|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Malkai Inos
The Vanguardians Orion Empire
102
|
Posted - 2013.05.21 22:32:00 -
[1] - Quote
I'll rather have increased passive gain from start, gradually lowering to the default value when a threshold is met. Time restricted new players won't profit from your suggestion at all if they couldn't manage to cap out in the first place. With active SP this game feels grindy enough and i see no point in enforcing this impression for new layers of all things. |
Malkai Inos
The Vanguardians Orion Empire
110
|
Posted - 2013.05.22 02:26:00 -
[2] - Quote
Altina McAlterson wrote:The idea is sound but unfortunately new players are going to be the largest purchasers of boosters so removing their incentive by giving them a natural boost unfortunately makes very little sense from a business perspective. Not saying I like it or anything but it really is something that we just have to accept because at the end of the day CCP has to make a profit or no more EVE/DUST.
If they can make it work then that's their business. I'm only pointing out that it is unlikely to happen but I don't think that CCP being greedy as much as it is the nature of the game being F2P. I would think that people don't do any purchase before getting a hang of the game. I'm also against removal of the cap, but rather for the reason that removing the cap helps only those who grind and i wouldn't want new players to be grinding, of all the things.
An increase in passive gain sounds more sensible to me. New players progress quick and can make a few minor mistakes without beeing screwed for a week. Then after 1.5-2m or so, passive gain starts normalizing without them even noticing and they start to perceive the desire for boosters get in that suit they chose. *cha-ching* |
Malkai Inos
The Vanguardians Orion Empire
113
|
Posted - 2013.05.22 03:39:00 -
[3] - Quote
XXfootnoteXX wrote:Yisuki wrote:Maybe this has been said before, but new people have a HUGE disadvantage over old players cause they have limited SP and are limited by the weekly SP cap, meaning they will never catch up to us. I suggest they should not have an SP cap until they get 4-5m SP. I recently (yesterday) invited a friend to the game and he didn't like when I told him about the weekly cap, so that's a huge turn off for new players like him. Bingo. There should be a rolling ceiling . Right now letGÇÖs say the max points anyone in game could have is 15m. So remove the ceiling for everyone under that and have that ceiling raise every week. Do not agree. Artificially limiting progress takes away incentive to play once the ceiling is met.
The issue is not so much the disparity between sp as anything above a certain threshold just leads to versatility, not more power. This is much more pronounced in that over game where a small shipclass takes much less SP to be usefull than a big one but the smaller classes may still be viable in their respective fields, with a fraction of the SP an isk spend. That way younger players can be as good as any vet in using this smaller class and fully contribute to the cause.
Unfortunately Dust sports a pretty linear progression from basic MLT=>PRO to specialized STD=>PRO where progressing usually means straight up more power.But once you reached a full proto fit all that additional SP is only used to widen your field of application, so that the power gap never as wide as the SP gap.
|
|
|
|