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Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
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Posted - 2013.01.12 20:18:00 -
[1] - Quote
We've heard the complaints before the daily SP cap was put in place. We've heard the moans after the daily SP cap. We've heard the suggestions to cap that way, this way, SP pools and baths and beyond - yet they will just create another problem and even more QQ.
Here's a simple suggestion to fix it: make all SP gain passive. No active SP at all.
Nuts? Not so. Back when I played EVE we only had passive SP (not sure if that's still the case). It worked. It was simple. Casuals will still be left behind like most beta testers somewhat arrogantly seem to think is the Way Things Should Be. But the chasm between casuals and those who start months after launch, and vets and hardcore players won't be as bad as it is with passive and active SP accummulation.
With passive-only SP gain nobody needs to feel bad about missing a day of playing, or compelled to play one more game just to hit a cap - most of us play for fun, not to have a second job. And those who do want that job won't quit playing for the day/week when they hit a cap like many do now.
SP is not the purpose of the game, it is merely a means to an end, just one of many. The end purpose is to enjoy melting faces, gain territory, and socialize. Hardcore players, nolifers and those who must have the biggest e-peen can still measure it with ISK or WP - these are what matter in Dust after all. We do need better in-game mechanics to track your ISK loss/gain per match and WP gain, though. CCP will still be able to charge people for passive boosters and AUR gear so that the game becomes financially viable.
Note that I'm not talking about AFK farming which is unfortunately currently possible, but passive SP gain which happens at a rate of x SP per second whether you're in-game, idling in menus, or sipping mai tais on a beach in Boracay. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.12 22:55:00 -
[2] - Quote
Iskandar Zul Karnain wrote:I don't think this will work for the FPS community. We like immediate rewards for our actions.
I've been mainly an FPS player since Wolfenstein 3D came out. You are right, but it goes farther than that: us FPS players are so used to immediate rewards that the norm was to have no unlocks at all; everything was unlocked when we first launched multiplayer. XP is a relatively recent phenomenon in multiplayer FPS space, and not welcomed by many FPS players, including me. It doesn't fit games like Battlefield or Killzone series, but is a slightly better fit for an MMOFPS. Nevertheless, it's not going anywhere from Dust, so I'd rather spend the time improving it rather than discussing its merits.
Back on topic. As mentioned in the OP, the ones needing immediate rewards get ISK and WP. ISK is a very tangible reward that even the most twitchy CoD player will grok from the first game onward when they realize they need ISK to fair better. Its value should be better brought forward by CCP in its marketing material - SP should take back seat. Also, WP is another metric to rank players who need it. I've argued elsewhere that the game shouldn't even report an antiquated metric like KDR at the end of a round so that people would concentrate on what matters: WP, earning ISK, and winning territory. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.16 12:29:00 -
[3] - Quote
Garth Mandra wrote:1. CCP has been advertising the active side of things for a while so they'd need to renege on that or develope some other system that is active.
A non-issue. Only closed beta testers know that, and a handful of those who follow the game development. The vast majority of upcoming Dust players haven't even heard of the game, yet.
Garth Mandra wrote: 2. With entirely passive SP I would expect people to start farming many accounts to start accumulating SP for alts, friends and sale.
You can already do that. |
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.16 12:36:00 -
[4] - Quote
Umbat Boki wrote:You're doing it wrong. You throw random ideas and then try to understand why it works or not. Try to think from up to bottom: from general purpose to details. What is SP system for? What it should achieve?
The main reason of SP system and DUST is to get money from players while providing them with some entertainment.
In P2P model it's quite simple. Users pay money to play your game for month or several. In F2P model you need to sell something in-game: passive boosters, active boosters, AUR items and so on.
By making passive-SP-only system active booster just doesn't exist. Passive booster in passive-SP-only system will result in huge rage from players. AUR items alone won't be enough to fund the project. You need to attract players to play every day, use boosters and AUR items. Otherwise your project is dead.
As stated in the OP, CCP will still be able to sell passive boosters for rl money to fund further game development. You claim CCP needs "to attract players to play every day", yet fail to explain why it is necessary. Playing 2-3 hours every single day will result in burnout, turning the game into a second job, and never-ending and justified complaints that Dust is for hardcore gamers only.
Players are already raising a huge rage about the current SP system, and for a good reason. Passive-only has proven to work elsewhere. |
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