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Lord Crases
PIE Inc. Praetoria Imperialis Excubitoris
19
|
Posted - 2013.01.22 19:16:00 -
[331] - Quote
Aeon Amadi wrote:Keep the current system and provide SP rollover for the week. Removal of the system allows for a major power imbalance based on time spent playing rather than time spent since character generation. Not all of us have the luxury of spending twelve hours a day playing Dust 514.
Having a massive amount of skills only lets you switch roles more not roll over people. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.22 19:18:00 -
[332] - Quote
DUST Fiend wrote:semperfi1999 wrote:Why would you be willing to pay money for a booster when their is a cap and not willing to buy one when there is not a cap. If there is no cap then the booster is a better value for you....is it truly only the fact that most gamers dont like their games to take months-years for them to get anywhere? Why should I care about paying to increase how much SP I have, when I know that I will LITERALLY never catch up to no lifers, no matter what I do? They'll be using boosters too, and getting miles and miles and miles ahead. And yes, I like slow progression, it's the whole reason I got turned onto DUST in the first place. SP management is a skill, and this change will take any form of skill out of that. Just farm to your hearts content, max out the stuff that interests you in a month, and then play laggy CoD in space till you get bored and move on. Buying a SP booster with no SP cap just screams no life try hard.
Actually how can "no lifers" afford to buy a booster unless their parents are buying it for them? A true no lifer does not have the funds to do this. Will there be some who might be able to pull this off yes but I suspect most of the no lifers wont use a booster as they cant afford it they just play a whole lot. Thus the booster allows you to keep up with those people. No lifers who also have parents "or whoever" buying boosters for them will get far ahead but its not that big of an advantage. Once you hit 7-8 million SP you should be pretty much skilled into your specialization you choose and now your widening your abilities. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.22 19:28:00 -
[333] - Quote
Lord Crases wrote:Everyone is doing everything except talk hard stat numbers here. So lets talk facts.
Maxed shield skills are 10% Max armor skills are 10%
10% of what? Well given that the average amount of health is about 150 hp and depending on uniform you wearing being shield or armor heavy lets say half and half.
So 75hp for each sound good?
So that's 7 extra hp per category. My scrambler pistol does about 47 damage a shot.....
My freaking pistol.
the fact lets say maxed out skill buddy gets top of the line Armour.
The Hp difference from top of the line armor is like 50-75 points.
So lets take our dude give him 100hp per category plus the bonus 10% and hes rocking a solid 220 hps.
Not bad I guess till you do the math that a starter sniper rifle does 190 damage. A starter assault rifle does about 35 damage (per bullet!) in a volley of I think 10-15.
Yes in a mach of two soldiers playing roshambo without any kind of outside influence sure skilled out player will most likely win.
But this isn't a game of 1v1 its a game of army vs army and if you think for one second that extra health is going to allow you to kill one guy reload fast kill the guy behind him and maybe kill the guy behind him.... your the delusional one.
Much more likely scenario is that buddy in a frount line fight gets taken down to a sliver of his life, thanks God he skilled up then fights on until either a medic is about or someone polishes him off.
Your thought process is sound but your numbers are way way way off. Last I checked you get 5% bonus per lvl for mechanics and shield.......basically all of your numbers are wrong but your correct in the long run these numbers arent huge monsters that cannot be overcome by intelligent playing. |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.22 19:30:00 -
[334] - Quote
I have another fantastic suggestion.
1WP = 1SP
time spent in battle gives you about 3000 sp even if you don't do anything. So cap the passive in battle sp to 24,000 or whatever. That why once you hit the cap, you only get the SP you earn by being good at the game. This allows for newer players to keep up , without allowing for hardcore players to go rocketing ahead.
If you go 1000 wps in battle, you should get 1000 sp. End of story.
The current passive sp over time from just being in battle should be capped.
Bam done, your welcome CCP KABOOM |
crazy space 2100046106
ZionTCD Legacy Rising
879
|
Posted - 2013.01.22 19:32:00 -
[335] - Quote
Skihids wrote:Maximus Stryker wrote:
1. Ever players gets 24,000 SP per day in Passive SP 2. I am guessing that with the new 1WP = 1SP plus you still get SP for time in game (although lower than current rate) that a average player will still get 1,500 SP per match.
Ah, I'm assuming that there will be no SP for time in match. Two reason for that: 1) CCP said they would nerf SP gain to contain the heavy players 2) To curb AFK SP farming. If you reward even 500 SP per match you invite massive SP farming. One Chinese SP farmer with a bit of automation can keep 100 toons in the MCC and get 50k SP every 20 min. Yes each toon will take a long time to become salable, but he's working in bulk and doesn't care. His return on investment is orders of magnitude better than actually playing the game. A Chinese SP farm with each person going for WP is one thing, but one parking 100 toons in the MCC is a game killer. With that it would probably take a player totally new to DUST about 100 days to get competitive, and that's assuming perfect SP placement. Given my personal experience learning DUST I don't expect perfect placement for the majority of new players. Further I don't expect them to know that 2.5M SP will make them competitive. They haven't gone through all the builds we have to gain that sort of insight. but when you have 2.5 million sp and your gear is cheaper, you could die 5 times, only get one kill on a prototype player and they loss 5 times more isk than you. That's what really matters. Also in the orginal build the kinds of targets you killed gave you more/less rewards. I would like to see that return as well. personally. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2013.01.22 19:34:00 -
[336] - Quote
crazy space 2100046106 wrote:I have another fantastic suggestion.
1WP = 1SP
time spent in battle gives you about 3000 sp even if you don't do anything. So cap the passive in battle sp to 24,000 or whatever. That why once you hit the cap, you only get the SP you earn by being good at the game. This allows for newer players to keep up , without allowing for hardcore players to go rocketing ahead.
If you go 1000 wps in battle, you should get 1000 sp. End of story.
The current passive sp over time from just being in battle should be capped.
Bam done, your welcome CCP KABOOM
Not a great way to go about it. Play as a Heavy then play as a Logi...the difference in WP is staggering. A straight WP to SP conversion would throw many roles under the bus. Now Im not disputing that Logi's should not be rewarded for their work (I play as one myself), but discouraging people from using other classes is not the way to go. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2013.01.22 19:35:00 -
[337] - Quote
semperfi1999 wrote:
Your thought process is sound but your numbers are way way way off. Last I checked you get 5% bonus per lvl for mechanics and shield.......basically all of your numbers are wrong but your correct in the long run these numbers arent huge monsters that cannot be overcome by intelligent playing.
I would sell my family into slavery for 5% more HP in EVE. Just Saying. |
Tony Calif
Seraphim Initiative. CRONOS.
2002
|
Posted - 2013.01.22 19:37:00 -
[338] - Quote
Constant universal rolling cap on all active gains, with boosters giving you the 50% increase they do currently. Simple, effective, and you'd never actually hit the cap, because it's constantly rolling. I've mentioned this in too many threads. It should be implemented ASAP, so it can start rolling, and we can get some SP. |
IgniteableAura
Pro Hic Immortalis RISE of LEGION
12
|
Posted - 2013.01.22 19:38:00 -
[339] - Quote
Jason Pearson wrote:The SP System is very easy to figure out tbh.
Let's imagine we've just reset and they've introduced a new system based on this idea.
22/01/2013 The SP "Pool" is currently at 28,000 SP (+25% with Booster) 23/01/2013 The SP "Pool" is currently at 56,000 SP (+25% with Booster) 24/01/2013 The SP "Pool" is currently at 84,000 SP (+25% with Booster)
So you can see everyday the Pool raises by 28,000 SP, this never gets reset and doesn't matter if its a new player or a vet, the pool will be the same. In 365 days the pool will be 102,200,000 SP, now ofcourse this is a large amount and probably wouldn't be that much, but the point is, everyday the pool gets larger and larger, keeping the no lifers at bay but still allowing players to catch up if they've been off on holiday for two weeks.
Thoughts?
This |
Red Dot 24601-HA
S.e.V.e.N.
36
|
Posted - 2013.01.22 19:39:00 -
[340] - Quote
I really had no problem with the SP cap. I hardly ever hit it honestly as I usually only get to play 1 to 2 hours at a time and often times not ever day. I can understand why some people that have nothing else to do would hate the cap because it means they lose any incentive to continue playing.
I do enjoy the passive sp though because on days I can't play I am earning sp and still making some forward movement. Honestly I already see people running around in proto gear and its only been 12 days since the reset so whats the big deal if the newbs can dedicate their lives to the game and catch up?
Better match making in pub matches will resolve the sp gap hopefully.
My main concern is that if you lower the SP gains any more then it will be painfully slow for more casual player and they will lose interest and stop playing. |
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sargeant mike wolfe
Doomheim
6
|
Posted - 2013.01.22 19:39:00 -
[341] - Quote
Latina-Maffia wrote: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.
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.
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. 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. 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.
We believe that these changes will go a long way towards alleviating the problems that you guys have been drawing to our attention, but we will continue to listen to your feedback, monitor progression data and make further tweaks as necessary.
Finally, we are not removing the SP cap today, and will allow time for the community to speak their minds on this first.
We look forward to hearing from you!
What about raising the skill cap.....maybe double or triple it?!?! How bout we just limit it to 100k sp? That way no one becomes too op. |
Lord Crases
PIE Inc. Praetoria Imperialis Excubitoris
19
|
Posted - 2013.01.22 19:43:00 -
[342] - Quote
semperfi1999 wrote:Lord Crases wrote:Everyone is doing everything except talk hard stat numbers here. So lets talk facts.
Maxed shield skills are 10% Max armor skills are 10%
10% of what? Well given that the average amount of health is about 150 hp and depending on uniform you wearing being shield or armor heavy lets say half and half.
So 75hp for each sound good?
So that's 7 extra hp per category. My scrambler pistol does about 47 damage a shot.....
My freaking pistol.
the fact lets say maxed out skill buddy gets top of the line Armour.
The Hp difference from top of the line armor is like 50-75 points.
So lets take our dude give him 100hp per category plus the bonus 10% and hes rocking a solid 220 hps.
Not bad I guess till you do the math that a starter sniper rifle does 190 damage. A starter assault rifle does about 35 damage (per bullet!) in a volley of I think 10-15.
Yes in a mach of two soldiers playing roshambo without any kind of outside influence sure skilled out player will most likely win.
But this isn't a game of 1v1 its a game of army vs army and if you think for one second that extra health is going to allow you to kill one guy reload fast kill the guy behind him and maybe kill the guy behind him.... your the delusional one.
Much more likely scenario is that buddy in a frount line fight gets taken down to a sliver of his life, thanks God he skilled up then fights on until either a medic is about or someone polishes him off. Your thought process is sound but your numbers are way way way off. Last I checked you get 5% bonus per lvl for mechanics and shield.......basically all of your numbers are wrong but your correct in the long run these numbers arent huge monsters that cannot be overcome by intelligent playing.
Fair enough I was running off memory while GF watches young and the restless fml :( |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2013.01.22 19:47:00 -
[343] - Quote
semperfi1999 wrote:Actually how can "no lifers" afford to buy a booster unless their parents are buying it for them? A true no lifer does not have the funds to do this. Will there be some who might be able to pull this off yes but I suspect most of the no lifers wont use a booster as they cant afford it they just play a whole lot. Thus the booster allows you to keep up with those people. No lifers who also have parents "or whoever" buying boosters for them will get far ahead but its not that big of an advantage. Once you hit 7-8 million SP you should be pretty much skilled into your specialization you choose and now your widening your abilities.
My little brother makes about $80 a week working a couple hours here and there. He spends that money entirely on games and entertainment. He spends the majority of his spare time playing games with his friends and sitting in front of the computer / tv / whatever (though amazingly, he does still play outside). He could very easily afford skill boosters through the month, as could many of his friends who do the same thing (virtually no overhead).
They shouldn't stray from the spirit of EVE. Your max SP should be determined by how long your character has existed. If you're any good, you'll keep up with the SP. If it's all the same, and the small percentages you get don't really change anything, then what's your rush to max everything out? What do you have against a slower rate of progression? |
DonRodie
Deep Space Republic
5
|
Posted - 2013.01.22 19:48:00 -
[344] - Quote
I hope not |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2013.01.22 19:48:00 -
[345] - Quote
This is a step in the right direction CCP. There wasn't an SP cap before replication, and the game was fine. |
Terram Nenokal
BetaMax.
115
|
Posted - 2013.01.22 19:50:00 -
[346] - Quote
A daily cap that cumulates for 1 week would be perfect. Please don't remove the cap entirely. |
Marc Rime
Zumari Force Projection Caldari State
31
|
Posted - 2013.01.22 19:53:00 -
[347] - 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. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.22 19:55:00 -
[348] - Quote
DUST Fiend wrote:semperfi1999 wrote:Actually how can "no lifers" afford to buy a booster unless their parents are buying it for them? A true no lifer does not have the funds to do this. Will there be some who might be able to pull this off yes but I suspect most of the no lifers wont use a booster as they cant afford it they just play a whole lot. Thus the booster allows you to keep up with those people. No lifers who also have parents "or whoever" buying boosters for them will get far ahead but its not that big of an advantage. Once you hit 7-8 million SP you should be pretty much skilled into your specialization you choose and now your widening your abilities. My little brother makes about $80 a week working a couple hours here and there. He spends that money entirely on games and entertainment. He spends the majority of his spare time playing games with his friends and sitting in front of the computer / tv / whatever (though amazingly, he does still play outside). He could very easily afford skill boosters through the month, as could many of his friends who do the same thing (virtually no overhead). They shouldn't stray from the spirit of EVE. Your max SP should be determined by how long your character has existed. If you're any good, you'll keep up with the SP. If it's all the same, and the small percentages you get don't really change anything, then what's your rush to max everything out? What do you have against a slower rate of progression?
well I do like the thought of progressing. I like being able to save up and buy things in a reasonable amount of time. I would like to in only a couple months play with my preferred specialization on my character being almost completely maxed out in that time. I dont want it to have to take close to a year or more for that same thing. I mean from the sounds of it Ps4 is coming out late this year or maybe next year and htis game will be moving to the PS4. I would like to play this game for a while before I cant play it anymore as I will be a while before getting a ps4 most likely.....plus there is no telling how life can change in that amount of time. I would like to play dust with a good character in a reasonable amount of time. |
Sobriety Denied
Universal Allies Inc.
432
|
Posted - 2013.01.22 20:04:00 -
[349] - Quote
Gauder Berwyck wrote:Thanks for the reply Wang, and the only advice I can give is a weekly rolling cap.
i think many of us see the need for a cap but the daily one was not the answer. without a cap it will feel super grindy.. I don't know why they removed the weekly one it was slowly gaining acceptance, i hope they reconsider a weekly cap. |
Telcontar Dunedain
Imperfects Negative-Feedback
328
|
Posted - 2013.01.22 20:11:00 -
[350] - Quote
I don't support lifting the SP cap.
(btw I'm not sure how anyone manages to speak for "console FPS" players as there is a wide variety of opinions and playstyles in that group.)
By removing the SP cap you perversely REINFORCE the focus on SP that this game unhealthily started in the early beta.
Having a cap with very healthy passive gain would make SP a secondary reward.
Primary rewards should be the accomplishments of your corp and you in the Eve universe.
Rewards should be ISK, territory and epic battles that you can remember for years.
With no cap everyone will focus exclusively on maximizing WP. It's a serious flaw in the fundamental game design.
|
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DUST Fiend
Immobile Infantry
1903
|
Posted - 2013.01.22 20:21:00 -
[351] - Quote
semperfi1999 wrote:well I do like the thought of progressing. I like being able to save up and buy things in a reasonable amount of time. I would like to in only a couple months play with my preferred specialization on my character being almost completely maxed out in that time. I dont want it to have to take close to a year or more for that same thing. I mean from the sounds of it Ps4 is coming out late this year or maybe next year and htis game will be moving to the PS4. I would like to play this game for a while before I cant play it anymore as I will be a while before getting a ps4 most likely.....plus there is no telling how life can change in that amount of time. I would like to play dust with a good character in a reasonable amount of time.
See, what I'm hearing is that you want CCP to speed things up because you have other games to play.
I feel specialized already, and my skills are still pretty low. If they give people as much SP as they like, no one will feel specialized, because everyone will have everything. Keeping the rate of SP slow like in EVE rewards loyal players without directly punishing newer players. The better players will move out of hi security space and be filtered away from newer players, yet everyone knows they're on an even playing field, so to speak.
Keeping SP slow creates a much richer environment, and allows people who specialize to actually BE specialized. |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
|
Posted - 2013.01.22 20:23:00 -
[352] - Quote
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.
Removing the SP cap and reducing rewards would be the worst possible thing you guys could do. Because if you reduce the rewards, then the non-24/7 players are going to be in a world of hurt. It essentially means in order for anybody to get something decent in terms of SP, they would need to grind beyond belief, which is something the casual players are generally unable to do.
But for the 24/7 player, they are in heaven. As they are playing all the time anyway, so low rewards mean nothing to them because they can just play all day every day and get years ahead of the casual player in weeks.
Daily SP cap with rollover that resets every week is the perfect solution. As it keeps players from reaching the cap in one day and not playing until the next week, but it also gives the option for the non-daily players to grind at the end of the week to make up for any SP they lost out on days they missed during that week. |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2013.01.22 20:28:00 -
[353] - Quote
xprotoman23 wrote:This is a step in the right direction CCP. There wasn't an SP cap before replication, and the game was fine.
See, the problem is people like you saying "the game is fine". The game was fine? Oh yea, I remember you, every single match in skirmish, sitting on that one cliff with your AR trained on the single spot that players spawned into, raking up the kills, along with the ISK and SP, as your gear got better and better and theirs stayed as garbage.
Yea, game was fine alright.
|
Centurion mkII
SVER True Blood Unclaimed.
10
|
Posted - 2013.01.22 20:28:00 -
[354] - Quote
I'd like to state my opinion.
First: In Favor of Cap Removal. Second: Passive sp return? Third: Reduced rewards?
The skill cap makes it so that the game is a grind. I couldn't just come on and play for as long as I wanted. After a certain amount of time I couldn't gain any more SP and felt like I might as well log off. It encouraged me to maximize my SP gain by being on for certain times. That's not what I want. I couldn't just play when ever I wanted.
I want to keep passive SP . Its not that much maybe 4 games worth but it was still nice to log off , come back on and have some SP to spend. Maybe reduce the amount of passive SP gain but please return it. Its nice to have something to spend/save up in the morning.
Im okay with reducing rewards so only its a very tiny amount. I think your in a situation with law makers and criminals. You can make things like owning guns illegal but the criminals will still get guns and it will only affect law abiding citizens. Reducing the SP earned means the casual player has a harder time skilling up. Forget them getting marauder 1 first what about us getting our core skills.
My solution: Remove/Reduce Passive SP Have a SP cap but only a large weekly number that farmers will hit. Don't reduce rewards. |
W0olley
Villore Sec Ops Gallente Federation
242
|
Posted - 2013.01.22 20:28:00 -
[355] - Quote
A cap is just stupid. After a few weeks new comers are going to be so far behind anyway and an sp cap is going to do nothing but prevent them from catching up.
And having a cap just tells people to not play your game, which I don't think is something Dust can afford. |
semperfi1999
Internal Error. Negative-Feedback
317
|
Posted - 2013.01.22 20:32:00 -
[356] - Quote
DUST Fiend wrote:semperfi1999 wrote:well I do like the thought of progressing. I like being able to save up and buy things in a reasonable amount of time. I would like to in only a couple months play with my preferred specialization on my character being almost completely maxed out in that time. I dont want it to have to take close to a year or more for that same thing. I mean from the sounds of it Ps4 is coming out late this year or maybe next year and htis game will be moving to the PS4. I would like to play this game for a while before I cant play it anymore as I will be a while before getting a ps4 most likely.....plus there is no telling how life can change in that amount of time. I would like to play dust with a good character in a reasonable amount of time. See, what I'm hearing is that you want CCP to speed things up because you have other games to play. I feel specialized already, and my skills are still pretty low. If they give people as much SP as they like, no one will feel specialized, because everyone will have everything. Keeping the rate of SP slow like in EVE rewards loyal players without directly punishing newer players. The better players will move out of hi security space and be filtered away from newer players, yet everyone knows they're on an even playing field, so to speak. Keeping SP slow creates a much richer environment, and allows people who specialize to actually BE specialized.
Well your comment on what you heard from my statement is wrong. I agree with telc that the primary focus should be on ISK but I also honestly cant see how CCP can make this game profitable while maintaining a SP cap. I will probably play this game (unless they seriously screw it up) until either I have no friends playing it anymore or they move it to the newer system and I dont buy that new system. I like having no cap better than having a daily cap where I feel like I have to play every single day. Without a cap I dont feel like I am forced to play to keep up with the pace. Heck I would be ok with it being a completely passive gain for the SP myself but I know that wont fly with the majority of players here and once again it takes me back to the argument if its all passive then would people really buy enough boosters to keep this game in the black??? Right now I cant see people buying AUR for the weapons but for the other things like boosters and maybe UVT (although the price increase was pretty drastic IMO). |
Pokey Dravon
OSG Planetary Operations Covert Intervention
583
|
Posted - 2013.01.22 20:32:00 -
[357] - Quote
Centurion mkII wrote:I'd like to state my opinion.
First: In Favor of Cap Removal. Second: Passive sp return?
The skill cap made it so that the game was a grind. I couldn't just come on and play for as long as I wanted. After a certain amount of time I couldn't gain any more SP and felt like I might as well log off. It encouraged me to maximize my SP gain by being on for certain times. That's not what I want. I couldn't just play when ever I wanted.
I want the passive SP back. It wasn't that much maybe 4 games worth but it was still nice to log off , come back on and have some SP to spend. Maybe reduce the amount of passive SP gain but please return it. Its nice to have something to spend/save up in the morning.
Um....we have passive SP now. Are you sure you're not getting the glitch where Passive SP doesn't work? |
Centurion mkII
SVER True Blood Unclaimed.
10
|
Posted - 2013.01.22 20:34:00 -
[358] - Quote
Pokey Dravon wrote:Centurion mkII wrote:I'd like to state my opinion.
First: In Favor of Cap Removal. Second: Passive sp return?
The skill cap made it so that the game was a grind. I couldn't just come on and play for as long as I wanted. After a certain amount of time I couldn't gain any more SP and felt like I might as well log off. It encouraged me to maximize my SP gain by being on for certain times. That's not what I want. I couldn't just play when ever I wanted.
I want the passive SP back. It wasn't that much maybe 4 games worth but it was still nice to log off , come back on and have some SP to spend. Maybe reduce the amount of passive SP gain but please return it. Its nice to have something to spend/save up in the morning. Um....we have passive SP now. Are you sure you're not getting the glitch where Passive SP doesn't work?
Im speaking about the future update where they remove passive sp. I guess my tenses are confusing ill go edit xD |
Marc Rime
Zumari Force Projection Caldari State
31
|
Posted - 2013.01.22 20:42:00 -
[359] - Quote
DJINN leukoplast wrote:Daily SP cap with rollover that resets every week is the perfect solution. I agree - apart from the reset-bit. If they reset the weekly pool on a certain day people will feel they "need" to play the day before the weekly reset since otherwise that days SP is "lost". Whining would continue.
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TheWee BabySeamus
SVER True Blood Unclaimed.
3
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Posted - 2013.01.22 20:47:00 -
[360] - 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.
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.
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. 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. 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.
We believe that these changes will go a long way towards alleviating the problems that you guys have been drawing to our attention, but we will continue to listen to your feedback, monitor progression data and make further tweaks as necessary.
Finally, we are not removing the SP cap today, and will allow time for the community to speak their minds on this first.
We look forward to hearing from you!
I for one believe that removing the cap and implementing the 1 WP = 1 SP is not such a good idea. Playing as a heavy i do not make a whole lot of war points, all we are really good for is killing. so because of this fact it would take most of the heavy dropsuit operators in the world a very long time to level up even their most basic skills. Logis however would be living on easy street as far as sp goes, WPs for repping, resupply, team spawns, revives ect. My solution to the skill cap problem would be to implement a weekly skill cap that would roll unearned SP to the following week. That way all of the players would be able to earn the same amount of SP in a given amount of time. So say a regular player has his playing time drasticly cut in half for one week and earns almost no SP, well then he misses out. With the roll-over cap he would still be able to earn that SP at a later date when he has time to binge. This would keep all of the players on virtually the same playing field as far as earned SP goes. Most of the people on DUST don't have all day to play so by not putting a cap it is only going to make toe gap between normal and binge games all the bigger. |
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