Marc Rime
Zumari Force Projection Caldari State
31
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Posted - 2013.01.22 19:53:00 -
[1] - Quote
CCP Cmdr Wang wrote:I would like to explain the reasons on why we are testing the removal of the SP cap and keep you all better informed. Cheers ;).
CCP Cmdr Wang wrote:The development team has been listening intently to the tons of feedback from you guys on the skill system, in particular the current skill cap implementation. Did they catch anything more specific than "SP cap waah waah"? My impression was that quite a few (most?) people didn't seem to mind a cap as such, they merely disliked the current implementation.
CCP Cmdr Wang wrote:Our original aims with the skill cap were to ensure players progressed through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players. Issues with the implementation do not invalidate the underlying reasons, it makes sense to have a cap.
CCP Cmdr Wang wrote:After trying out a couple of different approaches, none of which were satisfactory, we have realized that the skill cap introduces too many other unacceptable compromises and we have decided to take a leaf out of AlexanderGÇÖs book and just cut the Gordian knot and remove the skill cap altogether. Whenever you change something (or purpose to-) people will complain. This will happen whatever you do (look, we complain about this suggestion too ;)).
You make it sound like you've exhausted all alternatives, this is hardly the case. There have been quite a few suggestions for improvements here on the forums (some of which have more or less obvious flaws ofc, but still).
CCP Cmdr Wang wrote:Removing the skill cap opens us up to the risk of not meeting the aims stated above, so we have tuned down reward levels a little to reduce that risk. Lowering the rewards do not reduce this risk, quite the opposite in fact. Anyone playing less than 2-3 hours/day on average will now get less SP and progress slower. It may theoretically lower the rate at which hardcore grinders amass SP but they'll still do it at a vastly higher rate than you had planned. It won't have any effect on the hardcore/casual SP-ratio.
Please think this through before you go ahead with this. Barring a SP wipe you can't undo the effects of removing the cap when you undoubtedly figure out it was a bad idea after all.
Just in case someone from CCP actually reads this, here's an simple solution that should address the main issue (and more) people have with the current daily cap:
You obviously have a "available active SP"-pool for each character. Make it tick at a speed of 27200/40800 points/day (this should be easy to implement, re-use the code from passive SP tick). If desired, cap the pool at n days worth of SP. |