Ydubbs81 RND wrote:Daily cap hurts everyone...not just people with jobs but hardcore players as well. Because after 4 games, there is no more incentive to play. It really is like you're playing for nothing. And although, CCP feels like the skill point weekly progression is the same.....for the rest of us, it drags and makes playing intolerable after a while.
Go back to the weekly cap.....or, increase the daily softcap to 1000sp/match with boosters. I'm tired of being penalized by guys that don't play the game as much as I do. All because they want to keep up with us in skill points. News flash...everyone can and will not have the same amount of skill points. What about all the new players coming in??? There are no rollovers so how will they keep up?
The players that can not play as much as others should be in the same category as a player who just downloaded the game when everyone is 6 months in
I understand the disappointment with skill point caps GÇö this entire thread is an example of that (particularly, the daily limit).
That said, I don't think the caps will go away. Why? It's purely financial. Since Dust 514 is going to be a free-to-play title, CCP has no guaranteed profit, such as developers who go through storefronts and whatnot would. Therefore, CCP not only needs to find methods to bring in money in order to keep improving Dust 514, but they also need methods to keep "no-life" players from, well, playing most, if not all, of the time.
Why is this? Because those hardcore players are using CCP assets (servers, etc.), and if there wasn't a way to get them to disconnect now and then, there would be a continual drain on CCP's resources. Hence, the SP cap, IMO, has twin purposes: One, to keep players *relatively* even with each other in terms of abilities and, two, to make sure hardcore types don't sit on the servers 24/7/365.
As I've said before, it's a strategy that comes with risk for CCP. The caps might keep folks away who would otherwise play a lot, and buy a lot of Aurum items. But without the caps, those same players could be a type of albatross that shows no return on investment for CCP. At the same time, the caps could attract other players with the incentive that they will stay relatively even with the hardcore players, and those former-type players are potentially also more likely to buy Aurum items as a way to "keep up with the Joneses."
I'm not an economist, by any means. But it wouldn't surprise me one bit if just about everything CCP does has the singular goal of generating profit at some point for CCP. And, I suppose, that's necessary in order to keep Dust up and running.