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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4177
|
Posted - 2013.06.03 12:29:00 -
[1] - Quote
We are mercenaries, yet acquiring skill points is vastly more important than acquiring money. SP is vital in this game because almost every item requires SP to use, and it accrues so slowly that it makes the game into a grindfest; this is why people AFK farm. The current SP system encourages us to play as a form of work when we should be playing because we enjoy the game, or because of the metagame. The SP system also creates massive gear differences between the new players and veterans which leads to them getting stomped as soon as they graduate from the instant battle academy, and this is a serious issue for Dust's retention of new players.
The solution is not to go to a fully passive SP system like EVE because although it would end the SP grind, it will also create an insurmountable gap between the newbs and veterans. The solution is not just simply give players more SP from battles because the game would lead to players quickly unlocking everything like a CoD game, which would be bad for longevity. The solution is not to remove the SP system, because it adds depth to the game and character building.
What is the solution? I found this thread in the feedback/requests section by Vyzion Eyri that suggests this: Items should no longer have skill requirements to use them.
Since skills would no longer unlock items, they should instead ALL provide bonuses for items to improve efficacy. No more useless skills.
All skills start out with a 2x multiplier, but the more SP you spend, the more SP cost multiplier increases. After spending 5 million SP the multipliers become 3x, and after 10 million it becomes 4x.
large cost increases from one tier to the next, making using prototype gear extremely expensive and risky to use in a public battles.
If you're going to say that this deviates too far from EVE, then you should know that Dust wasn't even suppose to have EVE's skill system. In 2009 the plan was to use an achievement matrix where in-game achievements gives you the ability to use items. Click here and read and here.
Dust is largely about risk, each time you spawn in battle with a fitting, you're risking losing it. Skill requirements for items essentially prevents us from being able to risk an item, and only holds back the true risk vs rewards nature of the game; if someone wants to risk losing an insanely expensive dropsuit fitting or tank, then they should be allowed to without needless restrictions.
Some of you (and CCP) may be thinking that the lack of skill requirements for items would make many no-requirements AUR items obsolete, and end up providing CCP with less money. A solution would be to sell standard BPOs instead for almost every single items. Also sell guns with all sorts of colors and skins.
I'm posting this here because I believe this system is best for the game, and it will help with retention of new players. The grindfest aspect of the game is one of the flaws that led to so many bad reviews. This system does not eliminate progression; SP will still be very important to augment one's character and provide advantages, but it just won't be necessary for the use of items. This makes the SP grind very optional so players don't feel forced to grind just to get an item they want.
This thread is not a request, but a means of getting a request the attention i feel it deserves, and to have a discussion about; general discussion gets more attention. |
Arkena Wyrnspire
Turalyon Plus
639
|
Posted - 2013.06.03 12:38:00 -
[2] - Quote
Much of the protosuit spam right now is due to the huge influx of isk everyone who could get protogear received. I fully expect it to die down in the future.
And actually, I think the SP system is a cool thing. |
calisk galern
BurgezzE.T.F
190
|
Posted - 2013.06.03 12:40:00 -
[3] - Quote
KAGEHOSHI Horned Wolf wrote:We are mercenaries, yet acquiring skill points is vastly more important than acquiring money. SP is vital in this game because almost every item requires SP to use, and it accrues so slowly that it makes the game into a grindfest; this is why people AFK farm. The current SP system encourages us to play as a form of work when we should be playing because we enjoy the game, or because of the metagame. The SP system also creates massive gear differences between the new players and veterans which leads to them getting stomped as soon as they graduate from the instant battle academy, and this is a serious issue for Dust's retention of new players. The solution is not to go to a fully passive SP system like EVE because although it would end the SP grind, it will also create an insurmountable gap between the newbs and veterans. The solution is not just simply give players more SP from battles because the game would lead to players quickly unlocking everything like a CoD game, which would be bad for longevity. The solution is not to remove the SP system, because it adds depth to the game and character building. What is the solution? I found this thread in the feedback/requests section by Vyzion Eyri that suggests this: Items should no longer have skill requirements to use them.
Since skills would no longer unlock items, they should instead ALL provide bonuses for items to improve efficacy. No more useless skills.
All skills start out with a 2x multiplier, but the more SP you spend, the more SP cost multiplier increases. After spending 5 million SP the multipliers become 3x, and after 10 million it becomes 4x.
large cost increases from one tier to the next, making using prototype gear extremely expensive and risky to use in a public battles.
If you're going to say that this deviates too far from EVE, then you should know that Dust wasn't even suppose to have EVE's skill system. In 2009 the plan was to use an achievement matrix where in-game achievements gives you the ability to use items. Click here and read and here. Dust is largely about risk, each time you spawn in battle with a fitting, you're risking losing it. Skill requirements for items essentially prevents us from being able to risk an item, and only holds back the true risk vs rewards nature of the game; if someone wants to risk losing an insanely expensive dropsuit fitting or tank, then they should be allowed to without needless restrictions. Some of you (and CCP) may be thinking that the lack of skill requirements for items would make many no-requirements AUR items obsolete, and end up providing CCP with less money. A solution would be to sell standard BPOs instead for almost every single items. Also sell guns with all sorts of colors and skins. I'm posting this here because I believe this system is best for the game, and it will help with retention of new players. The grindfest aspect of the game is one of the flaws that led to so many bad reviews. This system does not eliminate progression; SP will still be very important to augment one's character and provide advantages, but it just won't be necessary for the use of items. This makes the SP grind very optional so players don't feel forced to grind just to get an item they want. This thread is not itself request, but a means of getting a request the attention i feel it deserves, and to have a discussion about; general discussion gets more attention.
to be clear...you want to release a bpo for every item in the game allowing players to pay a small amount of money to never require to spend isk again for any fit in the game completely eliminating the idea of risk in the game.
since that's never going to happen they would need to turn to PAY to win to get players to invest into the game
anyway if you want to fix the sp system, it's quite simple.
add high tier and low tier space conflicts limiting the gear that's alloiwed to be brought to the battle field. if you want to use better gear you need to move into higher tiered play. increase the reward for battles done in higher tiered space and their you go.
1.0 is militia gear only expect about 40k-50k at best for these types of matches 0.9-0.8 metaa levels of 1-2 are allowed 100k 0.7-0.5 meta levels up to 5 200k
0.4-0.1 meta level 9 400k
0.0- anything goes 500k |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4177
|
Posted - 2013.06.03 12:44:00 -
[4] - Quote
calisk galern wrote:KAGEHOSHI Horned Wolf wrote:We are mercenaries, yet acquiring skill points is vastly more important than acquiring money. SP is vital in this game because almost every item requires SP to use, and it accrues so slowly that it makes the game into a grindfest; this is why people AFK farm. The current SP system encourages us to play as a form of work when we should be playing because we enjoy the game, or because of the metagame. The SP system also creates massive gear differences between the new players and veterans which leads to them getting stomped as soon as they graduate from the instant battle academy, and this is a serious issue for Dust's retention of new players. The solution is not to go to a fully passive SP system like EVE because although it would end the SP grind, it will also create an insurmountable gap between the newbs and veterans. The solution is not just simply give players more SP from battles because the game would lead to players quickly unlocking everything like a CoD game, which would be bad for longevity. The solution is not to remove the SP system, because it adds depth to the game and character building. What is the solution? I found this thread in the feedback/requests section by Vyzion Eyri that suggests this: Items should no longer have skill requirements to use them.
Since skills would no longer unlock items, they should instead ALL provide bonuses for items to improve efficacy. No more useless skills.
All skills start out with a 2x multiplier, but the more SP you spend, the more SP cost multiplier increases. After spending 5 million SP the multipliers become 3x, and after 10 million it becomes 4x.
large cost increases from one tier to the next, making using prototype gear extremely expensive and risky to use in a public battles.
If you're going to say that this deviates too far from EVE, then you should know that Dust wasn't even suppose to have EVE's skill system. In 2009 the plan was to use an achievement matrix where in-game achievements gives you the ability to use items. Click here and read and here. Dust is largely about risk, each time you spawn in battle with a fitting, you're risking losing it. Skill requirements for items essentially prevents us from being able to risk an item, and only holds back the true risk vs rewards nature of the game; if someone wants to risk losing an insanely expensive dropsuit fitting or tank, then they should be allowed to without needless restrictions. Some of you (and CCP) may be thinking that the lack of skill requirements for items would make many no-requirements AUR items obsolete, and end up providing CCP with less money. A solution would be to sell standard BPOs instead for almost every single items. Also sell guns with all sorts of colors and skins. I'm posting this here because I believe this system is best for the game, and it will help with retention of new players. The grindfest aspect of the game is one of the flaws that led to so many bad reviews. This system does not eliminate progression; SP will still be very important to augment one's character and provide advantages, but it just won't be necessary for the use of items. This makes the SP grind very optional so players don't feel forced to grind just to get an item they want. This thread is not itself request, but a means of getting a request the attention i feel it deserves, and to have a discussion about; general discussion gets more attention. to be clear...you want to release a bpo for every item in the game allowing players to pay a small amount of money to never require to spend isk again for any fit in the game completely eliminating the idea of risk in the game. since that's never going to happen they would need to turn to PAY to win to get players to invest into the game CCP already has stanard BPOs for dropsuits, and its far less pay-to-win then the lowered skill requirement advanced and prototype gear. It would only be standards. |
D3MON 5280
Neanderthal Nation
3
|
Posted - 2013.06.03 12:47:00 -
[5] - Quote
I've been playing for about 3 weeks now and I will never catch up with closed beta players. At just over 1.5M SP even going against 5M SP players is pretty comical. Doods with 10M+? lol I don't see how any new players will ever join the ranks and stay, because of this imbalance. I have no problem going 2-20 and being top 3 on the board because I run logi and kdr is meaningless to me. That's not the case with most gamers that I come across. Players come out of academy and get their faces stomped on. No, really, it's enjoyable. QQ. I know you "vets" should be 10x's more powerful than the noobs with no chance of there ever being a level playing field. Afterall, you've been here for longer. |
calisk galern
BurgezzE.T.F
190
|
Posted - 2013.06.03 12:48:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:calisk galern wrote:KAGEHOSHI Horned Wolf wrote:We are mercenaries, yet acquiring skill points is vastly more important than acquiring money. SP is vital in this game because almost every item requires SP to use, and it accrues so slowly that it makes the game into a grindfest; this is why people AFK farm. The current SP system encourages us to play as a form of work when we should be playing because we enjoy the game, or because of the metagame. The SP system also creates massive gear differences between the new players and veterans which leads to them getting stomped as soon as they graduate from the instant battle academy, and this is a serious issue for Dust's retention of new players. The solution is not to go to a fully passive SP system like EVE because although it would end the SP grind, it will also create an insurmountable gap between the newbs and veterans. The solution is not just simply give players more SP from battles because the game would lead to players quickly unlocking everything like a CoD game, which would be bad for longevity. The solution is not to remove the SP system, because it adds depth to the game and character building. What is the solution? I found this thread in the feedback/requests section by Vyzion Eyri that suggests this: Items should no longer have skill requirements to use them.
Since skills would no longer unlock items, they should instead ALL provide bonuses for items to improve efficacy. No more useless skills.
All skills start out with a 2x multiplier, but the more SP you spend, the more SP cost multiplier increases. After spending 5 million SP the multipliers become 3x, and after 10 million it becomes 4x.
large cost increases from one tier to the next, making using prototype gear extremely expensive and risky to use in a public battles.
If you're going to say that this deviates too far from EVE, then you should know that Dust wasn't even suppose to have EVE's skill system. In 2009 the plan was to use an achievement matrix where in-game achievements gives you the ability to use items. Click here and read and here. Dust is largely about risk, each time you spawn in battle with a fitting, you're risking losing it. Skill requirements for items essentially prevents us from being able to risk an item, and only holds back the true risk vs rewards nature of the game; if someone wants to risk losing an insanely expensive dropsuit fitting or tank, then they should be allowed to without needless restrictions. Some of you (and CCP) may be thinking that the lack of skill requirements for items would make many no-requirements AUR items obsolete, and end up providing CCP with less money. A solution would be to sell standard BPOs instead for almost every single items. Also sell guns with all sorts of colors and skins. I'm posting this here because I believe this system is best for the game, and it will help with retention of new players. The grindfest aspect of the game is one of the flaws that led to so many bad reviews. This system does not eliminate progression; SP will still be very important to augment one's character and provide advantages, but it just won't be necessary for the use of items. This makes the SP grind very optional so players don't feel forced to grind just to get an item they want. This thread is not itself request, but a means of getting a request the attention i feel it deserves, and to have a discussion about; general discussion gets more attention. to be clear...you want to release a bpo for every item in the game allowing players to pay a small amount of money to never require to spend isk again for any fit in the game completely eliminating the idea of risk in the game. since that's never going to happen they would need to turn to PAY to win to get players to invest into the game CCP already has stanard BPOs for dropsuits, and its far less pay-to-win then the lowered skill requirement advanced and prototype gear. It would only be standards, so risk would exist in advanced and proto. It isn't exactly ideal, but CCP needs to make money somehow if the SP system is reformed in this manner.
sorry i'm missing your point then. most players stop using the standard suits around the time they get access to advanced suits.
is your whole plan for them to make a tiny bit of money off each players first month or two playing?
|
calisk galern
BurgezzE.T.F
190
|
Posted - 2013.06.03 12:51:00 -
[7] - Quote
D3MON 5280 wrote:I've been playing for about 3 weeks now and I will never catch up with closed beta players. At just over 1.5M SP even going against 5M SP players is pretty comical. Doods with 10M+? lol I don't see how any new players will ever join the ranks and stay, because of this imbalance. I have no problem going 2-20 and being top 3 on the board because I run logi and kdr is meaningless to me. That's not the case with most gamers that I come across. Players come out of academy and get their faces stomped on. No, really, it's enjoyable. QQ. I know you "vets" should be 10x's more powerful than the noobs with no chance of there ever being a level playing field. Afterall, you've been here for longer.
each class in the game has a ceiling, if a player has 70000 billion sp he can still only invest 15-20 million of it into the gear he is currently bringing to the table, and of that 40-50% of it is is really only being used for small 1-3% boosts.
so a new player just needs to reach his ceiling to be able to compete with any other players. most players find that around 7-9 million sp you are on even ground with any player in the game. |
calisk galern
BurgezzE.T.F
190
|
Posted - 2013.06.03 12:52:00 -
[8] - Quote
double post |
D3MON 5280
Neanderthal Nation
3
|
Posted - 2013.06.03 12:54:00 -
[9] - Quote
7 Mil? Is that all? So when I get to 7, things will even out a little?
That sounds great!
So.....around Christmas or so? |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4178
|
Posted - 2013.06.03 12:54:00 -
[10] - Quote
calisk galern wrote:KAGEHOSHI Horned Wolf wrote:calisk galern wrote:KAGEHOSHI Horned Wolf wrote:We are mercenaries, yet acquiring skill points is vastly more important than acquiring money. SP is vital in this game because almost every item requires SP to use, and it accrues so slowly that it makes the game into a grindfest; this is why people AFK farm. The current SP system encourages us to play as a form of work when we should be playing because we enjoy the game, or because of the metagame. The SP system also creates massive gear differences between the new players and veterans which leads to them getting stomped as soon as they graduate from the instant battle academy, and this is a serious issue for Dust's retention of new players. The solution is not to go to a fully passive SP system like EVE because although it would end the SP grind, it will also create an insurmountable gap between the newbs and veterans. The solution is not just simply give players more SP from battles because the game would lead to players quickly unlocking everything like a CoD game, which would be bad for longevity. The solution is not to remove the SP system, because it adds depth to the game and character building. What is the solution? I found this thread in the feedback/requests section by Vyzion Eyri that suggests this: Items should no longer have skill requirements to use them.
Since skills would no longer unlock items, they should instead ALL provide bonuses for items to improve efficacy. No more useless skills.
All skills start out with a 2x multiplier, but the more SP you spend, the more SP cost multiplier increases. After spending 5 million SP the multipliers become 3x, and after 10 million it becomes 4x.
large cost increases from one tier to the next, making using prototype gear extremely expensive and risky to use in a public battles.
If you're going to say that this deviates too far from EVE, then you should know that Dust wasn't even suppose to have EVE's skill system. In 2009 the plan was to use an achievement matrix where in-game achievements gives you the ability to use items. Click here and read and here. Dust is largely about risk, each time you spawn in battle with a fitting, you're risking losing it. Skill requirements for items essentially prevents us from being able to risk an item, and only holds back the true risk vs rewards nature of the game; if someone wants to risk losing an insanely expensive dropsuit fitting or tank, then they should be allowed to without needless restrictions. Some of you (and CCP) may be thinking that the lack of skill requirements for items would make many no-requirements AUR items obsolete, and end up providing CCP with less money. A solution would be to sell standard BPOs instead for almost every single items. Also sell guns with all sorts of colors and skins. I'm posting this here because I believe this system is best for the game, and it will help with retention of new players. The grindfest aspect of the game is one of the flaws that led to so many bad reviews. This system does not eliminate progression; SP will still be very important to augment one's character and provide advantages, but it just won't be necessary for the use of items. This makes the SP grind very optional so players don't feel forced to grind just to get an item they want. This thread is not itself request, but a means of getting a request the attention i feel it deserves, and to have a discussion about; general discussion gets more attention. to be clear...you want to release a bpo for every item in the game allowing players to pay a small amount of money to never require to spend isk again for any fit in the game completely eliminating the idea of risk in the game. since that's never going to happen they would need to turn to PAY to win to get players to invest into the game CCP already has stanard BPOs for dropsuits, and its far less pay-to-win then the lowered skill requirement advanced and prototype gear. It would only be standards, so risk would exist in advanced and proto. It isn't exactly ideal, but CCP needs to make money somehow if the SP system is reformed in this manner. sorry i'm missing your point then. most players stop using the standard suits around the time they get access to advanced suits. is your whole plan for them to make a tiny bit of money off each players first month or two playing? Like I say in the OP, the ISK costs of items would multiply greatly from one tier to the next, in fact the original proposer if the idea wants to increase double the price of standard gear, and 10x that price for advanced, and 10x the price of advanced for proto. It would be more cost effective to supplement an expensive advanced suit with standard gear instead of advanced gear, it might actually be unwise at all to liberally use advanced gear. |
|
Surt gods end
Demon Ronin
206
|
Posted - 2013.06.03 13:11:00 -
[11] - Quote
D3MON 5280 wrote:7 Mil? Is that all? So when I get to 7, things will even out a little?
That sounds great!
So.....around Christmas or so?
LOL. I hear you buddy. But you gotta remember THIS EVE country. Where everything is done in a snails pace. IMO if it takes you 5 months to be able to fly that awesome ship, then you also should be able fly one in real life. The name of the game is WORK. Its made to feel like work. For those that are upset that GAMES now a days are too laid back and fun.
WORK= to them. Hence why eve is eve. (also why korean mmo are korean mmos)
FPS players want some depth, but we really just want to just jump in like a horny wanker whose girl just agreed to go his apartment. |
THE GREY CARDINAL
PSU GHOST SYNDICATE DARKSTAR ARMY
108
|
Posted - 2013.06.03 13:12:00 -
[12] - Quote
D3MON 5280 wrote:I've been playing for about 3 weeks now and I will never catch up with closed beta players. At just over 1.5M SP even going against 5M SP players is pretty comical. Doods with 10M+? lol I don't see how any new players will ever join the ranks and stay, because of this imbalance. I have no problem going 2-20 and being top 3 on the board because I run logi and kdr is meaningless to me. That's not the case with most gamers that I come across. Players come out of academy and get their faces stomped on. No, really, it's enjoyable. QQ. I know you "vets" should be 10x's more powerful than the noobs with no chance of there ever being a level playing field. Afterall, you've been here for longer.
I can understand your sentiments here. I jumped on KZ3 multiplayer yesterday during the DT. I used to play it a lot on my old PSN account when it came out but haven't played since. Me and my mates got ROFLSTOMPED. It was clear that most of these guys had been playing for ages and would have stopped unlocking crap a LONG time a go. It was literally spawn/die/rinse/repeat.
However, for all of their experience and time and unlocks, they were only ever able to bring one maxed out character at a time.
It's kind of like that with DUST 514...to a degree. If you are new, it's important to pick your play style and work on maxing it to satisfaction. Even if one of those KZ guys has 7 maxed chars, when he faces me it was just one of his best vs my noob. If I leveled up that noob then it would be a more even match up.
I think another tier after academy would be a good idea to help remedy this problem and ease the entry into hardcoreville.
|
Surt gods end
Demon Ronin
206
|
Posted - 2013.06.03 13:16:00 -
[13] - Quote
THE GREY CARDINAL wrote:D3MON 5280 wrote:I've been playing for about 3 weeks now and I will never catch up with closed beta players. At just over 1.5M SP even going against 5M SP players is pretty comical. Doods with 10M+? lol I don't see how any new players will ever join the ranks and stay, because of this imbalance. I have no problem going 2-20 and being top 3 on the board because I run logi and kdr is meaningless to me. That's not the case with most gamers that I come across. Players come out of academy and get their faces stomped on. No, really, it's enjoyable. QQ. I know you "vets" should be 10x's more powerful than the noobs with no chance of there ever being a level playing field. Afterall, you've been here for longer. I can understand your sentiments here. I jumped on KZ3 multiplayer yesterday during the DT. I used to play it a lot on my old PSN account when it came out but haven't played since. Me and my mates got ROFLSTOMPED. It was clear that most of these guys had been playing for ages and would have stopped unlocking crap a LONG time a go. It was literally spawn/die/rinse/repeat. However, for all of their experience and time and unlocks, they were only ever able to bring one maxed out character at a time. It's kind of like that with DUST 514...to a degree. If you are new, it's important to pick your play style and work on maxing it to satisfaction. Even if one of those KZ guys has 7 maxed chars, when he faces me it was just one of his best vs my noob. If I leveled up that noob then it would be a more even match up. I think another tier after academy would be a good idea to help remedy this problem and ease the entry into hardcoreville.
sorry man. But KZ does no HP increase. Thats the elephant in the room in dust. It does where most fps dare not go... the HP increase!
*AAAAAAH*
Its ok dude. Dust just didn't know.
|
Charlotte O'Dell
Molon Labe. League of Infamy
393
|
Posted - 2013.06.03 13:17:00 -
[14] - Quote
No. I'd be in favor of a passive SP skill system like in Eve bc I'm in the military are sometimes we can't always be grinding. It'd be nice to cue up a few months worth of skills and come back without a disadvantage.
New players shouldnt be able to catch up to old players because there will always be new players that wont be able to catch up to them. If we allow players to grind SP all they want, then it'll be like WoW with no-lifes dominating the game. |
Yeva Kalsani
Reckoners
116
|
Posted - 2013.06.03 13:29:00 -
[15] - Quote
There are two issues with it, currently:
One: All the veteran players are rolling in ISK, so much so that in current games you see people go in and just up and lose 4-5 full proto-gear fittings or expensive vehicle fittings even though it's impossible for them to make that much ISK in the match. The reason being the Chromosome-to-Uprising asset liquidation and just general grinding, among other things. And somewhere on the horizon, whenever it becomes possible for EVE players to shovel over or launder money with DUST corporations, DUST players can be showered with cash infusions, making the risk versus reward aspect pointless.
Two: Compounding the first point, all those marginal bonuses make the fittings more effective, so the veteran players have less risk versus the same potential reward. It's nice that a new player can test-drive the high-level equipment, but they cannot afford to use it over and over again, while the veteran player can use it frequently AND it's generally more effective in each instance.
That being said, I principally am in favor of this proposal's concept. |
BL4CKST4R
WarRavens
105
|
Posted - 2013.06.03 13:30:00 -
[16] - Quote
80% of the stuff on that list changed, does not exist, or was never implemented. |
GVGISDEAD
Sinq Laison Gendarmes Gallente Federation
10
|
Posted - 2013.06.03 13:37:00 -
[17] - Quote
It is useless to try, waste of words |
EnglishSnake
Zumari Force Projection Caldari State
1159
|
Posted - 2013.06.03 14:31:00 -
[18] - Quote
Remove skill requirements
lol everyone in proto at the start and all other items are left to rot and are never used
No bad idea and you should feel bad
Best and only way is full passive like EVE and you play because you want to and for ISK etc, as for the counter argument that noobs will always be behind in the majority of game they always are anyway |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4181
|
Posted - 2013.06.03 14:33:00 -
[19] - Quote
EnglishSnake wrote:Remove skill requirements
lol everyone in proto at the start and all other items are left to rot and are never used
No bad idea and you should feel bad
Best and only way is full passive like EVE and you play because you want to and for ISK etc, as for the counter argument that noobs will always be behind in the majority of game they always are anyway I take it you have bad reading comprehension skills. Go reread the part about the ISK costs, and read it again for a 3rd time. |
EnglishSnake
Zumari Force Projection Caldari State
1159
|
Posted - 2013.06.03 14:43:00 -
[20] - Quote
KAGEHOSHI Horned Wolf wrote:EnglishSnake wrote:Remove skill requirements
lol everyone in proto at the start and all other items are left to rot and are never used
No bad idea and you should feel bad
Best and only way is full passive like EVE and you play because you want to and for ISK etc, as for the counter argument that noobs will always be behind in the majority of game they always are anyway I take it you have bad reading comprehension skills. Go reread the part about the ISK costs, and read it again for a 3rd time. EDIT: There is a TL;DR version, may be useful for you.
No i read it and i stand by it
Bad idea go biomass yourself |
|
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4181
|
Posted - 2013.06.03 14:50:00 -
[21] - Quote
EnglishSnake wrote:KAGEHOSHI Horned Wolf wrote:EnglishSnake wrote:Remove skill requirements
lol everyone in proto at the start and all other items are left to rot and are never used
No bad idea and you should feel bad
Best and only way is full passive like EVE and you play because you want to and for ISK etc, as for the counter argument that noobs will always be behind in the majority of game they always are anyway I take it you have bad reading comprehension skills. Go reread the part about the ISK costs, and read it again for a 3rd time. EDIT: There is a TL;DR version, may be useful for you. No i read it and i stand by it Bad idea go biomass yourself So you read the part about protogear being completely unprofitable in public battles, yet you stand by your statement that everyone would use it...
Dust is about "Don't use what you can't afford to lose", and protogear would be even more expensive, 200x the price of standard (the original poster of the idea wants to double the price of standard, 10x the price of standard for advanced, and 10x the price of advanced for proto).
If everyone wants to drive themselves into poverty, then I say let them. |
EnglishSnake
Zumari Force Projection Caldari State
1159
|
Posted - 2013.06.03 14:54:00 -
[22] - Quote
KAGEHOSHI Horned Wolf wrote:EnglishSnake wrote:KAGEHOSHI Horned Wolf wrote:EnglishSnake wrote:Remove skill requirements
lol everyone in proto at the start and all other items are left to rot and are never used
No bad idea and you should feel bad
Best and only way is full passive like EVE and you play because you want to and for ISK etc, as for the counter argument that noobs will always be behind in the majority of game they always are anyway I take it you have bad reading comprehension skills. Go reread the part about the ISK costs, and read it again for a 3rd time. EDIT: There is a TL;DR version, may be useful for you. No i read it and i stand by it Bad idea go biomass yourself So you read the part about protogear being completely unprofitable in public battles, yet you stand by your statement that everyone would use it... Dust is about "Don't use what you can't afford to lose", and protogear would be even more expensive, 200x the price of standard (the original poster of the idea wants to double the price of standard, 10x the price of standard for advanced, and 10x the price of advanced for proto). If everyone wants to drive themselves into poverty, then I say let them.
Course they would still use it
Espc vehicle users if we ever get proto vehicles rolling around like a god on the battlefield in a pub match, i can do this in a madrugar now give me another armor tank with 8low and 5 high and lets see what happens |
xprotoman23
Internal Error. Negative-Feedback
1805
|
Posted - 2013.06.03 15:40:00 -
[23] - Quote
CCP just needs to uncap SP. The barrier of entry for this game is far too high. If people unlock everything more power to them. PC should have been the driving force behind the longevity of this game.
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KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4181
|
Posted - 2013.06.03 15:50:00 -
[24] - Quote
EnglishSnake wrote:KAGEHOSHI Horned Wolf wrote:EnglishSnake wrote:KAGEHOSHI Horned Wolf wrote:EnglishSnake wrote:Remove skill requirements
lol everyone in proto at the start and all other items are left to rot and are never used
No bad idea and you should feel bad
Best and only way is full passive like EVE and you play because you want to and for ISK etc, as for the counter argument that noobs will always be behind in the majority of game they always are anyway I take it you have bad reading comprehension skills. Go reread the part about the ISK costs, and read it again for a 3rd time. EDIT: There is a TL;DR version, may be useful for you. No i read it and i stand by it Bad idea go biomass yourself So you read the part about protogear being completely unprofitable in public battles, yet you stand by your statement that everyone would use it... Dust is about "Don't use what you can't afford to lose", and protogear would be even more expensive, 200x the price of standard (the original poster of the idea wants to double the price of standard, 10x the price of standard for advanced, and 10x the price of advanced for proto). If everyone wants to drive themselves into poverty, then I say let them. Course they would still use it Espc vehicle users if we ever get proto vehicles rolling around like a god on the battlefield in a pub match, i can do this in a madrugar now give me another armor tank with 8low and 5 high and lets see what happens I still say let them. Poverty shall be their reward. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4181
|
Posted - 2013.06.03 16:56:00 -
[25] - Quote
Any more hate? |
Vyzion Eyri
The Southern Legion RISE of LEGION
735
|
Posted - 2013.06.07 10:09:00 -
[26] - Quote
ISK costs are going to go up anyway. In the (un)forseeable future, EVE's economy should merge with DUST's.
I proposed we jack up ISK costs even higher than what they would be.
In the thread outlining my idea, one poster replied to one of my comments thusly:
Denak Kalamari wrote:Vyzion Eyri wrote:
But, as I've repeated quite a few times between my two threads on this matter, how long can it remain satisfying? When you reach 50 mill SP? 100 mill? After that, where's the satisfaction in acquiring new skills? Where's the satisfaction in playing instant battles when you can purchase anything and everything, and have the ability to wield it?
Ask the same question to EVE players, then you'll know the answer. Heck, you could even download the EVE trial and try it yourself so you wouldn't be spouting out flows of mindless, ignorant, stupid and unproductive comments about EVE Online.
I did play EVE for the trial period. Even after that, yes, I admit I am still 'mindless, ignorant, stupid' and will make 'unproductive comments about EVE Online'.
But this is not EVE. Ladies and gentlemen, as many bubbles as it will burst, this is NOT EVE.
However, it is New Eden. And with this in mind, an open universe, a massive sandbox, is truly what I'd love to see. And when I personally considered the capabilities of the game as it is currently to handle the sandbox nature of New Eden, I realised things had to change.
calisk gelern wrote: anyway if you want to fix the sp system, it's quite simple.
add high tier and low tier space conflicts limiting the gear that's alloiwed to be brought to the battle field. if you want to use better gear you need to move into higher tiered play. increase the reward for battles done in higher tiered space and their you go.
This, along with the Battle Academy, detracts from the sandbox. New players are kept in an enclosed pen where they're nurtured, free from any harm from the big bad vets? I'll make an ignorant EVE comment here and say that new players aren't coddled in EVE. (comment based on knowledge gleaned from this picture.
Furthermore, there are arguments that this system will abolish the gap between bittervets and newberries. No it won't. There is still a grind for ISK, however the duration and frustration of this grind will depend on the equipment you decide to use that day or for that week. Less pressure, but it most certainly is still there.
Also, some of you presume to think that this proposition is pointless as "a new player just needs to reach ... around 7-9 million sp you are on even ground with any player in the game."
And that is the problem. There shouldn't be a predetermined amount of SP that one must reach to be on a level playing field. How long does the game remain fun after you reach that point? To specialise into another path, that's another 7-9 million SP. Then more after that. Monotonous and dreary. I am suggesting some flexibility.
Now, by no means is my proposition the be all or end all. In fact, I was hoping to engage discussion and perhaps fuel the imaginations of others to suggest their own solutions. But all I seem to have done is incite fear of change. This was not my intention: this proposition was meant to open people's minds to the other possibilities.
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R F Gyro
Krusual Covert Operators Minmatar Republic
358
|
Posted - 2013.06.07 18:57:00 -
[27] - Quote
CCP (and others) discovered that if players need to "invest" in their characters they tend to stick around for longer. Grinding SP is one form of investment, as is spending real cash (Aurum in this case). Removing the grind won't necessarily make players happier in the long run. Of course, they need to find the right balance: too much grind drives them away before they feel invested. |
KAGEHOSHI Horned Wolf
Seraphim Initiative. CRONOS.
4247
|
Posted - 2013.06.07 19:01:00 -
[28] - Quote
R F Gyro wrote:CCP (and others) discovered that if players need to "invest" in their characters they tend to stick around for longer. Grinding SP is one form of investment, as is spending real cash (Aurum in this case). Removing the grind won't necessarily make players happier in the long run. Of course, they need to find the right balance: too much grind drives them away before they feel invested. This would not eliminate grind, getting SP would still require grind. Grinding would just become less important, right now its too necessary. |
hooc order
Deep Space Republic
242
|
Posted - 2013.06.07 19:42:00 -
[29] - Quote
Quote:The solution is not to remove the SP system, because it adds depth to the game and character building.
You lost me there.
The SP system steals depth and destroys character building.
Seriously SP has led directly to the boring disaster which is PC and to evaporating bullets and pointless factions game play and the never ending whine about needing to nerf the thing that killed a scrub and grinding and AFKing.
SP need to be thrown in the garbage NOW not SOONtm. |
xjumpman23
Royal Uhlans Amarr Empire
268
|
Posted - 2013.06.07 19:49:00 -
[30] - Quote
uncap the SP and most issues will resolve themselves. |
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