|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2013.01.26 10:37:00 -
[1] - Quote
Yay Adski wrote:With option 5 new players would have the option to grind for a week and not be as far behind as option 2. I voted for 5 because it helps those who need/want the weekly cap and doesn't punish players for doing well. CCP should of just done a trial with option 5 and then do a vote. I don't know how people are thinking like this...
A newbie joins and grinds all week to try to catch up to vets...the vets are grinding too, they already have better gear, they are constantly gaining more SP, either way you swing it the newbies will NEVER catch up to the veterans unless the veterans take a break from the game.
If you want to justify no cap that is not a proper justification because everyone can take advantage of the no cap, not just newberries. Option 2 slows down the overall speed of teching up but doesn't have anything to do with how fast newberries will catch up to veterans, same for option 5.
The question is do you want to get all the good stuff in the first couple of months by being able to grind constantly or do you want to stretch it out a bit further by having a cap?
Newberries will get to have one good setup fairly quickly with 5, but the vets will either have leftover SP to spend when new things are released, or will have all skills and be able to change tactics very easily.
option 5 = Faster
option 2 = Slower |
Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2013.01.26 10:38:00 -
[2] - Quote
The-Kurgan wrote:hey guys, just wanted to run an idea past u lot to do with SP capping.
ive noticed the daily sp cap and have hit it on occasion, however it seems slightly unfair to certain people, mainly refering to people with "lives" outside of gaming and with professional commitments.
instead of a daily SP cap, have a weekly SP cap ending/starting at downtime on fridays.
this way people with typical weekday work commitments and evening family commitments can boss it out over the weekend and not be restricted to what is essentially only approx 2/7ths the max SP u can gain per week.
so sp cap would be 7x what it is now, with a reset only once a week. rather than once a day. That's exactly what this vote is for...
The weekly cap is winning just FYI |
Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2013.01.26 21:53:00 -
[3] - Quote
xprotoman23 wrote:Realistically speaking this option makes the most sense, and pleases all parties. The weekly cap keeps everybody somewhat on a level playing field. This is great for people who can't play everyday, and it alleviates DUST being a full time job. I believe once you hit your weekly cap 1 WP = 1 SP. This would allow your performance to be directly tied to how many skill points you get from the battle.
In regards to active boosters, they will actually perform their job, and allow people to do more faster. Currently all the active booster really does it raise your daily SP cap a bit. However once hitting the cap with 1 WP = 1 SP it will actually feel as if you are getting your moneys worth out of the active booster. Thus people will ultimately spend more money on the active boosters. I don't think people realize that by voting for option 2 they are allowing CCP to rob them out of the purpose of their active booster which is to do more faster, versus paying to raise an SP cap.
I responded to this in another thread:
https://forums.dust514.com/default.aspx?g=posts&m=495781#post495781
But also:
Good and bad players aside lets run some basic numbers assuming that 2 players are equal in skill but one can play more.
No SP soft cap:
Casual: @ 2 days a week 6 hours a day(casual might play less)
2000 WP per match: if they hit cap after 8 hours 2000 * 4(matches per hour) = 8000 WP 8000 * 4(hours after hitting cap) = 32000 WP (Don't forget the booster) 32000 * 1.5 = 48000 SP
Hardcore: @ 5 days a week 4 hours a day(they often play more than this)
2000 WP per match: if they hit cap after 8 hours 2000 * 4(matches per hour) = 8000 WP(same so far) 8000 * 12(hours after hitting cap) = 96000 WP(Wait what?) (Don't forget the booster) 96000 * 1.5 = 144000 SP(Are you serious?!?!?)
Hardcore - Casual = 96000 SP
1k SP cap per match:
Casual: @ 2 days a week 6 hours a day(casual might play less)
1000 WP per match: if they hit cap after 8 hours 1000 * 5(matches per hour/you can run ambush) = 5000 WP 5000 * 4(hours after hitting cap) = 20000 WP (Don't forget the booster) 20000 * 1.5 = 30000 SP
Hardcore: @ 5 days a week 4 hours a day(they often play more than this)
1000 WP per match: if they hit cap after 8 hours 1000 * 5(matches per hour/you can run ambush) = 5000 WP(again same so far) 5000 * 12(hours after hitting cap) = 60000(well that still sucks) (Don't forget the booster) 60000 * 1.5 = 90000 SP
Hardcore - Casual = 60000 SP
It sucks either way because the hardcore player pulls ahead, but at least with that soft cap he/she doesn't pull ahead quite as much. I think I'll go for the one that doesn't suck as bad for everyone besides the minority that has the time to play more.
Both options make life better for "hardcore" players but option 5 makes it just a bit easier on them. |
Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2013.01.26 21:56:00 -
[4] - Quote
Also all of you saying option 5 is better for new players are straight up liars.
That is all. |
Scurvy Granger
ZionTCD Legacy Rising
75
|
Posted - 2013.01.27 06:19:00 -
[5] - Quote
Garrett Blacknova wrote: My first example showed 3 players starting at the same time. My second example was almost exactly the scenario you're describing.
I've edited out the first scenario from your quote, so it only includes where I already covered that scenario.
With option 5, missing a day (sick, feel like playing something else, holiday, etc.) means you automatically fall behind. With option 2, you get a chance to "catch up" on a missed day with some extra playtime on a subsequent day within the rollover period.
Not to defend the other side because option 5 CLEARLY favors the "hardcore" players(players who are on a game nearly everyday), but your argument has holes because there is no rollover being implemented on any of the options.
Roll over is the EVENTUAL plan but currently their code doesn't allow for rollover so they gave us hotfix OPTIONS.
Being that this is only going to be a hotfix makes it even more important that option 5 not be the one chosen because there are going to be no more resets and that just gives the "hardcore" a period of time before the FINAL SP gain plan to increase the gap between themselves and everyone that has lives(I understand some of you have lives but still play several hours a day, it's just easier saying this than naming off everything that others have to worry about).
Whatever the final plan for SP gain I'll get over it and deal, no matter what I won't be at the lead of SP I would just rather not be any further behind than absolutely necessary.
Unfair for "hardcore" players yes, they could earn more
Unfair for "casual" players yes, they don't have as much time
Why should "hardcore" players not have to sacrifice but "casual" players do because we have RL responsibilities that keep us from playing a game we enjoy as often as we'd like?
Both sacrifice and it's not as bad as it could be for either side. |
|
|
|