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Matakage
WildCard Ninja Clan
3
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Posted - 2013.04.10 08:02:00 -
[1] - Quote
The purpose of a beta is to allow a random sample of people to experience various aspects of a game in development for the purpose of finding errors and balance issues prior to the games release.
Given this, isn't it counter-intuitive to limit the progression of the players in an open beta? Wouldn't this only serve to hurt the developers by delaying the discovery of bugs, glitches, and especially exploits and balance issues?
So devs: You're nice enough to let us test your game for free. I like the game and I think you're doing a great job. Now would you consider removing the weekly SP cap so I can go back to doing my job of testing your game?
Thanks, Matt |
Matakage
WildCard Ninja Clan
3
|
Posted - 2013.04.10 08:28:00 -
[2] - Quote
Well, thanks for the input. If I'm maybe just not seeing the big picture I'd like to know, too. |
Matakage
WildCard Ninja Clan
3
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Posted - 2013.04.10 08:44:00 -
[3] - Quote
ERIC ALIGHIERI wrote:I don't think its lack of seeing the big picture. The main reason they added a SP cap was to keep SP farmers down to a minimum. It was really bad in Closed Beta.
How exactly does one SP farm anyway? The reason why I ask is to get to the root of the problem:
Is the problem the fact that people are farming, or is the problem a game that rewards people for doing nothing?
And if the problem is a game that rewards people SP for doing nothing, then the solution of implementing a cap punishes both the farmer and non-farmer.
A simple solution would be this: Give points for kills, triage, revives, and all other things that require player action. Give points for nothing else, and raise the points.
But I can already see the problem: Some players can easily go 20 and 0 in a match while the vast majority of other players in the same game don't break 5 kills. The point system would then favor those who are already establish, and in addition to that promote "pub stomping."
And now you can go 2 ways from here, too. First, you could conclude that player effectiveness too heavily favors those with better skills and gear, and you could nerf the skills/gear. The other route would be to limit the amount of points gained per type of activity in any given match. What if the max amount of points anyone could gain per Ambush match was 6000? 3000 max for kills, 1500 max for triage, 1500 max for other?
My point of typing all this is to make one thing clear: There is always another way to balance things. Right now I'm specifically looking for another way to balance things other than a weekly SP cap, because that way of balancing things makes me feel like it's pointless to play the game at all. |
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