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Innus threen
The Exemplars
19
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Posted - 2013.01.12 08:37:00 -
[1] - Quote
So I had a few ideas about some improvements that could be made to the SP system and would like all you dust bunnies thoughts.
My first is to make SP gained by kills be partially based off of the killed persons lifetime SP(maybe even have this be compared to your own lifetime SP. Maybe). Not anything big, just something to reward players for taking down more advanced players.
My second is give the winning team extra SP, regardless of the cap. Maybe make it a multiplier of what they would have gotten before. Example: multiplier = x1.5, normal player SP = 4000, won = 6000, capped person = 50, won = 75.
Obviously CCP would have to do some experimenting to find a balanced multiplier, that is just an example.
Also ( as a spawn camping deterrent) up until 10 seconds make WP (and thus SP) gain for kill equal the time since spawn times 5.
If you like anything tell me what. I'd love to hear your thoughts on this.
Also I want no QQing about the current SP system. That won't make it better. Finding the solution will. |
SoTa PoP
Internal Error. Negative-Feedback
1772
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Posted - 2013.01.12 08:56:00 -
[2] - Quote
Innus threen wrote:So I had a few ideas about some improvements that could be made to the SP system and would like all you dust bunnies thoughts.
My first is to make SP gained by kills be partially based off of the killed persons lifetime SP(maybe even have this be compared to your own lifetime SP. Maybe). Not anything big, just something to reward players for taking down more advanced players.
My second is give the winning team extra SP, regardless of the cap. Maybe make it a multiplier of what they would have gotten before. Example: multiplier = x1.5, normal player SP = 4000, won = 6000, capped person = 50, won = 75.
Obviously CCP would have to do some experimenting to find a balanced multiplier, that is just an example.
Also ( as a spawn camping deterrent) up until 10 seconds make WP (and thus SP) gain for kill equal the time since spawn times 5.
If you like anything tell me what. I'd love to hear your thoughts on this.
Also I want no QQing about the current SP system. That won't make it better. Finding the solution will. idk bout multipliers because 75 times anything is still crap - but I can get behind some of these ideas.
Like an SP reward for the winning team. I mean at this point if winning ment I could get an extra thousand or 5 then I'd be pushing for a victory every game and maybe some blue barriers would find incentive to not be fodder.
And then giving extra SP for killing advanced players I like - but only if it's a calculated value in consideration of your own rank. Such as a newbie killing zitro - he'd get some nice SP payout as well as the ISK from his Meta. But if Zitro killed him he probably would just get the base line gain. And if Zitro killed protoman - then it would also be a base-line gain. |
Odiain Suliis
ZionTCD Legacy Rising
112
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Posted - 2013.01.12 09:09:00 -
[3] - Quote
Innus threen wrote: My first is to make SP gained by kills be partially based off of the killed persons lifetime SP(maybe even have this be compared to your own lifetime SP. Maybe). Not anything big, just something to reward players for taking down more advanced players.
How this would scale?
I mean down the road the will be time when one would find cases where spank new player (500.000 SP) comes against longtimer. (50.000.000 SP) Now be the case of legitimate skill, luck or using the system to your advantage this new player kills the vet. How much SP should new player gain? Now if new player would come against 5.000.000 SP player, shouldn't that 50mil SP vet kill grant more SP than 5mil SP kill?
There are some complications to this.
edit: And by 'using the system' I mean vet agreeing to be killed, to increase new players SP gains. |
Innus threen
The Exemplars
19
|
Posted - 2013.01.12 09:13:00 -
[4] - Quote
SoTa PoP wrote: idk bout multipliers because 75 times anything is still crap - but I can get behind some of these ideas.
Like an SP reward for the winning team. I mean at this point if winning ment I could get an extra thousand or 5 then I'd be pushing for a victory every game and maybe some blue barriers would find incentive to not be fodder.
That is exactly what I want. I think anything above 1000 is a little too much for after hitting cap, but I also think the cap should be just a little higher.
SoTa PoP wrote: And then giving extra SP for killing advanced players I like - but only if it's a calculated value in consideration of your own rank. Such as a newbie killing zitro - he'd get some nice SP payout as well as the ISK from his Meta. But if Zitro killed him he probably would just get the base line gain. And if Zitro killed protoman - then it would also be a base-line gain.
This is actually what I meant by "maybe even have this be compared to your own lifetime SP. " |
SoTa PoP
Internal Error. Negative-Feedback
1772
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Posted - 2013.01.12 09:17:00 -
[5] - Quote
Innus threen wrote:SoTa PoP wrote: idk bout multipliers because 75 times anything is still crap - but I can get behind some of these ideas.
Like an SP reward for the winning team. I mean at this point if winning ment I could get an extra thousand or 5 then I'd be pushing for a victory every game and maybe some blue barriers would find incentive to not be fodder.
That is exactly what I want. I think anything above 1000 is a little too much for after hitting cap, but I also think the cap should be just a little higher. SoTa PoP wrote: And then giving extra SP for killing advanced players I like - but only if it's a calculated value in consideration of your own rank. Such as a newbie killing zitro - he'd get some nice SP payout as well as the ISK from his Meta. But if Zitro killed him he probably would just get the base line gain. And if Zitro killed protoman - then it would also be a base-line gain.
This is actually what I meant by "maybe even have this be compared to your own lifetime SP. " SP is a poor way to calculate this. I was thinking more of your gear possible meta level BECAUSE of SP spent. Such as being able to use officer class weapons - would raise your characters over-all meta because of his possibilities. The actual SP itself doesn't effect your value - just how you spend it. |
Innus threen
The Exemplars
19
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Posted - 2013.01.12 09:26:00 -
[6] - Quote
Odiain Suliis wrote:Innus threen wrote: My first is to make SP gained by kills be partially based off of the killed persons lifetime SP(maybe even have this be compared to your own lifetime SP. Maybe). Not anything big, just something to reward players for taking down more advanced players.
How this would scale? I mean down the road the will be time when one would find cases where spank new player (500.000 SP) comes against longtimer. (50.000.000 SP) Now be the case of legitimate skill, luck or using the system to your advantage this new player kills the vet. How much SP should new player gain? Now if new player would come against 5.000.000 SP player, shouldn't that 50mil SP vet kill grant more SP than 5mil SP kill? There are some complications to this. edit: And by 'using the system' I mean vet agreeing to be killed, to increase new players SP gains.
Well what I was thinking is maybe:
SP_earned = Normal_WP_ earned * floor((kills_SP / your _SP * 0.5), 1)
Using this formula the 5mil would yield 250 and if by some miracle/ amazing bargaining he kills a 50mil, he would get 2500 SP.
In my opinion if he can get a vet to let him kill the vet, more power to him. We're mercenaries after all.
Edit: floor function fixed. Previous formula would have given you extra SP no matter what. 50 * 50. |
Innus threen
The Exemplars
19
|
Posted - 2013.01.12 09:36:00 -
[7] - Quote
SoTa PoP wrote:Innus threen wrote:SoTa PoP wrote: idk bout multipliers because 75 times anything is still crap - but I can get behind some of these ideas.
Like an SP reward for the winning team. I mean at this point if winning ment I could get an extra thousand or 5 then I'd be pushing for a victory every game and maybe some blue barriers would find incentive to not be fodder.
That is exactly what I want. I think anything above 1000 is a little too much for after hitting cap, but I also think the cap should be just a little higher. SoTa PoP wrote: And then giving extra SP for killing advanced players I like - but only if it's a calculated value in consideration of your own rank. Such as a newbie killing zitro - he'd get some nice SP payout as well as the ISK from his Meta. But if Zitro killed him he probably would just get the base line gain. And if Zitro killed protoman - then it would also be a base-line gain.
This is actually what I meant by "maybe even have this be compared to your own lifetime SP. " SP is a poor way to calculate this. I was thinking more of your gear possible meta level BECAUSE of SP spent. Such as being able to use officer class weapons - would raise your characters over-all meta because of his possibilities. The actual SP itself doesn't effect your value - just how you spend it. Ah but the more SP someone has either means they are good and can take in the SP, or that they have been playing a while and have more experience. Maybe could use a hybrid SP ratio/ meta difference formula seeing as the meta level is a good point.
Let me fix my formula I just posted and write a hybrid formula.
Edit: Here is the hybrid formula I came up with:
SP_earned = Normal_WP_ earned * floor(((kills_SP / your _SP) * (kills_meta / your_meta) * 0.25), 1) |
Odiain Suliis
ZionTCD Legacy Rising
112
|
Posted - 2013.01.12 09:38:00 -
[8] - Quote
Innus threen wrote:Odiain Suliis wrote:Innus threen wrote: My first is to make SP gained by kills be partially based off of the killed persons lifetime SP(maybe even have this be compared to your own lifetime SP. Maybe). Not anything big, just something to reward players for taking down more advanced players.
How this would scale? I mean down the road the will be time when one would find cases where spank new player (500.000 SP) comes against longtimer. (50.000.000 SP) Now be the case of legitimate skill, luck or using the system to your advantage this new player kills the vet. How much SP should new player gain? Now if new player would come against 5.000.000 SP player, shouldn't that 50mil SP vet kill grant more SP than 5mil SP kill? There are some complications to this. edit: And by 'using the system' I mean vet agreeing to be killed, to increase new players SP gains. Well what I was thinking is maybe: SP_earned = Normal_WP_ earned * floor((kills_SP / your _SP), Normal_WP_earned) * 0.5 Using this formula the 5mil would yield 250 and if by some miracle/ amazing bargaining he kills a 50mil, he would get 2500 SP. In my opinion if he can get a vet to let him kill the vet, more power to him. We're mercenaries after all.
Then this would bring up case where I have my high SP char and using him to boost my friens toon by allowing him to kill my char. Not good.
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Innus threen
The Exemplars
19
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Posted - 2013.01.12 09:44:00 -
[9] - Quote
Either way he would eventually hit the daily cap, as this particular suggestion was not immune to the cap. |
DeeJay One
BetaMax.
9
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Posted - 2013.01.12 09:46:00 -
[10] - Quote
Innus threen wrote:So I had a few ideas about some improvements that could be made to the SP system and would like all you dust bunnies thoughts.
Either way, this discussion here is irrelevant as this is not the Feedback/Request forum section, but general discussion section which no dev will ever see and react upon ;)
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Innus threen
The Exemplars
19
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Posted - 2013.01.12 09:51:00 -
[11] - Quote
Yes I know. That was intentional. As I just want to know if anyone thinks this would be a good idea or not. And why.
If I get even just two or three likes or people saying they think this is a serious option, then I will make a suggestion on the suggestion/feedback forum. |
Scrubmuffin
Sanmatar Kelkoons Minmatar Republic
7
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Posted - 2013.01.12 10:28:00 -
[12] - Quote
I'd rather use sandpaper to jack off with then get 50 sp per match. |
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