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Asirius Medaius
Militaires Sans Jeux
0
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Posted - 2013.03.12 19:14:00 -
[1] - Quote
After numerous threads about balancing with (having / not having) a cap to hold the maximum SP for the week, I would like to propose an idea that I think would benefit the newcomers of Dust 514, and the veterans of Dust 514.
This modification to the cap has to do with enabling the longevity of Dust 514 with SP caps on people, while also allowing newcomers to catch up (in which, a similar approach has already been done with EVE Online). The weekly cap of SP can be directed by CCP whether they want people to progress faster into skills, or to slow the haste of said "skills", regardless. The issue I'm interested is the "soft" cap of 1000 SP per battle for anyone who has maxed, or capped, the SP amount for the week.
A lot of people on these forums consist of almost proportionate amounts of skill groups (that came into Dust 514 at different times) since the beta release; likewise, there will be more and more people entering the game in the near future.
What I feel needs to be focused on is allowing a marginal soft cap that allows the newcomers to catch up to the veterans.
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Lets take an example, to help demonstrate what I'm talking about, for the people who didn't completely understand the above idea (or for those who want to understand further):
Lets say there's 4 example guys: Guy A, Guy B, Guy C, and Guy D.
Guy A has played since the beta was closed, and this guy knows almost every map in and out. Also, he has 3+ mill SP, and loves his proto's
Guy B has played since the beta just got open and has a really good idea of how things are going. Maybe 1.5-2 mill SP.
Guy C has played for 2 weeks, and feels intermediate at most. Probably 700 k to 1.0 mill SP.
Guy D started yesterday, literally yesterday. But for the sake of this argument, he already hit the cap in that one day from playing all day, so he's around 650k SP (I forgot the amount of SP that is the cap per week + 500k starting SP with new char).
Well, once all these "Guys" hit their weekly cap, here's an example of what would happen with the idea presented:
Guy A hits weekly cap, and now plays out of fun with only 1000 SP per game as the "soft" SP cap. That's around 10 percent of what he would normally get from owning people with his awesome Vet proto builds.
Guy B is still trying to catch up to people who have been here longer, and is indeed there to do so, but once his weekly cap is hit, his soft SP after each match is say, around 2500-3000 SP.
Guy C is playing with his corp mates who are Vet's showing the Newbie's the ropes. Guy C plays so much though with his buddies though that after the week cap, his soft cap is around 5000-6000 SP.
Guy D just got into the game last night, and with his experience, joins a corp that helps people out. Hell, he could even corp up with Guy C's corporation. Well, after he hit his weekly cap, he gets a soft cap of 7500-9000 SP. I'm gonna guess that's around 75 to the 90 percentile region of what you would get "uncapped".
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Now, the part of what I've been waiting to say, and compile from all of this.
This all ensures that (since this is a Free-To-Play game) CCP can still get enough money from everyone that purchases boosters (regardless if they are active or passive), and more-so, this stimulates more competition between SP gaps, where convergence might be deemed necessary. CCP did something similar to this where on EVE online, Newbies were allowed double SP time on new accounts for an X amount of SP (or time). Except, in this regard, this allows more progression for people (namely people in Guy's B-D) who choose to exceed and play more than the Veterans (Guy D).
Most people (mostly Vets, but there are others who feel the same way with different SP ranges) might see this as a drawback. On the "flip-side", the Veterans who have been playing longer than Guy B, C, and D, still maintain their long-term meta-game and knowledge of the game. This particularly has nothing to do with Passive SP gain, but directly affects Active SP gain for those who want to try to catch up.
Now guys, I know ideas like this have been presented before, but this again is just a compilation of what I feel is rather effective for CCP maintaining a skill cap to keep the game from becoming "uber-infested" with guys who play non-stop, and for also allowing people who want to try and close the gap between the Vet's and the Newbie's. Now, bare with me, this soft SP modifier doesn't have to be ridiculously large to make it seem unfair that the newer guy's have practically no cap, but the bigger idea is creating a soft SP gap that is dynamic depending on your SP position, with respect to the highest SP individual in the game, regardless of passive SP gain.
The ultimate reason for this is to ensure that people who are very new to the game, don't hit the 1000 SP soft cap, and get discouraged from lack of returns conceived from hard effort to try and catch up to higher SP individuals.
P.S. : Now, I'm interested in everyone's feedback (preferably constructive). Even if my idea is seen as "bad", the brainstorming in this thread, if kept structured, should provide excellent feedback and creative directions.
Thanks. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
244
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Posted - 2013.03.12 19:22:00 -
[2] - Quote
tl;dr remove cap until 3m SP
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Asirius Medaius
Militaires Sans Jeux
0
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Posted - 2013.03.12 19:54:00 -
[3] - Quote
Iskandar Zul Karnain wrote:tl;dr remove cap until 3m SP
Either you missed the larger picture I was trying to display, or you lack understanding of derivatives that I'm trying to convey in this soft SP cap. |
Iskandar Zul Karnain
Hellstorm Inc League of Infamy
244
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Posted - 2013.03.12 20:01:00 -
[4] - Quote
Asirius Medaius wrote:Iskandar Zul Karnain wrote:tl;dr remove cap until 3m SP
Either you missed the larger picture I was trying to display, or you lack understanding of derivatives that I'm trying to convey in this soft SP cap.
You want people with more than x amount of SP to get less SP per game post cap and more for people who have less than x SP per post cap game. Pretty simple.
Someone file this thread in the 'CCP please flatten everything'. |
Buster Friently
Rosen Association
115
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Posted - 2013.03.12 20:03:00 -
[5] - Quote
Asirius Medaius wrote:Iskandar Zul Karnain wrote:tl;dr remove cap until 3m SP
Either you missed the larger picture I was trying to display, or you lack understanding of derivatives that I'm trying to convey in this soft SP cap.
The removal of softcap until 3m SP is a better solution to the "problem" you're trying to address than your idea.
There is no need to "catch up" once a player has at least one solid build underneath them. Just like in Eve, extra SP beyond a certain point server merely to allow a player to diversify themselves, not so much to "be better"
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Delirium Inferno
Chernova Industries
59
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Posted - 2013.03.12 23:04:00 -
[6] - Quote
What they need to do is simply give new players an increase of passive SP gained for a certain amount of time to help them specialize in one area a little faster. The method mentioned in the OP would lead to new players feeling like they need to grind to compete. |
Kadeim
Kang Lo Directorate Gallente Federation
0
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Posted - 2013.03.17 20:20:00 -
[7] - Quote
Rather than having a cap on SP as you currently have, why not make it so that a complete newbie gets the rates you have now, and rather than a "Cap" after so much time (or points) of play, the higher you get on your levels, the less SP you get.
Just as you currently have settings 1x, 2x, etcetera; why not detract the SP the same way? So that as you climb levels, your SP is less by the amount you advance - ether that same or some minor adjustments to the way your SP is factored into the equation. |
Joseph Ridgeson
Cactus Rats
18
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Posted - 2013.03.18 00:27:00 -
[8] - Quote
Kadeim wrote:Rather than having a cap on SP as you currently have, why not make it so that a complete newbie gets the rates you have now, and rather than a "Cap" after so much time (or points) of play, the higher you get on your levels, the less SP you get.
Just as you currently have settings 1x, 2x, etcetera; why not detract the SP the same way? So that as you climb levels, your SP is less by the amount you advance - ether that same or some minor adjustments to the way your SP is factored into the equation.
No. If new players need a boost, give them a boost; don't hamstring the old players.
Be well. |
Beyobi
Soldiers Of One Network Orion Empire
80
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Posted - 2013.03.18 06:45:00 -
[9] - Quote
This issue has been beat to death worse than a dead horse. GET OVER IT! CCP gave the Community their oppurtunity to Vote on the matter over a month ago. The Majority of the Community Voted and now you are stuck with this decision. There is no 'catching-up' in EvE, only staying ahead of the guy behind you.
Why should some poor unfortunate bastard who hasn't been paying attention to anything about this game have any right to catch up extremely quickly to the Informed and Eager player who spent real money to use Active/Passive Skill boosts? This whole 'Pity me for being last place' needs to stop. Educate yourself on the mechanics of the game and you will no longer care about how far behind you are from Zdowggg or CHICAGOCUBS4EVER's total SP.
HTFU or GTFO chumps |
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