Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.01.09 07:15:00 -
[1] - Quote
Copied this from my post in the thread on the new SP System, felt that it needed to be made into a request.
Alright so after a few games, here's my official standpoint on this..
Considering that I've played six matches and statistically hit my (daily) cap, I'm starting to notice a slight trend here.. (keep in mind I'm using an active booster) the time was devised by subtracting the amount of war-points, dividing the remaining skill points by 5 (the amount of seconds) and then divided again by 60 (seconds per minute).
Match 1.) 9,486 SP -:- 1,080 WP -:- 28 minutes Match 2.) 5,935 SP -:- 1,029 WP -:- 16 minutes Match 3.) 5,767 SP -:- 525 WP -:- 18 minutes Match 4.) 9,064 SP -:- 975 WP -:- 27 minutes Match 5.) 6,648 SP -:- 1,140 WP -:- 18 minutes Match 6.) 3,898 SP -:- 1,350 WP -:- ???? <--- (Hit SP Cap)
Alright, so what do we know? Well, 1 WP = 1 SP and 1 Second = 5 SP. With that in mind, we can successfully say that War Points only account (by my match statistics) for 9% - 17% of the actual SP gain. That's... Not much, when you think about it... I'm getting more SP for actually being in the battle than I am successfully doing anything (and as a Logistics player, I'm doing quite a bit).
My honest opinion? Reverse the two. 1 War Point = 5 Skill Points and 1 Second = 1 Skill Point.
With the above formula, a thirty minute match would warrant 1,800 SP for actually being in the match and the warpoints (let's say 1,080 WP like I had in Match One) would net you 7,200 SP total. This would allow for more influence on your actual worth in the battle rather than how long the battle was drawn out. |
Umbat Boki
Circle of Huskarl Minmatar Republic
157
|
Posted - 2013.01.09 08:22:00 -
[2] - Quote
I think you forgot about passive SP. With passive SP in mind, your WP SP % will be even less.
As for influence in a battle. You get more ISK with more influence. If you really want to grind, you can grind ISK.
Why do you need two currencies (SP and ISK) to grind? |
Grit Breather
BetaMax.
660
|
Posted - 2013.01.09 08:53:00 -
[3] - Quote
Aeon Amadi wrote:Considering that I've played six matches and statistically hit my (daily) cap, I'm starting to notice a slight trend here.. (keep in mind I'm using an active booster) the time was devised by subtracting the amount of war-points, dividing the remaining skill points by 5 (the amount of seconds) and then divided again by 60 (seconds per minute). Your calculations are off. As you said, you're using an active booster. That gives you a 150% return on SP gain. Put simply, the numbers should be like so:
- 1 second = 7.5 SP
- 1 WP = 1.5 SP
As for the rest of your proposal, I support this. TBH I think SP as rewards for battle should be gone altogether and replaced with something like LP (Loyalty Points used in FW) or even kept as WP with actual value (say a WP store or something). But as that will probably not happen at this stage of the build, your idea might work. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.01.09 12:35:00 -
[4] - Quote
Grit Breather wrote:Aeon Amadi wrote:Considering that I've played six matches and statistically hit my (daily) cap, I'm starting to notice a slight trend here.. (keep in mind I'm using an active booster) the time was devised by subtracting the amount of war-points, dividing the remaining skill points by 5 (the amount of seconds) and then divided again by 60 (seconds per minute). Your calculations are off. As you said, you're using an active booster. That gives you a 150% return on SP gain. Put simply, the numbers should be like so:
- 1 second = 7.5 SP
- 1 WP = 1.5 SP
As for the rest of your proposal, I support this. TBH I think SP as rewards for battle should be gone altogether and replaced with something like LP (Loyalty Points used in FW) or even kept as WP with actual value (say a WP store or something). But as that will probably not happen at this stage of the build, your idea might work.
Not necessarily... The active booster +50% occurs at the end of the match, and my calculations are done with the modified daily cap. |
Aeon Amadi
Maverick Conflict Solutions
1003
|
Posted - 2013.01.09 12:36:00 -
[5] - Quote
Umbat Boki wrote:I think you forgot about passive SP. With passive SP in mind, your WP SP % will be even less.
As for influence in a battle. You get more ISK with more influence. If you really want to grind, you can grind ISK.
Why do you need two currencies (SP and ISK) to grind?
Passive SP Gain and Active SP Gain are entirely separate. Your daily cap is Active specific, this was mentioned by CCP recently - check the Dev Posts. |
AmlSeb
Royal Uhlans Amarr Empire
7
|
Posted - 2013.01.09 18:30:00 -
[6] - Quote
It would make more sense if it gets inverted but then there would be the gap between casuals and hardcore players again. |
S Park Finner
BetaMax.
89
|
Posted - 2013.01.09 18:44:00 -
[7] - Quote
Two teams face each other on the battlefield. Everyone agrees not to kill the other side. One side captures a facility and moves on. The other side moves up and captures it. They do it over again. The match lasts as long as possible. Not much of a game but easy points. I wonder how long it would take for the teams to reach the daily cap? |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.01.09 22:05:00 -
[8] - Quote
S Park Finner wrote:Two teams face each other on the battlefield. Everyone agrees not to kill the other side. One side captures a facility and moves on. The other side moves up and captures it. They do it over again. The match lasts as long as possible. Not much of a game but easy points. I wonder how long it would take for the teams to reach the daily cap?
Interesting as a theory exercise. Thankfully not a real worry most of the time due to all the "full slate" match types not being able to award SP at all so having full sides that coordinate this way in a SP gain (i.e. pub) match is essentially a non-entity.
As theory you'd have to figure out distance between objectives, rate of movement, time to hack (including mods for number of hackers, hacking skill, hacking gear if any, etc). If they were on something like Line Harvest and both teams were broken into two groups which (without firing) crossed the road to hack the opposing objective at the same time, you could get a more or less 'full length' match while also gaining a lot in the way of hack points. Even more if Squad Orders were employed. |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |