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Thread Statistics | Show CCP posts - 1 post(s) |
Moejoe Omnipotent
Imperfects Negative-Feedback
248
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Posted - 2013.02.10 09:25:00 -
[31] - Quote
Samantha Spoor wrote:I've noticed when someone proposes an idea that isn't exactly what y'all want you ignore it. Why don't you get off your one track mind and actually be constructive for once. As I said i like your want to help fix the SP game but so far all I see is you wanting more SP and for the ones why grind away constantly at this game. Think about other before yourself.
I'm fine with removal of the skill cap if you have a plan to help back up the casual gamers. If having no life for a few weeks is you answer on how to help the new players by removing the skill cap, it becomes very clear you didn't think this out. That only helps hard core gamers.
What other balancing are you going to do with the removal of the sp cap?
Heh...you think I want more SP...I hate the SP system and artificial skill gap.
Everything I've suggested so far is intended to make the game more accessible for new players and make it more challenging for the veteran players.
You think a SP cap helps newbies catch up and keep veteran players in check. I think it does the complete opposite. As I've pointed out, SP stops scaling well with your survivability after around 3-4 mill SP. This is where you can have advanced armor, complex shield mods, complex damage mods, Duvolle assault rifles, etc. Every single vet will be past this 3-4 mill SP mark soon and a skill cap on them at that point will do nothing. It will however have a big effect on new players (mainly the new hardcore gamers) and keep them from reaching that competitive level for a long time. This is unnecessary.
As for hardcore vs. casual...hardcore players are supposed to progress faster than casual players. That's how pretty much every online shooter ever created works and there's no reason for Dust to be any different. I'm talking about veterans vs. newbies. Vets as in players who've had an account on this game for a while and have accumulated lots of SP through passive and active SP and newbies as in players who are new to the game. I believe newbies should be able to catch up to the vets more easily or that the skillbook system shouldn't create such a big skill gap between them.
Also Dust in its current state is not a RPG at all. It's a genre-confused arena shooter. |
Breakin Stuff
Immobile Infantry
680
|
Posted - 2013.02.10 09:30:00 -
[32] - Quote
Moejoe Omnipotent wrote: That's how pretty much every online shooter ever created works and there's no reason for Dust to be any different.
There's also no reason why DUST should feel beholden to doing things the way everyone else does.
Shooters really haven't changed a whole lot since the original counterstrike. I find the change of pace refreshing. |
Samantha Spoor
Teknomen
24
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Posted - 2013.02.10 09:38:00 -
[33] - Quote
If you haven't noticed i have agreed with you that the issue needs to addressed but besides removing the skill cap you haven't suggested anything else. I'm asking you for more ideas other then just removing the skill cap.
I'm not saying you want more SP but removal of the cap doesn't help the new people any. I also agreed removal of the sp till a certain sp point is also a good idea but it needs tweaking.
I'm not fighting to keep the sp cap, I'm trying to get the game balanced in the future like you are but nothing outside of grind sp for a bit with no cap is the only thing y'all have said.
List of ideas:
No sp cap for new players till X sp total
Limit matches but forcing skills down to lower levels
Limit meta level of gear used in a match
I want other ideas and tweaks, other views and possibilities on how it could work. We all want this game to work out so get off reading only want to see and start thinking of other ways. i didn't think of the no limit till X sp level but it's still a step in possibly the right direction. |
Panther Alpha
Kirkinen Risk Control Caldari State
44
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Posted - 2013.02.10 10:01:00 -
[34] - Quote
I will agree with your argument, except for the fact, that i don't think SP caps makes a huge difference. I killed the other day a guy with one of that shiny "Prototype" dropsuits, with my tier 1 Burst riffle, very easily. Yes i was aiming to the head, Yes he didn't hit me ones with his gun, and Yes he didn't try to avoid my bullets.
But the point is, that SP doesn't replace your skills in a shooter game ;
- Your aim - Accuracy - Tactical awareness - Reflexes
Is just an AID to help you maximize your already existing skills. |
Moejoe Omnipotent
Imperfects Negative-Feedback
248
|
Posted - 2013.02.10 10:22:00 -
[35] - Quote
Samantha Spoor wrote:If you haven't noticed i have agreed with you that the issue needs to addressed but besides removing the skill cap you haven't suggested anything else. I'm asking you for more ideas other then just removing the skill cap.
I'm not saying you want more SP but removal of the cap doesn't help the new people any. I also agreed removal of the sp till a certain sp point is also a good idea but it needs tweaking.
I'm not fighting to keep the sp cap, I'm trying to get the game balanced in the future like you are but nothing outside of grind sp for a bit with no cap is the only thing y'all have said.
List of ideas:
No sp cap for new players till X sp total
Limit matches but forcing skills down to lower levels
Limit meta level of gear used in a match
I want other ideas and tweaks, other views and possibilities on how it could work. We all want this game to work out so get off reading only want to see and start thinking of other ways. i didn't think of the no limit till X sp level but it's still a step in possibly the right direction.
Earlier I made a post about reducing skillbook bonuses in order to reduce the advantage vets have over other player. You could also tweak shield modules and damage mods. If removing the SP cap isn't an option then the focus should be on reducing the enormous advantage high level players have over new players. I'm not saying we should remove the advantage entirely, there should be some advantage to give the skillbook system purpose and give players incentive to go through the SP / ISK grind, but bonuses that give you a 2x+ health advantage (complex shield mods, armor mods, shield skillbooks) or 50%+ DPS advantage (weaponry 5, AR proficiency 5, complex damage mods) over new players are just way over-the-top. |
Moejoe Omnipotent
Imperfects Negative-Feedback
248
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Posted - 2013.02.10 10:31:00 -
[36] - Quote
Panther Alpha wrote:I will agree with your argument, except for the fact, that i don't think SP caps makes a huge difference. I killed the other day a guy with one of that shiny "Prototype" dropsuits, with my tier 1 Burst riffle, very easily. Yes i was aiming to the head, Yes he didn't hit me ones with his gun, and Yes he didn't try to avoid my bullets. But the point is, that SP doesn't replace your skills in a shooter game ; - Your aim - Accuracy - Tactical awareness - Reflexes Is just an AID to help you maximize your already existing skills.
As a player with both lots of SP and lots of FPS skill I assure you that SP does way more than just "help maximize" your already existing skill. If I were to face a new player who's on my skill level, I would be guaranteed to win that gunfight in almost every situation where I'm not outnumbered. The equipment/skillbook advantage I have is too great and he can't do anything about it. |
Panther Alpha
Kirkinen Risk Control Caldari State
44
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Posted - 2013.02.10 10:44:00 -
[37] - Quote
Moejoe Omnipotent wrote:Panther Alpha wrote:I will agree with your argument, except for the fact, that i don't think SP caps makes a huge difference. I killed the other day a guy with one of that shiny "Prototype" dropsuits, with my tier 1 Burst riffle, very easily. Yes i was aiming to the head, Yes he didn't hit me ones with his gun, and Yes he didn't try to avoid my bullets. But the point is, that SP doesn't replace your skills in a shooter game ; - Your aim - Accuracy - Tactical awareness - Reflexes Is just an AID to help you maximize your already existing skills. As a player with both lots of SP and lots of FPS skill I assure you that SP does way more than just "help maximize" your already existing skill. If I were to face a new player who's on my skill level, I would be guaranteed to win that gunfight in almost every situation where I'm not outnumbered. The equipment/skillbook advantage I have is too great and he can't do anything about it.
I completely agree with you, in an "equal" confrontation, the guy with higher SP skills, will win every time. But what i trying to say, is that some people have the imprecision, that some players are only "good" or better than them, because SP and skills tree. But i don't think that is true, correct me if i'm wrong. |
iceyburnz
Crux Special Tasks Group Gallente Federation
283
|
Posted - 2013.02.10 10:49:00 -
[38] - Quote
Moejoe Omnipotent wrote:Players who start in 2014 will permanently be a full year behind players who started during the beta in terms of SP with no chance of ever catching up, forever to be inferior to the vets. Is this fair?
Your assessment is lacks logical analysis, allow me to explain.
Total SP is irrelavent.
Since the skills only actually go to level 5. Only 10-15 skills are ever applicable at any one time.
Example:
A players starts today and specialises in a shield tanked Caldari assault drop suit with an Assault rifle. He maxes those skills (shield, weaponry, AR in 4 months).
A new player does the same thing in December 2013. He also specialises in the exact same skills. He will max those skills out by March 2014.
Both players are the same by March 2014. He has caught up with the vet in the way that counts, regardless of SP totals. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.10 10:54:00 -
[39] - Quote
It sounds to me like you guys are talking more about balancing the Match Making for Pub Matches, rather than the SP system. If the system were better balanced in putting "like skill leveled" players in matches together, I don't think this would be an issue at all. You could remove the skill cap entirely, and people would never notice the difference. The Vets could then be playing matches with people of approximate skill level (be it skill points or meta level), and the new players would as well. Yes there would still be the noob stomping that goes on in other FPS games, but as soon as those players hit the threshold (again, skill point or meta level, wichever was deemed appropriate), they'd be the noobs being stomped on until they skilled up and/or got better gear. This trend would continue until you got to the higher echelons, where people would be more or less on equal ground. At that point it would be player skill vs player skill, with teamwork, tactics, communication, and overall game strategy being the key points that would mean victory or defeat on the battlefield. |
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GM Unicorn
Game Masters C C P Alliance
320
|
Posted - 2013.02.10 14:29:00 -
[40] - Quote
Please keep the real life as far as possible from DUST 514. I don't want to see anymore inappropriate pokes about it, ok? You have a topic, stick to it in constructive way ;) Thanks guys! |
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Skihids
Tritan-Industries Legacy Rising
970
|
Posted - 2013.02.10 15:31:00 -
[41] - Quote
1) CCP wants the cap to pace overall progression so nobody maxes out the skill tree too quickly.
2) New player "balance" would be more effectively implemented by one single incrementing cap for everyone.
The cap will never go away because CCP is concerned about the longevity of their game. They don't want anyone racing through the skill tree before they have a chance to enlarge it.
Removing the cap would only allow a select few to pull so far ahead of new players that there would be no hope of "catching up". If you are truly concerned about others (and not just yourself), then campaign for a single rising cap for everyone that's based on the game life, not character life. That will give everyone the best opportunity to catch up to you, if that is really your concern. |
Firestorm Zulu
Crux Special Tasks Group Gallente Federation
158
|
Posted - 2013.02.10 16:54:00 -
[42] - Quote
Moejoe Omnipotent wrote:Players who start in 2014 will permanently be a full year behind players who started during the beta in terms of SP with no chance of ever catching up, forever to be inferior to the vets. Is this fair?
They would be even more far behind if the no lifers could grind from January 15th 2013. |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.02.10 17:00:00 -
[43] - Quote
Y0UR NAME HERE wrote:Mars El'Theran wrote:No. Your premise is flawed. Removal of the skill cap will just make players who SPfarm now that much further ahead later, but you knew that. So when I get laser rifle operation V, which I have and then proficiency V 2 weeks before you, when you catch up and have the same I'm going to have some magical level V skill in laser rifle you won't? Or will we be on equal grounds? When I get caldari assault suit V then weeks later you get it I'll have magical assault suit skill V already? Will I still die now and then to people with less skill then me? Yes. Will my KDR be any different? Probably not. Stop the QQ kid.
You know that Laser Rifle Operations is bugged and does nothing, right? |
Coyskurk
3dge of D4rkness SoulWing Alliance
39
|
Posted - 2013.02.11 01:27:00 -
[44] - Quote
Never thought of it that way... Then again... I am a merc. It's all about me and the money. +1 for making an excellent point. Remove thy dreaded skill cap and let there be new challenges to come always! |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
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Posted - 2013.02.11 02:45:00 -
[45] - Quote
Y0UR NAME HERE wrote:Mars El'Theran wrote:No. Your premise is flawed. Removal of the skill cap will just make players who SPfarm now that much further ahead later, but you knew that. So when I get laser rifle operation V, which I have and then proficiency V 2 weeks before you, when you catch up and have the same I'm going to have some magical level V skill in laser rifle you won't? Or will we be on equal grounds? When I get caldari assault suit V then weeks later you get it I'll have magical assault suit skill V already? Will I still die now and then to people with less skill then me? Yes. Will my KDR be any different? Probably not. Stop the QQ kid.
I'm almost 98% sure that I've got 10 years on you. There isn't any QQ here. I play EVE and have for more than a few years, and I understand how the skill system there works, and how Dust should work in the sense that it follows EVE.
I also understand that some guy claiming to be thinking about people in years to come not being able to catch up, while asking for unlimited SP at all times, is really just in it for himself and couldn't care less about some player down the road.
Most likely, that individual also understands that players like him will accelerate well beyond other players who started at the same time as him, and that--no matter the skill cap--any player starting later will be so far behind that any amount of play will never allow them to catch up.
If I have 32 million SP after about a year, (feasible), and someone who starts then can earn 6K every ten minutes for s long as they play, while I myself earn 15K per match as long as I play, (lets assume regularly), how long will it take that new person to catch up?
No specific skill has anything to do with it. Also, I primarily run around in quasi militia gear, rather than proto stuff, and don't have more than level 1 in any dropsuit skill or 2 in any weapon skill. I imagine you are well ahead of me already, with the ~2m SP I currently have.
I'm old enough to understand as well that patience and the aggregation of skills over time is more rewarding than the instant gratification of "gimme now," which you are all spouting.
..and that's coming from someone who was respectfully referred to as the equivalent of a Journeyman Construction Electrician after only 3 month of apprenticeship in the trade. Transferable skills mostly, but I picked it up fast. I've thought about writing my CQ, but I think I'd rather complete my Apprenticeship as I believe it would be more valuable to me. I do likely have enough transferable hours as a Security installer to go the other route though, provided they allow it. |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.02.11 03:05:00 -
[46] - Quote
Mars El'Theran wrote:Y0UR NAME HERE wrote:Mars El'Theran wrote:No. Your premise is flawed. Removal of the skill cap will just make players who SPfarm now that much further ahead later, but you knew that. So when I get laser rifle operation V, which I have and then proficiency V 2 weeks before you, when you catch up and have the same I'm going to have some magical level V skill in laser rifle you won't? Or will we be on equal grounds? When I get caldari assault suit V then weeks later you get it I'll have magical assault suit skill V already? Will I still die now and then to people with less skill then me? Yes. Will my KDR be any different? Probably not. Stop the QQ kid. I'm almost 98% sure that I've got 10 years on you. There isn't any QQ here. I play EVE and have for more than a few years, and I understand how the skill system there works, and how Dust should work in the sense that it follows EVE. I also understand that some guy claiming to be thinking about people in years to come not being able to catch up, while asking for unlimited SP at all times, is really just in it for himself and couldn't care less about some player down the road. Most likely, that individual also understands that players like him will accelerate well beyond other players who started at the same time as him, and that--no matter the skill cap--any player starting later will be so far behind that any amount of play will never allow them to catch up. If I have 32 million SP after about a year, (feasible), and someone who starts then can earn 6K every ten minutes for s long as they play, while I myself earn 15K per match as long as I play, (lets assume regularly), how long will it take that new person to catch up? No specific skill has anything to do with it. Also, I primarily run around in quasi militia gear, rather than proto stuff, and don't have more than level 1 in any dropsuit skill or 2 in any weapon skill. I imagine you are well ahead of me already, with the ~2m SP I currently have. I'm old enough to understand as well that patience and the aggregation of skills over time is more rewarding than the instant gratification of "gimme now," which you are all spouting. ..and that's coming from someone who was respectfully referred to as the equivalent of a Journeyman Construction Electrician after only 3 month of apprenticeship in the trade. Transferable skills mostly, but I picked it up fast. I've thought about writing my CQ, but I think I'd rather complete my Apprenticeship as I believe it would be more valuable to me. I do likely have enough transferable hours as a Security installer to go the other route though, provided they allow it.
10 years eve vet,
Member of AQUILA INC. Verge of collapse,
Former ceo of a Corp in mildly intoxicated.
After a few months a newb is fine in a drake.
And to that effect, people eventually max out in a ship type right?
I mean my main in eve is running out of things to train, already got 2 titan skills to V with all capital weapons in every race to V all carrier skills to V.
What I'm saying is simple.
I have command ships V all booster skills to V
Now won't eventually a new player in eve have these skills to V as well and be just as effective in a command ship as me? I can't train anymore relevant skills to it. My skills in that department have been cap'd due to there being no more skills for it.
I can see an active cap, I can't see the soft cap being relevant however, I mean you earn sp via wp. So what they get 3500 wp in skirmish, 3500 sp. Well by the end of that match I can have the same as playing several ambush matches in that duration.
In reality even with no soft cap in ambush they're only getting a few hundred sp more then what the current cap is.
Even though the progression is slightly faster you'll never truly be left behind, ie command ship example.
That's why eve works no matter when you start, ya the people that have been playing longer have more sp and access to more things then you, but it won't take you 10 years to catch up with a 10 year vet if say you want to specialize into 1 ship type, you'll be just as effective.
That's my point. |
Kiiran-B
Seraphim Initiative. CRONOS.
46
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Posted - 2013.02.11 03:12:00 -
[47] - Quote
Moejoe Omnipotent wrote:Players who start in 2014 will permanently be a full year behind players who started during the beta in terms of SP with no chance of ever catching up, forever to be inferior to the vets. Is this fair?
Good way to fix this is for CCP to add more SP as a start, so instead of 500,000SP they start with 1,000,000SP |
Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.02.11 03:27:00 -
[48] - Quote
Kiiran-B wrote:Moejoe Omnipotent wrote:Players who start in 2014 will permanently be a full year behind players who started during the beta in terms of SP with no chance of ever catching up, forever to be inferior to the vets. Is this fair? Good way to fix this is for CCP to add more SP as a start, so instead of 500,000SP they start with 1,000,000SP
If they do that, then the new players will be able to get to (gun of choice) Ops V from the getgo.
Plus, even if someone has several years on someone else, there is always PERSONAL skill, and there is also the simple fact that only X number of skills can effect a specialty at all. You may have a 'year' advantage on that player, but after the first twom months you just stopped spending SP on your specialty. There just weren't any more skills for it. So the new player can tie up your fighting skills within a short window of time. Playing for a long time doesn't make you BETTER, it makes you MORE VERSATILE. For example: Goonswarm made a bunch of trial accounts to help win some war or other. Each one had 21 days at most to get skills, and they were still strong enough to beat the ever-loving crap out of their opponents. |
Y0UR NAME HERE
Imperfects Negative-Feedback
445
|
Posted - 2013.02.11 03:28:00 -
[49] - Quote
Zero Harpuia wrote:Kiiran-B wrote:Moejoe Omnipotent wrote:Players who start in 2014 will permanently be a full year behind players who started during the beta in terms of SP with no chance of ever catching up, forever to be inferior to the vets. Is this fair? Good way to fix this is for CCP to add more SP as a start, so instead of 500,000SP they start with 1,000,000SP If they do that, then the new players will be able to get to (gun of choice) Ops V from the getgo. Plus, even if someone has several years on someone else, there is always PERSONAL skill, and there is also the simple fact that only X number of skills can effect a specialty at all. You may have a 'year' advantage on that player, but after the first twom months you just stopped spending SP on your specialty. There just weren't any more skills for it. So the new player can tie up your fighting skills within a short window of time. Playing for a long time doesn't make you BETTER, it makes you MORE VERSATILE. For example: Goonswarm made a bunch of trial accounts to help win some war or other. Each one had 21 days at most to get skills, and they were still strong enough to beat the ever-loving ***** out of their opponents.
Hint my post above.
Finally someone gets it! Yay. |
Patoman Radiant
ZionTCD Legacy Rising
53
|
Posted - 2013.02.11 03:31:00 -
[50] - Quote
Keep the cap but allow for matches after the cap at half SP
But please by all that is holy, don't lower SP per match to keep skill progression at a sane level only if you play 24-7 |
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Zero Harpuia
Maverick Conflict Solutions
422
|
Posted - 2013.02.11 03:31:00 -
[51] - Quote
Y0UR NAME HERE wrote:Zero Harpuia wrote:Kiiran-B wrote:Moejoe Omnipotent wrote:Players who start in 2014 will permanently be a full year behind players who started during the beta in terms of SP with no chance of ever catching up, forever to be inferior to the vets. Is this fair? Good way to fix this is for CCP to add more SP as a start, so instead of 500,000SP they start with 1,000,000SP If they do that, then the new players will be able to get to (gun of choice) Ops V from the getgo. Plus, even if someone has several years on someone else, there is always PERSONAL skill, and there is also the simple fact that only X number of skills can effect a specialty at all. You may have a 'year' advantage on that player, but after the first twom months you just stopped spending SP on your specialty. There just weren't any more skills for it. So the new player can tie up your fighting skills within a short window of time. Playing for a long time doesn't make you BETTER, it makes you MORE VERSATILE. For example: Goonswarm made a bunch of trial accounts to help win some war or other. Each one had 21 days at most to get skills, and they were still strong enough to beat the ever-loving ***** out of their opponents. Hint my post above. Finally someone gets it! Yay.
Just to be clear, I support the cap. I may find it irritating on occation, but now that it's weekly it's bearable. Trying to juggle a daily session of DUST with all the other games and IRL obligations is irritating, so having a limiter set so that playing DUST isn't rewarding lets me get around to my other things. |
Ruyan Aldent
Planetary Response Organisation Test Friends Please Ignore
49
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Posted - 2013.02.11 04:15:00 -
[52] - Quote
Moejoe Omnipotent wrote:Ruyan Aldent wrote:So the person who posted this says that playing for a year longer than someone will give you an advantage. And yes it will. But this game is based off EVE and that's how EVE is so that's how Dust will be. Keep the Skill Cap or just make it so its not a weekly cap but a cap at a certain amount of SP. That way everyone can catch up to each other and stop all at the same point.
Example: Highest player we will say has 4 mill SP right now. The cap for this week is 4.2mill SP. So a player at 3mill can grind all week and get a normal level of SP and catch up to the guy already at 4 mill. The guy at 4 mill can grind his 200k sp and that'll be his cap until next week. One game is a MMORPG and the other is a FPS. When you treat players in a FPS the same way you would treat spaceships in a RPG, things will go wrong.
So would you like the fitting system, the skilling up system, money spent on battles, dying actually matters, big battles with a purpose, and the sandbox that are all based on EVE to not be in DUST? |
Mars El'Theran
Red Rogue Squadron Heart 0f Darkness
52
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Posted - 2013.02.11 07:17:00 -
[53] - Quote
Y0UR NAME HERE wrote:Mars El'Theran wrote:Y0UR NAME HERE wrote:Mars El'Theran wrote:No. Your premise is flawed. Removal of the skill cap will just make players who SPfarm now that much further ahead later, but you knew that. ..stuff.. ..stuff.. 10 years eve vet, Member of AQUILA INC. Verge of collapse, Former ceo of a Corp in mildly intoxicated. After a few months a newb is fine in a drake. And to that effect, people eventually max out in a ship type right? I mean my main in eve is running out of things to train, already got 2 titan skills to V with all capital weapons in every race to V all carrier skills to V. What I'm saying is simple. I have command ships V all booster skills to V Now won't eventually a new player in eve have these skills to V as well and be just as effective in a command ship as me? I can't train anymore relevant skills to it. My skills in that department have been cap'd due to there being no more skills for it. I can see an active cap, I can't see the soft cap being relevant however, I mean you earn sp via wp. So what they get 3500 wp in skirmish, 3500 sp. Well by the end of that match I can have the same as playing several ambush matches in that duration. In reality even with no soft cap in ambush they're only getting a few hundred sp more then what the current cap is. Even though the progression is slightly faster you'll never truly be left behind, ie command ship example. That's why eve works no matter when you start, ya the people that have been playing longer have more sp and access to more things then you, but it won't take you 10 years to catch up with a 10 year vet if say you want to specialize into 1 ship type, you'll be just as effective. That's my point.
I'm just defending the position of a limitation on SP per week. I'm not specifically concerned about WP = SP, or even how it impacts Skirmish vs. Ambush matches and why quick ambush matches are better after hitting the cap for advancing WP. Currently, it caps at 1000 per match, regardless of the type or duration and I'm fine with that.
Honestly, I'll play Skirmish anyway because I tend to like the tactical design, even if I do have a good laugh in ambush, particularly spawning in the middle of half a dozen reds. It is funny, whatever the KDR impact.
What I don't want, and a lot of players seem to be pushing for, (Battlefield vets, CoD players, etc.. who are used to fast ranking systems and unlocks - I understand), is the ability to continuously gain max SP per match. This will result in a small percentage of players pushing SP up at 2-10 times the rate of other players.
No limitation on playtime, or limit on desire to hit 'max level' means they can just push through till they have everything and then accrue SP with nothing to train. I mean cripes, they're already asking what the max skill points in game is, as if they can't count current or realize that new skills will continuously be added and updated that don't even exist yet.
Some of us realize that no cap means a wall, an endgame where you have no continuation of advancement, and that is not what EVE is about. Skills have to be stretched out over time in their acquisition, just like in EVE, and just like in real life. Fast ranking to endgame just results in starting over, and it is nothing like realistic.
It's a power game. These players want to be super villains or heroes with super gear and loads of money, and maximum skills. They want everything now, and do not see a reason they should have to wait for it. That's sort of the same logic that has players thinking they should just start with a fully fit Titan in EVE. The 'I Win' button.
Power trip; they want it.
Real life doesn't work that way, neither does EVE, and neither should this. |
Chunky Munkey
Amarr Templars Amarr Empire
285
|
Posted - 2013.02.11 08:16:00 -
[54] - Quote
Removing the skill cap would not solve the issue raised by the OP. The only thing that could do that would be an acumulating/rolling cap. Throw in diminishing returns, and you will ensure that the vets keep an advantage, while noobs aren't faced with a permanent skills gap. |
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