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Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.23 08:01:00 -
[421] - Quote
BMSTUBBY wrote:Go ahead CCP take the cap off but if it all goes wrong don't come crying to us asking for forgiveness. You see we are not EVE spaceship drivers, we are FPS's and guess what?
We will have a new flavor of the month right around the corner to pick up where you failed.
Do your posts ever stop being stupid? |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.01.23 08:44:00 -
[422] - Quote
Breakin Stuff wrote:BMSTUBBY wrote:Go ahead CCP take the cap off but if it all goes wrong don't come crying to us asking for forgiveness. You see we are not EVE spaceship drivers, we are FPS's and guess what?
We will have a new flavor of the month right around the corner to pick up where you failed.
Do your posts ever stop being stupid?
yea kinda makes me sad that hes arguing for the same thing I am. |
Entrei Blackstorm
ZionTCD Legacy Rising
49
|
Posted - 2013.01.23 08:49:00 -
[423] - Quote
Jayquan18 wrote:The weekly skill system was better. I personally don't want CCP to remove the skill cap completely, because then i'll have to grind 24/7.
This. Plus give some small amount of sp once cap is reached, like it is now.
Just my 1isk worth. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.23 09:35:00 -
[424] - Quote
no cap at all i think would cause problems. I think the weekly cap worked well.
it allowed for everyone to get the most out of it. those that can play an hour everyday, those that can play all day on a day off. Those that have more time than others to play are at no more of a disadvantage on the weekly rather than the daily either.
If there is no cap it will become quickly a proto vs militia game.
Ive seen other people are suggesting a rolling sp cap. i think thats a really good idea coupled with the weekly. that then means that no one i ever an unatainable amount ahead. in the current system, those that miss out on a day, never get that day back. If it was rolling then on a week off work for example you could hammer it and catch up. with no sp cap you could hammer it an take over. That i dont think is a great idea. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.23 09:48:00 -
[425] - Quote
Drommy Hood wrote:no cap at all i think would cause problems. I think the weekly cap worked well.
it allowed for everyone to get the most out of it. those that can play an hour everyday, those that can play all day on a day off. Those that have more time than others to play are at no more of a disadvantage on the weekly rather than the daily either.
If there is no cap it will become quickly a proto vs militia game.
Ive seen other people are suggesting a rolling sp cap. i think thats a really good idea coupled with the weekly. that then means that no one is ever an unatainable amount ahead. in the current system, those that miss out on a day, never get that day back. If it was rolling then on a week off work for example you could hammer it and catch up. with no sp cap you could hammer it an take over. That i dont think is a great idea.
To add to that idea slightly......
We could have two skill point counters. An attained skill points, and a Attainable skill points. That way you can see what the maximum amount of sp's you could have earned / could earn (should you put some hours in). gives you more incentive to play because you can see what you are missing, and more incentive to pay.
With no cap aurum becomes less important. at the minute we use it to give us an edge over others, or simply to catch us up. With no sp cap then some people will end up so far ahead (maxed and specialised for eg) that the ohers then have no incentive to get that extra few % aurum gives. Because having 50% the effectiveness of the top sp players might aswell be the same as being 55% the effectiveness. You get the same outcome from both, CREAMED. So no point loosing good money doing it, and no point spending aurum if you know you can win easilly without it/you already have level 5 everything anyway. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.01.23 10:02:00 -
[426] - Quote
Drommy Hood wrote:To add to that idea slightly...... We could have two skill point counters. An attained skill points, and a Attainable skill points. That way you can see what the maximum amount of sp's you could have earned / could earn (should you put some hours in). gives you more incentive to play because you can see what you are missing, and more incentive to pay. With no cap aurum becomes less important. at the minute we use it to give us an edge over others, or simply to catch us up. With no sp cap then some people will end up so far ahead (maxed and specialised for eg) that the ohers then have no incentive to get that extra few % aurum gives. Because having 50% the effectiveness of the top sp players might aswell be the same as being 55% the effectiveness. You get the same outcome from both, CREAMED. So no point loosing good money doing it, and no point spending aurum if you know you can win easilly without it/you already have level 5 everything anyway.
Here is your tinfoil hat: You will need it.
Hokay newbies, scrubs, neckbeards and various hygeinically challenged denizens of New Eden, listen up!
SP advantage only stays an advantage for so long. Yes the puds who play 24/7 will have more SP. But there's only so many skills directly applicable to each class of dropsuit. So they will have to sprad out and diversify or quit spending SP entirely. Their advantage will be mastery of more stuff.
The equalizer of the newbie scrub is to pick a role and master it. so if you pick assault don't worry about skills irrelevant to assault until you're 100% proto. Why? because once you're there, the 24/7 scumbutt has no measurable advantage over you when you run an assault fit.
Specialization is the equalizer, you can be the master of your chosen area, and there's nothing the hardcore neckbeards can do to keep you from getting there.
Once you master even one dropsuit, you're set. You can **** off to your avatar all you want and feel happy that you can be competitive.
the imperfect who plays 16 hours a day has wanked his way to the top. doesn't stop you from being able to gank him though.
You're on his level because you specialized. |
KatanaPT
Serenity Prime Kraken.
4
|
Posted - 2013.01.23 10:37:00 -
[427] - Quote
Why not implement a scalable system, where if you have a low sp character or noob you will earn more % of sp per game and when you have a higher sp character , a so called veteran, he will earn less % sp per game, that way everyone will be happy and the newcomers will progress as quickly as the older players. In a nutshell, the higher level your char is the less sp you should earn, like in all the RPG games outthere where when in a higher level you get less exp. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.23 10:54:00 -
[428] - Quote
Breakin Stuff wrote:Drommy Hood wrote: To add to that idea slightly......
Here is your tinfoil hat: You will need it. Hokay newbies, scrubs, neckbeards and various hygeinically challenged denizens of New Eden, listen up! SP advantage only stays an advantage for so long. Yes the puds who play 24/7 will have more SP. But there's only so many skills directly applicable to each class of dropsuit. So they will have to sprad out and diversify or quit spending SP entirely. Their advantage will be mastery of more stuff. The equalizer of the newbie scrub is to pick a role and master it. so if you pick assault don't worry about skills irrelevant to assault until you're 100% proto. Why? because once you're there, the 24/7 scumbutt has no measurable advantage over you when you run an assault fit. Specialization is the equalizer, you can be the master of your chosen area, and there's nothing the hardcore neckbeards can do to keep you from getting there. Once you master even one dropsuit, you're set. You can **** off to your avatar all you want and feel happy that you can be competitive. the imperfect who plays 16 hours a day has wanked his way to the top. doesn't stop you from being able to gank him though. You're on his level because you specialized.
I agree to a point, its the sec dary skills though that make the difference. proficiency skills, sheild skills, sensor skills, sharpshooter ect ect ect.
having advanced or even proto gear is not the key to winning |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
7
|
Posted - 2013.01.23 11:03:00 -
[429] - Quote
In an hour and a half I reached my sp cap. I in know way see how this is a good thing. To reach levels 4 and over of any skill require a large amount of sp. People who play more will of course excel. As someone else said to be efficent you must allocate you sp in conjunction with other skills. This is costly which isn't a problem. I just don't think we should be limited like this. |
xAckie
Ahrendee Mercenaries Legacy Rising
125
|
Posted - 2013.01.23 11:04:00 -
[430] - Quote
+1 breakin
People have got think beyond the here and now - as if you are going to miss being given some magical sp . In 2 months time sp on your character will only be about diversification. Just think about how much sp you will have in 6months.
Sp shouldn't be the b all end all of this game. It's the fps.
I don't care if the cap goes. Boosters will become worthwhile and ccp needs to make money. Though the way the sp grind would be set up the average to lower players in a game would gain no sp at all. Turning off players. So the way earning sp would need to be reviewed.
Other way to do it would be to make it all passive sp with different passive sp boosters. Say -ú5 for a third boost -ú10 for a 100% boost etc.
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Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.23 11:20:00 -
[431] - Quote
xAckie wrote:+1 breakin
People have got think beyond the here and now - as if you are going to miss being given some magical sp . In 2 months time sp on your character will only be about diversification. Just think about how much sp you will have in 6months.
Sp shouldn't be the b all end all of this game. It's the fps.
I don't care if the cap goes. Boosters will become worthwhile and ccp needs to make money. Though the way the sp grind would be set up the average to lower players in a game would gain no sp at all. Turning off players. So the way earning sp would need to be reviewed.
Other way to do it would be to make it all passive sp with different passive sp boosters. Say -ú5 for a third boost -ú10 for a 100% boost etc.
boosters would be less woth while. now an active booster means you can get more sp than someone without one, as does the passive.
with no cap someone without a booster can earn more than you simply by playing more.
I think most people are thinking about the future. Skill points is something that gives this game its identity, its also something that keeps you coming back for more, because theres always a new tank, or suit, or booster that you couldnt use yesterday that you can today. thats why EVE is one of the most long lived mmorpg's around, and probably has the most loyal fan base. This game wasnt about making another battlefeild. it was about making something different. If you wan to grind to get the next gun, COD -> is that way |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2013.01.23 11:28:00 -
[432] - Quote
Breakin Stuff wrote:Drommy Hood wrote:To add to that idea slightly...... We could have two skill point counters. An attained skill points, and a Attainable skill points. That way you can see what the maximum amount of sp's you could have earned / could earn (should you put some hours in). gives you more incentive to play because you can see what you are missing, and more incentive to pay. With no cap aurum becomes less important. at the minute we use it to give us an edge over others, or simply to catch us up. With no sp cap then some people will end up so far ahead (maxed and specialised for eg) that the ohers then have no incentive to get that extra few % aurum gives. Because having 50% the effectiveness of the top sp players might aswell be the same as being 55% the effectiveness. You get the same outcome from both, CREAMED. So no point loosing good money doing it, and no point spending aurum if you know you can win easilly without it/you already have level 5 everything anyway. Here is your tinfoil hat: You will need it. Hokay newbies, scrubs, neckbeards and various hygeinically challenged denizens of New Eden, listen up! SP advantage only stays an advantage for so long. Yes the puds who play 24/7 will have more SP. But there's only so many skills directly applicable to each class of dropsuit. So they will have to sprad out and diversify or quit spending SP entirely. Their advantage will be mastery of more stuff. The equalizer of the newbie scrub is to pick a role and master it. so if you pick assault don't worry about skills irrelevant to assault until you're 100% proto. Why? because once you're there, the 24/7 scumbutt has no measurable advantage over you when you run an assault fit. Specialization is the equalizer, you can be the master of your chosen area, and there's nothing the hardcore neckbeards can do to keep you from getting there. Once you master even one dropsuit, you're set. You can **** off to your avatar all you want and feel happy that you can be competitive. the imperfect who plays 16 hours a day has wanked his way to the top. doesn't stop you from being able to gank him though. You're on his level because you specialized.
No cause that 16h per day playing dude will just change to its fully speced anti-infantry loadout and crush your face. He'll probably reach 3 very deep specialization before the regular dude reaches one.
Then you'll see corporations filled with Swiss Knife SP grinders able to do everything. Killing the heart of the game in which every corp has to balance the roles of its members.
I also LOL at the "over 2 month SP dont matter any more". It's a pathetic excuse and totally wrong. After 2 month with a cap, you may start to explore new path for your character but you'll still have to chose wisely in order to complete your characters profile so it's even more efficient with that new specialization. If it will fit your corp needs.
Also, and i'll say it once more : NEW SKILLS, NEW WEAPONS, NEW VEHICLES will enter the game. And a no-cap system will just favor the same dudes over and over and over again. They'll probably be able to afford saving SP and wait for new stuff so they can max them out the second they're added to the game. Very interesting and so much better indeed....
Any plead in favor of a loose SP growth is an obvious selfish reaction with absolutely NO OBJECTIVE view on the game's well fare and the overall community's best interest. Saying that the people who would want the cap to be removed are playing and thus not reacting on the forum is also a huge CON. I run a french corp and thus not much guys on my team come here to share their views on the debate.
Among those, i have 3 guys that probably are in the TOP 100 of the guys who played Dust 514 the most in playtime. Guess what their opinion is about cap\no cap ? Well, they WANT THE CAP. Why ? Cause unlike many selfish prick out there, they know they would just end up being absolute death machine, do-it-all characters in less than 2 months and would lose the fun part of this game.
Tweaking how cap works. Making it harder to reach so that players able to invest more time feel rewarded. Exploring solutions so late comers can grow at a faster pace. Those are the solutions ! |
Commander Tuna
KILL-EM-QUICK RISE of LEGION
7
|
Posted - 2013.01.23 11:29:00 -
[433] - Quote
Drommy Hood wrote:xAckie wrote:+1 breakin
People have got think beyond the here and now - as if you are going to miss being given some magical sp . In 2 months time sp on your character will only be about diversification. Just think about how much sp you will have in 6months.
Sp shouldn't be the b all end all of this game. It's the fps.
I don't care if the cap goes. Boosters will become worthwhile and ccp needs to make money. Though the way the sp grind would be set up the average to lower players in a game would gain no sp at all. Turning off players. So the way earning sp would need to be reviewed.
Other way to do it would be to make it all passive sp with different passive sp boosters. Say -ú5 for a third boost -ú10 for a 100% boost etc.
boosters would be less woth while. now an active booster means you can get more sp than someone without one, as does the passive. with no cap someone without a booster can earn more than you simply by playing more. I think most people are thinking about the future. Skill points is something that gives this game its identity, its also something that keeps you coming back for more, because theres always a new tank, or suit, or booster that you couldnt use yesterday that you can today. thats why EVE is one of the most long lived mmorpg's around, and probably has the most loyal fan base. This game wasnt about making another battlefeild. it was about making something different. If you wan to grind to get the next gun, COD -> is that way
I think this game is build for both the gamers you mentioned. They want the hardcore games and they want the casual fps crowd. Lets get real, as soon as you enter a match the game becomes way less original then at the dropsuit loadout screens. The sp is what will keep bringing back the players. And besides, it takes a long time to level up your skills past 4 and you can make a completely competent build with the sp awarded on a new character.
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4447
ZionTCD Legacy Rising
649
|
Posted - 2013.01.23 11:29:00 -
[434] - Quote
5 |
fred orpaul
Tritan-Industries Legacy Rising
211
|
Posted - 2013.01.23 11:31:00 -
[435] - Quote
I have the the most awesome corpmates EVER. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
|
Posted - 2013.01.23 11:32:00 -
[436] - Quote
Alright. read nine pages, I think I get the gist.
Look, the SP cap isn't necessarily in place to keep players on a level playing field. It is there simply to pace progression. sure the proposed no cap still has a "logical" cap of something like 150k a day, assuming you are human and require sleep, food, and other amenities. but even at that, we will have a portion of players sitting at 5m SP within a month, which will mean a month after playing, the average.. "no lifer" will be in full proto.
I was under the impression CCP wanted DUST to be a long-term game, requiring many YEARS to master. at the no-cap rate, people could have prototypes of every available dropsuit and weapon, as well as proficiencies and support skills, all in less than ONE year. this is unacceptable by my standards. DUST characters should require time, patience, and hard work.
when you join a corp match up against an all-proto team, you should KNOW they all have at least a few months of play to them. in DUST, it should take someone MONTHS to get into full proto gear with all the bells and whistles.
Anyway, I am for the daily rolling cap, which saves up to seven days of cap. if you fail to hit the cap in 7 days, the cap rolls over, staying at 7 days. or rather, 7 days, minus whatever you've earned in the past 7 days. |
Drommy Hood
Tritan-Industries Legacy Rising
242
|
Posted - 2013.01.23 11:45:00 -
[437] - Quote
fred orpaul wrote:I have the the most awesome corpmates EVER.
not necessarily on topic, but definitely astute |
xp3ll3d dust
The Southern Legion
38
|
Posted - 2013.01.23 12:17:00 -
[438] - Quote
Sounds like they listened to us!
CCP Cmdr Wang wrote: We are well aware of the fact that the daily/weekly skill point rollover system is the favorite amongst the community, and we are implementing such a system aimed at the next major release. However, the change to add a roll over system is not immediately possible. The five options that we can apply in the immediate short term are the following:
There is a vote running for the near term solution https://forums.dust514.com/default.aspx?g=posts&m=486448 |
R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2013.01.23 12:19:00 -
[439] - Quote
I suspect that the removal of the SP cap will result in a much higher player turnover.
The kind of players that this will be encourage are the ones who jump into every new FPS, thrash the nuts off it for a month or two, get bored or burnt-out and move on to do the same thing in the next game.
Players who want to play the game at a much lower level of intensity, but for years to come, will be discouraged by the choice between either joining in the high intensity grind or falling far behind those who do.
I had always been under the impression that CCP weren't looking for a high turnover with Dust, but I could be mistaken or they may have changed their strategy.
Anyway, I'm considering calculating how much SP the max-grinders will get before they burn out, calculating from that how long it will take to earn that amount of passive SP, and just coming back to the game after that long.
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EternalRMG
ZionTCD Legacy Rising
234
|
Posted - 2013.01.23 12:25:00 -
[440] - Quote
https://forums.dust514.com/default.aspx?g=posts&m=486439
how about that |
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Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.01.23 12:39:00 -
[441] - Quote
To anyone claiming that two months of play will give you a maxed out role, so the cap is unnecessary:
The two month figure is aimed at the fastest moving player, the No-Lifer who let's say averages eight hours a day.
Let's say the Regular player can devote an hour a day on average.
Mathematically:
NL = 8R
Now NL also equals 2 months to max your role, CCP isn't giving in on that.
So making the substitution,
8R = 2 months R = 16 months
So it will take a normal player a year and a quarter to attain the point where he doesn't have to worry about your total SP.
How many are going to hang around for that?
And when they get there what do they find? You have three other deep roles such that you can easily pull out your rock to crush their scissors.
That's great for the longevity of this game. |
BigussDikkuss
Amarr Templars Amarr Empire
42
|
Posted - 2013.01.23 13:45:00 -
[442] - Quote
Lord Crases wrote:BigussDikkuss wrote:Lord Crases wrote:BigussDikkuss wrote:Removing the SP Cap is a STUPID STUPID STUPID idea.
Did I voice my opinion clearly enough?
How about this: when the so called "no lifers" create godlike players decked out in Proto gear with maxed weapon skills and are wiping the floor with me, I'll move on to another game and leave Dust 514 behind in the...huh-huh...."dust".
And if the counter plan to that is to reduce the effectiveness of the gear and make it all just 1% better than your basic Militia loadouts, well guess what? That is a STUPID STUPID STUPID idea too. Yes because the best gear in the game saves you from a shotgun blast to the head right? Your point is an instanced detail and has no place in my argument. Furthermore on the subject, let me say this; I will NOT BE PURCHASING ANY AURUM in this game if this idea is implemented. If the end goal of CCP is to create a game that entices players to spend money for in game items and skill points, removing the skill point cap and flat-lining all the items makes advancing my character or having "good loot" a moot point. No its not instanced. A fully decked out skilled player merely has enough health to claim he is still alive. They get an edge but can die just as easily. Its an fps for Christs sake people died for stupider reasons. So you have to fire 1 or two more bullets. Big whoop. The point still stands that head shots still 1 shot, OBs still one shot, grenades still one shot and lastly tanks still one shot. Learn to aim, learn to relay hard targets to your heavy arms teammates and learn to coordinate effort.
Yes, your point is STILL instanced. Since you don't get it, let me explain without a wall of text. Better gear, more armor, more damage with weapons - all derived from SP gain - have far more over reaching benefits than the random (or rare if you prefer) headshot. In simple terms, the guy with the decked out gear is going to do more damage, more often than the guy shooting him in the head. (Please. This is not an invitation for you to say how great you are, how well you aim and that every shot you make is a headshot. ) Also, to correct you, grenades are NOT automatic one hit kills. |
BigussDikkuss
Amarr Templars Amarr Empire
42
|
Posted - 2013.01.23 13:47:00 -
[443] - Quote
EternalRMG wrote:https://forums.dust514.com/default.aspx?g=posts&m=486439
how about that
Now the developers are doing the LIKE ME thing!
Didn't we just have that thread yesterday? |
Blondie Roads
Imperfects Negative-Feedback
7
|
Posted - 2013.01.23 14:55:00 -
[444] - Quote
The no SP cap will never work. There are far too many unemployed and part time students playing this game. Without an SP cap this game would be out of balance in a few weeks. |
Cyn Bruin
Imperfects Negative-Feedback
651
|
Posted - 2013.01.23 15:02:00 -
[445] - Quote
Blondie Roads wrote:The no SP cap will never work. There are far too many unemployed and part time students playing this game. Without an SP cap this game would be out of balance in a few weeks.
Yep.
The weekly cap is what most of us wanted, they are working from our suggestions on a pool system, just a matter of time.
From the looks of the voting, we are going with a weekly cap with 1k max SP per match. This isn't a bad temporary fix, its a good one IMO and a damn site better than a daily cap we've been using.
The weekly cap helps casuals max out SP per week, the 1k SP per game lets the HC actually progress when capped out.
HC players, think about how many games you play of DUST in a day? 30-60? So you'll be making on avg 40k (what the daily cap was with boosters) a day more than the casual. Win-Win imo until the real SP system is put in...
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xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2013.01.23 15:14:00 -
[446] - Quote
we're still in a beta guys, I would like CCP to try an uncapped system for a little while, and gather some data using it now that we have a larger playerbase. |
Evil-Stuffed-Animal
Ahrendee Mercenaries Legacy Rising
7
|
Posted - 2013.01.23 16:25:00 -
[447] - Quote
People will never be satisfied so it doesn't matter what system CCP implements. Someone, somewhere will be whining like a breast-fed biot*h!
Doing away with the sp cap and slightly nerf the reward system sounds like a better idea.
Who cares if someone has the best of everything and they pwn you everytime they see you. The problem is everyone wants to be a bo$$ but that will never work because there'd be too many chiefs and not enough indians. The game should be about having fun (sometimes winning :)), but mainly about fun.
So do everyone a favor and stop asking for nerfs, buffs etc.. Play the game as is and stop whining. |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2013.01.23 16:28:00 -
[448] - Quote
xprotoman23 wrote:we're still in a beta guys, I would like CCP to try an uncapped system for a little while, and gather some data using it now that we have a larger playerbase.
Translation: Just give me 48 hours to pull away. Uriniary catheter and energy drinks on standby. |
NomaDz 2K
SIK NATION RISE of LEGION
0
|
Posted - 2013.01.23 16:32:00 -
[449] - Quote
Blondie Roads wrote:The no SP cap will never work. There are far too many unemployed and part time students playing this game. Without an SP cap this game would be out of balance in a few weeks. Those which don't have time pay to gain the same result. In the end it boils down to those with $ and those with No $ but the result is the same, one grinds to level and the other pays - end of. |
fahrenheitM
Pro Hic Immortalis RISE of LEGION
212
|
Posted - 2013.01.23 16:35:00 -
[450] - Quote
Cyn Bruin wrote:Blondie Roads wrote:The no SP cap will never work. There are far too many unemployed and part time students playing this game. Without an SP cap this game would be out of balance in a few weeks. Yep. The weekly cap is what most of us wanted, they are working from our suggestions on a pool system, just a matter of time. From the looks of the voting, we are going with a weekly cap with 1k max SP per match. This isn't a bad temporary fix, its a good one IMO and a damn site better than a daily cap we've been using. The weekly cap helps casuals max out SP per week, the 1k SP per game lets the HC actually progress when capped out. HC players, think about how many games you play of DUST in a day? 30-60? So you'll be making on avg 40k (what the daily cap was with boosters) a day more than the casual. Win-Win imo until the real SP system is put in...
It helps the gamer that can't play everyday, but it also makes it that you have to play a LOT to reach cap. That's good in that there is incentive for the hardcores and the serious gamers that have schedules (work, school etc). They can still play when their schedule dictates, but takes a more than casual approach to reach the cap. The true casual gamers will not hit the cap, and this gives the hardcores the advantage they so desperately want...w hile still keeping the game within reach of the casual guys.
I think it works for both sides of the fence at face value, while compromising on both as well. The one thing I'd like to see CCP add is what has been proposed numerous times around here... But wait 6 months or so before implementing: No cap for first 2 mil... or 5 mil sp or whatever is determined to be a fair value. that way the new players can get out of the gate and actually get some skills under their belt without the massive limitations... this gets them into the end-game faster but still gives a competitive advantage to the veteran players. |
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