns has been ongoing and I have been very out spoken against the forms of skill cap suggestions I have seen. This is because I believe a SP cap will devalue SP boosters which we are paying our cash for and every model I have seen suggested or implemented thus far promotes the 'casual players' to 'players who aren't to bothered about Dust' end of the scale, rahter than the 'hardcore players' to 'casual players' end. The hard-core and casual players make up our player base and will continue to do so as more players join Dust as for the most papart, players will be joining one of these camps. As far as I am concerned an SP cap only offers detriment to the play of those who are involved in playing Dust now in favour of supporting those who *might* be able to play Dust more in the future. I do not agree that a model for a game should be designed with this assumpution.
Until now I have not offered my own suggestion on how to sort out the problem on casual Vs. hardcore or how we can accomodate new players in a couple of years time when there are a bunch of vets running around, so here it is.
Instead of all the cap BS why not just rearrange the skill multipliers so that the general and base skills are somewhat easier to get and grinding / time intensive play only comes into effect when you are specializing.
Currently there are:
14 x1 skills 26 x2 skills 18 x3 skills 6 x4 skills 21 x5 skills 4 x6 skills 6 x8 skills 2 x10 skills 3 x12 skills
if these were redistributed so that the middle area x4 - x6 skills are reduced in number and the lower and higher end number of skills is increased. That way all new / casual players will be able to get the base skills they need to get involved within the first month or 2 of playing and then they can join the grind when they have decided on their speciality.
An example of this would be to reduce weapon operation skill requirements to a x1 skill and increase the proficiency to x6 or x7. The same could be done with drop suits and other skills simply by adding dropsuit proficiency skills and ties to prototype varients. This way casual players, those who arent bothered, and new players will be able to train into basic armour and weapons within the first couple of weeks of play, advanced in the first month, but it will take much loner to get to the prototype varients. This also provides further scope for CCP to add modules beyond the prototype gear as players progress into higher levels.
I think this would be a better system than the SP cap anyway because it will put more emphasis on the game getting harder the more advanced you get rather than dicking everyone over from the start due to a dependancy on how much you play.
With regard to the SP difference between new players and Vets. This gap is always going to be sizeable but with this model it is in the players control on how quickly they join the ranks of the veterans. Over and above that there are many more elements to Dust that make the difference between a veteran and a n00b, these include ISK, abilitty to create and use efficient fittings, teamwork, organisation, and of course the ability to aim!
The SP cap does not make it easier for new or casual players to get involved with Dust and it does not aid to close the gap between n00bs and vets, all it does do it make the game a massive grind for EVERYONE that wants to play more than 10 matches a week (everyone who plays will improve and will hit the cap faster as time goes on).
My suggestion levels the playing field so every player of Dust knows where they stand and what they have to do to get to where they want to be. If the SP income were set to a moderate standard income based on WP and the SP requirements for skills adjusted it would all be in plain writing and we wouldn't be wading around in the dark moaning about getting 500sp a match for 1500-2000 WP half way through the week.
You can even make it as long timewise to get the prototype skills as with the current SP cap using this suggested system except n00b skills will be easier to get and we won't feel like we've been bummed every time we see the after action report!
EDIT:
By moderate amount of SP per match I am suggesting something like 1000 SP for every 100 WP. Simples. |
Deveshi
WarRavens
144
|
Posted - 2012.12.31 19:46:00 -
[2] - Quote
shur shot wrote:I say if not make sp easier to get make points cost more like 70 for a kill 150 for a node hack it will help long as ur puttin in the work
Sorry mate but this won't do a thing. Hacking, kills and any other action get you War Points which is then used to calculate your SP reward. With the cap and the derminishing returns it does not matter how many WP you get in a game after the first 10 matches or so because your reward will still be nerfed by the cap.
If the amount of WP given out during a match was increased it would simply mean you would hit the cap faster so you would be dropped down to >5,000 from 20,000 SP per match for the same WP, for example, after 5 matches rather than 10. |
Deveshi
WarRavens
144
|
Posted - 2012.12.31 20:03:00 -
[3] - Quote
Free Beers wrote:CCP has decided to make Skill Points part of the business model. That means regardless of the quality or yours or others ideas they wont change it because they want us to spend real money for SP.
Of course SP has to cost players money or a dramatic amount of time, if it didn't we wouldn't have a game. I am not disputing the fact that skills need to take a long time to get nor that there should be incentive to purchase boosters. I am arguing that the SP cap is detrimental to the income of CCP and the player experience because it is the wrong way to manage a leveling system.
At the moment levelling system is biased towards people who can only play the game for a couple of hours per week and many other suggested models still pose as a massive deterent for the more dedicated players.
I am proposing that CCP manages this problem by reassessing the skill requirements for various aspects of the game so that the essentials to the game are easy to get e.g. assault rifle operation (it's an FPS for f**k sake! If half the players are still stuck on assault rifles level 2 for 3 months what does that say about the army of the future?) and the specialization skills are harder to get... e.g. proficiencys.
That way it is clear to the player what the objectives are and what is required to get there. These requirements can be adjusted at CCP disgression so that they could take exactly the same amount of time as they do now (some relatively simple calculations if you had the exact figures for the skill cap and deminishing returns) the only difference would be that new players would find it easier to get into the game if the requirement for essential skills is lower and dedicated players don't feel like they are getting raped because they see their SP reduced to nothing after a few matches, we dont mind waiting to earn high level gear, we're here for the long haul anyway! We just don't want our noses rubbed in it.
I would also like to point out that THIS IS HOW THEY DO IT IN EVERY OTHER LEVEL BASED GAME! Stop being lazy with your stupid cap system and sort out the leveling system properly... I believe someone is being paid to figure that out... |
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