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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
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Posted - 2013.01.23 23:50:00 -
[151] - Quote
I voted for option #2, seems like a decent temporary solution to the daily cap w/rollover. 1,000 SP max per match (based on WP earned) is nothing to squawk at, and will add up very quickly. It could perhaps be too much, but it will at least keep players playing after the cap is hit until the final solution is done.
I just hope it won't go on for too long, because the 24/7 players getting 1,000 SP per match for as long as they play, would put them ahead by a significant value in just a few weeks (easily by hundreds of thousands, if not millions). |
Cody Sietz
Tritan-Industries Legacy Rising
63
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Posted - 2013.01.23 23:53:00 -
[152] - Quote
Option#2
2)Weekly cap with an increased soft cap |
DJINN leukoplast
Hellstorm Inc League of Infamy
288
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Posted - 2013.01.23 23:56:00 -
[153] - Quote
KAGEHOSHI Horned Wolf wrote:I hate the idea of a soft cap. I like thee hard cap better, I don't like slowly earning less and less. Just increase the daily cap.
I also hate the diminishing returns thing too, but I don't think that's what a soft-cap is (at least I hope not). I think a soft-cap is that once you hit the hard-cap wall (190k SP a week lets say), you will then go into the soft-cap, which is awarded based on WP, therefore it fluctuates (is soft) and isn't set-in-stone (like the 50/75 SP hard-cap we have now).
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Ghost-33
ShootBreakStab
108
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Posted - 2013.01.24 00:33:00 -
[154] - Quote
My vote goes to #5
I run heavy and as I see it if anyone is worried about Logi's getting more WP=SP for doing their job, they shouldn't be, I'm all for it. They will have more SP to spend to get better gear and heal us killers more efficiently. Sounds like a win win to me. |
Herrick Arcos
The Shadow Cavalry Mercenaries
56
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Posted - 2013.01.24 00:37:00 -
[155] - Quote
5) Weekly cap with no limit on the soft cap
Thank you CCP. Voting = happiness. |
SILENTSAM 69
Pro Hic Immortalis RISE of LEGION
421
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Posted - 2013.01.24 01:32:00 -
[156] - Quote
Very good point Sontie. Very good point.
I voted for #5 myself, although it was hard to pick between #2 and #5.
Oh yeah, I just love that CCP has listened to us so quickly. They responded before they even did the change they announced. |
Spaceman-Rob
Galactic Alliance 514
64
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Posted - 2013.01.24 01:57:00 -
[157] - Quote
Went with option 2, but would be just as happy with option 5. |
Forlorn Destrier
ZionTCD Legacy Rising
915
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Posted - 2013.01.24 02:13:00 -
[158] - Quote
CCP Cmdr Wang wrote:Dear players,
Continuing our philosophy of developing our games in collaboration with the player base, we would like to engage with you on the topic of skill points, based on the lively discussion here on the forums and your detailed feedback on what changes you would like to see applied to our current skill point reward system. Your comments and concerns are important to us and we are taking steps to address them as soon as we can.
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:
1)Daily cap with an increased soft cap 2)Weekly cap with an increased soft cap 3)No changes to the current system (daily cap + low soft cap) 4) Daily cap with no limit on the soft cap 5) Weekly cap with no limit on the soft cap
Internally we are leaning towards a weekly cap, as it offers the closest alternative to a roll over system. As with a roll over system, a weekly cap allows players to better choose when to play within each week without having to jump in every day to secure all possible skill points.
The increased soft cap would entail rewarding one skill point for each warpoint after the normal daily or weekly cap has been hit, up to the increased soft cap (currently 50 SP, we will raise it to 1000 SP per match). This is to provide an incentive towards playing well even after the cap has been reached and make the play experience after hitting the cap better. We are also considering another alternative, which is to *not* have a cap (of 1k) on the soft cap, so, after weekly cap is hit, you still get 1 SP per WP at end of match. We would like to hear which of these you like better as well (cap on the soft cap vs no cap on soft cap).
In order to vote, please click GÇ£LikeGÇ¥ button in the following GÇ£5GÇ¥ replies in this thread and tell us what you would like to see implemented to the game immediately.
We would like to remind you that these changes do not represent the final skill point system and that we are still working hard on getting to the fully polished rollover system later on.
Thank you for all your feedback so far, and we are looking forward to your votes. Thank you for implementing the poll as was recommended. |
HowDidThatTaste
Imperfects Negative-Feedback
2242
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Posted - 2013.01.24 02:22:00 -
[159] - Quote
Whatever you are going to do....PLEASE DO IT!
Seriously this is driving me crazy let's not drag this out any longer. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
175
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Posted - 2013.01.24 02:27:00 -
[160] - Quote
Loving this thread. |
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P-A-R-A-D-O-X
A-S-S-A-S-S-I-N
0
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Posted - 2013.01.24 02:46:00 -
[161] - Quote
CCP Cmdr Wang wrote:Option #5
5) Weekly cap with no limit on the soft cap
I believe - now having thought more about it - that this is the best SP system, because it allows daily/dedicated players to reap the benefits of their exploits better as it is the most fair of all proposed systems... The weekly cap allows players to play whenever they can during a week, & does not 'force' them to play daily because they have to(like I do)in order to maximize\optimize their SP gain or else be 'penalized' for missing a day of play... A weekly cap is better, because it will allow players to make up for the days they may miss during the week, as opposed to the daily cap, where missing one day will kill your chance of earning the max amount of SP attainable per month(ESPECIALLY, if you use augmentations)... With no limit to the soft cap, players will(should)earn a decent enough amount of SP for their exploits in the game, motivating them to press on\play harder towards making themselves the best, most efficient merc they can be, instead of quitting at the cap(as I do these days)because it doesn't feel 'worth' it...
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Scheneighnay McBob
Bojo's School of the Trades
1058
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Posted - 2013.01.24 03:05:00 -
[162] - Quote
I think we have a clear winner |
Paran Tadec
Imperfects Negative-Feedback
902
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Posted - 2013.01.24 03:17:00 -
[163] - Quote
5 |
Auriel Aedean
Gunslingers Corporation. GmbH
20
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Posted - 2013.01.24 03:20:00 -
[164] - Quote
CCP Cmdr Wang wrote:Option #2
2) Weekly cap with an increased soft cap
Weekly cap all the way. Would be best for both those who play everyday, and casual players. A nice balance.
Thank you, CCP, for listening to your players!
Although, Option #5 isn't bad, either. |
miahus
CrimeWave Syndicate
78
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Posted - 2013.01.24 03:40:00 -
[165] - Quote
whatever option you go with, make sure that corp battles WPs don't count towards the increased soft cap. |
ugly nature
ZionTCD Legacy Rising
67
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Posted - 2013.01.24 03:47:00 -
[166] - Quote
#5 |
rebel scum22
L.O.T.I.S. Legacy Rising
8
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Posted - 2013.01.24 03:51:00 -
[167] - Quote
Wow this is great news. Not feeling like you have to jump on every night to get your sp in is great for all he players who work lots of hrs during he week. Plus gives us all a little quality time with the misses so she doesn't drop an orbital on our ps3..... |
Stexn byd
UnReaL.
5
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Posted - 2013.01.24 04:12:00 -
[168] - Quote
option 2 most definitely |
Death Spade
TH3 D1RTY BASTARDS
0
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Posted - 2013.01.24 04:20:00 -
[169] - Quote
option #2 |
Ssensei Nakagawa
The Exemplars
16
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Posted - 2013.01.24 05:15:00 -
[170] - Quote
Option 2 or 5 depending on how well you guys fix the match making system, so there are more equal match ups. |
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DropKickSuicide
Pink Fluffy Bounty Hunterz RISE of LEGION
74
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Posted - 2013.01.24 05:55:00 -
[171] - Quote
2 or 5 tho 5 seems to be the fairest of the two. |
Dirn Cimz
Subdreddit Test Alliance Please Ignore
0
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Posted - 2013.01.24 05:56:00 -
[172] - Quote
2 or preferably 5. |
Ninjanomyx
Imperfects Negative-Feedback
16
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Posted - 2013.01.24 06:42:00 -
[173] - Quote
I personally believe Option 5 to be the most Overall Efficient as a dedicated Player can gain deserved Progression. I can see why it would be difficult to implement a Rollover from both a Developmental/Technical & Corporate/Economic Standpoint.
I would like to propose my take on a "Solution" that I believe to be the Lesser Evil overall.
Economically a Full SP Rollover would inevitably depreciate the Value of SP Boosters by leaps & bounds as a New Player, say.....2 Years from now, can simply purchace a single Booster (7-30 Day depending on Time + Skill) & grind out their Rollover Cap with significantly less Investment than a Founder/Veteran Player. Of course this 7-30 Day Booster guestimate may be a bit exaggerated.....but the Core Issue still stands strong and will only further Devalue over time.
Developmentally CCP would have to take into account quite a few factors. Base Active SP & Augmented Active SP would have to be guaged from "Launch" (Open Beta) 'till Present (Future Present :P) in order to determine how much Active SP Rollover a Player should be granted. The same goes for Passive SP & Boosted Passive SP respectively. Should Passive Rollover even be considered a Factor? Should CCP use the Total SP of the Player with the highest SP Pool at the time as a Benchmark? These are the Queries that I believe to be shuffled through the minds of those responsible for attempting to implement this Change.
I'm sure there is more to it than even this, but with what I have seen thus far I shall propose my "Solution":
New Players get 3/4 of Base Active SP guaged at gain from Launch 'till Join Date in the Rollover Pool. As long as said Player remains Active the SP Pooled up after Join Date is unaffected by the Division of Interest. If any Player is Inactive for a Week or more (Based on the Optimal Solution of Weekly + Unlimited Soft Cap) the SP Pooled from the missed Week will be 3/4 of the "Intended Base SP Gain". If a New Player should becomes Inactive the SP for that Absentee Period shall be subjected to the "3/4 Rule" and will be Pooled up with any Residual Pooled SP. A New Player will begin their 1st Week as it would normally flow, Max SP Gain 'till what would be Soft Cap, & begin sapping from the SP Pool in place of said Soft Cap until the Rollover Pool is depleted entirely. After Rollover Pool is depleted it's business as usual until the next "AWOL".
Augmented Active SP will be treated as it already is, a Cap Increase. If a Booster is not used for any SP Gain then the Base is retained. At any point in time, from the time of Activation of said Booster, only the Currently Affected SP will be affected (There is no Boosted SP Pool as that would be silly). This means that after the Soft Cap would have been reached the Rollover Pool is instead affected by said Booster.
Passive SP should be treated just the same, Total Base Passive Gain from "Launch" 'till Join Date w/ "3/4 Rule" in effect 'till Rollover Pool is depleted. Passive SP would be gained at an Accelerated Rate, dependent upon Time Gap from Launch-2-Join, & will hit Normalcy upon Reserve Depletion. As there is no Passive Loss there is no need for Penalty after Rollover Depletion. This incentives Booster use & doesn't completely devalue Launch Booster Purchases as Time would still have to pass to get to Pool Depletion. What this means is that any period of time w/o a Booster Activated for Passive SP is lost in Multiples. In other words a 7 Day Booster unused could be 10-Fold loss in XP Gain, so the New Player has more incentive to make an ASAP Purchase & Upkeep, thus prolonging the longevity of DUST 514.
This gives New Players a sense of Catching Up w/o devaluing completely the Time & Money of those that came before them. Null Soft Cap promotes Competition, Grinding & promotes Activity which is currently lacking since most will "Abandon the Struggle" after Cap is reached. Thank you all for your Time & Consideration, & I apologize for the Ecsessively Long Post, KthxBAI :P |
Chad2k95
D3LTA FORC3 Orion Empire
0
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Posted - 2013.01.24 07:15:00 -
[174] - Quote
Option 4 |
Jekyll HaVoC
Amat Al'Mawat Militia
2
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Posted - 2013.01.24 08:12:00 -
[175] - Quote
Option 5 is clearly the best one, gives you the most skill points of all the options. |
RedBleach LeSanglant
Pink Fluffy Bounty Hunterz RISE of LEGION
136
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Posted - 2013.01.24 09:02:00 -
[176] - Quote
2 or 5
I prefer the weekly cap. A soft cap or an open SP would be a great plan. Looking forward to your descision and the progression of this game. Very good work, thank you. |
Breakin Stuff
Immobile Infantry
680
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Posted - 2013.01.24 10:07:00 -
[177] - Quote
2 or 5, bluntly.
just don't do the diminishing returns thing please. it was the diminishing returns that dragged on and on and on that killed it before. |
Orin the Freak
Pink Fluffy Bounty Hunterz RISE of LEGION
334
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Posted - 2013.01.24 10:13:00 -
[178] - Quote
#2 because I believe in pacing players. also, I feel the soft cap should be 500 (750 with AB) instead of 1000 (1500 with AB).
however, people should keep in mind that usually, in most skirmish games, only the top 4 or so players on either team get over 1000 wp. also, It would take a pretty pathetic person to stop playing after they hit the soft cap in a match. IMO thats a pretty weak argument. |
Zyrus Amalomyn
Militaires-Sans-Frontieres
29
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Posted - 2013.01.24 10:28:00 -
[179] - Quote
Option five. People will either learn to get out their Forge guns and Launchers for HAV farmers, or they will feed the smarter players.
That being said, If too many casuals whine about that, weekly with increased soft cap. |
AskuII Legend
Vacuum Cleaner. LLC
7
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Posted - 2013.01.24 11:38:00 -
[180] - Quote
Option #3 |
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