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Marston VC
SVER True Blood Unclaimed.
92
|
Posted - 2013.02.10 15:09:00 -
[1] - Quote
People were afraid that removing the soft cap entirely would "unbalance everything" because the "no-lifers would skyrocket past everyone" But here is my argument for why that is complete BS, and that the soft cap is just in place to appease the people who are afraid of getting behind.
First off id like to explain how the current soft cap works since many people dont seem to understand it.....
Currently, if you haven't hit your sp cap yet, your SP is based off of two things, Time played in game (1 sp per second), and total WP gained (1 Sp per WP). Once you hit your SP cap the time factor is removed and the only thing that you get SP for is WP.
Right now the soft cap is set at a max of 1000, meaning every WP you earn over a thousand in any match is wasted because only the first 1000 WP count. This is a flawed mechanic because of how it subconsciously gets most players to migrate over to ambush towards the end of the week. The reason for that being because of how an ambush usually only takes between 7 to 10 minutes to complete, where a skirmish takes between 20 min to 30 min. This means that someone who plays ambush is going to make more SP per hour then someone who plays skirmish because of how much of someones WP are wasted per match on skirmish.
So basically we have a system that makes it more profitable to play ambush all day as apposed to playing skirmish because of the imbalances made by the current soft cap. So here are two simple solutions to the problem.
1.) remove the soft cap entirely, this will reward each player with the full amount of SP they deserve based on how many WP they make after they hit there soft cap. IF someone makes 3000 WP in skirmish shouldn't they deserve a little more then 1000 SP??? just my opinion but that sounds pretty fair to me.
2.) increase the soft cap on skirmish only to something like 2000, or 2500. This gives real incentive to play skirmish because now your making as much SP per hour as someone who plays ambush, but your also having the ability to make more isk, and play something with a little more substance.
Both options in my opinion are viable, and would not break the game at all. How will letting us "no-lifers" make a few thousand more SP per hour after our cap let us skyrocket ahead??? i mean lets be honest here, were already ahead and getting a little more ahead isn't going to change much. The only thing this would really change is the revival of skirmish as a viable SP grinder, because right now its just a novelty mode that people play to break up the drag of playing ambush all day long. |
N1ck Comeau
REGULATORS OF VALOR Orion Empire
37
|
Posted - 2013.02.10 15:13:00 -
[2] - Quote
Marston VC wrote:People were afraid that removing the soft cap entirely would "unbalance everything" because the "no-lifers would skyrocket past everyone" But here is my argument for why that is complete BS, and that the soft cap is just in place to appease the people who are afraid of getting behind.
First off id like to explain how the current soft cap works since many people dont seem to understand it.....
Currently, if you haven't hit your sp cap yet, your SP is based off of two things, Time played in game (1 sp per second), and total WP gained (1 Sp per WP). Once you hit your SP cap the time factor is removed and the only thing that you get SP for is WP.
Right now the soft cap is set at a max of 1000, meaning every WP you earn over a thousand in any match is wasted because only the first 1000 WP count. This is a flawed mechanic because of how it subconsciously gets most players to migrate over to ambush towards the end of the week. The reason for that being because of how an ambush usually only takes between 7 to 10 minutes to complete, where a skirmish takes between 20 min to 30 min. This means that someone who plays ambush is going to make more SP per hour then someone who plays skirmish because of how much of someones WP are wasted per match on skirmish.
So basically we have a system that makes it more profitable to play ambush all day as apposed to playing skirmish because of the imbalances made by the current soft cap. So here are two simple solutions to the problem.
1.) remove the soft cap entirely, this will reward each player with the full amount of SP they deserve based on how many WP they make after they hit there soft cap. IF someone makes 3000 WP in skirmish shouldn't they deserve a little more then 1000 SP??? just my opinion but that sounds pretty fair to me.
2.) increase the soft cap on skirmish only to something like 2000, or 2500. This gives real incentive to play skirmish because now your making as much SP per hour as someone who plays ambush, but your also having the ability to make more isk, and play something with a little more substance.
Both options in my opinion are viable, and would not break the game at all. How will letting us "no-lifers" make a few thousand more SP per hour after our cap let us skyrocket ahead??? i mean lets be honest here, were already ahead and getting a little more ahead isn't going to change much. The only thing this would really change is the revival of skirmish as a viable SP grinder, because right now its just a novelty mode that people play to break up the drag of playing ambush all day long. +1 good idea |
Don Von Hulio
UnReaL.
90
|
Posted - 2013.02.10 15:14:00 -
[3] - Quote
Im just glad its not 50 SP. And the caps we have right now isnt how its going to be for the rest of DUST's life. |
Thrawn01 Aldeland
Sardaukar Merc Guild General Tso's Alliance
6
|
Posted - 2013.02.10 15:15:00 -
[4] - Quote
I agree.
However, we voted. we lost. move on. |
RuckingFetard
Better Hide R Die
22
|
Posted - 2013.02.10 15:16:00 -
[5] - Quote
Uhh, how many characters do you have on your A/c? |
Solomon Malcolm
BurgezzE.T.F
13
|
Posted - 2013.02.10 15:17:00 -
[6] - Quote
Ehh.... Well i could join in on this debate, but yeah it does take awhile to get Sp more without boosters, But im also glad with the one we have now.
I think it's balanced for me anyway. otherwise more people would using prototype equipment Right about Now And steamrolling Newberries. |
Marston VC
SVER True Blood Unclaimed.
92
|
Posted - 2013.02.10 15:22:00 -
[7] - Quote
Solomon Malcolm wrote:Ehh.... Well i could join in on this debate, but yeah it does take awhile to get Sp more without boosters, But im also glad with the one we have now.
I think it's balanced for me anyway. otherwise more people would using prototype equipment Right about Now And steamrolling Newberries.
lol your behind my friend. The other day i saw doug ugly with PROTO gear, and he told me after the match that there are several guys in imperfects who have hit proto already. At the time i had thought it mathematically impossible, but it turns out that people have in fact hit proto gear. Im pretty sure he unlocked his essentials ie: gek, and a couple other things, then just went strate for the proto suit.
This further backs up my argument that "us no-lifers are already ahead anyway, and so how does removing the soft cap really make a difference in the long run?" |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.10 15:22:00 -
[8] - Quote
I think the cap is more there to remind the no lifers that they have a life more than anything. Back when it was 4x skillpoints , no cap, and much more generous than it was now. I ran into the real fear of running out of skills to train, because I did see the end of the tunnel rather quickly. This is after a month and a half of no resets mind you which in translation into today's system would equate to about... 10 months of progress now and with the additional skills almost a year for my rate of progress. People who had no life from my point of view where probably lvl 4'd out everything available at the time. Though it did little to provide them an unfair advantage, during militia weekend.
Your argument about people getting behind was nullified the hour someone wasted trying to update or the day someone else after open beta joined. After all we're expecting newer players to keep pouring in years after the launch of the game. |
Marston VC
SVER True Blood Unclaimed.
92
|
Posted - 2013.02.10 15:26:00 -
[9] - Quote
Iron Wolf Saber wrote:I think the cap is more there to remind the no lifers that they have a life more than anything. Back when it was 4x skillpoints , no cap, and much more generous than it was now. I ran into the real fear of running out of skills to train, because I did see the end of the tunnel rather quickly. This is after a month and a half of no resets mind you which in translation into today's system would equate to about... 10 months of progress now and with the additional skills almost a year for my rate of progress. People who had no life from my point of view where probably lvl 4'd out everything available at the time. Though it did little to provide them an unfair advantage, during militia weekend.
Your argument about people getting behind was nullified the hour someone wasted trying to update or the day someone else after open beta joined. After all we're expecting newer players to keep pouring in years after the launch of the game.
what argument about people getting behind??? i argued that people who are ahead are already ahead, so what difference does it make that they could have a couple hundred more sp per match?? you just added to my argument in that as new players join, the whole SP cap will make even less sense (until they add the rollover system). |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.10 15:28:00 -
[10] - Quote
Just saying don't make a thesis unless you're more than prepared to defend it.
Remember for some lvl 5 skills it would nearly take 2,000+ battles with current cap in place to hit. With the no 1k cap 1000 battles. With no cap what so ever about 200 or less.
Overall I don't think the system is silly its to set up pacing and give players some choices in the skills they decide to spend SP into instead of recklessly abandoning SP into a skill 'just because.'
For that angle its working rather well. In examples above'd imperfects getting to prototype level gear. Had they mis-spent that they could be at prototype level gear with poor support skills and will drop faster than any militia suit around just about. |
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Fivetimes Infinity
Immobile Infantry
1086
|
Posted - 2013.02.10 15:33:00 -
[11] - Quote
Marston VC wrote:i argued that people who are ahead are already ahead, so what difference does it make that they could have a couple hundred more sp per match??
Well, here you are asking for a couple hundred more SP per match. So clearly it makes a difference to at least one person, right?
As Iron Wolf said, it's about pacing. They don't want people with no responsibilities to rocket ahead. That'd devalue the game for those people more than anything. EVE is about slow, steady progression, and they clearly want to emulate that feeling to an extent with Dust.
If your intent is to play Dust for a month, max everything out, then get bored and go play something else after you delete Dust, CCP probably won't include systems to help you. They want people to be playing Dust for years. |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.10 15:38:00 -
[12] - Quote
Either way soft cap is to continuously be able to reward players with skill points regardless of future yet to be implemented activities.
Also overall the entire idea of the cap is to shift focus away in the future away from skill point acquisition and more into isk acquisition, it will come to a point that your skill points are not going to matter as much as your clout or isk influence. Just right now our game is so incomplete that there is nothing much else in the sense of progression.
As to the whole argument of cap/no cap, its nearly useless to argue that with the developer as they are extremely adamant of leaving some sort of pacing constraint in. To the point they would delete active comportment entirely if they felt it was the more optimal solution. Which is why I stopped pressing the issue because knowing ccp, they'll do it. |
Marston VC
SVER True Blood Unclaimed.
92
|
Posted - 2013.02.10 15:43:00 -
[13] - Quote
Iron Wolf Saber wrote:Just saying don't make a thesis unless you're more than prepared to defend it.
Remember for some lvl 5 skills it would nearly take 2,000+ battles with current cap in place to hit. With the no 1k cap 1000 battles. With no cap what so ever about 200 or less.
Overall I don't think the system is silly its to set up pacing and give players some choices in the skills they decide to spend SP into instead of recklessly abandoning SP into a skill 'just because.'
For that angle its working rather well. In examples above'd imperfects getting to prototype level gear. Had they mis-spent that they could be at prototype level gear with poor support skills and will drop faster than any militia suit around just about.
what your not mentioning is how that 200 plus battles would take probably a day and a half worth of game time to actually complete. not to mention how, i have no idea mathematically how you got those numbers. maybe im just reading it wrong, but i dont understand your top statement at all. I understand what your saying about "pacing" but that argument too was nullified the minute someone lost time downloading there game an hour after everyone else, or a day after everyone else. |
Tailss Prower
Pro Hic Immortalis RISE of LEGION
26
|
Posted - 2013.02.10 15:49:00 -
[14] - Quote
N1ck Comeau wrote:Marston VC wrote:People were afraid that removing the soft cap entirely would "unbalance everything" because the "no-lifers would skyrocket past everyone" But here is my argument for why that is complete BS, and that the soft cap is just in place to appease the people who are afraid of getting behind.
First off id like to explain how the current soft cap works since many people dont seem to understand it.....
Currently, if you haven't hit your sp cap yet, your SP is based off of two things, Time played in game (1 sp per second), and total WP gained (1 Sp per WP). Once you hit your SP cap the time factor is removed and the only thing that you get SP for is WP.
Right now the soft cap is set at a max of 1000, meaning every WP you earn over a thousand in any match is wasted because only the first 1000 WP count. This is a flawed mechanic because of how it subconsciously gets most players to migrate over to ambush towards the end of the week. The reason for that being because of how an ambush usually only takes between 7 to 10 minutes to complete, where a skirmish takes between 20 min to 30 min. This means that someone who plays ambush is going to make more SP per hour then someone who plays skirmish because of how much of someones WP are wasted per match on skirmish.
So basically we have a system that makes it more profitable to play ambush all day as apposed to playing skirmish because of the imbalances made by the current soft cap. So here are two simple solutions to the problem.
1.) remove the soft cap entirely, this will reward each player with the full amount of SP they deserve based on how many WP they make after they hit there soft cap. IF someone makes 3000 WP in skirmish shouldn't they deserve a little more then 1000 SP??? just my opinion but that sounds pretty fair to me.
2.) increase the soft cap on skirmish only to something like 2000, or 2500. This gives real incentive to play skirmish because now your making as much SP per hour as someone who plays ambush, but your also having the ability to make more isk, and play something with a little more substance.
Both options in my opinion are viable, and would not break the game at all. How will letting us "no-lifers" make a few thousand more SP per hour after our cap let us skyrocket ahead??? i mean lets be honest here, were already ahead and getting a little more ahead isn't going to change much. The only thing this would really change is the revival of skirmish as a viable SP grinder, because right now its just a novelty mode that people play to break up the drag of playing ambush all day long. +1 good idea I don't play ambush so not everyone plays ambush all day on the side of skirmish :P |
Iron Wolf Saber
BetaMax.
2867
|
Posted - 2013.02.10 15:54:00 -
[15] - Quote
Marston VC wrote:Iron Wolf Saber wrote:Just saying don't make a thesis unless you're more than prepared to defend it.
Remember for some lvl 5 skills it would nearly take 2,000+ battles with current cap in place to hit. With the no 1k cap 1000 battles. With no cap what so ever about 200 or much less.
Overall I don't think the system is silly its to set up pacing and give players some choices in the skills they decide to spend SP into instead of recklessly abandoning SP into a skill 'just because.'
For that angle its working rather well. In examples above'd imperfects getting to prototype level gear. Had they mis-spent that they could be at prototype level gear with poor support skills and will drop faster than any militia suit around just about. what your not mentioning is how that 200 plus battles would take probably a day and a half worth of game time to actually complete. not to mention how, i have no idea mathematically how you got those numbers. maybe im just reading it wrong, but i dont understand your top statement at all. I understand what your saying about "pacing" but that argument too was nullified the minute someone lost time downloading there game an hour after everyone else, or a day after everyone else.
1k soft cap into a 2 million x3 skill point level 5 = 2000 no limit soft cap usually is about 1,750 on a good player so anywhere from 1500-1000 fights. no soft cap = 5k-10k a match and in the hands of a 'pro' team/squad player 10k+ is rather consistent so about 200 fights.
Average fight span 5-15 minutes with downtime between fights if they did not prestock for an entire day. With monster energy drinks and eventual need for sleeping eating and getting up to do something its far to say only 25%-50% of the day could be sent acquiring skill points on the upper echelon of long endurance players. So 360 minutes to 720 minutes a day netting about anywhere from 75 to -150 battles a day, So for the ultimate no lifer? 300 battles is rather feasible a day. |
Garrett Blacknova
Codex Troopers
1849
|
Posted - 2013.02.10 15:59:00 -
[16] - Quote
Planned solution:
The current SP system is a temporary measure before they implement a more comprehensive change to how SP gain works, which is supposedly meant to be a rollover-based system like many of us have been asking for.
Best short-term solution while we wait for the "proper" fix:
Look at the average duration of a Skirmish. Look at the average duration of an abmush. For simplicity's sake, lets pretend an Ambush match runs for an average of 10 minutes, while Skirmish runs for an average of 15 minutes. This means players are taking 50% longer to complete a Skirmish match. As a result, that game mode should have a 50% higher SP cap than Ambush does. This would immediately balance out the modes in terms of SP over time when you hit the cap, rendering the "everyone's in Ambush" problems obsolete. Assuming the numbers I just made up were accurate, this would mean that Ambush could stay with the 1000 SP cap, and Skirmish would increase to 1500 SP per match.
Most likely short-term solution:
We get told to "HTFU". While I'd prefer my suggestion above, I don't really have much of a problem with this option either. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.10 16:08:00 -
[17] - Quote
Why is there a feedback thread that is A) in General and B) about a topic CCP has stated there's already a plan for and the current iteration is temporary
Perhaps we can focus our efforts on things which have not already been confirmed as 'to be changed in future' ?
0.02 ISK Cross |
Washlee
UnReaL.
131
|
Posted - 2013.02.10 16:30:00 -
[18] - Quote
I like this cap its atleast you make something. |
R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2013.02.10 17:22:00 -
[19] - Quote
Better long term solution?
Everyone gains 1.3 "potential" SP per second, every second, and WP gained convert those to actual SP for spending on skills.
More details in feedback/requests where it belongs. |
xprotoman23
Internal Error. Negative-Feedback
1452
|
Posted - 2013.02.10 17:49:00 -
[20] - Quote
Most good players will end an ambush match in about 5 or 6 minuets. |
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R F Gyro
ZionTCD Legacy Rising
315
|
Posted - 2013.02.10 18:06:00 -
[21] - Quote
xprotoman23 wrote:Most good players will end an ambush match in about 5 or 6 minuets.
With a "potential SP" system giving about the same maximum SP progression as currently in-game, a five minute match would net you about 400 "actual" SP. |
Maken Tosch
Planetary Response Organisation Test Friends Please Ignore
1593
|
Posted - 2013.02.10 18:16:00 -
[22] - Quote
The vast majority of the players who contributed and bothered to be informed decided on this current system already. CCP also said this system is temporary. Why are we having this discussion again? |
Sgt S-Laughter
SVER True Blood Unclaimed.
22
|
Posted - 2013.02.10 18:19:00 -
[23] - Quote
I don't think the OP is actually arguing against a soft cap <_<
It really sounds more like the logic is built to have the soft cap be changed to x sp / time, not per match, so that you could play any mode and spend any amount of time playing it and not have either one be "better." |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2013.02.10 23:37:00 -
[24] - Quote
Sgt S-Laughter wrote:I don't think the OP is actually arguing against a soft cap <_<
It really sounds more like the logic is built to have the soft cap be changed to x sp / time, not per match, so that you could play any mode and spend any amount of time playing it and not have either one be "better."
That's basically what they are asking for. So using a 20 min Skirmish match as the basis for the 1,000 SP award that's 50 SP per minute.
A ten minute Ambush would be worth 500 SP.
Nobody would feel pressured to play ambush over Skirmish and everyone is happy again.
Problem solved. |
DUST Fiend
Immobile Infantry
1903
|
Posted - 2013.02.11 00:08:00 -
[25] - Quote
xprotoman23 wrote:Most good players will end an ambush match in about 5 or 6 minuets.
And this is a serious flaw in the current system. It's far too easy to max out your cap and farm to your hearts content. Even at 1-1.5K per match, that adds up quite a lot if all you're doing is playing.
I'm very curious to see what the new system will work like. For now, no lifers rejoice, since you can really reap the bounty right now
Skihids wrote:That's basically what they are asking for. So using a 20 min Skirmish match as the basis for the 1,000 SP award that's 50 SP per minute.
A ten minute Ambush would be worth 500 SP.
Nobody would feel pressured to play ambush over Skirmish and everyone is happy again.
Problem solved.
This is exactly what I've been saying, just said better. +1 |
Mithridates VI
New Eden Research Foundation
164
|
Posted - 2013.02.11 00:27:00 -
[26] - Quote
Wouldn't an SP/minute cap encourage those focused on SP to all run to skirmish for longer matches?
Assuming 12 hours of play time for argument's sake. Whether you're playing skirmish or ambush, the time it takes to navigate the menus and find a battle is roughly the same. To maximise playing time and therefore maximise SP, it's in the player's best interests to minimise the number of battles they have to queue for and so play longer battles.
If we say that it takes 5 minutes of non-playing time to enter a battle, a 10 minute ambush is actually an investment of 15 minutes and a 20 minute skirmish is an investment of 25 minutes.
In 12 hours, you could then queue for and play 48 ambush matches or 28.8 skirmish matches, which is either 480 minutes of play time in ambush or 576 minutes of play time in skirmish. Using 50 SP per minute as our hypothetical cap, that's 24k SP for playing ambush for 12 hours or 28.8k SP for playing skirmish for the same time, with fewer breaks to requeue. |
Cross Atu
Conspiratus Immortalis
775
|
Posted - 2013.02.11 00:28:00 -
[27] - Quote
Maken Tosch wrote:The vast majority of the players who contributed and bothered to be informed decided on this current system already. CCP also said this system is temporary. Why are we having this discussion again? +1
Also not just "again" but through multiple threads in more than one sub forum. I thought that sort of redundant replication violated the forum rules... |
KEROSIINI-TERO
Seraphim Initiative. CRONOS.
248
|
Posted - 2013.02.11 02:35:00 -
[28] - Quote
Marston VC wrote: . . OP post . .
Why want to increase the amount in order to balance Skrm/Amb?
Why not make Ambush cap smaller? |
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