Delta 749 wrote:Rei Shepard wrote:lowratehitman wrote:Why IS SP KING....that should be the question....
SP is KING due to .....SP = TIME PLAYED
The longer you play, the better build you will be able to create, with proper SP placement.
Is this not an EVE based game? Has the EVE players forgot ^^^^^^^^^^^^^^^^^ what I just wrote?
In the real world it is called Seniority.... the same method that was used to pick the CPM basically...it is what it is, I am sorry for being blunt, but CCP needs to remind everyone about this concept of the game.
When you intice people with nice things and they are out of reach for many players, it creates a mental and battlefield imbalance.
I do just fine (3.0 KDR+) on a 0 SP alt i made to try and get used to these broken controls we got, and sure i do better on my 10.5m SP main with a 6.12 KDR running without a team.
Why shouldnt we become better in the long run? There are 135434348434 shooters out there that have a flat level curve where you don't get more powerfull as you keep playing the game, but trust me that each game has its own share of OP weapons or combos, regardless of SP.
Why should a new player have a disadvantage unrelated to player skill level and the only solution is to wait months to be on an even footing with others? Skill progression systems can work but only implemented well and our current system is not implemented well
My favorite skill system from a semi recent game was the one used in MGO, skills level through use not time and you could only slot a certain amount at a time for use in combat so it was never felt game breaking
Well aside from CQC +
The EVE-based SP system is designed to both provide players an incentive to keep paying even when they DON'T play (passive SP) and keep them coming back (it takes HOW many years??). Advancing only when you play leads people to look at that game they haven't played in 3 months and think "Hmmm.... I don't want to go BACK to THAT" whereas constant passive advancement leads them to go "Hmmm... I wonder what I can do NOW?!" and pulls them back in.
ACTIVE advancement gives you an incentive TO play, which provides content to everyone who actually PAYS. Because guess what you no-aurum-buying whiny Napster era sons 'a bitches... you are my game content.
New players are at a disadvantage to old players because it gives them a reason to ASPIRE to be one of those bitter vets. If you can do it all day one, you get bored dude.
ALSO, people need to learn the concept of diminishing returns and minimum effective dose. 1million SP means a lot more to a new player because he gets a lot more benefit from it (5-20% in several areas). 1million SP is barely one level V skill for an older player, so a marginal advantage of only 5% in one area. You eventually reach a point where - I promise we aren't lying to you - a 20mil SP character is 100% as effective as a 50mil SP character. There are only five levels per skill, and only so many skills that are effecting any particular suit that you are wearing at any given time. Eventually you start maxing out what you can do with what you are wearing so you grow laterally and skill into other things. You can be more versatile, but not godmode. That's why there are no 'levels' in New Eden.
The "But I don't like that and I'm going to quit so the game is going to fail" is like saying you don't like how weed makes you feel so you don't smoke. Well guess what... there are plenty of people who are hooked and they pay the dealer's bills. Welcome to video games.