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Author |
Thread Statistics | Show CCP posts - 6 post(s) |
Aisha Ctarl
The Unholy Legion Of DarkStar DARKSTAR ARMY
279
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Posted - 2013.06.18 16:35:00 -
[1] - Quote
Is it to limit those who have the time to play frequently?
A deterrent to keep dedicated players from playing too much?
A way to ensure that newer players aren't at too much of a disadvantage?
A punishment for playing a game whom one enjoys too much?
A way to keep players from reaching endgame too quickly?
Seriously, what is the point behind the SP cap? I want a legitimate answer as to why when players hit the cap, they are limited to receiving anywhere from 450 - 1500 SP max with an Active Booster equipped. |
Delta 749
Kestrel Reconnaissance
420
|
Posted - 2013.06.18 16:37:00 -
[2] - Quote
Well since this game is not entirely player skill based and character skill plays a large part I imagine its to slow down the no lifers from endlessly grinding for a perfect character to carry them In practice though its still an ass backwards idea and the entire leveling system we have now should be thrown out and replaced if there absolutely must be a leveling system at all |
CHICAGOCUBS4EVER
TeamPlayers EoN.
463
|
Posted - 2013.06.18 16:39:00 -
[3] - Quote
to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P |
Shadow heat
Seykal Expeditionary Group Minmatar Republic
23
|
Posted - 2013.06.18 16:40:00 -
[4] - Quote
Well, first impressions are:
- Is a way to make people buy SP boosters
By the way, its very disappointing that CCP is gone for this P2W model. |
GVGMODE
GVGMODE.
2
|
Posted - 2013.06.18 16:41:00 -
[5] - Quote
To maintain the new players at the bottom, slowly building into some skill tree for a dropsuit, weapon or module just for it to be nerfed in the next monthh... therefore new players will always be at the bottom |
KING SALASI
MAJOR DISTRIBUTION
60
|
Posted - 2013.06.18 16:43:00 -
[6] - Quote
CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P
You don't have a job, school, social life? |
ZDub 303
TeamPlayers EoN.
404
|
Posted - 2013.06.18 16:44:00 -
[7] - Quote
Agreed, in fact its not really holding no-lifers back as much as its making sure the gap between new players and old players will always be there.
Boosting passive SP by 50% and removing bonus SP entirely. To where SP at the end of a game is just WP = SP no cap, that would create a system where you are rewarded for good play and youre not forced to grind your bonus SP each week. You just log in to play and have fun and you get some SP on the side as a bonus for playing.
Then.. obv reduce the price of active boosters, increase the price of passive boosters, and refund the ones we have currently and away we go. |
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GM Vegas
Game Masters C C P Alliance
521
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Posted - 2013.06.18 16:46:00 -
[8] - Quote
Shadow heat wrote:- Is way to make people buy SP boosters
...That does not make sense.
CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players. |
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Aisha Ctarl
The Unholy Legion Of DarkStar DARKSTAR ARMY
280
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Posted - 2013.06.18 16:48:00 -
[9] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Thanks for the straightforward answer.
It just hurts when I have an awesome match and at the end of the match receive 1500 SP leaving me to be like "oh yeah, I hit the cap two days ago..." |
Delta 749
Kestrel Reconnaissance
422
|
Posted - 2013.06.18 16:48:00 -
[10] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Can I get you on record as saying that the entire skill system acts as something of a crutch to players whose actual playing ability would not be on the same level as their peers? |
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BMSTUBBYxx
Algintal Core Gallente Federation
37
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Posted - 2013.06.18 16:49:00 -
[11] - Quote
GM Vegas wrote: The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Yeah, hows this working out so far?
LOL
Out of 90% of the new players mouth, " SP gap is to much. "
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BL4CKST4R
WarRavens League of Infamy
288
|
Posted - 2013.06.18 16:51:00 -
[12] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Doesn't the SP cap do this anyways. If I constantly cap with boosters and a new player constantly caps with boosters won't I essentially maintain that SP difference permanently. But without an SP cap wouldn't it be easier for new players to catch up. For example a veteran might have all the SP he needs to build his char so SP is either wasted on him or goes onto something else, like polishing his character, or he plays more casually because of the fact he won't need that much SP anymore. For the new player, if he really likes this game, he is going to play hardcore to try and catch up to the vets, and because the vets have their proto fits already built the actual SP difference will shrink essentially. The SP cap is a cumbersome system to keep players in check, and slowing down progression of both parties, new and old, removing it wouldn't make vets OP because there is just so much you can do per fit. New players it is different they can grind to their hearts content and if they so wish catch up in a month/ |
xjumpman23
Royal Uhlans Amarr Empire
357
|
Posted - 2013.06.18 16:52:00 -
[13] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
The gap between casual and hardcore players is already too large. Thanks to the current skill system. |
Aisha Ctarl
The Unholy Legion Of DarkStar DARKSTAR ARMY
280
|
Posted - 2013.06.18 16:53:00 -
[14] - Quote
BMSTUBBYxx wrote:GM Vegas wrote: The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Yeah, hows this working out so far? LOL Out of 90% of the new players mouth, " SP gap is to much. "
That's a good point. I had a friend start playing DUST a few days ago and we squadded up. He told me how he had ~700K SP and then asked how many I had which I then told him pushing 9mil, his reaction was - f***. |
Shadow heat
Seykal Expeditionary Group Minmatar Republic
24
|
Posted - 2013.06.18 16:53:00 -
[15] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
I said first impressions. But the weekly SP cap is very small, and is hard to see how a new player can close the cap without boosters. Maybe i'm wrong, is so i apologize. |
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GM Vegas
Game Masters C C P Alliance
523
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Posted - 2013.06.18 16:56:00 -
[16] - Quote
'New and veteran players' isn't the same thing as 'casual and hardcore players'.
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reydient
ROGUE SPADES EoN.
2
|
Posted - 2013.06.18 16:57:00 -
[17] - Quote
I agree, I am an advocate for:
1.) Increase the Cap 2.) remove the cap
Many people think that dust is about skill points, and unfortunately the focus is skill points until we get PVE. Even the storefront is SP based. The most costly item in the store front are skill point boosters before you buy something you need the SP to have access to it. Usually , currency is the rate limiting factor, but in dust its not so much as an issue, although you certainly need to grind isk if your a pilot of tanks or DS. This does not bother me in the least bit. I am in dust for the long run.
It should be reminded that dust is a game of skill. Having a great suit and proto gear only means you will not die as fast but also youll loose more net profit per match, an LAV is an instant kill no matter what dropsuit your wearing. However, using your fancy gear requires skills( not points) . A better example of this can be seen in pilots.
Some people can build tanks- really beefy tanks with proto turrets, but if they can not drive , aim , shoot , evade and coordinate all at once, that tank becomes an expensive shine toy for other players to blow up. On the other hand, a player with really good skills can take a MLT tank with MLT gear and wreak havoc based on skills( non point based) . Same for DS pilots, a really good flyer does not need alot of fancy gear , just his skills and exp( in game ) . More SP just means you can have more variations in play style. In the long run most people are running boosters and within the next year will have maxed out all core skills plus there specialities and have left over SP that they will never spend until CCP releases new content in a future update or expands the tree.
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Cass Barr
Red Star. EoN.
314
|
Posted - 2013.06.18 16:58:00 -
[18] - Quote
It ensures new players can never catch up to active vets. |
reydient
ROGUE SPADES EoN.
3
|
Posted - 2013.06.18 16:59:00 -
[19] - Quote
PLUS THE GOAL IS PLANETARY CONQUEST! So when PVE comes and planetary conquest become serious, the focus will shift from SP to take over. |
BMSTUBBYxx
Algintal Core Gallente Federation
39
|
Posted - 2013.06.18 16:59:00 -
[20] - Quote
Aisha Ctarl wrote:BMSTUBBYxx wrote:GM Vegas wrote: The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Yeah, hows this working out so far? LOL Out of 90% of the new players mouth, " SP gap is to much. " That's a good point. I had a friend start playing DUST a few days ago and we squadded up. He told me how he had ~700K SP and then asked how many I had which I then told him pushing 9mil, his reaction was - f***.
I know that if I was not in the closed beta and did not have 10 million SP I would not be playing this game. Flame all you want but 90% of the vets would not play this game if they had to start from scratch.
And STFU to anyone that will get on here and say that you would play even if you didn't have your 10+ Million SP's |
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Severance Pay
Purgatorium of the Damned League of Infamy
397
|
Posted - 2013.06.18 17:02:00 -
[21] - Quote
CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P People like you make me sick. Lol j/k, please dun kill me. |
Aisha Ctarl
The Unholy Legion Of DarkStar DARKSTAR ARMY
281
|
Posted - 2013.06.18 17:04:00 -
[22] - Quote
BMSTUBBYxx wrote:Aisha Ctarl wrote:BMSTUBBYxx wrote:GM Vegas wrote: The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Yeah, hows this working out so far? LOL Out of 90% of the new players mouth, " SP gap is to much. " That's a good point. I had a friend start playing DUST a few days ago and we squadded up. He told me how he had ~700K SP and then asked how many I had which I then told him pushing 9mil, his reaction was - f***. I know that if I was not in the closed beta and did not have 10 million SP I would not be playing this game. Flame all you want but 90% of the vets would not play this game if they had to start from scratch. And STFU to anyone that will get on here and say that you would play even if you didn't have your 10+ Million SP's
I've also been around since the closed beta, and the only reason I don't have 13 - 15mil SP is because I stopped playing for a good while.
I'll be honest, if I had to start from scratch as if CCP did a full stat wipe of all players I'd uninstall DUST so fast it wouldn't be funny.
I cannot even fathom having to start all over with 500K SP again...that's why I don't have an alt, I just can't do it.
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CHICAGOCUBS4EVER
TeamPlayers EoN.
465
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Posted - 2013.06.18 17:09:00 -
[23] - Quote
KING SALASI wrote:CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P You don't have a job, school, social life?
full time job, family of 4, weekend cottage...
and still in playing 5-6 hours a day have a boatload of SP
but thanks for the attempted troll, it failed with grace ;) |
Delta 749
Kestrel Reconnaissance
426
|
Posted - 2013.06.18 17:11:00 -
[24] - Quote
CHICAGOCUBS4EVER wrote:KING SALASI wrote:CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P You don't have a job, school, social life? full time job, family of 4, weekend cottage... and still in playing 5-6 hours a day have a boatload of SP but thanks for the attempted troll, it failed with grace ;)
With that much playing time I bet youll max out the skill tree before the Cubs win a pennant |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
183
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Posted - 2013.06.18 17:11:00 -
[25] - Quote
I believe it was originally created to slow down player progression and protect newer players from older players. In the first instance it is working by slowing down progression but in the second case it is failing completely.
Now to be fair it is not the cap that is failing but the fact that everybody has no choice but to play in the same pool. Now CCP has a number of options that could resolve this situation as I see it:
1. Remove the cap. The benefits are players will not turn Dust off the moment they hit cap, new players will have a chance to build a reasonable fit quite quickly and booster sales could go up. The negatives would be that the installed player base would have an even bigger advantage over new players and those players with the free time could build up a serious amount of SP and have several maxed out builds to switch between.
2. Extend the amount of time new players spend in the Academy. The benefit to this that they will be in a better position when they enter the open environment. The disadvantage is that it does help anybody in the open environment. This solution is only a partial answer and needs to be combined with others.
3. Provide other ways of earning SP and Isk other than PVP battle with vets I.e. PVE. The advantage to this is additional content and new ways of playing the game. No disadvantages to this other than we are probably looking at 6 months to a year plus before it is introduced due to all of the additional coding that would be necessary.
4. Match making. The advantage if done correctly means you have a better chance of doing well in battle. If done badly will alienate a part of the player base. For example I have played a while and have a fairly high amount of SP and WP but I also have a low kdr and I generally run around in a hybrid STD/Militia fitting. So depending on how the match making is implemented I could find myself with the high SP/WP players who are good at FPS and spend my time getting slaughtered which is hardly an incentive for me to play. Or the alternative could be based purely on your fitting regardless of other factors. If this is the case you will have at least a few of the more talented FPS players in good squads and with high SP joining lower level battles as they prefer to attack lower level/ability toons to protect their KDr or just because it is more fun.
To answer your question. The reason I aim for the cap each week is because I am goal orientated and it is an obvious target. The other reason is out of hope that this game fulfills its' potential and as a result I will be in a good position to take advantage of my SP pool. |
Ansiiis The Trustworthy
Seraphim Auxiliaries CRONOS.
78
|
Posted - 2013.06.18 17:11:00 -
[26] - Quote
KING SALASI wrote:CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P You don't have a job, school, social life?
Don't attack him because you're sad, 50 million would be a small number... |
DoomLead
Dead Six Initiative Lokun Listamenn
28
|
Posted - 2013.06.18 17:17:00 -
[27] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players. * The extra SP earned from the active skill boosters do not count towards your skill point cap. * For example: with the active skill booster, you earned 10K skill points (raw) in a match and received an extra 10K skill points from the active skill booster. Only the raw 10K skill points are counted towards your skill cap. The additional 10K skill points you gained from the booster does not count towards your skill point cap. please use whole quote next time it makes perfect sense that it is pay 2 win because i can earn more sp because a little more than 2/5 of the sp i gain in a match doesn't count towards my weekly sp cap therefore i am earning more sp than someone who doesn't have an active booster more sp allows for me to use better equipment faster than someone who doesn't have a active skill booster plz don't try to talk to us like we are dumb because it only makes you look like an a**h*le |
Cyrius Li-Moody
The Unholy Legion Of DarkStar DARKSTAR ARMY
156
|
Posted - 2013.06.18 17:20:00 -
[28] - Quote
CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P
Yeah lord knows I run away from you enough as it is when I see you in matches. |
Noc Tempre
Imperfects Negative-Feedback
1949
|
Posted - 2013.06.18 17:20:00 -
[29] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Don't be dense. Booster players get more SP period, to a degree a non-boosted character can never catch up unless the boosted character stops playing. |
Cass Barr
Red Star. EoN.
316
|
Posted - 2013.06.18 17:22:00 -
[30] - Quote
CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.[/quote]
And the next line of that quote is:
"* The extra SP earned from the active skill boosters do not count towards your skill point cap. "
I really don't mind the cap system since it sells Boosters. I'd prefer that CCP sells more Boosters than P2W items like Fused Locus Grenades. But saying Boosters don't increase the cap but instead rewards bonus SP that doesn't count against the cap is just arguing semantics; they're pretty much functionally the same.
Either way a player using boosters will get more total SP before capping out. |
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Moses Unspoken
Kite Co. Couriers
0
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Posted - 2013.06.18 17:27:00 -
[31] - Quote
Why not just use tiered caps?
Less than 1 million Total SP = No Cap
Less than 3 million Total SP = 500k Cap/wk
Less than 5 million Total SP = 300k Cap/wk
Less than 10 million Total SP = 250k Cap/wk
More than 10 million Total SP = 200k Cap/wk |
ladwar
Dead Six Initiative Lokun Listamenn
648
|
Posted - 2013.06.18 17:29:00 -
[32] - Quote
GM Vegas wrote:'New and veteran players' isn't the same thing as 'casual and hardcore players'.
but they are not totally different. more of the veteran players lean more toward the hardcore while most new players lean to the casual so it does defeat the purpose a bit. the 3-9month grind to get "decent fits" is off putting to most. |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
184
|
Posted - 2013.06.18 17:32:00 -
[33] - Quote
Personally I would raise the SP cap to 1 mil SP per week, with a corresponding increase in the SP formula per battle I.e. each battle would give more SP then it currently produces.
If I remember correctly to max out everything comes to 282 mil SP which would take over 3.5 years with boosters under this revised cap and does not factor in future additions to the skill tree but it would allow new players the ability to produce a decent fit within 5-10 weeks while the rest of us would be working on our 2nd or 3rd fit. |
Noc Tempre
Imperfects Negative-Feedback
1950
|
Posted - 2013.06.18 17:34:00 -
[34] - Quote
A'Real Fury wrote:Personally I would raise the SP cap to 1 mil SP per week, with a corresponding increase in the SP formula per battle I.e. each battle would give more SP then it currently produces.
If I remember correctly to max out everything comes to 282 mil SP which would take over 13.5 years with boosters under this revised cap and does not factor in future additions to the skill tree but it would allow new players the ability to produce a decent fit within 5-10 weeks while the rest of us would be working on our 2nd or 3rd fit.
You missed a digit there...
Edit: my bad I missed revised. Carry on. |
4447
Not Guilty EoN.
750
|
Posted - 2013.06.18 17:40:00 -
[35] - Quote
I say take skill cap off,but only cap it when you reach the same sp as the player with the most sp in the game. Another way would be to keep damage of the weapon types the same. I will give you guys an idea, like the normal hmg has the same damage as the advance /proto but over heats faster and has 20 percent less ammo. By having the weapon types with the same damage means it's a fairer game. Noobies will stay and player count will grow.
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Vavilia Lysenko
Company of Marcher Lords Amarr Empire
55
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Posted - 2013.06.18 17:40:00 -
[36] - Quote
BMSTUBBYxx wrote:Aisha Ctarl wrote:BMSTUBBYxx wrote:GM Vegas wrote: The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Yeah, hows this working out so far? LOL Out of 90% of the new players mouth, " SP gap is to much. " That's a good point. I had a friend start playing DUST a few days ago and we squadded up. He told me how he had ~700K SP and then asked how many I had which I then told him pushing 9mil, his reaction was - f***. I know that if I was not in the closed beta and did not have 10 million SP I would not be playing this game. Flame all you want but 90% of the vets would not play this game if they had to start from scratch. And STFU to anyone that will get on here and say that you would play even if you didn't have your 10+ Million SP's
90% why not 99.9%. If your going to use a made up number, at least do it properly.
100% of your posts so far in this thread are 99.9% bollox. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1001
|
Posted - 2013.06.18 17:40:00 -
[37] - Quote
Rolling SP cap please. |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
184
|
Posted - 2013.06.18 17:44:00 -
[38] - Quote
Noc Tempre wrote:A'Real Fury wrote:Personally I would raise the SP cap to 1 mil SP per week, with a corresponding increase in the SP formula per battle I.e. each battle would give more SP then it currently produces.
If I remember correctly to max out everything comes to 282 mil SP which would take over 13.5 years with boosters under this revised cap and does not factor in future additions to the skill tree but it would allow new players the ability to produce a decent fit within 5-10 weeks while the rest of us would be working on our 2nd or 3rd fit. You missed a digit there...Edit: my bad I missed revised. Carry on.
naughty. Playing with my calcs.
For those going urmmmmm here is the rough calc
Cap 1 mil SP With booster - 1.5 mil SP per week 52 weeks = 78 mil SP
282 divided by 78 = 3.61 years.
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GVGMODE
GVGMODE.
3
|
Posted - 2013.06.18 17:53:00 -
[39] - Quote
Just don't even bother playing after you cap, why should anybody keep playing a horrible game after he/she hits the cap. I have previously stated my point of view on this matter and have been shot down by other players, maintaining the gap between play is just funny segregation |
hooc order
Deep Space Republic
402
|
Posted - 2013.06.18 17:54:00 -
[40] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
You know how you really could dis-incentivize grinding and and really manage the gap?
By eliminating the SP/leveling system entirely. |
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GM Vegas
Game Masters C C P Alliance
527
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Posted - 2013.06.18 17:55:00 -
[41] - Quote
Cass Barr wrote:
And the next line of that quote is:
"* The extra SP earned from the active skill boosters do not count towards your skill point cap. "
Which also means that once you reach your cap, your Active booster bonus will be based on a 1SP for each WP to a maximum of 1,000 SP (1,500 SP with an Active Booster). Not very much an incentive to sell more booster if once you reached the cap you only get 500 SP/per battle as maximum bonus is it?
Just to mention that as well; The SP Cap has been modified several times in the past, and who knows, it could be altered again in the future. Feel free to share some feedback in the appropriate section if needed.
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GVGMODE
GVGMODE.
3
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Posted - 2013.06.18 17:56:00 -
[42] - Quote
A'Real Fury wrote:Noc Tempre wrote:A'Real Fury wrote:Personally I would raise the SP cap to 1 mil SP per week, with a corresponding increase in the SP formula per battle I.e. each battle would give more SP then it currently produces.
If I remember correctly to max out everything comes to 282 mil SP which would take over 13.5 years with boosters under this revised cap and does not factor in future additions to the skill tree but it would allow new players the ability to produce a decent fit within 5-10 weeks while the rest of us would be working on our 2nd or 3rd fit. You missed a digit there...Edit: my bad I missed revised. Carry on. naughty. Playing with my calcs. For those going urmmmmm here is the rough calc Cap 1 mil SP With booster - 1.5 mil SP per week 52 weeks = 78 mil SP 282 divided by 78 = 3.61 years.
i doubt CCP even has a real plan for 5 years, less likely for 10 years. |
GVGMODE
GVGMODE.
3
|
Posted - 2013.06.18 17:59:00 -
[43] - Quote
GM Vegas wrote:Cass Barr wrote:
And the next line of that quote is:
"* The extra SP earned from the active skill boosters do not count towards your skill point cap. "
Which also means that once you reach your cap, your Active booster bonus will be based on a 1SP for each WP to a maximum of 1,000 SP (1,500 SP with an Active Booster). Not very much an incentive to sell more booster if once you reached the cap you only get 500 SP/per battle as maximum bonus is it? Just to mention that as well; The SP Cap has been modified several times in the past, and who knows, it could be altered again in the future. Feel free to share some feedback in the appropriate section if needed.
Feedback section is worthless, there are 30+ threads over the same topic that have been there for several months and we are still where we were left on January |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
184
|
Posted - 2013.06.18 18:00:00 -
[44] - Quote
GVGMODE wrote:Just don't even bother playing after you cap, why should anybody keep playing a horrible game after he/she hits the cap. I have previously stated my point of view on this matter and have been shot down by other players, maintaining the gap between play is just funny segregation
I think that a lot of people do stop after capping which is why Monday and Tuesday are the quietist days of the week for Dust and why the forums pick up.
Don't worry about the responses things are just a bit more aggressive than normal since E3. |
Zahle Undt
The Tritan Industries RISE of LEGION
208
|
Posted - 2013.06.18 18:00:00 -
[45] - Quote
Delta 749 wrote:GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players. Can I get you on record as saying that the entire skill system acts as something of a crutch to players whose actual playing ability would not be on the same level as their peers?
First, have you never played an RPG of any kind ever? Second, have you really looked at the differences in gear? Its not that much and skill will beat gear any day, if players have about equal skill, yeah better gear will win. If you think gear is the only reason you ever lose...you're delusional.
|
BL4CKST4R
WarRavens League of Infamy
288
|
Posted - 2013.06.18 18:01:00 -
[46] - Quote
A'Real Fury wrote:Noc Tempre wrote:A'Real Fury wrote:Personally I would raise the SP cap to 1 mil SP per week, with a corresponding increase in the SP formula per battle I.e. each battle would give more SP then it currently produces.
If I remember correctly to max out everything comes to 282 mil SP which would take over 13.5 years with boosters under this revised cap and does not factor in future additions to the skill tree but it would allow new players the ability to produce a decent fit within 5-10 weeks while the rest of us would be working on our 2nd or 3rd fit. You missed a digit there...Edit: my bad I missed revised. Carry on. naughty. Playing with my calcs. For those going urmmmmm here is the rough calc Cap 1 mil SP With booster - 1.5 mil SP per week 52 weeks = 78 mil SP 282 divided by 78 = 3.61 years.
CCP said that to max out a character it would take 7 years, so the SP should be:
282/7= 40 <---40M exp a year 40/53=0.75 <--750K exp a week, rounded to 53 since 1 year is 52.11 weeks The SP cap should be 750K exp a week.
Building a decent fit takes about 7M SP
7 / .75= 9.3 or 2 months and 4 days,it would take a hardcore new player 2 months and 4 days to catch up to a veteran, this is rather fair even if the veteran is also hardcore playing. Mostly because after you can build 1 proto build you can't really go above that, you go for tanks or LAVs but after 7M SP, or the SP to build 1 proto suit, SP becomes a luxury. Also if we account for passive SP then it would take a newbie 7.62 weeks or 1 month 23 days.
Lets use the current SP cap: 190K a week 190 x 52.11= 9.9M SP a year 282/9.9 = 28.48 years to max out a character This is... I don't even think I will be alive by them, I will be 50 years old before I max my character out! I think my ps3 would have died 7 times over before I max out.
I do not support a cap whatsever, but if there is to be a rework of the cap it should be increased to at least 750K. |
Zahle Undt
The Tritan Industries RISE of LEGION
208
|
Posted - 2013.06.18 18:04:00 -
[47] - Quote
Delta 749 wrote:CHICAGOCUBS4EVER wrote:KING SALASI wrote:CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P You don't have a job, school, social life? full time job, family of 4, weekend cottage... and still in playing 5-6 hours a day have a boatload of SP but thanks for the attempted troll, it failed with grace ;) With that much playing time I bet youll max out the skill tree before the Cubs win a pennant
He can play an hour a week and do that :P
|
Devil Music
Intara Direct Action Caldari State
25
|
Posted - 2013.06.18 18:07:00 -
[48] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
this is misinformation. with an active booster you get 50% more SP. it is not affected by the cap but it is not limited by the cap either. you get almost a hundred thousand more than the guy who doesnt buy em. that doesnt include passive which is another 84k SP over deadbeats. if you figure in grinding after the cap the man paying has a million or more SP each month.
The gap is there un managed by the cap. new players will never catch up. |
copy left
SyNergy Gaming EoN.
231
|
Posted - 2013.06.18 18:08:00 -
[49] - Quote
The cap isnt needed because this game is dying anyway, might as well blow all the doors of this thing and go full speed ahead. |
Zahle Undt
The Tritan Industries RISE of LEGION
208
|
Posted - 2013.06.18 18:08:00 -
[50] - Quote
BL4CKST4R wrote:A'Real Fury wrote:Noc Tempre wrote:A'Real Fury wrote:Personally I would raise the SP cap to 1 mil SP per week, with a corresponding increase in the SP formula per battle I.e. each battle would give more SP then it currently produces.
If I remember correctly to max out everything comes to 282 mil SP which would take over 13.5 years with boosters under this revised cap and does not factor in future additions to the skill tree but it would allow new players the ability to produce a decent fit within 5-10 weeks while the rest of us would be working on our 2nd or 3rd fit. You missed a digit there...Edit: my bad I missed revised. Carry on. naughty. Playing with my calcs. For those going urmmmmm here is the rough calc Cap 1 mil SP With booster - 1.5 mil SP per week 52 weeks = 78 mil SP 282 divided by 78 = 3.61 years. CCP said that to max out a character it would take 7 years, so the SP should be: 282/7= 40 <---40M exp a year 40/53=0.75 <--750K exp a week, rounded to 53 since 1 year is 52.11 weeks The SP cap should be 750K exp a week. Building a decent fit takes about 7M SP 7 / .75= 9.3 or 2 months and 4 days,it would take a hardcore new player 2 months and 4 days to catch up to a veteran, this is rather fair even if the veteran is also hardcore playing. Mostly because after you can build 1 proto build you can't really go above that, you go for tanks or LAVs but after 7M SP, or the SP to build 1 proto suit, SP becomes a luxury. Also if we account for passive SP then it would take a newbie 7.62 weeks or 1 month 23 days. Lets use the current SP cap: 190K a week 190 x 52.11= 9.9M SP a year 282/9.9 = 28.48 years to max out a character This is... I don't even think I will be alive by them, I will be 50 years old before I max my character out! I think my ps3 would have died 7 times over before I max out. I do not support a cap whatsever, but if there is to be a rework of the cap it should be increased to at least 750K.
CCP said it would take 7 years to max all skills not max one character. If you are a closed beta tester and maxed out since the beginning you probably have 1 character with skills maxed out or nearly so. That is in 6 or so months of grind
|
|
|
GM Vegas
Game Masters C C P Alliance
530
|
Posted - 2013.06.18 18:10:00 -
[51] - Quote
GVGMODE wrote:
Feedback section is worthless, there are 30+ threads over the same topic that have been there for several months and we are still where we were left on January
Simply because a thread doesn't get a DEV tag on it does not mean it gets ignored. By putting your thread in the appropriate section you will ensure your feedback get as much attention as possible. Believe me, we do read a lot of stuff on those forums (Yes, even the silly threads! ).
The skill cap was originally introduces as a daily one and players were consulted about the change prior to it changing to a weekly one. Again, it is not impossible for the current cap to change again in the future.
|
|
DUST Fiend
OSG Planetary Operations Covert Intervention
3887
|
Posted - 2013.06.18 18:13:00 -
[52] - Quote
GM Vegas wrote:The skill cap was originally introduces as a daily one and players were consulted about the change prior to it changing to a weekly one. Again, it is not impossible for the current cap to change again in the future. Just to be fair, we signed on one morning to a DEV post saying "hey, we're going to eliminate the SP cap during downtime, you guys are cool with that, right?
Of course, only a small fraction of the playerbase liked that idea, and we flew into an uproar. Within a few hours you guys put it to a "vote". The only problem here was that very few players really had any idea what it was that they were voting for. Namely, they were voting for AFK to be rewarded.
So, while it was cool to be involved, it was very odd, knee jerky, and scary. |
ZDub 303
TeamPlayers EoN.
406
|
Posted - 2013.06.18 18:14:00 -
[53] - Quote
I also want to comment, that making such a large amount of our weekly SP in the form of 'active' SP, makes this game feel like work.
Every time something changes and say.. a gun is no longer fun or viable, the 1-2 million SP we put into that gun feels like we lost weeks and weeks of effort. And it makes the majority of us upset when that happens.
Honestly.. the idea of active SP is to keep people playing the games, and I understand that, but its also hurting this game more than anything, cause people are constantly having to 'work' to get that next unlock.
In eve, you set your skills and then play the game to have fun or metagame or whatever, but you arent grinding and working for that SP.
Shifting the weekly pool of available SP from majority active to majority passive would help this game feel more fun, a lot more fun.
If you can get 500k / week with boosters, and 300k of that is active = work/grind to advance.
If it was more like 50-100k of that was active = small bonus for playing (sweet) but not required week after week until you can finally settle into a good fit at 15 million SP at which point you're so burned out you wanna just quit the game anyways. |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
184
|
Posted - 2013.06.18 18:15:00 -
[54] - Quote
BL4CKST4R wrote:A'Real Fury wrote:Noc Tempre wrote:A'Real Fury wrote:Personally I would raise the SP cap to 1 mil SP per week, with a corresponding increase in the SP formula per battle I.e. each battle would give more SP then it currently produces.
If I remember correctly to max out everything comes to 282 mil SP which would take over 13.5 years with boosters under this revised cap and does not factor in future additions to the skill tree but it would allow new players the ability to produce a decent fit within 5-10 weeks while the rest of us would be working on our 2nd or 3rd fit. You missed a digit there...Edit: my bad I missed revised. Carry on. naughty. Playing with my calcs. For those going urmmmmm here is the rough calc Cap 1 mil SP With booster - 1.5 mil SP per week 52 weeks = 78 mil SP 282 divided by 78 = 3.61 years. CCP said that to max out a character it would take 7 years, so the SP should be: 282/7= 40 <---40M exp a year 40/53=0.75 <--750K exp a week, rounded to 53 since 1 year is 52.11 weeks The SP cap should be 750K exp a week. Building a decent fit takes about 7M SP 7 / .75= 9.3 or 2 months and 4 days,it would take a hardcore new player 2 months and 4 days to catch up to a veteran, this is rather fair even if the veteran is also hardcore playing. Mostly because after you can build 1 proto build you can't really go above that, you go for tanks or LAVs but after 7M SP, or the SP to build 1 proto suit, SP becomes a luxury. Also if we account for passive SP then it would take a newbie 7.62 weeks or 1 month 23 days. Lets use the current SP cap: 190K a week 190 x 52.11= 9.9M SP a year 282/9.9 = 28.48 years to max out a character This is... I don't even think I will be alive by them, I will be 50 years old before I max my character out! I think my ps3 would have died 7 times over before I max out. I do not support a cap whatsever, but if there is to be a rework of the cap it should be increased to at least 750K.
My calc was based on changing the SP Cap to 1 mil SP (or 1.5 mil SP with booster) per week. It is not based on the existing cap. |
BL4CKST4R
WarRavens League of Infamy
292
|
Posted - 2013.06.18 18:21:00 -
[55] - Quote
A'Real Fury wrote:BL4CKST4R wrote:A'Real Fury wrote:Noc Tempre wrote:A'Real Fury wrote:Personally I would raise the SP cap to 1 mil SP per week, with a corresponding increase in the SP formula per battle I.e. each battle would give more SP then it currently produces.
If I remember correctly to max out everything comes to 282 mil SP which would take over 13.5 years with boosters under this revised cap and does not factor in future additions to the skill tree but it would allow new players the ability to produce a decent fit within 5-10 weeks while the rest of us would be working on our 2nd or 3rd fit. You missed a digit there...Edit: my bad I missed revised. Carry on. naughty. Playing with my calcs. For those going urmmmmm here is the rough calc Cap 1 mil SP With booster - 1.5 mil SP per week 52 weeks = 78 mil SP 282 divided by 78 = 3.61 years. CCP said that to max out a character it would take 7 years, so the SP should be: 282/7= 40 <---40M exp a year 40/53=0.75 <--750K exp a week, rounded to 53 since 1 year is 52.11 weeks The SP cap should be 750K exp a week. Building a decent fit takes about 7M SP 7 / .75= 9.3 or 2 months and 4 days,it would take a hardcore new player 2 months and 4 days to catch up to a veteran, this is rather fair even if the veteran is also hardcore playing. Mostly because after you can build 1 proto build you can't really go above that, you go for tanks or LAVs but after 7M SP, or the SP to build 1 proto suit, SP becomes a luxury. Also if we account for passive SP then it would take a newbie 7.62 weeks or 1 month 23 days. Lets use the current SP cap: 190K a week 190 x 52.11= 9.9M SP a year 282/9.9 = 28.48 years to max out a character This is... I don't even think I will be alive by them, I will be 50 years old before I max my character out! I think my ps3 would have died 7 times over before I max out. I do not support a cap whatsever, but if there is to be a rework of the cap it should be increased to at least 750K. My calc was based on changing the SP Cap to 1 mil SP (or 1.5 mil SP with booster) per week. It is not based on the existing cap.
I am comparing the current cap with what CCP intended was to be the length to *max all skills* I wasnt calling you out or anything on your calculations |
Zatara Rought
TeamPlayers EoN.
233
|
Posted - 2013.06.18 18:21:00 -
[56] - Quote
GM Vegas wrote:Cass Barr wrote:
And the next line of that quote is:
"* The extra SP earned from the active skill boosters do not count towards your skill point cap. "
Which also means that once you reach your cap, your Active booster bonus will be based on a 1SP for each WP to a maximum of 1,000 SP (1,500 SP with an Active Booster). Not very much an incentive to sell more booster if once you reached the cap you only get 500 SP/per battle as maximum bonus is it? Just to mention that as well; The SP Cap has been modified several times in the past, and who knows, it could be altered again in the future. Feel free to share some feedback in the appropriate section if needed.
I like GM Vegas, I will say a lot of the Dev's seem like level headed cats. Personally I have never heard great arguments for NOT having a rolling sp cap. If players didn't feel the need to grind every week to continue to gain sp, then they woud be cool not playing and going on vacation and not feel like they will lose out on 300k sp. Furthermore I do think there should be someway of adequately influencing sp to give an advantage to a player that plays more casually vs a hardcore player. Like in WoW you got a bonus to experience if you hadn't played in awhile. |
BL4CKST4R
WarRavens League of Infamy
292
|
Posted - 2013.06.18 18:22:00 -
[57] - Quote
Zahle Undt wrote: CCP said it would take 7 years to max all skills not max one character. If you are a closed beta tester and maxed out since the beginning you probably have 1 character with skills maxed out or nearly so. That is in 6 or so months of grind
Could you explain the difference between maxing out a character and maxing out all skills? Aren't they the same thing... |
GVGMODE
GVGMODE.
4
|
Posted - 2013.06.18 18:25:00 -
[58] - Quote
GM Vegas wrote:GVGMODE wrote:
Feedback section is worthless, there are 30+ threads over the same topic that have been there for several months and we are still where we were left on January
Simply because a thread doesn't get a DEV tag on it does not mean it gets ignored. By putting your thread in the appropriate section you will ensure your feedback get as much attention as possible. Believe me, we do read a lot of stuff on those forums (Yes, even the silly threads! ). The skill cap was originally introduces as a daily one and players were consulted about the change prior to it changing to a weekly one. Again, it is not impossible for the current cap to change again in the future.
The voting options never included removing the skill point cap sadly..... considering the population of the sever and the amount of votes it is sad. Hopefully a change happens next year at least......
Soon TM |
BMSTUBBYxx
Algintal Core Gallente Federation
46
|
Posted - 2013.06.18 18:27:00 -
[59] - Quote
GM Vegas wrote: Again, it is not impossible for the current cap to change again in the future.
Yeah we have heard this 4 months ago.
CCP Frame wrote:Once again, we would like to remind you that weekly skill point rollover system is being worked on and that this is just the temporary solution that we are implementing.
https://forums.dust514.com/default.aspx?g=posts&m=503133#post503133
So you have been working on this for four months now and we still have not seen the solution.
So in the CCP world "temporary" = how many years till we see a solution?
|
Zahle Undt
The Tritan Industries RISE of LEGION
208
|
Posted - 2013.06.18 18:28:00 -
[60] - Quote
For those of you not here or that forget "history" during closed beta we requested a rolling cap so that new people could grind more to catch up. We were told that this would be hard to implement but that they would work on it while doing the next best thing they could, which is our current weekly cap.
While ideas such as caps based on current SP sound great, I doubt they are going to happen because that is basically the rolling cap, which if was working I assume would be in already.
Matchmaking is supposedly coming out in July unless it was axed for the 1.2 Uprising update.
Interim best solution I guess is to extend the life of academy until 2 million SP or so with regular battles unlocking at 1 million if one want to be a brave soul.
Seriously though people. Cubs wasn't lying when he said that if there was no SP cap there would be people with EVERYTHING maxed. People would have a maxed out variant of every suit type and weapon they could pull out in any situation not to mention all the weapons and vehicles. You think the gap is bad now, it would be even worse then.
If you hit cap by the end of weekend, do what a lot of us do, play an alt on Monday and Tuesday |
|
Zatara Rought
TeamPlayers EoN.
234
|
Posted - 2013.06.18 18:29:00 -
[61] - Quote
ZDub 303 wrote:I also want to comment, that making such a large amount of our weekly SP in the form of 'active' SP, makes this game feel like work.
Every time something changes and say.. a gun is no longer fun or viable, the 1-2 million SP we put into that gun feels like we lost weeks and weeks of effort. And it makes the majority of us upset when that happens.
Honestly.. the idea of active SP is to keep people playing the games, and I understand that, but its also hurting this game more than anything, cause people are constantly having to 'work' to get that next unlock.
In eve, you set your skills and then play the game to have fun or metagame or whatever, but you arent grinding and working for that SP.
Shifting the weekly pool of available SP from majority active to majority passive would help this game feel more fun, a lot more fun.
If you can get 500k / week with boosters, and 300k of that is active = work/grind to advance.
If it was more like 50-100k of that was active = small bonus for playing (sweet) but not required week after week until you can finally settle into a good fit at 15 million SP at which point you're so burned out you wanna just quit the game anyways.
I think I like this idea, but not no extreme. Currently if you're using omega boosters you get like 340k sp a week in passive. I get like another 290k in active and maybe 50 matches more averaging around 1400 sp a battle. So yeah because I have like 15 mill (and not burned out yet ) decrease my sp to like 200k a week with boosters, make boosters put veterans on par with unboosted sp to prevent hardcore vets from continuing to increase the gap |
Makyre Vahliha
GamersForChrist Orion Empire
196
|
Posted - 2013.06.18 18:29:00 -
[62] - Quote
I am honestly frustrated with the SP cap and I personally think they should have set up a similar learning system much like EVE Online where few skill books are activated so that the character can "learn" rather than throw SP around like money. Activating a skill with progress causes the player to think about about what they want to do. It's like college textbooks where students research and learn on their own, which takes time. They don't just buy a book and suddenly know how to do a certain skill immediately. It's not the Matrix. They can still use boosters to speed some of the skills up a bit that way. Most of the time when the SP cap hits, I usually stop playing and leave the console gathering dust for a while. I think it's the same for most people and that could explain a lower playerbase at times. |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
184
|
Posted - 2013.06.18 18:30:00 -
[63] - Quote
Quote:
My calc was based on changing the SP Cap to 1 mil SP (or 1.5 mil SP with booster) per week. It is not based on the existing cap.
Quote:I am comparing the current cap with what CCP intended was to be the length to *max all skills* I wasnt calling you out or anything on your calculations
no worries just wasn't sure why it was attached to my post. You went and confused me and that's not nice. I will now commence with the weeping, wailing and running around the play ground at over 10 m/s until I find my shotgun. |
Zahle Undt
The Tritan Industries RISE of LEGION
208
|
Posted - 2013.06.18 18:32:00 -
[64] - Quote
BL4CKST4R wrote:Zahle Undt wrote: CCP said it would take 7 years to max all skills not max one character. If you are a closed beta tester and maxed out since the beginning you probably have 1 character with skills maxed out or nearly so. That is in 6 or so months of grind
Could you explain the difference between maxing out a character and maxing out all skills? Aren't they the same thing...
By maxing out a character I mean you have a specialty pretty much leveled plus the basic skills. For example my main character specialization is an Amarr logi. If I had Amarr logistics drop suit to level 5, Dropsuit core upgrades level 5, Shield and armor upgrades all level 5, Nanocircutry 5, Uplink 5, repair tool level 5, and all the skills associated with the 2 main weapons I use leveled to 5. That would be a maxed specialty.
Note I would still have no skills in vehicles, other dropsuits, other weaposn, etc...
My bad on poor terminology usage |
BL4CKST4R
WarRavens League of Infamy
292
|
Posted - 2013.06.18 18:32:00 -
[65] - Quote
A'Real Fury wrote:Quote:
My calc was based on changing the SP Cap to 1 mil SP (or 1.5 mil SP with booster) per week. It is not based on the existing cap.
I am comparing the current cap with what CCP intended was to be the length to *max all skills* I wasnt calling you out or anything on your calculations
no worries just wasn't sure why it was attached to my post. You went and confused me and that's not nice. I will now commence with the weeping, wailing and running around the play ground at over 10 m/s until I find my shotgun.[/quote]
It was there because I liked people who do math instead of assume numbers :P |
Zatara Rought
TeamPlayers EoN.
234
|
Posted - 2013.06.18 18:33:00 -
[66] - Quote
GVGMODE wrote:GM Vegas wrote:GVGMODE wrote:
Feedback section is worthless, there are 30+ threads over the same topic that have been there for several months and we are still where we were left on January
Simply because a thread doesn't get a DEV tag on it does not mean it gets ignored. By putting your thread in the appropriate section you will ensure your feedback get as much attention as possible. Believe me, we do read a lot of stuff on those forums (Yes, even the silly threads! ). The skill cap was originally introduces as a daily one and players were consulted about the change prior to it changing to a weekly one. Again, it is not impossible for the current cap to change again in the future. The voting options never included removing the skill point cap sadly..... considering the population of the sever and the amount of votes it is sad. Hopefully a change happens next year at least...... Soon TM
It should be noted that the vast community was extremely happy at the time with changing the old skill system. 20k a day and having to log in every single day was crazy. It was making me go insane, but now that is has improved we need another improvement, but it should NOT be PRIORITIZED OVER AIMING!
|
Aisha Ctarl
The Unholy Legion Of DarkStar DARKSTAR ARMY
284
|
Posted - 2013.06.18 18:33:00 -
[67] - Quote
I'd just like to say that I'm glad this thread is staying constructive and we are all having a legitimate discussion about the topic at hand and have not resorted to trolling or flaming.
I commend you all. |
BL4CKST4R
WarRavens League of Infamy
292
|
Posted - 2013.06.18 18:34:00 -
[68] - Quote
Zahle Undt wrote:BL4CKST4R wrote:Zahle Undt wrote: CCP said it would take 7 years to max all skills not max one character. If you are a closed beta tester and maxed out since the beginning you probably have 1 character with skills maxed out or nearly so. That is in 6 or so months of grind
Could you explain the difference between maxing out a character and maxing out all skills? Aren't they the same thing... By maxing out a character I mean you have a specialty pretty much leveled plus the basic skills. For example my main character specialization is an Amarr logi. If I had Amarr logistics drop suit to level 5, Dropsuit core upgrades level 5, Shield and armor upgrades all level 5, Nanocircutry 5, Uplink 5, repair tool level 5, and all the skills associated with the 2 main weapons I use leveled to 5. That would be a maxed specialty. Note I would still have no skills in vehicles, other dropsuits, other weaposn, etc... My bad on poor terminology usage
Oh... well what I meant was that by maxing out a character that character has EVERY skill level 5, what your saying to me means maxing out a build |
|
GM Vegas
Game Masters C C P Alliance
534
|
Posted - 2013.06.18 18:35:00 -
[69] - Quote
Zatara Rought wrote:
Furthermore I do think there should be someway of adequately influencing sp to give an advantage to a player that plays more casually vs a hardcore player. Like in WoW you got a bonus to experience if you hadn't played in awhile.
That's a pretty decent suggestion. Might I suggest you to share that over here?
I ll try to get some more info about where we stand on the rolling cap. Hopefully CCP Frame can provide some more info about that.
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BL4CKST4R
WarRavens League of Infamy
292
|
Posted - 2013.06.18 18:36:00 -
[70] - Quote
Aisha Ctarl wrote:I'd just like to say that I'm glad this thread is staying constructive and we are all having a legitimate discussion about the topic at hand and have not resorted to trolling or flaming.
I commend you all.
Goodjob troll bait |
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GVGMODE
GVGMODE.
4
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Posted - 2013.06.18 18:36:00 -
[71] - Quote
Zatara Rought wrote:GVGMODE wrote:GM Vegas wrote:GVGMODE wrote:
Feedback section is worthless, there are 30+ threads over the same topic that have been there for several months and we are still where we were left on January
Simply because a thread doesn't get a DEV tag on it does not mean it gets ignored. By putting your thread in the appropriate section you will ensure your feedback get as much attention as possible. Believe me, we do read a lot of stuff on those forums (Yes, even the silly threads! ). The skill cap was originally introduces as a daily one and players were consulted about the change prior to it changing to a weekly one. Again, it is not impossible for the current cap to change again in the future. The voting options never included removing the skill point cap sadly..... considering the population of the sever and the amount of votes it is sad. Hopefully a change happens next year at least...... Soon TM It should be noted that the vast community was extremely happy at the time with changing the old skill system. 20k a day and having to log in every single day was crazy. It was making me go insane, but now that is has improved we need another improvement, but it should NOT be PRIORITIZED OVER AIMING!
aiming is expected to be fixed in 2020 so buckle up....
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Aisha Ctarl
The Unholy Legion Of DarkStar DARKSTAR ARMY
284
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Posted - 2013.06.18 18:37:00 -
[72] - Quote
BL4CKST4R wrote:Aisha Ctarl wrote:I'd just like to say that I'm glad this thread is staying constructive and we are all having a legitimate discussion about the topic at hand and have not resorted to trolling or flaming.
I commend you all. Goodjob troll bait
I'm the OP.....click on page one and scroll up - I was being serious. I am glad that this thread has remained constructive as a lot of good ideas are coming out of it that should be suggested as feedback to CCP. |
Zatara Rought
TeamPlayers EoN.
234
|
Posted - 2013.06.18 18:38:00 -
[73] - Quote
Zahle Undt wrote:BL4CKST4R wrote:Zahle Undt wrote: CCP said it would take 7 years to max all skills not max one character. If you are a closed beta tester and maxed out since the beginning you probably have 1 character with skills maxed out or nearly so. That is in 6 or so months of grind
Could you explain the difference between maxing out a character and maxing out all skills? Aren't they the same thing... By maxing out a character I mean you have a specialty pretty much leveled plus the basic skills. For example my main character specialization is an Amarr logi. If I had Amarr logistics drop suit to level 5, Dropsuit core upgrades level 5, Shield and armor upgrades all level 5, Nanocircutry 5, Uplink 5, repair tool level 5, and all the skills associated with the 2 main weapons I use leveled to 5. That would be a maxed specialty. Note I would still have no skills in vehicles, other dropsuits, other weaposn, etc... My bad on poor terminology usage
So...Take Chicagocubs, the man has like 20mil sp. He has like hmg proficiency 5, forge proficiency 5, smg proficiency 3, shield extension 5, armor upgrades 5, shield upgrades 5, I think he has reload speed up to 3 on each weapon, like hacking 3, electronics 5, powergrid upgrades 5, dropsuit command 3, his heavy suit to 5, he's got skills in armor plating and repping and blah blah blah...he STIL needs/wants reloading to be maxed, he still is now debating getting one of these core godlock pistols, and he still needs to save up for when he gets his 1st (as in he doesn't have a sentinel suit!) racial proto suit. And he plays more than more people combined. |
BL4CKST4R
WarRavens League of Infamy
292
|
Posted - 2013.06.18 18:38:00 -
[74] - Quote
Zatara Rought wrote:
Furthermore I do think there should be someway of adequately influencing sp to give an advantage to a player that plays more casually vs a hardcore player. Like in WoW you got a bonus to experience if you hadn't played in awhile.
Well if you play casually atleast you keep your mind from melting, you can enjoy the game more, and you avoid being on this list. |
General Technique
Vherokior Combat Logistics Minmatar Republic
54
|
Posted - 2013.06.18 18:38:00 -
[75] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
What Shadow heat said makes PERFECTLY good sense. Belittling and laughing at him doesn't speak well of your true intentions, imho
Alternatively, your given explanation of what you "claim" to be the truth of the matter, makes "very little" sense given the FACTS about the situation in-game. In fact, you practically VALIDATE Shadow's post during your "corrective" explanation.
That cap is freaking brutal on new players. It's #1 among the reasons that I've talked no less than 20+ friends and coworkers out of downloading and trying this game just during this past week alone (sending them to check out Last of Us, instead, in every single case. That's PAYING consumers that inquired with me about Dust514, open to downloading and playing it during the past week, that each surprisingly had heard nothing of Last of Us with the exception of one, and are ALL currently playing Last of Us and NOT playing Dust...... or as I've been putting it "not touch Dust even with a 10 foot pole").
Dismiss, belittle, and even berate your active playerbase more, CCP. That will work out well for you... trust me. (do I really need to add the sarcasm tag here?) |
GVGMODE
GVGMODE.
4
|
Posted - 2013.06.18 18:42:00 -
[76] - Quote
GM Vegas wrote:Zatara Rought wrote:
Furthermore I do think there should be someway of adequately influencing sp to give an advantage to a player that plays more casually vs a hardcore player. Like in WoW you got a bonus to experience if you hadn't played in awhile.
That's a pretty decent suggestion. Might I suggest you to share that over here? I ll try to get some more info about where we stand on the rolling cap. Hopefully CCP Frame can provide some more info about that.
so a player that dedicates less time to dust should be praised...... amazed |
ZDub 303
TeamPlayers EoN.
408
|
Posted - 2013.06.18 18:43:00 -
[77] - Quote
Zatara Rought wrote:I think I like this idea, but not no extreme. Currently if you're using omega boosters you get like 340k sp a week in passive. I get like another 290k in active and maybe 50 matches more averaging around 1400 sp a battle. So yeah because I have like 15 mill (and not burned out yet ) decrease my sp to like 200k a week with boosters, make boosters put veterans on par with unboosted sp to prevent hardcore vets from continuing to increase the gap
Im not sure I get what you're saying... the skill tree is designed to make future SP less and less useful per point with the increasing cost of skills, so decreasing someone's SP as they increase in lifetime SP is counter productive.
You paid for those omega boosters, you should get to use them as they were intended, and if you get 800k a week then thats fine, thats what you paid for.
However, changing the SP allocation to mostly passive would require rebalancing active and passive xp booster pricing. Meaning they would refund the aurum you paid for those omega boosters and then rebalance the pricing on them at which point you could purchase them again at the new price, which would still give you the same amount of SP/$.
active boosters would then be dirt cheap, im think like 2-3 bucks a month, but to some it would be worth it, as they play alot and that sp adds up over time. However everyone will want to keep passive boosters running as much as possible.
It should be around $15 a month (same as an mmo script) to keep passive boosters running, and an omega booster should then be around $25 I guess.
Then offer a subscription that gives a 30 day active + passive for $15 a month. Done.. good to go.
Don't wanna pay for boosters? no problem, you still get majority passive SP and you can play the game a lot for active sp to supplement. Which is the F2P model at its finest, people who can't afford to monetize earn that same currency through playing a lot. |
Wakko03
Better Hide R Die D.E.F.I.A.N.C.E
204
|
Posted - 2013.06.18 18:45:00 -
[78] - Quote
A MAJOR gripe for me is that why is it capped at 1000?
I'm playing in a game with Logi's that can't heal (broken injector, yeah your working on it), and team mates more concerned with shooting a sniper rifle out of the MCC - while I am on the ground, out of ammo, grenades and nano-hives fighting multiple vehicles and an enemy sniper; but those are not as bad as the guys just hanging out in the MCC doing nothing.
So, when I have that infrequent game where I do end up holding my own and have close to 3000 or more Warpoints, funny is getting 50 or more assists and only 10 kills in a skirmish, am I only given 1000SP? Would the extra 2000SP (4500 with booster)really break the game?
I did the work, I didn't farm anything but did my in game job. Yes, I remember when we only got 50SP at the end of every match after hitting the daily cap which was a slap in the face, but why not go full with the 1 WP/SP? |
Johnny Guilt
Algintal Core Gallente Federation
111
|
Posted - 2013.06.18 18:45:00 -
[79] - Quote
Skill Cap is nothing more than a way for CCP to slow down player progression and make money off of it to "encourge" players to buy boosters,that's it . We still see the gap between old and new players on account of all the Skill Repsecs(which alot of old beta testers took advantage of) into proto gear and we'll always will.
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Zatara Rought
TeamPlayers EoN.
234
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Posted - 2013.06.18 18:47:00 -
[80] - Quote
General Technique wrote:GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players. What Shadow heat said makes PERFECTLY good sense. Belittling and laughing at him doesn't speak well of your true intentions, imho Alternatively, your given explanation of what you "claim" to be the truth of the matter, makes "very little" sense given the FACTS about the situation in-game. In fact, you practically VALIDATE Shadow's post during your "corrective" explanation. That cap is freaking brutal on new players. It's #1 among the reasons that I've talked no less than 20+ friends and coworkers out of downloading and trying this game just during this past week alone (sending them to check out Last of Us, instead, in every single case. That's PAYING consumers that inquired with me about Dust514, open to downloading and playing it during the past week, that each surprisingly had heard nothing of Last of Us with the exception of one, and are ALL currently playing Last of Us and NOT playing Dust...... or as I've been putting it "not touch Dust even with a 10 foot pole").
Dismiss, belittle, and even berate your active playerbase more, CCP. That will work out well for you... trust me. (do I really need to add the sarcasm tag here?)
Honestly I think if they implemented matchmaking then it would mitigate all this QQ'ing over the skill cap. If you were playing others that had similar amounts then why cry? Once you get 6 mill sp you can get an OP caldari logi (2.8 mill sp) with 900k for shield extension 5, and like a few hundred k for shield upgrades, 200k for armor upgrades, one level of armor plating, 200 k for shield regulation, add in a mill for ar proficiency 3 (or another weapon of your choice, and add in maybe a little bit into nanocircuitry and a bit of sp to get m1 locus nades (or even level one cause flux do just fine) and there you have it, a pc ready fit that can hang with the best of them, or worst of us.
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Fearless Speech
Villore Sec Ops Gallente Federation
2
|
Posted - 2013.06.18 18:50:00 -
[81] - Quote
Thing about the cap is that is preserves a distance between vets and newbs rather than protecting against it. This is because having the entire skill tree maxed out or just having one build maxed out gives you the same advantage in a firefight versus a new player. Removing cap would do much more to allow new players to feel like they control closing that gap. As it is, a new player simply cannot close the gap in fewer than three or four months no matter how good they are or how much they play. For many, this gives a sense of all those games being more or less pointless and not having control over your own destiny.
By this i mean: Vet has say full proto caldari assault with proto AR and all that jaz. Faces a 1mil SP noob... same out come if he happens to have access to every single proto and tank and everything else. At anyone one time, only your proficiency in one build actually gives you the advantage. So removing cap will make it possible for new players to get that one good build quicker. The advantage to vets is they get to have several builds to choose from, but still, they can only use one at a time. And, in many ways, your first 3-4mil SP are much more potent than say SP 10mil-13mil because you can only get the core upgrades once.
For those people who really want to grind and grind... well they get to have access to everything and then sit there thinking "well, what do I do now?" Those people will exist in every RPG but they really don't affect balance. Again, even if someone had absolutely every skill maxed... they're still only going to have the benefits of one fully skilled build at a time, so any other full skill build should be on equal footing.
Just curious, anyone know the math on fully specing the dropsuit upgrades seciton? Obviously some are more potent than others (Shields and armor 25% probably being the strongest per point). |
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GM Vegas
Game Masters C C P Alliance
535
|
Posted - 2013.06.18 18:56:00 -
[82] - Quote
General Technique wrote:GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players. What Shadow heat said makes PERFECTLY good sense. Belittling and laughing at him doesn't speak well of your true intentions, imho Alternatively, your given explanation of what you "claim" to be the truth of the matter, makes "very little" sense given the FACTS about the situation in-game. In fact, you practically VALIDATE Shadow's post during your "corrective" explanation. That cap is freaking brutal on new players. It's #1 among the reasons that I've talked no less than 20+ friends and coworkers out of downloading and trying this game just during this past week alone (sending them to check out Last of Us, instead, in every single case. That's PAYING consumers that inquired with me about Dust514, open to downloading and playing it during the past week, that each surprisingly had heard nothing of Last of Us with the exception of one, and are ALL currently playing Last of Us and NOT playing Dust...... or as I've been putting it "not touch Dust even with a 10 foot pole").
Dismiss, belittle, and even berate your active playerbase more, CCP. That will work out well for you... trust me. (do I really need to add the sarcasm tag here?)
Never meant to dismiss any claim. Only explaining what the Cap is here for.
- A steady progress will apply to both new and veteran players. - Once again, Casual and Hardcore players are not obviously new and veteran players respectively! - Grinding is.. well.. grinding. Some games are out there for that kind of play and that's perfectly fine, but it doesn't seem to be the road we want to follow for DUST 514.
As a skill booster (Active) will be dependent on your reward, if you reached your cap your bonus reward will be marginal (500 SP maximum bonus per battle) and as such I just cannot see why a SP cap would help us sell more boosters.
Then there is the P2W quote that comes up again. Skill points are nice, but they don't guarantee victory on the Battlefield. Believe me, I don't do any better in proto gear over militia one (Yes, yes, yes.... I might not be the best! ;) ).
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General Technique
Vherokior Combat Logistics Minmatar Republic
54
|
Posted - 2013.06.18 18:57:00 -
[83] - Quote
Zatara Rought wrote:General Technique wrote:GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players. What Shadow heat said makes PERFECTLY good sense. Belittling and laughing at him doesn't speak well of your true intentions, imho Alternatively, your given explanation of what you "claim" to be the truth of the matter, makes "very little" sense given the FACTS about the situation in-game. In fact, you practically VALIDATE Shadow's post during your "corrective" explanation. That cap is freaking brutal on new players. It's #1 among the reasons that I've talked no less than 20+ friends and coworkers out of downloading and trying this game just during this past week alone (sending them to check out Last of Us, instead, in every single case. That's PAYING consumers that inquired with me about Dust514, open to downloading and playing it during the past week, that each surprisingly had heard nothing of Last of Us with the exception of one, and are ALL currently playing Last of Us and NOT playing Dust...... or as I've been putting it "not touch Dust even with a 10 foot pole").
Dismiss, belittle, and even berate your active playerbase more, CCP. That will work out well for you... trust me. (do I really need to add the sarcasm tag here?) Honestly I think if they implemented matchmaking then it would mitigate all this QQ'ing over the skill cap.
Insulting the complaints of other players isn't going to pay CCP's bills. At best, it would just help lower the opinions other gamers of of you and consequently lower their opinions of Dust's playerbase community as a whole. That the results you aiming for with that trollish disruptive language of your's? Cuz that's what you're getting, love it or not.
Best thing I can say to developers and fanbros that behave in such a manner is, "enjoy the cosequences of your actions"
The brutal SP cap and other shortsighted and abusive philosophy and mechanics like it in Dust are chief among the reasons that this game might never be anything close to even being remotely considered as popular or successful......
The lagest and most disillusioning flaw that I've seen in CCP's "business model" is that their most concrete so-called "increased accessibility" feature is, in fact, number one among the surface issues turning new players away from this game. |
Zatara Rought
TeamPlayers EoN.
234
|
Posted - 2013.06.18 19:01:00 -
[84] - Quote
Fearless Speech wrote:Thing about the cap is that is preserves a distance between vets and newbs rather than protecting against it. This is because having the entire skill tree maxed out or just having one build maxed out gives you the same advantage in a firefight versus a new player. Removing cap would do much more to allow new players to feel like they control closing that gap. As it is, a new player simply cannot close the gap in fewer than three or four months no matter how good they are or how much they play. For many, this gives a sense of all those games being more or less pointless and not having control over your own destiny.
By this i mean: Vet has say full proto caldari assault with proto AR and all that jaz. Faces a 1mil SP noob... same out come if he happens to have access to every single proto and tank and everything else. At anyone one time, only your proficiency in one build actually gives you the advantage. So removing cap will make it possible for new players to get that one good build quicker. The advantage to vets is they get to have several builds to choose from, but still, they can only use one at a time. And, in many ways, your first 3-4mil SP are much more potent than say SP 10mil-13mil because you can only get the core upgrades once.
For those people who really want to grind and grind... well they get to have access to everything and then sit there thinking "well, what do I do now?" Those people will exist in every RPG but they really don't affect balance. Again, even if someone had absolutely every skill maxed... they're still only going to have the benefits of one fully skilled build at a time, so any other full skill build should be on equal footing.
Just curious, anyone know the math on fully specing the dropsuit upgrades seciton? Obviously some are more potent than others (Shields and armor 25% probably being the strongest per point).
Read the post above yours, it doesn't take that much sp to get an endgame ready fit. It's not that much different than when I played ragnarok online. I played for months to get my Lord Knight transcended to level 90 (never even completely maxxed him and got kicked around in pvp until I put in the time, if 6 mill sp is all you need to be nearly the same as a top level killer, with half his sp, then whats gives? |
Zatara Rought
TeamPlayers EoN.
234
|
Posted - 2013.06.18 19:07:00 -
[85] - Quote
GVGMODE wrote:GM Vegas wrote:Zatara Rought wrote:
Furthermore I do think there should be someway of adequately influencing sp to give an advantage to a player that plays more casually vs a hardcore player. Like in WoW you got a bonus to experience if you hadn't played in awhile.
That's a pretty decent suggestion. Might I suggest you to share that over here? I ll try to get some more info about where we stand on the rolling cap. Hopefully CCP Frame can provide some more info about that. so a player that dedicates less time to dust should be praised...... amazed
Praised? I didn't see praise anywhere? Given an advantage over players that got to keep their sp from open beta, yes you alt loving person you. Contributing to the conversation is cool, detracting by adding nothing and criticizing any attempt at brainstorming... |
Zatara Rought
TeamPlayers EoN.
235
|
Posted - 2013.06.18 19:12:00 -
[86] - Quote
General Technique wrote:
No disrepect intended, but been playing the new shooters of "talkative" developers for over a decade. Not gonna bother clarifying a former post of mine just to clear up misconceptions on your part that are likely fabricated (read: playing dumb)
I could list of a long list of now defunct developers that you've just freakishly reminded me of, but that would be an act of exceeding kindness on my part and I'm just not feeling such motivation currently (akin to what happens when I hit SP cap in-game)
It's your bed, make it however you want. Just know that gamers like myself will ensure that you lie in it. If you're cool with that, then so be it.
Great concept of a game you guys had here. Terrible business model and implementation (in terms of longsightedness), but still a great concept nontheless. I really wish there was much less pain in your progression system and power level gaps... would be a much more enjoyable "FPS SHOOTER" then. Too bad that's not the case. Enjoy "learning" just what it is that you're doing wrong the hard way.
Isn't it nice that you can say such things here on our nice forums...and I can say you're wrong, and that if you don't like it here, go elsewhere. You are not obligated to be here.
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Fearless Speech
Villore Sec Ops Gallente Federation
2
|
Posted - 2013.06.18 19:12:00 -
[87] - Quote
Zatara Rought wrote:Read the post above yours, it doesn't take that much sp to get an endgame ready fit. It's not that much different than when I played ragnarok online. I played for months to get my Lord Knight transcended to level 90 (never even completely maxxed him and got kicked around in pvp until I put in the time, if 6 mill sp is all you need to be nearly the same as a top level killer, with half his sp, then whats gives?
You posted while I was typing, so its not like I ignored your post. I do agree match making would help, but there is a slight disconnect between comparing a conventional fantasy MMO to a FPS MMO. (I know I mentioned that there are gridners in all rpgs, so I may sound hypocritical, but stick with me). I played FFXI, it took most players over a year to cap out, but as with every other fantasy rpg: there is content explicitly for that leveling process that puts you in group with other people very close to your level. WoW, Guild wars, the final fantasies, etc all do this, you level up with people with in a few levels of yourself, and when you pvp before cap, you pvp with people near your level (or get temp. raised to cap). So you are never really competing against people who have been endgame ready before you even picked up the game while using a new character. Without access to PVE (i know its "coming Soon[TM]") or more robust matchmaking, the current situation is essentially level 1-10's fighting level 80's.
More, my point was bout the time element that's built into the skill system. Imagine if WoW said "you can play all you want, but you can only gain 10 levels a week untill exp gain is droped to nearly nothing, BUT, you'll passively gain a level every 10 days." That would NEVER fly.
All in all, I really like Dust's skill system. But the SP cap takes progression out of the control of the player, and taking things out of player hands always ends poorly. Removing cap isn't really going to make vets any more powerful than they are now. Its just going to make new players feel like they are able to compete sooner, and will actually make them able to compete sooner. More, it will probably help with new player retention.
As to 6mil all you need to compete being bad.... as I pointed out, the advantage of more SP past a certian point (not sure what that magic number is, but for this lets say its 6mil) is build diversity. With enough SP you get to make tactical and quality of life decsions about how you want to play. "We need CQC support, going in my heavy shotty build or my scout shotty or my...." or "Today, I want to fly a drop ship. Tomorrow I want to be an AR hero."
Removing cap gives us a more compeditive palyer base with more diversity of builds (as most people spec into a fotm build first, and only then branch out). |
Zahle Undt
The Tritan Industries RISE of LEGION
209
|
Posted - 2013.06.18 19:12:00 -
[88] - Quote
Zatara Rought wrote:Zahle Undt wrote:BL4CKST4R wrote:Zahle Undt wrote: CCP said it would take 7 years to max all skills not max one character. If you are a closed beta tester and maxed out since the beginning you probably have 1 character with skills maxed out or nearly so. That is in 6 or so months of grind
Could you explain the difference between maxing out a character and maxing out all skills? Aren't they the same thing... By maxing out a character I mean you have a specialty pretty much leveled plus the basic skills. For example my main character specialization is an Amarr logi. If I had Amarr logistics drop suit to level 5, Dropsuit core upgrades level 5, Shield and armor upgrades all level 5, Nanocircutry 5, Uplink 5, repair tool level 5, and all the skills associated with the 2 main weapons I use leveled to 5. That would be a maxed specialty. Note I would still have no skills in vehicles, other dropsuits, other weaposn, etc... My bad on poor terminology usage So...Take Chicagocubs, the man has like 20mil sp. He has like hmg proficiency 5, forge proficiency 5, smg proficiency 3, shield extension 5, armor upgrades 5, shield upgrades 5, I think he has reload speed up to 3 on each weapon, like hacking 3, electronics 5, powergrid upgrades 5, dropsuit command 3, his heavy suit to 5, he's got skills in armor plating and repping and blah blah blah...he STIL needs/wants reloading to be maxed, he still is now debating getting one of these core godlock pistols, and he still needs to save up for when he gets his 1st (as in he doesn't have a sentinel suit!) racial proto suit. And he plays more than more people combined.
I can't believe he went to level 5 in Amarr heavy and didn't stop at level 3 and start leveling in Sentinel. That's what I did for Amarr logi. But anyway it sounds like Cubs has almost maxed out his build (much better term). Now if he started on tanks next or maybe a medium frame suit of some sort he would be working on his next build. That is a nother thing, people say newcomers can't catch up, but after about 15 mil or so when you have one build pretty much maxed you are caught up. Everything after that is branching outward to be more versatile, you can't continuously build upwards
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Maken Tosch
DUST University Ivy League
2732
|
Posted - 2013.06.18 19:12:00 -
[89] - Quote
Aisha Ctarl wrote:Is it to limit those who have the time to play frequently?
A deterrent to keep dedicated players from playing too much?
A way to ensure that newer players aren't at too much of a disadvantage?
A punishment for playing a game whom one enjoys too much?
A way to keep players from reaching endgame too quickly?
Seriously, what is the point behind the SP cap? I want a legitimate answer as to why when players hit the cap, they are limited to receiving anywhere from 450 - 1500 SP max with an Active Booster equipped.
No.
Maybe. It's to ensure that players don't instantly grind a skill tree in a few months to a year when it is designed to last 7 years at the very least (not including new skill books that are constantly added).
No. Hell no. It's just to ensure that the game doesn't get more boring than it already is and that you can at least still have a goal in the long run.
What endgame? Eve Online players have been playing for 10 years and some have over 200 million SP and yet none of them have seen the end game.
There is a ton of legitimate reasons. Let me list them for you. Please note that CCP has made it clear that the SP cap is here to stay no matter how you feel about it. The only thing they are willing to change is how the SP cap would work.
1. Once upon a time there use to be a closed-beta version of Dust in which no SP cap existed and players only had access to the test server for 3 days of the entire week. CCP allowed unlimited SP gain so that players can try out all of the weapons, vehicles, modules, etc. and help CCP obtain the metrics needed for balancing and further testing. Then came the following build that imposed the SP cap and finally allowed players to access the server every day of the week because CCP obtained enough data on what to adjust.
2. CCP announced during at least two of their previous Fanfests that the skill tree system is designed specifically to take a player 7 years to complete entirely and that is just with the skills we have available now. This is not including the skills that we will get for something like cloaking, pilot suits, commander suits, etc. over the same course of 7-10 years. Allowing unlimited SP would ultimately make the game pointless to play any further beyond a year or two for those willing to buy a **** bucket so they don't have to go to the bathroom while playing.
3. Unlimited SP will only increase the disparity between the amount of SP that veterans have and that of new players.
4. SP is not the primary goal here. The primary goal of Dust, just like in Eve Online, is for the players to work together to control the economy and affect the outcomes of wars that are waging overhead in space while also fighting for resources on the ground. |
BMSTUBBYxx
Algintal Core Gallente Federation
48
|
Posted - 2013.06.18 19:16:00 -
[90] - Quote
GM Vegas wrote:
Then there is the P2W quote that comes up again. Skill points are nice, but they don't guarantee victory on the Battlefield. Believe me, I don't do any better in proto gear over militia one (Yes, yes, yes.... I might not be the best! ;) ).
Then do away with SP's and the skill tree all together and allow everyone access to all gear and skills and only play this game for ISK.
With your logic what is the point of grinding for SP? You all preach all the time that proto gear is no different than militia and the gear don't matter its you skills, blah blah blah!
Why are you forcing us all to grind for SP then?
Oh wait yeah that's right SP boosters = $$$$.
Please!
|
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Zatara Rought
TeamPlayers EoN.
235
|
Posted - 2013.06.18 19:29:00 -
[91] - Quote
ZDub 303 wrote:Zatara Rought wrote:I think I like this idea, but not no extreme. Currently if you're using omega boosters you get like 340k sp a week in passive. I get like another 290k in active and maybe 50 matches more averaging around 1400 sp a battle. So yeah because I have like 15 mill (and not burned out yet ) decrease my sp to like 200k a week with boosters, make boosters put veterans on par with unboosted sp to prevent hardcore vets from continuing to increase the gap Im not sure I get what you're saying... the skill tree is designed to make future SP less and less useful per point with the increasing cost of skills, so decreasing someone's SP as they increase in lifetime SP is counter productive. Not so, if that were the case then each additional skill would increase in sp required regardless of how much sp I have/haven't invested in it. For example it costs only 621k sp I think to max another weapon operation, the same amount as the first...as opposed to making each additional weapon you invested in scale upwards in sp to prevent you from having more and more, thus making sp less useful because all skills scale up in sp price relative to your total, or perhaps relative to your investment is related skills. Same goes with the rest of the tree, the tree doesn't exactly prevent you from making sp less useful, actually it just encourages you to make your character have tons of skills because the highest levels of a skill can cost a lot (it take 2-3 weeks to get level 5 of a racial suit, and about 1-2 weeks to get level 5 proficiency of a weapon, but most of the time you can get the highest level of a skill in a few days if you include a fresh skill cap. (466k for many of the skills) So overall I disagree, the skill point system doesn't make sp less useful. It is not necessarily counter productive to decrease the amount of sp earned to cap out for veterans who have already obtained most of the skills aforementioned that require those large sp investments, and discourages them from becoming Omni Char's with 3 racial proto suits. You paid for those omega boosters, you should get to use them as they were intended, and if you get 800k a week then thats fine, thats what you paid for. Sure, and if I and those who use them agree to a change in them them why disagree with me? However, changing the SP allocation to mostly passive would require rebalancing active and passive xp booster pricing. Meaning they would refund the aurum you paid for those omega boosters and then rebalance the pricing on them at which point you could purchase them again at the new price, which would still give you the same amount of SP/$. active boosters would then be dirt cheap, im think like 2-3 bucks a month, but to some it would be worth it, as they play alot and that sp adds up over time. However everyone will want to keep passive boosters running as much as possible. It should be around $15 a month (same as an mmo script) to keep passive boosters running, and an omega booster should then be around $25 I guess. Then offer a subscription that gives a 30 day active + passive for $15 a month. Done.. good to go. I think it's a solid idea +1 Don't wanna pay for boosters? no problem, you still get majority passive SP and you can play the game a lot for active sp to supplement. Which is the F2P model at its finest, people who can't afford to monetize earn that same currency through playing a lot.
I'm 2 lazy to quote you individually, so I posted replies/rebuttals/wishful thinking in the quote. ^_^
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Zatara Rought
TeamPlayers EoN.
235
|
Posted - 2013.06.18 19:31:00 -
[92] - Quote
BMSTUBBYxx wrote:GM Vegas wrote:
Then there is the P2W quote that comes up again. Skill points are nice, but they don't guarantee victory on the Battlefield. Believe me, I don't do any better in proto gear over militia one (Yes, yes, yes.... I might not be the best! ;) ).
Then do away with SP's and the skill tree all together and allow everyone access to all gear and skills and only play this game for ISK. With your logic what is the point of grinding for SP? You all preach all the time that proto gear is no different than militia and the gear don't matter its you skills, blah blah blah! Why are you forcing us all to grind for SP then? Oh wait yeah that's right SP boosters = $$$$. Please!
because a leveling system, even an imperfect one, is way more fun than any other relevant game that doesn't use one, for me anyway. |
Zatara Rought
TeamPlayers EoN.
235
|
Posted - 2013.06.18 19:33:00 -
[93] - Quote
Zahle Undt wrote:Zatara Rought wrote:Zahle Undt wrote:BL4CKST4R wrote:Zahle Undt wrote: CCP said it would take 7 years to max all skills not max one character. If you are a closed beta tester and maxed out since the beginning you probably have 1 character with skills maxed out or nearly so. That is in 6 or so months of grind
Could you explain the difference between maxing out a character and maxing out all skills? Aren't they the same thing... By maxing out a character I mean you have a specialty pretty much leveled plus the basic skills. For example my main character specialization is an Amarr logi. If I had Amarr logistics drop suit to level 5, Dropsuit core upgrades level 5, Shield and armor upgrades all level 5, Nanocircutry 5, Uplink 5, repair tool level 5, and all the skills associated with the 2 main weapons I use leveled to 5. That would be a maxed specialty. Note I would still have no skills in vehicles, other dropsuits, other weaposn, etc... My bad on poor terminology usage So...Take Chicagocubs, the man has like 20mil sp. He has like hmg proficiency 5, forge proficiency 5, smg proficiency 3, shield extension 5, armor upgrades 5, shield upgrades 5, I think he has reload speed up to 3 on each weapon, like hacking 3, electronics 5, powergrid upgrades 5, dropsuit command 3, his heavy suit to 5, he's got skills in armor plating and repping and blah blah blah...he STIL needs/wants reloading to be maxed, he still is now debating getting one of these core godlock pistols, and he still needs to save up for when he gets his 1st (as in he doesn't have a sentinel suit!) racial proto suit. And he plays more than more people combined. I can't believe he went to level 5 in Amarr heavy and didn't stop at level 3 and start leveling in Sentinel. That's what I did for Amarr logi. But anyway it sounds like Cubs has almost maxed out his build (much better term). Now if he started on tanks next or maybe a medium frame suit of some sort he would be working on his next build. That is a nother thing, people say newcomers can't catch up, but after about 15 mil or so when you have one build pretty much maxed you are caught up. Everything after that is branching outward to be more versatile, you can't continuously build upwards
That's just not true though...he still needs to max skills related to reload speed and ammo capacity, and that would put him around 22 mill. Thats a lot of sp.
|
Zahle Undt
The Tritan Industries RISE of LEGION
209
|
Posted - 2013.06.18 19:33:00 -
[94] - Quote
BMSTUBBYxx wrote:GM Vegas wrote:
Then there is the P2W quote that comes up again. Skill points are nice, but they don't guarantee victory on the Battlefield. Believe me, I don't do any better in proto gear over militia one (Yes, yes, yes.... I might not be the best! ;) ).
Then do away with SP's and the skill tree all together and allow everyone access to all gear and skills and only play this game for ISK. With your logic what is the point of grinding for SP? You all preach all the time that proto gear is no different than militia and the gear don't matter its you skills, blah blah blah! Why are you forcing us all to grind for SP then? Oh wait yeah that's right SP boosters = $$$$. Please!
You can't be serious right? Just unlock everything....no game does that, even in Halo, CoD, other generic multiplayer shooter here, you have to play the game to unlock things like new gear, weapons, custom looks etc..
If you don't like grinding for SP, then don't, you don't want to pay for boosters don't. I really love how you whine about CCP selling boosters to make money, but they aren't a non-profit charity, they need to make money, like any other business.
I'm not very happy with Dust at the moment or the promises CCP makes that it intends to fulfill 5 or 6 years down the road, but I'm not going to begrudge them trying to make some money to pay their bills and keep the devs paid, hell maybe if they sold more boosters they can get developers not based in China probably working for slave wages but can pay some Japanese or Western developers to get this game made properly.
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Zahle Undt
The Tritan Industries RISE of LEGION
209
|
Posted - 2013.06.18 19:42:00 -
[95] - Quote
Zatara Rought wrote:
That's just not true though...he still needs to max skills related to reload speed and ammo capacity, and that would put him around 22 mill. Thats a lot of sp.
He's got 2 primary weapons both to proficiency 5 anti-infantry and anti-vehicle so that is almost like having 2 specialties. If he was an assault or maybe even logi he would be about done at this point and on to the next specialty. I'm at almost 13 million and I need to get nanocircutry, uplinks, and reppers from 3 to 5 and get all 5 levels of proficiency for my main weapon and sidearm, thus my figure was a ballpark based on what I estimate I still have to earn and spend to have my logi build "done". So I may have been low balling it a bit.
But my point still is that at some point (where ever that point is) you can only become more versatile due to SP and not anymore powerful.
|
Zatara Rought
TeamPlayers EoN.
235
|
Posted - 2013.06.18 19:50:00 -
[96] - Quote
Zahle Undt wrote:Zatara Rought wrote:
That's just not true though...he still needs to max skills related to reload speed and ammo capacity, and that would put him around 22 mill. Thats a lot of sp.
He's got 2 primary weapons both to proficiency 5 anti-infantry and anti-vehicle so that is almost like having 2 specialties. If he was an assault or maybe even logi he would be about done at this point and on to the next specialty. I'm at almost 13 million and I need to get nanocircutry, uplinks, and reppers from 3 to 5 and get all 5 levels of proficiency for my main weapon and sidearm, thus my figure was a ballpark based on what I estimate I still have to earn and spend to have my logi build "done". So I may have been low balling it a bit. But my point still is that at some point (where ever that point is) you can only become more versatile due to SP and not anymore powerful.
Unless they rebalance. Then you have to adapt at the meta game, technically I see 1 million sp fools murder taxiing that get more kills than me. That specialty takes little |
BMSTUBBYxx
Algintal Core Gallente Federation
50
|
Posted - 2013.06.18 19:52:00 -
[97] - Quote
Zahle Undt wrote:BMSTUBBYxx wrote:GM Vegas wrote:
Then there is the P2W quote that comes up again. Skill points are nice, but they don't guarantee victory on the Battlefield. Believe me, I don't do any better in proto gear over militia one (Yes, yes, yes.... I might not be the best! ;) ).
Then do away with SP's and the skill tree all together and allow everyone access to all gear and skills and only play this game for ISK. With your logic what is the point of grinding for SP? You all preach all the time that proto gear is no different than militia and the gear don't matter its you skills, blah blah blah! Why are you forcing us all to grind for SP then? Oh wait yeah that's right SP boosters = $$$$. Please! You can't be serious right? Just unlock everything....no game does that, even in Halo, CoD, other generic multiplayer shooter here, you have to play the game to unlock things like new gear, weapons, custom looks etc.. If you don't like grinding for SP, then don't, you don't want to pay for boosters don't. I really love how you whine about CCP selling boosters to make money, but they aren't a non-profit charity, they need to make money, like any other business. I'm not very happy with Dust at the moment or the promises CCP makes that it intends to fulfill 5 or 6 years down the road, but I'm not going to begrudge them trying to make some money to pay their bills and keep the devs paid, hell maybe if they sold more boosters they can get developers not based in China probably working for slave wages but can pay some Japanese or Western developers to get this game made properly.
Ummmm no I am not serious I was pointing out that GM Vegas's P2W reasoning is LOL!
Oh and BTW CCP are the ones that made this game F2P not me, so why should I care how their staff get paid or even how CCP makes money?
They made a crap F2P game and that is what they are going to get from me, crap!
As is I have already spent $20 more dollars on this game than I should have, my bad yo and it wont happen again.
I don't pay for boosters and I don't grind sp anymore, ( thanks The Last Of Us for saving me ) I am not whining about CCP selling boosters. I am LOL at them for them saying SP's and Boosters won't win games.
I would love for a PC corp to youtube a PC match win using only Militia gear, how bout it hot shot are you and your Corp up for the task? |
Skihids
The Tritan Industries RISE of LEGION
1645
|
Posted - 2013.06.18 19:55:00 -
[98] - Quote
GM Vegas wrote:
As a skill booster (Active) will be dependent on your reward, if you reached your cap your bonus reward will be marginal (500 SP maximum bonus per battle) and as such I just cannot see why a SP cap would help us sell more boosters.
His point is that without the Active Booster you earn 190k Active SP a week. If you want more than that you can't really get there by playing more at a mere 1k per match.
However if you buy a booster you can get 285k Active SP in that one week playing the same amount.
Thus the SP cap encourages booster usage to get around it. |
Promethius Franklin
DUST University Ivy League
12
|
Posted - 2013.06.18 20:14:00 -
[99] - Quote
Skihids wrote:GM Vegas wrote:
As a skill booster (Active) will be dependent on your reward, if you reached your cap your bonus reward will be marginal (500 SP maximum bonus per battle) and as such I just cannot see why a SP cap would help us sell more boosters.
His point is that without the Active Booster you earn 190k Active SP a week. If you want more than that you can't really get there by playing more at a mere 1k per match. However if you buy a booster you can get 285k Active SP in that one week playing the same amount. Thus the SP cap encourages booster usage to get around it. Maybe my perspective is unique here but I don't feel incentive to use boosters from the cap. I feel the incentive because for any given playtime I get 1.5x my SP. If the SP cap is removed the booster becomes more valuable as the multiplier continues to affect full SP gain rather than the max 1000 base sp per match with it. In actuality the only effect the SP cap has on me is encouraging play after the reset and causing my to put the game down halfway through the weekend. |
Noc Tempre
Imperfects Negative-Feedback
1952
|
Posted - 2013.06.18 20:24:00 -
[100] - Quote
GM Vegas wrote:Zatara Rought wrote:
Furthermore I do think there should be someway of adequately influencing sp to give an advantage to a player that plays more casually vs a hardcore player. Like in WoW you got a bonus to experience if you hadn't played in awhile.
That's a pretty decent suggestion. Might I suggest you to share that over here? I ll try to get some more info about where we stand on the rolling cap. Hopefully CCP Frame can provide some more info about that.
Are you suggesting I should request my 12+ month threads be unlocked so the conversation can continue? If so I will gladly "report" them to get your attention.
Because the honest truth is I've gone on the forums, I've talked directly to devs, CCP has promised changes SOON (not Gäó) before all with positive feedback... and we still have this. |
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matsumoto yuichi san
SVER True Blood Public Disorder.
10
|
Posted - 2013.06.18 20:28:00 -
[101] - Quote
Delta 749 wrote:CHICAGOCUBS4EVER wrote:KING SALASI wrote:CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P You don't have a job, school, social life? full time job, family of 4, weekend cottage... and still in playing 5-6 hours a day have a boatload of SP but thanks for the attempted troll, it failed with grace ;) With that much playing time I bet youll max out the skill tree before the Cubs win a pennant
ouch man ouch
but it has been more than a hundred years now.... |
Rusty Shaklefurd
Couch Legion
80
|
Posted - 2013.06.18 21:02:00 -
[102] - Quote
It doesn't matter what system is in place, there will always be a large gap between the new and the old.
The only way to change that is to have all the items static like COD... which takes all the RPG and strategy out of the game.
The best way to fix the overall problem is to make it fun for players at all levels of gameplay. This is where PvE will come in, or loyalty points rewards. Each player needs to feel like they are making a positive impact on the game/match or its not fun.
.....
my vote would be to take active SP out all together... like eve everyone will progress at the same speed depending on implants and such.
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BL4CKST4R
WarRavens League of Infamy
295
|
Posted - 2013.06.18 21:54:00 -
[103] - Quote
Rusty Shaklefurd wrote:It doesn't matter what system is in place, there will always be a large gap between the new and the old.
The only way to change that is to have all the items static like COD... which takes all the RPG and strategy out of the game.
The best way to fix the overall problem is to make it fun for players at all levels of gameplay. This is where PvE will come in, or loyalty points rewards. Each player needs to feel like they are making a positive impact on the game/match or its not fun.
.....
my vote would be to take active SP out all together... like eve everyone will progress at the same speed depending on implants and such.
There is and there isn't a gap, after a while the SP gap doesn't reflect our good your suit is anymore it is how many complete suits you can make. Because of how slow the SP progression is, to fill this "how good your suit is" gap a new player has to play for months just to compete. But, a player with 20M SP really doesn't have much of an advantage over a player with 7M SP, except maybe what tanks they can run or drop ships or maybe different suit types. So really the faster we can close this gap the easier it will be for players, by removing the SP cap it will be so much easier for them to catch up, even though they won't have the same SP ever, they will be able to play on equal footing in less than 2 months instead of 6 months. And at the current state of the game, I am glad I played during beta because I would not put up with how difficult it is for new players.
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The Robot Devil
BetaMax. CRONOS.
464
|
Posted - 2013.06.19 04:09:00 -
[104] - Quote
BMSTUBBYxx wrote:Aisha Ctarl wrote:BMSTUBBYxx wrote:GM Vegas wrote: The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Yeah, hows this working out so far? LOL Out of 90% of the new players mouth, " SP gap is to much. " That's a good point. I had a friend start playing DUST a few days ago and we squadded up. He told me how he had ~700K SP and then asked how many I had which I then told him pushing 9mil, his reaction was - f***. I know that if I was not in the closed beta and did not have 10 million SP I would not be playing this game. Flame all you want but 90% of the vets would not play this game if they had to start from scratch. And STFU to anyone that will get on here and say that you would play even if you didn't have your 10+ Million SP's
I Just broke 8 mil and I have been here from the beginning and I still play. Active SP is the problem, drop the active SP to 1/10 its current rate and raise the passive. |
Cobra CLUTCH79
The Surrogates Of War
5
|
Posted - 2013.06.19 04:20:00 -
[105] - Quote
to keep a knee"CAP" in your rib.. it really sux |
Faith Opper
ROYAL SQUAD Shadow of the Apocalypse
6
|
Posted - 2013.06.19 04:41:00 -
[106] - Quote
Yeah the SP boosters do raise the SP cap. Players can agree on this. Without the active skill booster you get the default cap which is 190,000 sp. With the booster its around 270,000 since the extra does not count towards your default skill cap. How does that work out? You can get 1000 a match when you reach the cap but with an active skill booster it goes to 1500? How is that fair to players who can't pay for the game? Eve for an example you can play the game without PLEX and buy implants with isk and boost your skill training. On dust however you cannot buy the implants with isk but only aurum which you need real money for... So saying if you want to have more SP then most players then you have to pay money. Pay to win game... Its not fair to us players. Allow us to buy the implants with isk. CCP tell us how this is right when its not. Paying players get perks and the non-paying players don't get any perks at all. Unlike Eve. |
TheAmazing FlyingPig
Crux Special Tasks Group Gallente Federation
1021
|
Posted - 2013.06.19 04:51:00 -
[107] - Quote
I think I can see where the disconnect is between what the GM is saying and what the community says.
The GM (and I'm not speaking for him - correct me if I'm wrong) is saying that the active booster tacks on +50% to whatever you would normally gain, but this in no way affects your SP cap. With or without the booster, you cap at 190k a week. If you go over your cap, at most, you'll only gain one extra SP per two WP's you get in a fight, capping at 1k, totalling 1.5k per fight, which isn't really pushing boosters since it's such a meager amount.
The community (again, not speaking for everyone - correct me if I'm wrong) is saying that with the booster, your effective SP cap becomes 270k SP (provided you manage to cap that week). If you want to train up faster, boosters are pretty much a requirement, otherwise you put yourself behind the guys that do decide to spend money, meaning that if you pay, you get more SP than the guy that doesn't.
Both sides make valid points, but I'm going to side with the community, but not go as far as saying this game is strictly pay-to-win. While everyone's cap is indeed 190k SP per week, with a booster that cap effectively becomes 270k a week (even though we know the SP cap is 190k), catapulting you past those that don't pay (for whatever reason).
Boosters do not raise the SP cap. They do, however, allow you to gain much more SP per week over the guy that doesn't use a booster. They may not give you more SP per week, but the bonus SP they allow you to collect does give you an advantage over those without the boost.
I will also add that I have never seen SP in the killfeed, so there's that to. |
Shijima Kuraimaru
WarRavens League of Infamy
222
|
Posted - 2013.06.19 06:29:00 -
[108] - Quote
On the SP cap CCP is trying to have the system set so that to fully max out all character skills should take 5 to 6 years as it currently does in Eve.
New players not being able to catch up to vets... Really? Maximum skill level on any skill is 5. Saying that new players can't catch up to vets is like saying that if I start walking a set distance of 100 feet before you do, then you will never be able to catch up to me though I have to stop at the end of that 100 feet. An inability to "catch up" would only apply in a situation where skill level progression is infinite. The newer players will eventually catch up if they stick with it. Really, they will.
Pay to Win. This is a difficult one. Some things in dust appear to be pay to win true. But the advantage is relatively small in the few cases where it does exist. I have experienced actual pay to win and it's not pleasant for someone like me who isn't able to throw money at a game to get gold armor, gold ammo, gold guns, gold vehicles, even double or triple XP boosters, that don't have equivalents for the non-paying player. See Pirate Galaxy or Dark Orbit for a good examples of true pay to win games. |
hgghyujh
Expert Intervention Caldari State
38
|
Posted - 2013.06.19 06:49:00 -
[109] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
As it stands yes, but there was a time when ccp took a vote on it and there was a capless option, it was voted against for the reasons stated by the GM. That said the capless option would have actually made this game even more grindy as this game is designed to have a maximum pace of progression and therefore a capless system would of yielded less per match to make sure that no matter how much you played it would not of exceeded that progression pace(of course making some dangerous assumptions about sleep, food, and leaving your house).
So no thank you I like having a life and feeling like my playing is actually making a difference in my SP progression, the cap is just fine with me. I typically don't cap out any more but thanks to the cap the matches I do play actually contribute something meaningful to my sp pool. Frankly even when I do cap out I have an alt that needs play time and I happly play with out SP(tho after, what is it like, 32+ hours of play time in a week I don't typicly want to play too much more, thats nearing on full time job level). |
hgghyujh
Expert Intervention Caldari State
38
|
Posted - 2013.06.19 06:59:00 -
[110] - Quote
As to the crys of new players can't catch up with old yes this is true, how ever past about 15mSP(give or take depending on your play style) a new player is as good in any one role as any older player. The way the skill tree is designed is to allow six month to a year long players to play with even ten year players on an even playing field while still rewarding those ten year vets by allowing them to far more versatility instead of power.
the skill cap is irrelevant in all of this tho due to the fact that with or with out the skill cap there would still be a maximum pace of progression that would prevent you from ever catching up to a long term dedicated vet no matter how bad he was. SP are basically rewards for long time active players, you are not meant to easily catch up to an older active play not without a lot of hard work and dedication, but nor are you punished for that. |
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hgghyujh
Expert Intervention Caldari State
38
|
Posted - 2013.06.19 07:13:00 -
[111] - Quote
TheAmazing FlyingPig wrote:I think I can see where the disconnect is between what the GM is saying and what the community says.
The GM (and I'm not speaking for him - correct me if I'm wrong) is saying that the active booster tacks on +50% to whatever you would normally gain, but this in no way affects your SP cap. With or without the booster, you cap at 190k a week. If you go over your cap, at most, you'll only gain one extra SP per two WP's you get in a fight, capping at 1k, totalling 1.5k per fight, which isn't really pushing boosters since it's such a meager amount.
The community (again, not speaking for everyone - correct me if I'm wrong) is saying that with the booster, your effective SP cap becomes 270k SP (provided you manage to cap that week). If you want to train up faster, boosters are pretty much a requirement, otherwise you put yourself behind the guys that do decide to spend money, meaning that if you pay, you get more SP than the guy that doesn't.
Both sides make valid points, but I'm going to side with the community, but not go as far as saying this game is strictly pay-to-win. While everyone's cap is indeed 190k SP per week, with a booster that cap effectively becomes 270k a week (even though we know the SP cap is 190k), catapulting you past those that don't pay (for whatever reason).
Boosters do not raise the SP cap. They do, however, allow you to gain much more SP per week over the guy that doesn't use a booster. They may not give you more SP per week, but the bonus SP they allow you to collect does give you an advantage over those without the boost.
I will also add that I have never seen SP in the killfeed, so there's that to.
yea thats about accurate, although if it is P2W, it really only matters for the first 15m SP give or take, after that falling behind is rather meaningless and at that point its no longer P2W and just about a players desire to progress faster.
frankly while it does feel like P2W, when you look at the big picture It's really not, for every new guy they will already be so far behind the curve that booster or not it makes little difference except that they can run proto a little faster and can start getting into some of the higher stake matches a little more easily. The only place boosters could really be considered P2W is for us vets, and even then it matters less and less with each passing week. |
Castor Crave
United Pwnage Service RISE of LEGION
2
|
Posted - 2013.06.19 07:33:00 -
[112] - Quote
GM Vegas wrote:Shadow heat wrote:- Is way to make people buy SP boosters ...That does not make sense. CCP Cmdr Wang wrote: * Active skill boosters do not increase skill point cap - this is by design.
The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players. With active booster we get 285k sp from matches per week, after reching the cap we get 1.5k sp per match. Without the booster we get 190k sp per week, and after reaching the cap we get 1k sp per match.
Can you please elaborate on how what Shadow heat said doesn't make sense? |
AION ETERNITY
Wrath Of The Lamb
0
|
Posted - 2013.06.19 12:57:00 -
[113] - Quote
There is no purpose. It's the most ******** feature in Dust 514 currently and it is CCP's way of saying they're incapable of realizing the stupidity of their own actions. If two players started playing Dust 514 a month apart the one who started earlier will ALWAYS have more SP if they both reach the cap every week UNLESS the newer player buys boosters and the earlier player doesn't. So really it's just CCP money-grabbing by creating a demand for something(the boosters) which negatively impacts the game itself. Without the cap the player who started later could, potentially, get more SP than the player who started earlier. It's all based on how much you play. I've talked to a few people who have stated that they would have played Dust 514 far more if the cap was gone and I agree with these sentiments. The gameplay of Dust 514 isn't exciting enough to play by itself, it's the shallow rpg mechanics that gives it the extra push. With the cap CCP is hampering even this from being used to get players to play once the caps been reached. I mean this game doesn't even reward a player for doing good save a measly 1000 more SP or 100,000 more ISK, both of which are pretty much pointless in the long run, and now with the SP cap they're punishing players who like playing the game. If Dust 514 is going to die, the cap won't necessarily be what kills it but it will make sure that what does has an easier time in do so. |
Fearless Speech
Villore Sec Ops Gallente Federation
3
|
Posted - 2013.06.19 15:47:00 -
[114] - Quote
AION ETERNITY wrote:There is no purpose. It's the most ******** feature in Dust 514 currently and it is CCP's way of saying they're incapable of realizing the stupidity of their own actions. If two players started playing Dust 514 a month apart the one who started earlier will ALWAYS have more SP if they both reach the cap every week UNLESS the newer player buys boosters and the earlier player doesn't. So really it's just CCP money-grabbing by creating a demand for something(the boosters) which negatively impacts the game itself. Without the cap the player who started later could, potentially, get more SP than the player who started earlier. It's all based on how much you play. I've talked to a few people who have stated that they would have played Dust 514 far more if the cap was gone and I agree with these sentiments. The gameplay of Dust 514 isn't exciting enough to play by itself, it's the shallow rpg mechanics that gives it the extra push. With the cap CCP is hampering even this from being used to get players to play once the caps been reached. I mean this game doesn't even reward a player for doing good save a measly 1000 more SP or 100,000 more ISK, both of which are pretty much pointless in the long run, and now with the SP cap they're punishing players who like playing the game. If Dust 514 is going to die, the cap won't necessarily be what kills it but it will make sure that what does has an easier time in do so.
So... we take boosters out because that's "CCP Money-grabbing." How, exactly, do you want the game to be profitable? Before you say "not my problem," you realize that unless the game is at least breaking even development will completely stop? CCP is probably large enough to allow the game to go negative on returns for quite a while to invest in making it better for hopes of future increase in revenue, but that's still going to require that they sell you something. Or would you like to see McDonald's adds every time you want to look at your fittings or watch short ED drug commercials every time you die? Either they sell us stuff in the game or they flood the game with real world advertising. Personally? 15$/month "subscription" >>>>>>>>>>>> adds to make my ***** work.
There is no Pay to Win in Dust. The aurum gear all has increased PG/CPU requirements which have big impacts on your fitting options, the boosters just help you get some more sp (but really, not that much. An active booster is what, one tier 5 skill every month? Maybe?). I personally like the boosters. I can give them a little money to show my support for the game, and if I decide to stop playing I just stop buying boosters and never had to shell out $60 up front. And, if I feel the value in buying enough 30 day boosters to equate $60, then I have been playing much longer than most titles stay fun so I feel like I got my money's worth.
Even if I never give them a dime, I get access to all the gear, all the maps, all the updates, all the same matches and features. Its not like there is some Proto+1 Aurum gear. "Pay to Win" is usually when paying real money gives you items/gear/skills that are more powerfult han what is otherwise in the game. Like if there was an Aurum AR that had all the same atributes as the GEK-38 only it did 60 HP / Shot instead of the 33ish. |
BMSTUBBYxx
Algintal Core Gallente Federation
63
|
Posted - 2013.06.19 16:58:00 -
[115] - Quote
Vavilia Lysenko wrote:BMSTUBBYxx wrote:Aisha Ctarl wrote:BMSTUBBYxx wrote:GM Vegas wrote: The aim of the skill cap is to ensure players progress through the skill tree at a steady pace, to dis-incentivize 24/7 grinding and to maintain a manageable gap between casual and hardcore players.
Yeah, hows this working out so far? LOL Out of 90% of the new players mouth, " SP gap is to much. " That's a good point. I had a friend start playing DUST a few days ago and we squadded up. He told me how he had ~700K SP and then asked how many I had which I then told him pushing 9mil, his reaction was - f***. I know that if I was not in the closed beta and did not have 10 million SP I would not be playing this game. Flame all you want but 90% of the vets would not play this game if they had to start from scratch. And STFU to anyone that will get on here and say that you would play even if you didn't have your 10+ Million SP's 90% why not 99.9%. If your going to use a made up number, at least do it properly. 100% of your posts so far in this thread are 99.9% bollox.
LOL your British, lol.
I am so sorry.
Merica FTW MFer! |
CHICAGOCUBS4EVER
TeamPlayers EoN.
494
|
Posted - 2013.06.19 17:52:00 -
[116] - Quote
Zahle Undt wrote:Zatara Rought wrote:Zahle Undt wrote:BL4CKST4R wrote:Zahle Undt wrote: CCP said it would take 7 years to max all skills not max one character. If you are a closed beta tester and maxed out since the beginning you probably have 1 character with skills maxed out or nearly so. That is in 6 or so months of grind
Could you explain the difference between maxing out a character and maxing out all skills? Aren't they the same thing... By maxing out a character I mean you have a specialty pretty much leveled plus the basic skills. For example my main character specialization is an Amarr logi. If I had Amarr logistics drop suit to level 5, Dropsuit core upgrades level 5, Shield and armor upgrades all level 5, Nanocircutry 5, Uplink 5, repair tool level 5, and all the skills associated with the 2 main weapons I use leveled to 5. That would be a maxed specialty. Note I would still have no skills in vehicles, other dropsuits, other weaposn, etc... My bad on poor terminology usage So...Take Chicagocubs, the man has like 20mil sp. He has like hmg proficiency 5, forge proficiency 5, smg proficiency 3, shield extension 5, armor upgrades 5, shield upgrades 5, I think he has reload speed up to 3 on each weapon, like hacking 3, electronics 5, powergrid upgrades 5, dropsuit command 3, his heavy suit to 5, he's got skills in armor plating and repping and blah blah blah...he STIL needs/wants reloading to be maxed, he still is now debating getting one of these core godlock pistols, and he still needs to save up for when he gets his 1st (as in he doesn't have a sentinel suit!) racial proto suit. And he plays more than more people combined. I can't believe he went to level 5 in Amarr heavy and didn't stop at level 3 and start leveling in Sentinel. That's what I did for Amarr logi. But anyway it sounds like Cubs has almost maxed out his build (much better term). Now if he started on tanks next or maybe a medium frame suit of some sort he would be working on his next build. That is a nother thing, people say newcomers can't catch up, but after about 15 mil or so when you have one build pretty much maxed you are caught up. Everything after that is branching outward to be more versatile, you can't continuously build upwards
personal preference really... I have lvl 1 sentinel that I use for pubs cause it allows me to make a ridiculously cheap suit.
I prefer the base proto cause of its slot layout and how I play vs the sentinel proto. this also allowed me to use SP elsewhere, which is why I have other weapons highly skilled. but yes im an SP wh0re and still am not done with my fat boy specialization ;) |
BL4CKST4R
WarRavens League of Infamy
303
|
Posted - 2013.06.19 17:55:00 -
[117] - Quote
Shijima Kuraimaru wrote:On the SP cap CCP is trying to have the system set so that to fully max out all character skills should take 5 to 6 years as it currently does in Eve.
New players not being able to catch up to vets... Really? Maximum skill level on any skill is 5. Saying that new players can't catch up to vets is like saying that if I start walking a set distance of 100 feet before you do, then you will never be able to catch up to me though I have to stop at the end of that 100 feet. An inability to "catch up" would only apply in a situation where skill level progression is infinite. The newer players will eventually catch up if they stick with it. Really, they will.
Pay to Win. This is a difficult one. Some things in dust appear to be pay to win true. But the advantage is relatively small in the few cases where it does exist. I have experienced actual pay to win and it's not pleasant for someone like me who isn't able to throw money at a game to get gold armor, gold ammo, gold guns, gold vehicles, even double or triple XP boosters, that don't have equivalents for the non-paying player. See Pirate Galaxy or Dark Orbit for a good examples of true pay to win games.
With the current SP cap it will take 28 years to max all skills eithout passive sp, with passive sp its like 15 |
reydient
ROGUE SPADES EoN.
4
|
Posted - 2013.06.19 18:04:00 -
[118] - Quote
There is a thread in the feedback/request section please sign it ! |
A'Real Fury
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
193
|
Posted - 2013.06.19 18:10:00 -
[119] - Quote
I think if CCP adds to the skill tree so they remain 2 years ahead of the lead players would be an acceptable position. Being 10-15 years permanently ahead of the lead player is a bit excessive. |
Jason Punk
DUST University Ivy League
131
|
Posted - 2013.06.19 18:57:00 -
[120] - Quote
Honestly, the real issue is that it the value of ISK is somewhat null and void...skilling up should be something that takes a long time...but it shouldn't really be the end goal. The end goal needs to be the market, the isk, value that ebbs and flows with the player metagame of warfare and conquest...not SP.
This is truly the direction I believe needs more love. There is virtually nothing we can manipulate in the skill cap or SP numbers that will satisfy everyone. The current system is the result of player feedback and the same comments you're all making now. Nothing has changed gentlemen, the system itself is fine, it's the context of the game it exists in which is the problem...instead of SP gap, empower the new players with more things he can do to help his team...That, gentlemen, is how we grow a game.
I think the whole community is becoming a little timid. Don't give up on the numbers, but let's not lose sight of the game as a whole. The question is not how do we make things 'fair' for everyone, but how do we give everyone the ability to fulfill a role for a group or friends without the need of SP or vast game experience? |
|
BMSTUBBYxx
Algintal Core Gallente Federation
68
|
Posted - 2013.06.19 19:45:00 -
[121] - Quote
Jason Punk wrote:Honestly, the real issue is that it the value of ISK is somewhat null and void...skilling up should be something that takes a long time...but it shouldn't really be the end goal. The end goal needs to be the market, the isk, value that ebbs and flows with the player metagame of warfare and conquest...not SP.
This is truly the direction I believe needs more love. There is virtually nothing we can manipulate in the skill cap or SP numbers that will satisfy everyone. The current system is the result of player feedback and the same comments you're all making now. Nothing has changed gentlemen, the system itself is fine, it's the context of the game it exists in which is the problem...instead of SP gap, empower the new players with more things he can do to help his team...That, gentlemen, is how we grow a game.
I think the whole community is becoming a little timid. Don't give up on the numbers, but let's not lose sight of the game as a whole. The question is not how do we make things 'fair' for everyone, but how do we give everyone the ability to fulfill a role for a group or friends without the need of SP or vast game experience?
I tried to warn you that this ^ horse was dead. Did you get banned?
No response = yes got the ban hammer |
Jason Punk
DUST University Ivy League
133
|
Posted - 2013.06.19 19:49:00 -
[122] - Quote
lol, wut?
|
BMSTUBBYxx
Algintal Core Gallente Federation
68
|
Posted - 2013.06.19 19:54:00 -
[123] - Quote
Jason Punk wrote:lol, wut?
Your sweet little thread begging that GM Vegas reopen your locked thread about the dead horse of SP gap.
Thought maybe you might have got banned after that.
Your thread disappeared real quick. |
AION ETERNITY
Wrath Of The Lamb
0
|
Posted - 2013.06.19 21:55:00 -
[124] - Quote
Fearless Speech wrote:
So... we take boosters out because that's "CCP Money-grabbing." How, exactly, do you want the game to be profitable?
I never said that they couldn't sell boosters, I only stated that the implementation of a SP cap is used to artificially drive up the demand for boosters. If there was no SP cap how many people would spend money on a booster if they could just continue to play to rake up SP? Quite a few, but I seriously doubt as many as are currently buying them.
Fearless Speech wrote:Before you say "not my problem," you realize that unless the game is at least breaking even development will completely stop? CCP is probably large enough to allow the game to go negative on returns for quite a while to invest in making it better for hopes of future increase in revenue, but that's still going to require that they sell you something. Or would you like to see McDonald's adds every time you want to look at your fittings or watch short ED drug commercials every time you die? Either they sell us stuff in the game or they flood the game with real world advertising. Personally? 15$/month "subscription" >>>>>>>>>>>> adds to make my ***** work.
How about they just make the game GREAT so that it will be so addictive that everyone will play it and those with money will be throwing it at CCP for AUR(not necessarily pay to win, but just cosmetic stuff)? Because that's what they should be doing instead of creating a mediocre game with some good parts and then forcing players to buy something or lag behind while giving no alternatives.
Fearless Speech wrote:There is no Pay to Win in Dust. The aurum gear all has increased PG/CPU requirements which have big impacts on your fitting options, the boosters just help you get some more sp (but really, not that much. An active booster is what, one tier 5 skill every month? Maybe?). I personally like the boosters. I can give them a little money to show my support for the game, and if I decide to stop playing I just stop buying boosters and never had to shell out $60 up front. And, if I feel the value in buying enough 30 day boosters to equate $60, then I have been playing much longer than most titles stay fun so I feel like I got my money's worth.
What you like does change the fact that the current system negatively impacts the game. And yes, getting more SP so that you can pretty much spec into any FOTM weapon and not have to grind is pretty much the definition of P2W. Maybe more subtle, but it's still there.
|
Shijima Kuraimaru
WarRavens League of Infamy
224
|
Posted - 2013.06.20 00:02:00 -
[125] - Quote
CCP money grabbing? Really? You do realize that CCP can afford to make dust free to play and that they don't require anyone to spend a cent. Why? Eve Online costs $15 a month to play and they have how many active accounts including mine? And all they do is Eve Online and Dust 514. They're not trying to develop and support 6+ other games on top of that. That's why AUR gear provides very little, if any, advantage.
If you want to see what real money grabbing is like, play the social games on Facebook, or many of the games on Bigpoint, or Pirate Galaxy by Split Screen games. Those are truly pay to win. |
BMSTUBBYxx
Algintal Core Gallente Federation
68
|
Posted - 2013.06.20 00:09:00 -
[126] - Quote
Shijima Kuraimaru wrote:CCP money grabbing? Really? You do realize that CCP can afford to make dust free to play and that they don't require anyone to spend a cent. Why? Eve Online costs $15 a month to play and they have how many active accounts including mine? And all they do is Eve Online and Dust 514. They're not trying to develop and support 6+ other games on top of that. That's why AUR gear provides very little, if any, advantage.
If you want to see what real money grabbing is like, play the social games on Facebook, or many of the games on Bigpoint, or Pirate Galaxy by Split Screen games. Those are truly pay to win.
World Of Darkness, just saying. |
BL4CKST4R
WarRavens League of Infamy
304
|
Posted - 2013.06.20 00:24:00 -
[127] - Quote
Jason Punk wrote:Honestly, the real issue is that it the value of ISK is somewhat null and void...skilling up should be something that takes a long time...but it shouldn't really be the end goal. The end goal needs to be the market, the isk, value that ebbs and flows with the player metagame of warfare and conquest...not SP.
This is truly the direction I believe needs more love. There is virtually nothing we can manipulate in the skill cap or SP numbers that will satisfy everyone. The current system is the result of player feedback and the same comments you're all making now. Nothing has changed gentlemen, the system itself is fine, it's the context of the game it exists in which is the problem...instead of SP gap, empower the new players with more things he can do to help his team...That, gentlemen, is how we grow a game.
I think the whole community is becoming a little timid. Don't give up on the numbers, but let's not lose sight of the game as a whole. The question is not how do we make things 'fair' for everyone, but how do we give everyone the ability to fulfill a role for a group or friends without the need of SP or vast game experience?
ISK is not worth as much SP because of a couple of reasons
1) No economy 2)ISK only buys BPCs, if somebody could buy a proto BPO for 500M ISK then ISK would be valued equally or higher than SP.
|
Genome Kipnis
Seituoda Taskforce Command Caldari State
1
|
Posted - 2013.06.20 01:26:00 -
[128] - Quote
No market, means sp gap is irrelavant.
Anyone can get proto gear in 4 weeks, then sp means nuthing. |
Shion Typhon
Intara Direct Action Caldari State
75
|
Posted - 2013.06.20 04:04:00 -
[129] - Quote
Cass Barr wrote:It ensures new players can never catch up to active vets.
The reality is that dedicated long term players tend to play more than newbies, so if you had an open cap, sure a few dedicated newbies would be able to grind like madmen and catch up. However, in the majority of cases no cap would result in the vets getting even further ahead due to higher scores from SP/gear advantage and being well, just more dedicated than random newbies. |
GOTDUST
MURDER TAXI COMPANY
35
|
Posted - 2013.06.20 05:00:00 -
[130] - Quote
CHICAGOCUBS4EVER wrote:KING SALASI wrote:CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P You don't have a job, school, social life? full time job, family of 4, weekend cottage... and still in playing 5-6 hours a day have a boatload of SP but thanks for the attempted troll, it failed with grace ;)
How much is a boatload of sp? :) 20mill? |
|
RINON114
B.S.A.A. General Tso's Alliance
216
|
Posted - 2013.06.20 05:17:00 -
[131] - Quote
Moses Unspoken wrote:Why not just use tiered caps?
Less than 1 million Total SP = No Cap
Less than 3 million Total SP = 500k Cap/wk
Less than 5 million Total SP = 300k Cap/wk
Less than 10 million Total SP = 250k Cap/wk
More than 10 million Total SP = 200k Cap/wk We have a winner! |
Moejoe Omnipotent
Imperfects Negative-Feedback
573
|
Posted - 2013.06.20 05:21:00 -
[132] - Quote
The SP cap was only useful for a couple months. Now it accomplishes nothing and only hurts new players. |
Keyser Soze VerbalKint
IMPSwarm Negative-Feedback
395
|
Posted - 2013.06.20 05:24:00 -
[133] - Quote
Moejoe Omnipotent wrote:The SP cap was only useful for a couple months. Now it accomplishes nothing and only hurts new players.
Agreed it's time to get rid of it. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
497
|
Posted - 2013.06.20 05:25:00 -
[134] - Quote
GOTDUST wrote:CHICAGOCUBS4EVER wrote:KING SALASI wrote:CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P You don't have a job, school, social life? full time job, family of 4, weekend cottage... and still in playing 5-6 hours a day have a boatload of SP but thanks for the attempted troll, it failed with grace ;) How much is a boatload of sp? :) 20mill?
Yea in that vicinity
I only got 1 omega booster tho which runs out in another day :( but yea that extra 500sp per match adds up over time
Im totally fine with the cap as it stands and am not opposed to higher rate at lower levels as suggested. Play more, get more wp, get more sp. Pretty simple concept
Only YOU can prevent forest fires...or get more sp. P |
CHICAGOCUBS4EVER
TeamPlayers EoN.
497
|
Posted - 2013.06.20 05:28:00 -
[135] - Quote
RINON114 wrote:Moses Unspoken wrote:Why not just use tiered caps?
Less than 1 million Total SP = No Cap
Less than 3 million Total SP = 500k Cap/wk
Less than 5 million Total SP = 300k Cap/wk
Less than 10 million Total SP = 250k Cap/wk
More than 10 million Total SP = 200k Cap/wk We have a winner!
Honestly no cap til u hit 10mil would be fine imo. Get people on the level they need to be to be able to compete asap. Start the grind once they hit 10mil.
Grind to 10mil, play more get there faster, hit 10mil and now u are in the same boat as everyone else. Id say most actice players average 11-13mil atm |
Shion Typhon
Intara Direct Action Caldari State
76
|
Posted - 2013.06.20 06:28:00 -
[136] - Quote
CHICAGOCUBS4EVER wrote:RINON114 wrote:Moses Unspoken wrote:Why not just use tiered caps?
Less than 1 million Total SP = No Cap
Less than 3 million Total SP = 500k Cap/wk
Less than 5 million Total SP = 300k Cap/wk
Less than 10 million Total SP = 250k Cap/wk
More than 10 million Total SP = 200k Cap/wk We have a winner! Honestly no cap til u hit 10mil would be fine imo. Get people on the level they need to be to be able to compete asap. Start the grind once they hit 10mil. Grind to 10mil, play more get there faster, hit 10mil and now u are in the same boat as everyone else. Id say most actice players average 11-13mil atm
I "was" active and am sitting around 2mil SP. If the average is 11m+ then you have zero new players which means bye bye game. After my last round of ProtoMurderTaxi514 I can see how the figures would fall out this way. |
dustwaffle
Ill Omens EoN.
84
|
Posted - 2013.06.20 06:50:00 -
[137] - Quote
Couple of points as someone pointed this out earlier:
1. Active boosters: Technically CCP/GM is correct when they say the active booster doesn't increase your cap. Take for example, a player that uses a booster on Monday, after hitting about 3/4 of his cap for the week. The cap doesn't magically extend by another 97,000. It's only because smart players figure that if you use a booster on Wednesday, you can extend the amount of bonus SP you get by 50% of the weekly cap.
2. 'Catching up': While newer players will never catch up in terms of raw SP with older players is true, however based on my understanding of the way CCP thinks, they have their reasoning behind maintaining a disparity between the SP levels of players. As a long time player of EVE (watch the crybabies start using this against my arguments), we've seen countless arguments from newer players that they will never catch up in SP amounts to the vets. However, as other posters have pointed out, at a certain point, the maximum amount of SP you can have affecting a particular build levels out, and more SP = more versatality.
Another point to the catching up thing, although I agree to a rolling cap, I can understand that CCP looks at their products from a long-term perspective. I do agree that CCP could do more in terms of communication with the playerbase, and that there should be more to do in game, the way CCP works is that they do not build games which get played and discarded after 6 months. if you look at it from a long term perspective where you'll be playing this game on and off for a few years (which CCP expects you to), in the long run a couple of million SP will not make that much of a difference. |
Delta 749
Kestrel Reconnaissance
479
|
Posted - 2013.06.20 07:23:00 -
[138] - Quote
dustwaffle wrote:Couple of points as someone pointed this out earlier:
1. Active boosters: Technically CCP/GM is correct when they say the active booster doesn't increase your cap. Take for example, a player that uses a booster on Monday, after hitting about 3/4 of his cap for the week. The cap doesn't magically extend by another 97,000. It's only because smart players figure that if you use a booster on Wednesday, you can extend the amount of bonus SP you get by 50% of the weekly cap.
2. 'Catching up': While newer players will never catch up in terms of raw SP with older players is true, however based on my understanding of the way CCP thinks, they have their reasoning behind maintaining a disparity between the SP levels of players. As a long time player of EVE (watch the crybabies start using this against my arguments), we've seen countless arguments from newer players that they will never catch up in SP amounts to the vets. However, as other posters have pointed out, at a certain point, the maximum amount of SP you can have affecting a particular build levels out, and more SP = more versatality.
Another point to the catching up thing, although I agree to a rolling cap, I can understand that CCP looks at their products from a long-term perspective. I do agree that CCP could do more in terms of communication with the playerbase, and that there should be more to do in game, the way CCP works is that they do not build games which get played and discarded after 6 months. if you look at it from a long term perspective where you'll be playing this game on and off for a few years (which CCP expects you to), in the long run a couple of million SP will not make that much of a difference.
In regards to 2 "Catching up" would be a non issue if having more sp didnt mean having drastically increased survivability Knowing that you outplayed someone and they only survived due to their character being around longer is incredibly frustrating and a terrible thing to have in a fast paced action game Tekken Revolution while a different genre completely also has a skill system in place and does it better by having skill points offer a tiny tiny bit of an advantage, for instance 30 extra points in vitality is barely an extra hit on the life bar |
dustwaffle
Ill Omens EoN.
84
|
Posted - 2013.06.20 09:07:00 -
[139] - Quote
Delta 749 wrote:In regards to 2 "Catching up" would be a non issue if having more sp didnt mean having drastically increased survivability Knowing that you outplayed someone and they only survived due to their character being around longer is incredibly frustrating and a terrible thing to have in a fast paced action game Tekken Revolution while a different genre completely also has a skill system in place and does it better by having skill points offer a tiny tiny bit of an advantage, for instance 30 extra points in vitality is barely an extra hit on the life bar
I understand what you mean, but honestly I still consider it a non-issue. The game tends to promote teamwork over individual skill, and a disparity between players seems intentional given my perception of how CCP works. This would you to adapt to different problems via different methods, i.e. if you can't kill that person 1v1, try leading him into concentrated fire from your team, or swap fits to counter his fit etc.
That being said, Dust (and EVE) is all about the minor bonuses. Remember that you only get a maximum of 5 levels in every skill, and that level 5 requires more SP than level 1-4 combined. Therefore, the slight drop in effectiveness by having a skill at 4 can be offset by adjustments in tactics or fits etc.
My 2 cents |
Mikael Murray
Kameira Lodge Amarr Empire
0
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Posted - 2013.06.20 23:00:00 -
[140] - Quote
A simple rollover and floating overall cap would have been easy to do.
Didnt happen. Now we have a huuuuuge gap between players.
190k weekly (without passive) is a serious joke for new players. |
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Shion Typhon
Intara Direct Action Caldari State
78
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Posted - 2013.06.21 04:38:00 -
[141] - Quote
dustwaffle wrote:Delta 749 wrote:In regards to 2 "Catching up" would be a non issue if having more sp didnt mean having drastically increased survivability Knowing that you outplayed someone and they only survived due to their character being around longer is incredibly frustrating and a terrible thing to have in a fast paced action game Tekken Revolution while a different genre completely also has a skill system in place and does it better by having skill points offer a tiny tiny bit of an advantage, for instance 30 extra points in vitality is barely an extra hit on the life bar I understand what you mean, but honestly I still consider it a non-issue. The game tends to promote teamwork over individual skill, and a disparity between players seems intentional given my perception of how CCP works. This would you to adapt to different problems via different methods, i.e. if you can't kill that person 1v1, try leading him into concentrated fire from your team, or swap fits to counter his fit etc. That being said, Dust (and EVE) is all about the minor bonuses. Remember that you only get a maximum of 5 levels in every skill, and that level 5 requires more SP than level 1-4 combined. Therefore, the slight drop in effectiveness by having a skill at 4 can be offset by adjustments in tactics or fits etc. My 2 cents
Double or sometimes close to triple the other guys HP is a mammoth advantage in an FPS. Its not "a minor bonus". Your example re L4 vs L5 doesn't work the same way in Dust as it does in EVE. L3 or L4 = Advanced Shield Extender (33 HP), L5 = Proto Shield Extender (66 HP), see the problem?
Dust =/= EVE |
Void Echo
Internal Error. Negative-Feedback
251
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Posted - 2013.06.21 04:51:00 -
[142] - Quote
GM Vegas wrote:Cass Barr wrote:
And the next line of that quote is:
"* The extra SP earned from the active skill boosters do not count towards your skill point cap. "
Which also means that once you reach your cap, your Active booster bonus will be based on a 1SP for each WP to a maximum of 1,000 SP (1,500 SP with an Active Booster). Not very much an incentive to sell more booster if once you reached the cap you only get 500 SP/per battle as maximum bonus is it? Just to mention that as well; The SP Cap has been modified several times in the past, and who knows, it could be altered again in the future. Feel free to share some feedback in the appropriate section if needed.
also not much incentive to continue playing this game once you hit the cap, once you hit the cap you might as well just log off dust 514 and play something that actually rewards you for continuing to play. |
Marston VC
SVER True Blood Public Disorder.
338
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Posted - 2013.06.21 05:33:00 -
[143] - Quote
CHICAGOCUBS4EVER wrote:to keep me from maxing the skill tree in 3 months....
if there was no cap I would have about 50 million SP by now.. 6 months later.
that is why there is a SP cap. cause these kind of games will always have people like me ;P
its a true story, this nut is at the top of the leaderboards for kills for a reason..... When I see him in matches I just imagine his eyes bloodshot and him just kind of half drooling on himself so as to keep me from getting intimidated. Lol in my mind, by the time I play him hes probably already been on a good 5 hour binge, so hopefully his senses will be considerably low.
But yeah.... the original idea was to keep no-lifers from getting ridiculously ahead of people who only play just enough to hit the cap. It used to be a..... "decent" idea, but as the player base gradually increases I think the need for such a crude system will decrease. The reason for this is that the entire purpose for this existing is to prevent pub matches from becoming..... well pub stomps. But as more players join and the matchmaking gets better, people will fight other players closer to their skill level, totally destroying the whole value in a system like what we have now.
So yeah.... Currently I think we still need the skill cap, but once the active player count increases to around..... 25k-50k per day (I hope) it really shouldn't matter if the top 10% play like crazy and get crazy ahead because at the end of the day, noobs will still have 22k other noobs to play against. Or rather..... the 2k no-lifers will be diluted to the point that they shouldn't make a huge difference anyway.
Just my opinion anyway. |
Jason Punk
DUST University Ivy League
133
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Posted - 2013.06.21 12:16:00 -
[144] - Quote
BMSTUBBYxx wrote:Jason Punk wrote:lol, wut?
Your sweet little thread begging that GM Vegas reopen your locked thread about the dead horse of SP gap. Thought maybe you might have got banned after that. Your thread disappeared real quick.
Ahhhh, no and not hardly. I know it went right over your head, but it actually had nothing to do with the SP Gap. It was about the weight of ISK and the necessity of the market in terms of impact and player growth. I was rather the antithesis of a dead horse...but again, I'm sure you didn't actually read anything I wrote, so no worries, eh?
and the message was something from way back...used to work, but I haven't gotten a locked thread in a while X) |
Dustin TheTrash
Ikomari-Onu Enforcement Caldari State
0
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Posted - 2013.06.22 04:14:00 -
[145] - Quote
I made a video expressing the OP's Concerns
Please leave comment if you agree.
Thanks |
Mobius Wyvern
BetaMax. CRONOS.
2042
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Posted - 2013.06.22 05:17:00 -
[146] - Quote
http://www.youtube.com/watch?v=WF1tw3Zcvo8 |
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