Aran Abbas wrote:A long time ago in an Internet Spaceship game you're all familiar with, pilots were unable to directly warp onto gates. Instead they could only warp 15km distance from them. The reasoning behind this decision was that CCP wanted to make travel hazardous, provide opportunity for those that wished to fight and kill, make the galaxy seem larger, and gates were that natural chokepoint that would allow this.
People, however, have an inherent tendency for risk aversion and to seek any and all advantages to survival and time, and so some enterprising pilot soon came up with the idea of bookmarks that would allow him to warp directly onto gates. The mechanics of how bookmarks worked are not as important as the effect on the game. Bookmarks sucked up server/database resources, and as more and more pilots learnt of the advantages of bookmarks the number of them in game grew exponentially until the load on the server became catastrophic.
The devs of course tried various workarounds to prevent the use of these bookmarks, but without success. Just as soon as a stopgap solution had been implemented the players found a way around it, until eventually CCP learnt an important lesson about player behaviour and allowed warping directly onto gates and removed the bookmarks. Overnight the lag reduced and EVE is a much better, faster game for it.
Dust has a similar problem in AFKing.
AFKing exists because mercs are able to draw an advantage from it, increase their rewards while minimizing their risks, making use of their limited time for competing tasks. Currently, the problem with AFKing is mostly limited to the irritation it causes the other players on the AFKers team. However, any merc in game is using server resources, and as the total number of Dust mercs (hopefully) grows, the amount of load that these inactives put on the server will also grow.
CCP will of course attempt to fix the problem in various ways, as they tried with bookmarks in EVE. First they will remove skillpoint gain for mercs in the MCC. So players will simply AFK on the ground beneath the MCC. Then to counter that CCP will remove skillpoint gain for those in the redline. So players will simply AFK one step outside the redline, behind a rock. After that, there's nowhere else to go really, other than to remove skillpoint gain for time spent in game. This, of course, would increase the perception of Dust's grind. So you might increase warpoints to counter that, but this would increase the skillpoint gap between active good and organised players and casuals.
My point is, as with bookmarks in EVE there is no way to keep time linked skillpoint gain in Dust without players finding a simple workaround, whilst removing it altogether and increasing the rewards for activity just increases the gap between the better and older mercs versus newbies. Newbies, of course, are the lifeblood of any game and if they stop coming the game dies a slow but certain death. So, rather than jump through the million hoops that CCP did with bookmarks in EVE before capitulating to the logical thing, CCP ought to do it with Dust early on in its history. And just what is that logical thing?
Remove in-game time based skillpoint gain and add that 'lost' weekly 190k to passive skillpoint gain. No more AFKers. Reduced load on server. Reduced teammate irritation. No greater increase in the gap between better and older mercs versus newbies than exists currently. Players log on because they WANT to, not because they feel they HAVE to in order to stay competitive, which reduces the perception of grind and thereby burnout
Like many others, i always felt a passive only SP growth was the best solution.
But, some will say active SP is what makes people play and that otherwise they wouldnt care about playing the game.
If Dust would want to go full passive, it would need something to replace the SP grind. Another kind of grind, totally futile. Like Trophies for blowing up 1500 CRUs or hacking 2000 objectives etc... This combined to more "daily rewards" such as "hacked 5 objectives in one game = 50K ISK bonus" or "Killed X guys in one game = 75K isk". Hell, those rewards could be scaled as well. Like green, blue, red ribbon for killing say 15/30/45 dudes in one game. Or medicing 5/10/15 etc..
You could also scale medals and give BPO items as a reward. Doesnt have to be uber-powerfull items. Could be BPO advanced suit with pretty colors. Something that makes you stand out in the crowd.
so to make it simple : a Ribbon and Medal System.And those ribbon (one game scale) and medal (career scale) would be available from the merc career sheet to be seen by everyone. That sheet (empty for now) would show time spent on the game, previous corps, standing if they're ever added, tks, ribbons, total WP, average WP per game, kills etc...
It would make much more easier to assess a guy when recruiting him as well. And would act as a motivation to play on a daily basis to make your merc career more and more solid.
I'm not inventing anything, it's an effective system already well known from FPS players. Also, it acts as a landmark for newcomers "oh hey, that game has ribbon and medal, me likey"
This would be much more interesting than hunting SP whether by afking in the MCC or feeling obligated to play.
Only problem with full passive is that latecomers can never hope to catch up on the vets. The long awaited
"roll over SP cap with extended cap for newcomers based on x metrics" allows for it. And may kill the "job feeling" as well if it allows to catch up on missed SP for say 2-3 weeks. But tbh, my gut would go full passive.