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Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.20 22:55:00 -
[1] - Quote
Everyone:
By the "working man," I mean those folks GÇö male or female GÇö who have full-time jobs, families to tend to, university classes to focus on and/or other "real life" responsibilies.
These folks probably don't have the time to log into Dust each day to play long enough to reach the daily skill point limit (DSPL). They might be able to log in one or two days out of the week and play for two to four hours per log-in. So, in essence, they're only reaching their DSPL maybe once or twice a week, which means the rest of the week, they're missing out on skill points that are essential to keeping their character(s) in good enough shape to survive long enough on a Dust battlefield to make a positive difference for their team.
The DSPL leaves those folks GÇö and I believe there are quite a few of them in the closed-beta community, with a lot more to come once the open beta hits Tuesday GÇö at a distinct disadvantage. In the long run, that might mean those types of players don't hang around long, which in turn could cost CCP money. After all, a large player base means more opportunities for profit, which is essential to keeping the Dust/EVE online and prosperous.
So, in the interests of both players and CCP, I think the latter would be better served by getting rid of the DSPL, but, at the same time, keeping the *weekly* skill point limit intact.
What are your thoughts on this topic? |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.20 22:56:00 -
[2] - Quote
yes the daily cap hurts people who have a life, it also means you can't buy an active booster since you'll waste it. |
Necandi Brasil
Conspiratus Immortalis
245
|
Posted - 2013.01.20 22:57:00 -
[3] - Quote
I completeley agree.... |
Volgair
Tritan-Industries Legacy Rising
200
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Posted - 2013.01.20 22:58:00 -
[4] - Quote
if you don't have 2 hours a day to dedicate to the game then yeah, your loosing out regularly. tough *******, its not fair, and hopefully should be changed soon. |
Groza Tragediya
Opus Arcana Orion Empire
72
|
Posted - 2013.01.20 23:08:00 -
[5] - Quote
Ill admit i was boasting for a daily skill cap. It sucks though, weekly please. |
Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.20 23:10:00 -
[6] - Quote
Everyone:
Here's another angle to consider GÇö would a passive SP booster be enough to make up the difference in playtime between "full-time" players and "part-time" players? If so, a possible corollary would be the question: Is it fair that the latter type of player has to use passive boosters in order to keep up? After all, those boosters cost real-life money.
Perhaps, though, that is CCP's long-term goal, hmm? Despite the risk that such a strategy might not pay off, due to players simply deciding to leave Dust behind. After all, the console market, I believe, doesn't produce players that are as dedicated to games GÇö well, with the exception of the Call of Duty series GÇö as their PC counterparts can be.
A penny for your thoughts, folks, so to speak. |
Beld Errmon
Tal-Romon Legion Amarr Empire
479
|
Posted - 2013.01.20 23:19:00 -
[7] - Quote
I dunno but maybe this is karma for the working class man getting all upperty and refering to others as no lifers. |
Vance Alken
Subdreddit Test Alliance Please Ignore
94
|
Posted - 2013.01.20 23:20:00 -
[8] - Quote
Quill Killian wrote:Everyone:
Here's another angle to consider GÇö would a passive SP booster be enough to make up the difference in playtime between "full-time" players and "part-time" players? If so, a possible corollary would be the question: Is it fair that the latter type of player has to use passive boosters in order to keep up? After all, those boosters cost real-life money.
Perhaps, though, that is CCP's long-term goal, hmm? Despite the risk that such a strategy might not pay off, due to players simply deciding to leave Dust behind. After all, the console market, I believe, doesn't produce players that are as dedicated to games GÇö well, with the exception of the Call of Duty series GÇö as their PC counterparts can be.
A penny for your thoughts, folks, so to speak.
If CCP wants people to pay money to keep up with the game they might as well make it subscription based.
The daily cap hurts everyone except a incredibly tiny specific niche that somehow has exactly enough time to reach the cap every day, nothing more, nothing less. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.20 23:36:00 -
[9] - Quote
That describes my gaming week to a tee. I can get on, on my day off. I can have a good session, but only half of it counts. Wish they'd go back to weekly :-( |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
|
Posted - 2013.01.20 23:44:00 -
[10] - Quote
Yes, but this doesn't mean there should be no cap. Even if there wasn't I wouldn't have time to catch up, or otherwise take advantage of it most days. I'm certainly not spending my entire weekend, (or those I have anyway), trying to get lots of SP so I can be close to the same as guys who started at the same time and play to cap daily.
If there was no cap, then it would hurt even more, because those that have the time would just accelerate even more and be max skilled in short order, compared to everybody else.
If there was a booster to accommodate part time players, the Full time players would use it.
I already suggested a good option for this: Allow banking of the cap to increase the limit for those who play infrequently, and reduce the difference between passive and active SP limits. If it happens to be 40000 active available per day; cut this in half and make it 20K, then up the Passive per day by 20K. Apply Boosters after.
Other ideas:
Give players who are trying to catch up a boost to active SP on top of active boosters. Make this limited, and available once per week on log in for players who have been unable to play.
(i.e: player logs in and plays Sunday, is off Mon-Wed, logs in Thurs and has the option of activating it. It lasts for 3 hours, then disappears.) It is unavailable for 7 days from the time of activation. This should not be available to more than one character per account.
Couple that with a minimum 48h period between logging off and logging back in again.
Include a Full Passive Booster on the market that gives players using it full SP per day using it. A 30 day booster that can be roughly the equivalent to a subscription cost if you will. This should be bought through the Playstation Store like the Merc pack. Active boosters may apply on top of this, and SP cap gain from them would be excluded from the total.
That basically means that you will still get active SP from the standard cap to the Booster cap.
I'm sure I could think of more ways to make this system more rounded and less detrimental for players like me.
edit: Just checking the AUR costs, 40K for roughly $20 which will buy you the equivalent of 5 passive 7-day Boosters and leave you with 5K AUR. Comparably speaking, I don't think it's unreasonable to suggest the 30-day Full Passive Booster above, though you may want to have it limited to one Character per account, as with the other suggestions.
Optional I suppose though as people willing to pay for two of these might as well be able to. |
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Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.20 23:57:00 -
[11] - Quote
Beld Errmon wrote:I dunno but maybe this is karma for the working class man getting all upperty and refering to others as no lifers.
I take it you're a member of the landed aristocracy?
|
Bojo The Mighty
Bojo's School of the Trades
431
|
Posted - 2013.01.20 23:58:00 -
[12] - Quote
We actually need a daily cap to appease the hardcore gamers so that they won't earn it all in one day then get bored.
But we need a weekly cap to ensure those who don't play everyday that they can catch up.
The solution is the rolling cap, where if you don't play a day/don't hit your cap, the potential left gets added to your cap for the next day.
So if you didn't play monday, on tuesday your SP cap would be 54K. So on and so forth. |
Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.21 00:01:00 -
[13] - Quote
Mars El'Theran wrote:Yes, but this doesn't mean there should be no cap. Even if there wasn't I wouldn't have time to catch up, or otherwise take advantage of it most days. I'm certainly not spending my entire weekend, (or those I have anyway), trying to get lots of SP so I can be close to the same as guys who started at the same time and play to cap daily.
If there was no cap, then it would hurt even more, because those that have the time would just accelerate even more and be max skilled in short order, compared to everybody else.
If there was a booster to accommodate part time players, the Full time players would use it.
I already suggested a good option for this: Allow banking of the cap to increase the limit for those who play infrequently, and reduce the difference between passive and active SP limits. If it happens to be 40000 active available per day; cut this in half and make it 20K, then up the Passive per day by 20K. Apply Boosters after.
Other ideas:
Give players who are trying to catch up a boost to active SP on top of active boosters. Make this limited, and available once per week on log in for players who have been unable to play.
(i.e: player logs in and plays Sunday, is off Mon-Wed, logs in Thurs and has the option of activating it. It lasts for 3 hours, then disappears.) It is unavailable for 7 days from the time of activation. This should not be available to more than one character per account.
Couple that with a minimum 48h period between logging off and logging back in again.
Include a Full Passive Booster on the market that gives players using it full SP per day using it. A 30 day booster that can be roughly the equivalent to a subscription cost if you will. This should be bought through the Playstation Store like the Merc pack. Active boosters may apply on top of this, and SP cap gain from them would be excluded from the total.
That basically means that you will still get active SP from the standard cap to the Booster cap.
I'm sure I could think of more ways to make this system more rounded and less detrimental for players like me.
edit: Just checking the AUR costs, 40K for roughly $20 which will buy you the equivalent of 5 passive 7-day Boosters and leave you with 5K AUR. Comparably speaking, I don't think it's unreasonable to suggest the 30-day Full Passive Booster above, though you may want to have it limited to one Character per account, as with the other suggestions.
Optional I suppose though as people willing to pay for two of these might as well be able to.
You should forward some of your suggestions to the developers at CCP. They might consider incorporating them, or are already working on similar proposals.
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Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.21 00:03:00 -
[14] - Quote
Bojo The Mighty wrote:We actually need a daily cap to appease the hardcore gamers so that they won't earn it all in one day then get bored.
But we need a weekly cap to ensure those who don't play everyday that they can catch up.
The solution is the rolling cap, where if you don't play a day/don't hit your cap, the potential left gets added to your cap for the next day.
So if you didn't play monday, on tuesday your SP cap would be 54K. So on and so forth.
I like that idea. I imagine the larger question, then, would be how easy/hard it would be for CCP to implement it. There might be some coding issues involved, for all I know.
|
Arramakaian Eka
Tronhadar Free Guard Minmatar Republic
363
|
Posted - 2013.01.21 00:07:00 -
[15] - Quote
Solution here. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2013.01.21 00:27:00 -
[16] - Quote
Well, one thing I like about the daily cap is it is a hard cap, which is really nice. Knowing exactly when I have hit that wall is much better for me. I hated the diminishing returns on the previously weekly cap, as the last 3 days or so was just a slow tedious grind to make as much SP as I did in the first two hours of playing that week. It may have only been about 10-15k or so, but that adds up pretty quickly over time.
What I would like to see, and I think most of us can agree to either of these solutions.
1. Daily rolllover - This system is simple, any unearned SP for any given day, will be rolled over to the next day. Then at the end of the week, that SP rollover pool will be reset, rinse and repeat.
Advantages - It essentially means that if you miss one day, or four, you can still catch up by grinding extra long before the weekly rollover reset. Also it still keeps the hardcore players coming back each day, which helps keep the servers full and games aplenty every day of the week.
Disadvantages - Still a daily cap, so if you happen to be able to play a lot at the beginning of the week and not the end, then you may still lose out on a lot of SP (since the rollover is really only useful for end-of-week grinding).
2. Weekly hard cap - This one is even more simple, each week you will be allotted a set amount of SP. When you reach that limit, you will only get 50 SP (or 75 with booster).
Advantages - Whether you play a lot at the beginning of the week or the end, you can grind anytime you please to reach the limit without worrying about what day you play.
Disadvantages - Unless you are counting earned SP, it may be hard to figure out how close to the weekly hard cap you are. A solution to this would be to have a "cap counter". In which somewhere in the neocom would display how much SP you have left to earn for the week.
Also another disadvantage is that the hardcore players would likely reach the cap in a day or two, which means they probably won't play for the rest of the week. (I saw this a lot on the previous weekly SP cap).
I think most, if not all, of us could get behind either of these ideas. |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.01.21 00:31:00 -
[17] - Quote
I agree that folks may be right about being wrong about disagreeing about a consensus that was wrong about being right then was overturned
Oh LOOK!! another SP thread! Never seen one of those before
I remember when we got 400, 000 SP per match!! but oh no! folks just had, had, had!! to mess with the SP ratios and post SP threads!!
Carefull what you wish for! Well now that folks got what they asked for its a Riverworld of QQ and more QQ. |
Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2013.01.21 00:37:00 -
[18] - Quote
Rollover FTW |
Patoman OfallColors
Angels of Darkness
3
|
Posted - 2013.01.21 00:38:00 -
[19] - Quote
They realy should have a booster to give more SP gain passively.
They can call it I have a life/family/job booster
That way, people could give the devs money to keep stuff running, and get a booster for extra SP that will be fully utilized even if you don't play regularly.
Depending on how much you play, a person can get the appropriate boaster to better help SP gain (or both).
|
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.21 01:23:00 -
[20] - Quote
Quill Killian wrote:Beld Errmon wrote:I dunno but maybe this is karma for the working class man getting all upperty and refering to others as no lifers. I take it you're a member of the landed aristocracy? Not until he can own territory in nullsec |
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Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.21 01:25:00 -
[21] - Quote
Tech Ohm Eaven wrote:I agree that folks may be right about being wrong about disagreeing about a consensus that was wrong about being right then was overturned Oh LOOK!! another SP thread! Never seen one of those before I remember when we got 400, 000 SP per match!! but oh no! folks just had, had, had!! to mess with the SP ratios and post SP threads!! Carefull what you wish for! Well now that folks got what they asked for its a Riverworld of QQ and more QQ.
Actually, this is my first SP thread, and we've been having a rather good discussion. But, of course, there's always a joker or two that pops in to rain on the party a bit. It's to be expected ... 'tis the way of the Internet, after all. |
Vrain Matari
ZionTCD Legacy Rising
404
|
Posted - 2013.01.21 01:28:00 -
[22] - Quote
Being lazy and linking a previous post, but the best solution I've seen proposed so far came from Rasatsu:
https://forums.dust514.com/default.aspx?g=posts&m=466522#post466522 |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.21 01:29:00 -
[23] - Quote
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 |
imminent danger
THE DOLLARS
0
|
Posted - 2013.01.21 01:29:00 -
[24] - Quote
i played for maybe 2 hrs today got my azz kicked the whole time left the game on while i was gone i came home and dont have but like 18000 sp but now im capped apparently to only getting 50 or 75 sp per match! that just sux how can i ever upgrade anything like that?
|
Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.21 01:51:00 -
[25] - Quote
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. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.21 01:55:00 -
[26] - Quote
Quill Killian wrote: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.
We all understand the purpose of caps and we're fine with them. I'm not suggesting that we remove caps. I'm suggesting that they improve the way it is implemented so that we can enjoy the game.
Not sure why anyone would stop players from playing a game. It is bad, financially, cause if I don't play then I don't die. Which means that any aur gear I have will last longer. And that means the time between AUR purchases will be that much greater. |
Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.21 02:02:00 -
[27] - Quote
Ydubbs81 RND wrote:Quill Killian wrote: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. We all understand the purpose of caps and we're fine with them. I'm not suggesting that we remove caps. I'm suggesting that they improve the way it is implemented so that we can enjoy the game. Not sure why anyone would stop players from playing a game. It is bad, financially, cause if I don't play then I don't die. Which means that any aur gear I have will last longer. And that means the time between AUR purchases will be that much greater.
Some folks upthread were talking about how rolling caps would be a good compromise between the daily and weekly skill point cap. After reading what they proposed, I tend to agree with that approach. It's a good way to keep most folks happy and, for CCP, probably ensures they'll have a better financial return with Dust 514. |
Dr Debo Galaxy
GunFall Mobilization Covert Intervention
201
|
Posted - 2013.01.21 02:14:00 -
[28] - Quote
Bottom line. If you are a working man or woman you understand other responsibilities come before the game. No one should expect a game to bend to your schedule because you have made your choices and priorities. If anything the skill cap helps the working man because it prevents those with large amounts of free time from getting to big a gap.
If your responsible enough to be a "working man" then this should be a non issue. They do not pospone monday night football if I have to work. |
Berserker007
Imperfects Negative-Feedback
206
|
Posted - 2013.01.21 02:40:00 -
[29] - Quote
It hurts the entire community. Game isnt fun when it becomes a "job" . Go back to to weekly cap (w/ amount), not this bs 192k active stuff |
Protocake JR
IMPSwarm Negative-Feedback
22
|
Posted - 2013.01.21 02:43:00 -
[30] - Quote
Dr Debo Galaxy wrote:Bottom line. If you are a working man or woman you understand other responsibilities come before the game. No one should expect a game to bend to your schedule because you have made your choices and priorities. If anything the skill cap helps the working man because it prevents those with large amounts of free time from getting to big a gap.
If your responsible enough to be a "working man" then this should be a non issue. They do not pospone monday night football if I have to work.
Exactly. I have a full time job (I work in health care so technically i'm overtime) but I don't feel the need to cry because I can't "keep up" in the skill point arms race. Stupid entitled people.
P.S. Once we have enough people playing this game, the whole skill point issue will just disappear because instead of playing against no-lifers with 20 million SP, you'll be playing with people closer to whatever you have. You won't be at a considerable disadvantage. |
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lowratehitman
Subdreddit Test Alliance Please Ignore
285
|
Posted - 2013.01.21 02:45:00 -
[31] - Quote
I am a working person, plus raise two teenagers on my own. It only takes a little over an hour on tough grinds to reach the daily skill cap, so I set that aside as my time once a day. If the SP cap is holding anyone back from playing, there is always Pokemon 0o |
Tbone322
D3ath D3alers RISE of LEGION
124
|
Posted - 2013.01.21 02:49:00 -
[32] - Quote
Kira Lannister wrote:Rollover FTW
^^ |
Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.01.21 03:55:00 -
[33] - Quote
Quill Killian wrote:Tech Ohm Eaven wrote:I agree that folks may be right about being wrong about disagreeing about a consensus that was wrong about being right then was overturned Oh LOOK!! another SP thread! Never seen one of those before I remember when we got 400, 000 SP per match!! but oh no! folks just had, had, had!! to mess with the SP ratios and post SP threads!! Carefull what you wish for! Well now that folks got what they asked for its a Riverworld of QQ and more QQ. Actually, this is my first SP thread, and we've been having a rather good discussion. But, of course, there's always a joker or two that pops in to rain on the party a bit. It's to be expected ... 'tis the way of the Internet, after all.
Right, right!, RIGHT!! Its not like theres this big button called S E A R C H
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Tech Ohm Eaven
L.O.T.I.S. Legacy Rising
401
|
Posted - 2013.01.21 04:02:00 -
[34] - Quote
Quill Killian wrote: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.
Exactly!! CCP is going to do what results in maximum revenue and a reduction to operating losses such as limiting the time non paying customers are online. |
fred orpaul
Tritan-Industries Legacy Rising
213
|
Posted - 2013.01.21 04:36:00 -
[35] - Quote
Bojo The Mighty wrote:We actually need a daily cap to appease the hardcore gamers so that they won't earn it all in one day then get bored.
But we need a weekly cap to ensure those who don't play everyday that they can catch up.
The solution is the rolling cap, where if you don't play a day/don't hit your cap, the potential left gets added to your cap for the next day.
So if you didn't play monday, on tuesday your SP cap would be 54K. So on and so forth.
+1
exactly a lot of people have said it and if the falloff date on that rolled as well that would also fix the problem for people who can only play at the beginning of the week.
HEY CCP THIS !!!!!!!! |
fred orpaul
Tritan-Industries Legacy Rising
213
|
Posted - 2013.01.21 04:42:00 -
[36] - Quote
Tech Ohm Eaven wrote:Quill Killian wrote: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. Exactly!! CCP is going to do what results in maximum revenue and a reduction to operating losses such as limiting the time non paying customers are online.
WHHHHAAAAAAAAA??????? troll sarcasm or stupid(that applies for both of you) I just dont know. Incentivising frequent play is a good thing, how ever you need to cap it so that you can have a predictable progression, especially in a long term game such as this one. Once this game is fully running you hopefully wont just be playing for SP but for a myriad of other reasons as well............wait trolls what ever if you really are that dumb good ridance. |
Bzeer Ra
Jedi Knights.
2
|
Posted - 2013.01.21 04:51:00 -
[37] - Quote
I didn't read a lot of these posts, but I agree with the top ones. Ccp I will not be buying active boosters because of the daily cap. A weekly or monthly cap won't be felt by most ppl, but I think everyone is filling the pain of the daily caps. |
Tidaen
Nova Corps Marines
21
|
Posted - 2013.01.21 05:21:00 -
[38] - Quote
At least nearly everyone seems to agree that the current system in insufficient. Rasatsu's idea has the most resonance with me so far as it seems to address the common concerns in a reasonable way.
But how about adding a slight twist? What if you still gained passive and active SP in a similar manor to the current system (with roll over/weekly cap). But with the addition of action based SP that is automatically added to your skills as a reward for using certain items/weapons/suits etc. IE: getting kills with the shotgun automatically increases your shotgun proficiency skill slightly. This would still give an incentive to play after hitting the SP cap without dramatically increasing the disparity between the hardcore crowd and more casual players. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2013.01.21 06:01:00 -
[39] - Quote
Working man here. Some weeks the daily cap will fit right in to my schedule.
DUST is my unwind time after a hard day on the job driving a forklift around. Right now I have the time to go to my second job (grinding SP) every day.
But there are some weeks where I just don't have the time and would really like to play a few extra hours on the weekend.
Having a roll over into a pool that would expire on Sunday midnight would work well for me.
Also would like to buy a booster that would allow me to bank active SP into the pool for later use. Would be great to save up a bunch of potential SP then have a DUST weekend to earn it all. |
H4lfdog
KILL-EM-QUICK RISE of LEGION
14
|
Posted - 2013.01.21 06:34:00 -
[40] - Quote
Have a rollover with penality and no reset. You don't play ? you lose 10% of the SP for today and the 90% rollover. Harcore will always get the maximum and the other will not be that much hurt. |
|
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.21 08:14:00 -
[41] - Quote
I think the simple idea is let SP pool up to 1 million sp. If you don't play for months and come back, you should get 1 million sp available to grind through. You won't catch up to the more hardcore crowd, but by being a casual player, you NEVER have to see the cap. ONly the hardcore players would have to see the cap, while people who can't play enough or fast enough to hit the cap will always behind but not have to deal with the silly cap. |
Bubbles moon
Algintal Core Gallente Federation
18
|
Posted - 2013.01.21 08:16:00 -
[42] - Quote
yes duh
It was introduced to lower the time commitment for casual players to keep up with the hardcore crowd.
Now it's just for increasing your daily cap. Talk about a 180 |
Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.21 08:18:00 -
[43] - Quote
Tech Ohm Eaven wrote:Quill Killian wrote:Tech Ohm Eaven wrote:I agree that folks may be right about being wrong about disagreeing about a consensus that was wrong about being right then was overturned Oh LOOK!! another SP thread! Never seen one of those before I remember when we got 400, 000 SP per match!! but oh no! folks just had, had, had!! to mess with the SP ratios and post SP threads!! Carefull what you wish for! Well now that folks got what they asked for its a Riverworld of QQ and more QQ. Actually, this is my first SP thread, and we've been having a rather good discussion. But, of course, there's always a joker or two that pops in to rain on the party a bit. It's to be expected ... 'tis the way of the Internet, after all. Right, right!, RIGHT!! Its not like theres this big button called S E A R C H
Oh, stop being so crabby about these sorts of things. But, if it really bothers you so much, perhaps you can request that the forum moderators create "official" sticky threads for topics of interest that comes up.
|
Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.21 08:22:00 -
[44] - Quote
lowratehitman wrote:I am a working person, plus raise two teenagers on my own. It only takes a little over an hour on tough grinds to reach the daily skill cap, so I set that aside as my time once a day. If the SP cap is holding anyone back from playing, there is always Pokemon 0o
I salute you for being able to reach the daily cap in an hour or so of gaming. Me? Ha! It's closer to two to three hours ... but, I've never claimed to be a superstar when it comes to FPS. Although I do consider myself to be a rather nice fellow to get along with.
|
Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.21 08:28:00 -
[45] - Quote
Dr Debo Galaxy wrote:Bottom line. If you are a working man or woman you understand other responsibilities come before the game. No one should expect a game to bend to your schedule because you have made your choices and priorities. If anything the skill cap helps the working man because it prevents those with large amounts of free time from getting to big a gap.
If your responsible enough to be a "working man" then this should be a non issue. They do not pospone monday night football if I have to work.
Well, technically, you can DVR Monday Night Football and watch it later, after work. It's too bad you cannot "DVR" your daily skill points and "watch" (roll them over) them later.
Hence, the rolling cap idea that some folks have been advocating; an idea that has a lot of merit, IMO. Of course, there should be a limit to the points that roll over. Perhaps no more than a week's worth can build up before being lost.
|
Quill Killian
Better Hide R Die
107
|
Posted - 2013.01.21 08:31:00 -
[46] - Quote
fred orpaul wrote:Tech Ohm Eaven wrote:Quill Killian wrote: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. Exactly!! CCP is going to do what results in maximum revenue and a reduction to operating losses such as limiting the time non paying customers are online. WHHHHAAAAAAAAA??????? troll sarcasm or stupid(that applies for both of you) I just dont know. Incentivising frequent play is a good thing, how ever you need to cap it so that you can have a predictable progression, especially in a long term game such as this one. Once this game is fully running you hopefully wont just be playing for SP but for a myriad of other reasons as well............wait trolls what ever if you really are that dumb good ridance.
Dude, I'm not a troll, and I strongly suspect the other fellow isn't a troll, either. You, however, are definitely the most ill-informed reader on this thread; I suggest you read the entirety of a thread's contents before posting to it. Trust me, it'll make you look less stupid and lend legitimacy to what you contribute.
|
Major Assitch
Royal Uhlans Amarr Empire
103
|
Posted - 2013.01.21 09:14:00 -
[47] - Quote
Quill Killian wrote:Everyone:
By the "working man," I mean those folks GÇö male or female GÇö who have full-time jobs, families to tend to, university classes to focus on and/or other "real life" responsibilies.
These folks probably don't have the time to log into Dust each day to play long enough to reach the daily skill point limit (DSPL). They might be able to log in one or two days out of the week and play for two to four hours per log-in. So, in essence, they're only reaching their DSPL maybe once or twice a week, which means the rest of the week, they're missing out on skill points that are essential to keeping their character(s) in good enough shape to survive long enough on a Dust battlefield to make a positive difference for their team.
The DSPL leaves those folks GÇö and I believe there are quite a few of them in the closed-beta community, with a lot more to come once the open beta hits Tuesday GÇö at a distinct disadvantage. In the long run, that might mean those types of players don't hang around long, which in turn could cost CCP money. After all, a large player base means more opportunities for profit, which is essential to keeping the Dust/EVE online and prosperous.
So, in the interests of both players and CCP, I think the latter would be better served by getting rid of the DSPL, but, at the same time, keeping the *weekly* skill point limit intact.
What are your thoughts on this topic? Apologies if this point has already been made. I haven't read through the entire thread so it may be redundant.
My personal thoughts on the subject are that daily limits in any MMO are instituted in an attempt to help keep the playing field more level for everyone...especially the 'working man' (or anyone who has a life outside of the game). The reason I see it this way is that limits keeps anyone from building too fast or developing their character much more quickly than others with less play time available.
It may not be the perfect solution, but at least it's something.
In the past, limits weren't implemented into MMOs and everyone could develop their characters as slowly or quickly as they wanted to. This was eventually found to create a huge problem and it's a problem that's become even more widespread nowadays as the ages of gamers is ever increasing. The pre-teens, tweens and teenagers who used to make up the MMO world have grown up and are now into their 20s, 30s and 40s. The time these grown adults have to play games has greatly decreased since their childhood years because of their growing responsibilities and commitments. No longer can most of us sit in front of a PC screen or TV, grinding out for hour after hour...day after day.
This has created a gap among the newer generation of players in their teens and pre-teens and the rest of us who now have full-time jobs, demanding lives, demanding wives and teenage children of our own. The gap in player ages also creates a huge gap in the amount of time that players in different age groups have to spend on the grind in MMOs and other games. It's simply impossible for a 40 year old with only 2-4 hours a day to play to keep up their character development compared to a 19 year old part-timer with 12+ hours a day to play the game.
By limiting the points for everyone the 4 hour/day gamer has more opportunity to keep his character development on par with the kid having 12+ hours/day gaming time available. It's not a perfect solution for every player, but there is no perfect solution possible for each and every person's circumstance...at least no one has designed one yet.
I hope this makes sense to everyone. Limits are put in place to level the playing field...not to create greater imbalance. The only way to level things 100% would be to design limits on an individual/player-by-player basis. That would mean that the 4 hour a day guy would be unlimited on the days he had more time to play, while the 12+ a day player is limited to a few hours every day. Obviously this is an impossibility and the thought of such a design is comical.
As I said, it's not a perfect solution but so far, it's the best one any developer has created and it really does work fairly well I think, for the majority of players, anyway. You might feel like something else would work better for your individual circumstance, and you might be right. But what would be perfect for you would likely be unacceptable for someone else with a different lifestyle and daily schedule. Again, it's just not possible to create a perfect one-size-fits-all solution for character development, but it's definitely a subject that I think most developers highly consider when building MMO games for the wide range of people who play them today. |
Vane Arcadia
ZionTCD Legacy Rising
115
|
Posted - 2013.01.21 09:16:00 -
[48] - Quote
It hurts the married man (I carry the scars). My wife doesn't understand why I feel the need to log on every day. I could catch up on a Sunday when she visits her mother if the cap was a weekly one. |
Ydubbs81 RND
Ahrendee Mercenaries Legacy Rising
886
|
Posted - 2013.01.21 09:50:00 -
[49] - Quote
Major Assitch wrote:Quill Killian wrote:Everyone:
By the "working man," I mean those folks GÇö male or female GÇö who have full-time jobs, families to tend to, university classes to focus on and/or other "real life" responsibilies.
These folks probably don't have the time to log into Dust each day to play long enough to reach the daily skill point limit (DSPL). They might be able to log in one or two days out of the week and play for two to four hours per log-in. So, in essence, they're only reaching their DSPL maybe once or twice a week, which means the rest of the week, they're missing out on skill points that are essential to keeping their character(s) in good enough shape to survive long enough on a Dust battlefield to make a positive difference for their team.
The DSPL leaves those folks GÇö and I believe there are quite a few of them in the closed-beta community, with a lot more to come once the open beta hits Tuesday GÇö at a distinct disadvantage. In the long run, that might mean those types of players don't hang around long, which in turn could cost CCP money. After all, a large player base means more opportunities for profit, which is essential to keeping the Dust/EVE online and prosperous.
So, in the interests of both players and CCP, I think the latter would be better served by getting rid of the DSPL, but, at the same time, keeping the *weekly* skill point limit intact.
What are your thoughts on this topic? Apologies if this point has already been made. I haven't read through the entire thread so it may be redundant. My personal thoughts on the subject are that daily limits in any MMO are instituted in an attempt to help keep the playing field more level for everyone...especially the 'working man' (or anyone who has a life outside of the game). The reason I see it this way is that limits keeps anyone from building too fast or developing their character much more quickly than others with less play time available. It may not be the perfect solution, but at least it's something. In the past, limits weren't implemented into MMOs and everyone could develop their characters as slowly or quickly as they wanted to. This was eventually found to create a huge problem and it's a problem that's become even more widespread nowadays as the ages of gamers is ever increasing. The pre-teens, tweens and teenagers who used to make up the MMO world have grown up and are now into their 20s, 30s and 40s. The time these grown adults have to play games has greatly decreased since their childhood years because of their growing responsibilities and commitments. No longer can most of us sit in front of a PC screen or TV, grinding out for hour after hour...day after day. This has created a gap among the newer generation of players in their teens and pre-teens and the rest of us who now have full-time jobs, demanding lives, demanding wives and teenage children of our own. The gap in player ages also creates a huge gap in the amount of time that players in different age groups have to spend on the grind in MMOs and other games. It's simply impossible for a 40 year old with only 2-4 hours a day to play to keep up their character development compared to a 19 year old part-timer with 12+ hours a day to play the game. By limiting the points for everyone the 4 hour/day gamer has more opportunity to keep his character development on par with the kid having 12+ hours/day gaming time available. It's not a perfect solution for every player, but there is no perfect solution possible for each and every person's circumstance...at least no one has designed one yet. I hope this makes sense to everyone. Limits are put in place to level the playing field...not to create greater imbalance. The only way to level things 100% would be to design limits on an individual/player-by-player basis. That would mean that the 4 hour a day guy would be unlimited on the days he had more time to play, while the 12+ a day player is limited to a few hours every day. Obviously this is an impossibility and the thought of such a design is comical. As I said, it's not a perfect solution but so far, it's the best one any developer has created and it really does work fairly well I think, for the majority of players, anyway. You might feel like something else would work better for your individual circumstance, and you might be right. But what would be perfect for you would likely be unacceptable for someone else with a different lifestyle and daily schedule. Again, it's just not possible to create a perfect one-size-fits-all solution for character development, but it's definitely a subject that I think most developers highly consider when building MMO games for the wide range of people who play them today.
It is impossible to keep everyone on the same playing level when you have new players joining months after release and will never catch up (because of lack of rolling cap). So then since everyone won't be on the same level then why penalize those that play more?
Eventually, those that can't play as often will catch up or at least have a character that can compete with someone who has played more. I don't like using QQ but it is an ultimate QQ situation. This current sp system blows and doesn't work for anyone. |
lowratehitman
Subdreddit Test Alliance Please Ignore
285
|
Posted - 2013.01.21 09:56:00 -
[50] - Quote
Quill Killian wrote:lowratehitman wrote:I am a working person, plus raise two teenagers on my own. It only takes a little over an hour on tough grinds to reach the daily skill cap, so I set that aside as my time once a day. If the SP cap is holding anyone back from playing, there is always Pokemon 0o I salute you for being able to reach the daily cap in an hour or so of gaming. Me? Ha! It's closer to two to three hours ... but, I've never claimed to be a superstar when it comes to FPS. Although I do consider myself to be a rather nice fellow to get along with.
normally around four games of skrimish on a good day will do it, sometimes more. I tend to put an hour aside, but play more like three just goofing around with friends on ambush. I am far from a superstar, just like to try and grind the cap out as fast as I can, and this would be using a SP booster, much longer grind without one. |
|
Kira Lannister
Hellstorm Inc League of Infamy
711
|
Posted - 2013.01.21 10:01:00 -
[51] - Quote
Roll Cap FTW |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2013.01.21 11:26:00 -
[52] - Quote
Vane Arcadia wrote:It hurts the married man (I carry the scars). My wife doesn't understand why I feel the need to log on every day. I could catch up on a Sunday when she visits her mother if the cap was a weekly one.
^ This.
I log some day and just AFK farm while cleaning, cooking etc... Or while hanging with the misses. When i could just play longer to reach cap on my dedicated playing days. |
Aamanita Muscaria
Villore Sec Ops Gallente Federation
1
|
Posted - 2013.01.26 21:07:00 -
[53] - Quote
I played EVE Online some years ago. The leveling/skill training, the best I recall, was based upon a timer. Some skills were minutes long to level up, some hours, some days, and I believe you could level up more than one? And they continued to level up even offline. Help me out here... it has been "years" since I played it. Is that still the basis of EVE, or has that changed to what is now here in Dust 514?
I am only on Day 1 of Dust 514, but what is the SP time accrual based on? Will I accrue more SP, faster, as my overall character levels up? I have watched the increase in SP gain for a minute or so, not with a stopwatch mind you, but it appears to be about 2-3 seconds per SP? At this rate, it will take MONTHS to level up decently.
Anyway, so far I am HOOKED on this game so far, and did an "all nighter" when I downloaded it last night!
It's gonna take me awhile to figure it out. I am just enjoying the rush, and then I will decide which Corp might like to have a guy that just plays for fun!
BTW, yes, I'm a guy who plays a female toon! She is better to look at all day!
Cheers! |
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