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TheBLAZZED
VENGEANCE FOR HIRE
62
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Posted - 2013.01.13 20:27:00 -
[1] - Quote
First, letGÇÖs look at the current problems with the new sp system and the old system.
The new system is unfair to the player that is not able to grind every day. I understand the new system offers the same potential sp as the old system however; some of us cannot play 7 days a week. (I am one that plays 7 days a weekGǪ fyi) not to mention, one could simple hide in a map and get massive amounts of sp for doing nothing because you get 5 sp per second
The old system had fewer problems for the non daily player but the issue I have with it is that it threatens the longevity of the game. For example; I could never catch up to a player that had a six month head start on me unless he/she stopped for six months. I see this as a huge issue for a game that plans to be around for the next ten years because itGÇÖll discourage new players from joiningGǪ who wants to play a game when you have no hope of becoming the scourge of the universe? (Rhetorical question)
Now my suggestion, Why not just simply have and expanding cap?
Example: Month #1 maximum sp 2,000,000 Month #2 maximum sp 4,000,000 Month#3 maximum sp 6,000,000 And so on and so onGǪ.
That way new player could catch up to a vet if they sacrifice many a nights rest.
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Vengeful MoFo
VENGEANCE FOR HIRE
2
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Posted - 2013.01.14 20:01:00 -
[2] - Quote
Any thoughts on this idea? Does it need clarification? Feedback would be appreciated... thanks |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
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Posted - 2013.01.14 20:15:00 -
[3] - Quote
TheBLAZZED wrote:First, letGÇÖs look at the current problems with the new sp system and the old system. The new system is unfair to the player that is not able to grind every day. I understand the new system offers the same potential sp as the old system however; some of us cannot play 7 days a week. (I am one that plays 7 days a weekGǪ fyi) not to mention, one could simple hide in a map and get massive amounts of sp for doing nothing because you get 5 sp per second The old system had fewer problems for the non daily player but the issue I have with it is that it threatens the longevity of the game. For example; I could never catch up to a player that had a six month head start on me unless he/she stopped for six months. I see this as a huge issue for a game that plans to be around for the next ten years because itGÇÖll discourage new players from joiningGǪ who wants to play a game when you have no hope of becoming the scourge of the universe ? (Rhetorical question) Now my suggestion, Why not just simply have and expanding cap? Example: Month #1 maximum sp 2,000,000 Month #2 maximum sp 4,000,000 Month#3 maximum sp 6,000,000 And so on and so onGǪ. That way new player could catch up to a vet if they sacrifice many a nights rest.
I like the idea of the expanding cap, downside is we'd run out of skills to soon, then what do we do? Remb at current ccp wants it to take us 7 years to fully skill out, if the sp cap is increased that time will shortin alot. While I hate being cap'd the reason for it is to keep us on that schedule, what the problem is and I've posted it elsewhere, is we're used to getting alot of sp, since when they first released the beta sp was really uncap'd and we got alot more of it, reason, so they could test out the mods, suits ect quicker then current system. By doing this initial sp system I think it has made the game a more decline overtime, for one us expecting more sp when they want a long term sp skill system, the other issue it caused I think is balance issues, we got so much so that some, would spec fully into one class, one vehicle, one weapon while others had so much so they spread it out to several things, making ppl believe some items we're op when maybe they we're just fully spec'd at the time, some things had obvious balance issues, but I think some we're just perceived. The way balancing should have been done is in a 5 week period, first week everyone gets level 1 everything, second week everything level 2 and so on with no sp earn, sp itself should have only been minimal in the initial testing but because they went ten route of letting players go on the fly and spec into w/e or a lil of everything we think that with the cap, that we're getting jipped when we're not. I'd like to see though something that is a constant reflection of how well we do in a match and not just hit the cap and get nothing, even if its your total war points that game then cut in half as reward. |
TheBLAZZED
VENGEANCE FOR HIRE
62
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Posted - 2013.01.14 20:54:00 -
[4] - Quote
First off, thank you so much for providing your input.
I don't think we would run out of skills any faster than we are currently if we kept the expanding cap to be about the same as what it would be if a player played every day and hit their respective cap. As for people wanting SP to be based on production, I say remove the 5 SP per second and add 5 SP for every war point gained. My primary issue with the way skill caps have been in the past is that it is impossible to catch up with the vets if you are new to the game. I'm not saying we should make it easy for new players to catch up to the vets however I think it should be at least possible.
Again, thank you for your thoughts and consideration. |
Ranger SnakeBlood
OSG Planetary Operations Covert Intervention
126
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Posted - 2013.01.14 20:59:00 -
[5] - Quote
Looks like you had the same thought process as me iam just after posting a very simular system when i got home didnt see yours +1 tho hope a system like this makes it. |
Skihids
Tritan-Industries Legacy Rising
970
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Posted - 2013.01.14 22:25:00 -
[6] - Quote
TheBLAZZED wrote:First off, thank you so much for providing your input.
I don't think we would run out of skills any faster than we are currently if we kept the expanding cap to be about the same as what it would be if a player played every day and hit their respective cap. As for people wanting SP to be based on production, I say remove the 5 SP per second and add 5 SP for every war point gained. My primary issue with the way skill caps have been in the past is that it is impossible to catch up with the vets if you are new to the game. I'm not saying we should make it easy for new players to catch up to the vets however I think it should be at least possible.
Again, thank you for your thoughts and consideration.
I get the feeling that CCP wants new players to have the same progression that vets had to endure. So whie they may be fine with individual rolling caps, they won't go for a single global increasing cap. EVE players all skill at the same rate and I believe that's destined for DUST as well.
Unlike other MMOs DUST development is wide rather than tall so it won't become a game breaking issue. |
Cade Orion
Tronhadar Free Guard Minmatar Republic
27
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Posted - 2013.01.14 22:29:00 -
[7] - Quote
Actually I'd like to see a different Passive Skill system placed. I'd like to see a system where you list out how long you're going to be studying something for a 24 hour period and dedicate those points just for those skills you placed in a queue. I believe there's something like this in EVE, why not incorporate it here - instead of just giving generic points to put on what ever we want. |
TheBLAZZED
VENGEANCE FOR HIRE
62
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Posted - 2013.01.14 23:12:00 -
[8] - Quote
Skihids wrote:TheBLAZZED wrote:First off, thank you so much for providing your input.
I don't think we would run out of skills any faster than we are currently if we kept the expanding cap to be about the same as what it would be if a player played every day and hit their respective cap. As for people wanting SP to be based on production, I say remove the 5 SP per second and add 5 SP for every war point gained. My primary issue with the way skill caps have been in the past is that it is impossible to catch up with the vets if you are new to the game. I'm not saying we should make it easy for new players to catch up to the vets however I think it should be at least possible.
Again, thank you for your thoughts and consideration. I get the feeling that CCP wants new players to have the same progression that vets had to endure. So whie they may be fine with individual rolling caps, they won't go for a single global increasing cap. EVE players all skill at the same rate and I believe that's destined for DUST as well. Unlike other MMOs DUST development is wide rather than tall so it won't become a game breaking issue. New players will never have the same progression as vets. When we're developing our skills now with everybody being on an even playing field. Imagine starting a few months down the road and going up against people with a few million more SP than you. I understand what you're saying but personally I wouldn't play a game if I was so badly out matched and had no hope of closing the gap . The upside is if they do not change the way the system works all of us playing now will have plenty of fun beating the snot out of noobs until they quit playing. |
Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.01.15 00:31:00 -
[9] - Quote
TheBLAZZED wrote:Skihids wrote:TheBLAZZED wrote:First off, thank you so much for providing your input.
I don't think we would run out of skills any faster than we are currently if we kept the expanding cap to be about the same as what it would be if a player played every day and hit their respective cap. As for people wanting SP to be based on production, I say remove the 5 SP per second and add 5 SP for every war point gained. My primary issue with the way skill caps have been in the past is that it is impossible to catch up with the vets if you are new to the game. I'm not saying we should make it easy for new players to catch up to the vets however I think it should be at least possible.
Again, thank you for your thoughts and consideration. I get the feeling that CCP wants new players to have the same progression that vets had to endure. So whie they may be fine with individual rolling caps, they won't go for a single global increasing cap. EVE players all skill at the same rate and I believe that's destined for DUST as well. Unlike other MMOs DUST development is wide rather than tall so it won't become a game breaking issue. New players will never have the same progression as vets. When we're developing our skills now with everybody being on an even playing field. Imagine starting a few months down the road and going up against people with a few million more SP than you. I understand what you're saying but personally I wouldn't play a game if I was so badly out matched and had no hope of closing the gap . The upside is if they do not change the way the system works all of us playing now will have plenty of fun beating the snot out of noobs until they quit playing.
Ah, but new players won't be matched against multi-million SP vets if the matchmaking system is effective, and once a person has ammased 10M SP it won't matter how much his opponent has.
A 100M SP AR assault character won't be any more capbable than a 10M SP AR character, he will just also be able to drive a well fit HAV and carry an HMG as well.
I predict a lot of QQ'ing about how we aren't seeing the "noobs we were prommised" upon open beta release because the matchmaking system will segregatge our respective populations.
Therefore it won't matter if a new player can't get more than 77K SP a day.
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TheBLAZZED
VENGEANCE FOR HIRE
62
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Posted - 2013.01.15 00:42:00 -
[10] - Quote
Skihids wrote:TheBLAZZED wrote:Skihids wrote:TheBLAZZED wrote:First off, thank you so much for providing your input.
I don't think we would run out of skills any faster than we are currently if we kept the expanding cap to be about the same as what it would be if a player played every day and hit their respective cap. As for people wanting SP to be based on production, I say remove the 5 SP per second and add 5 SP for every war point gained. My primary issue with the way skill caps have been in the past is that it is impossible to catch up with the vets if you are new to the game. I'm not saying we should make it easy for new players to catch up to the vets however I think it should be at least possible.
Again, thank you for your thoughts and consideration. I get the feeling that CCP wants new players to have the same progression that vets had to endure. So whie they may be fine with individual rolling caps, they won't go for a single global increasing cap. EVE players all skill at the same rate and I believe that's destined for DUST as well. Unlike other MMOs DUST development is wide rather than tall so it won't become a game breaking issue. New players will never have the same progression as vets. When we're developing our skills now with everybody being on an even playing field. Imagine starting a few months down the road and going up against people with a few million more SP than you. I understand what you're saying but personally I wouldn't play a game if I was so badly out matched and had no hope of closing the gap . The upside is if they do not change the way the system works all of us playing now will have plenty of fun beating the snot out of noobs until they quit playing. Ah, but new players won't be matched against multi-million SP vets if the matchmaking system is effective, and once a person has ammased 10M SP it won't matter how much his opponent has. A 100M SP AR assault character won't be any more capbable than a 10M SP AR character, he will just also be able to drive a well fit HAV and carry an HMG as well. I predict a lot of QQ'ing about how we aren't seeing the "noobs we were prommised" upon open beta release because the matchmaking system will segregatge our respective populations. Therefore it won't matter if a new player can't get more than 77K SP a day. Very good points.... Unless they add new skills but that shouldn't make very much of a difference. I still think something needs to be done with the current system. |
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The Daidact
Subdreddit Test Alliance Please Ignore
0
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Posted - 2013.01.15 00:49:00 -
[11] - Quote
I just want to be able to earn more SP's based on my performance and end-of-round score. I feel like they don't have enough rewards. From what I heard people who do logi and capture points, as well as repair people and get kills, make a killing SP-wise. I wish I could get bonus XP (Sort of COD-style) for doing specific things. Or the more kills you get, the more XP you get in turn. Like, kill one guy, 50 points. Two, 60. Three 70 and so on.
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Killki Nabara
Celtic Anarchy
0
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Posted - 2013.01.15 01:17:00 -
[12] - Quote
If you're wanting to be rewarded for better performance, maybe they sshould increase the salvage and isk pay outs. From what I can see the sp system in place I'd pretty effective. Maybe they could do with placing a weekly or even monthly cap in regards to he sp gained. |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
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Posted - 2013.01.15 03:03:00 -
[13] - Quote
I was originally thinking of a pay-it-forward SP gain for active SP, (i.e: you bank SP as you play past your SP cap and it applies to your character incrementally when you are not achieving that goal), but did an about face on it, when I realized it might be more appropriate to pay it backwards, and easier to implement.
By this, I mean it would apply against SP you didn't gain as you played. No banking of SP, (which it would be practical to negate whenever gameplay was resumed), but a continuously accrued SP void on your SP cap. So if you miss 5 days, and consequently miss ~40K SP per day est., then you will have an additional ~200K SP until you reach your level cap as you resume playing.
That basically means you would have a lot of work to do to bring yourself up to spec, but it wouldn't be impossible provided you did not have any really long absence. The plus side, if you can never achieve that goal, is you no longer have to see a SP cap while you're playing.
Just an idea though.
It's my thought that ISK gain is a good enough reason to play long hours, and reward for those who have those hours to spend where others don't. Penalizing somebody with continuously falling behind in skills for not being able to log in every day and grind for SP because they have a family, have to work, or are otherwise unavailable is not favorable imo.
There is a reason I don't play grind MMOs. I can't keep up as I don't have the time, and I'm not interested in grinding just to keep a semblance of pace, plus I don't like grinding. Can't stand it actually. The idea of continuous, repetitive tasks in a game that serve no purpose besides enhancing your character value/profits/level is abhorant to me.
It's not that I expect all of that to come without effort, but rather that the effort required is far to much like having a second or even third job working for sub-minimum wage. For nothing actually, because at the end of the day t counts for nothing in my real life, and if it's that much work it is not entertainment. It has no value, even if you try to ascribe such to it.
..you are only kidding yourself. |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
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Posted - 2013.01.15 03:05:00 -
[14] - Quote
The Daidact wrote:I just want to be able to earn more SP's based on my performance and end-of-round score. I feel like they don't have enough rewards. From what I heard people who do logi and capture points, as well as repair people and get kills, make a killing SP-wise. I wish I could get bonus XP (Sort of COD-style) for doing specific things. Or the more kills you get, the more XP you get in turn. Like, kill one guy, 50 points. Two, 60. Three 70 and so on.
I started running logi yesterday and despite many points gained from ammo resupplies and spawns I didn't net anymore SP for it, or ISK for that matter. It pretty much remained as before, with the same consistency of variance between rewards per battle. |
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