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Thread Statistics | Show CCP posts - 0 post(s) |
Shijima Kuraimaru
WarRavens
187
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Posted - 2013.04.29 10:41:00 -
[1] - Quote
Have people forgotten that there is nothing that us more experienced players have achieved that can't be achieved by a new player?
Look at it. The maximum skill level is five. People are making it sound like because we have made it to lvl 5 in some/several skills new players never will. That's like saying that just because you reached lvl 81 in Skyrim, no-one else will.
Someone who started the game after you, can become just as good as you in those same skills because there is an upper limit to each skill.
The beta's been open for a while and I've seen advertisements for it all over FB, U-Tube, Newgrounds, and other sites as well as the PSN notifications when I turn on my PS3. And who says CCP won't have other special events where they will give away gear or boost SP or ISK earnings fro a week or weekend? We don't know.
If CCP boosts newbies' SP earnings for the first bit, that on them, I think with the nature of a mixed active/passive SP system, newbies should earn SP like the rest of us.
If I followed the pro-booster idea, then I should get boosted SP all the time because I only play 4 to 10 hours a week. :P |
Shijima Kuraimaru
WarRavens
188
|
Posted - 2013.04.29 19:49:00 -
[2] - Quote
The Robot Devil wrote:Sleepy Zan wrote:So wait... why do we have SP at all? Why indeed?
It's so we don't end up with the same old boring generic arena shooter with a different setting. |
Shijima Kuraimaru
WarRavens
188
|
Posted - 2013.04.29 20:18:00 -
[3] - Quote
Cool. Where's my bonus SP? I can't keep up because I play 10 or less hours a week. LOL
No, really, I don't want bonus SP. It'd remove the sense of accomplishment I get from earning my skill levels even at my slow pace. If CCP gave them accelerated SP like Eve, then we should be willing to switch to an entirely passive skilling system like Eve. A change I would actually like. Then the amount of time actually spent playing would matter to everything but SP. |
Shijima Kuraimaru
WarRavens
190
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Posted - 2013.04.29 21:07:00 -
[4] - Quote
Severus Smith wrote:+1 to the OP. This game needs to retain new players, and giving them 2x SP (Active and Passive) until 1,600,000 SP is a good way to help.
To any naysayers - shut the f*** up. If you're so threatened by this idea then wow, you're just a selfish child screaming "but I didn't get it, so he can't either." HTFU. This isn't about making it easier for new players, its about getting CCP more customers to pay for the freaking game you're feeling so entitled over...
The converse could be said.
HTFU. You don't need special treatment. Being new doesn't make you special needs. |
Shijima Kuraimaru
WarRavens
193
|
Posted - 2013.04.30 03:27:00 -
[5] - Quote
Buster Friently wrote:Severus Smith wrote:Shijima Kuraimaru wrote:Severus Smith wrote:+1 to the OP. This game needs to retain new players, and giving them 2x SP (Active and Passive) until 1,600,000 SP is a good way to help.
To any naysayers - shut the f*** up. If you're so threatened by this idea then wow, you're just a selfish child screaming "but I didn't get it, so he can't either." HTFU. This isn't about making it easier for new players, its about getting CCP more customers to pay for the freaking game you're feeling so entitled over... The converse could be said. HTFU. You don't need special treatment. Being new doesn't make you special needs. So, you want CCP to lose out on customers (therefore revenue) because you're butthurt that new players may gain 750,000 SP a few days faster than you did on day one? This isn't about new players. This isn't about you. It's about numbers. And right now the numbers say that a high amount of new players are quitting within hours of making a character. This is a problem, especially in a F2P game model, because lost customers means lost money. Best solution; offer new players incentives to stick around so that they feel invested. Psychology says that the more time and effort someone puts into something the less likely they are to drop it. Hence things like free starter fits, Militia fittings, and the OP proposed 2x SP to 1.5 million. These incentives cause new players to invest more time into the game, thus decreasing their drop rate. Lower drop rate = more money for CCP. This isn't about new players being special. And it sure as hell isn't about you being special. It is about business, retaining customers, reclaiming lost revenue, and financing this game. Any argument against this idea that amounts to "why didn't I get it" or "why are they special" just shows your business intelligence, or lack thereof. Here's the problem with this whole idea. More SP isn't going to help retain new players. More SP won't even help new players be better players. This is why I say that the solution is a better matchmaking system. New players to Dust are usually overwhelmed to begin with. If they had a crapload more SP they would just waste it on poor decisions. Additionally, they would simply spec up to more expensive gear and then start losing ISK like mad. If new players are getting killed all the time, adding more SP into the mix isn't going to change that. They need to learn the game. New players don't need more SP. They need a training mode, and they need a matchmaker that pits new players vs new players.
It's not lack of faster SP gain that is causing new players to leave shortly after they've made a new character. It's that they get put in matches where squads full of protos are rolling all over them and they're lucky to get more than 1 or 2 kills while dying every 30 seconds. It's a discouraging situation. Anyone with a bit of common sense should easily see it.
So match making might help. Having pub matches categorized by max level gear allowed would be better with one open so people who want to can take their lower gear and try to make a proto cry by popping him with a militia set up. |
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